gaming machines
The gaming machine design addresses disorganized presentations and resource shortages by having the second sub-control unit manage effect announcement order, ensuring a satisfactory player experience.
Patent Information
- Application Number
- JP2024072311
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-26
- Publication Date
- 2026-01-23
- Estimated Expiration
- 2044-04-26
AI Technical Summary
In gaming machines, the configuration where a first sub-controller determines effects and sends commands to a second sub-controller for announcement can lead to disorganized presentations unsatisfactory to players, while having the first sub-controller handle order determination risks resource shortages.
A gaming machine design where the second sub-control unit determines the announcement order of effects decided by the first sub-control unit, alleviating resource shortages and ensuring organized presentations.
The design avoids messy presentations and resource shortages in the first sub-control unit, providing a satisfactory gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to gaming machines. [Background technology]
[0002] The gaming machine is configured to be able to switch between a game in a normal gaming state (game) and a game in a special gaming state (AT, ART, etc.) that is more advantageous to the player than the normal gaming state. The gaming machine has a main control unit that controls the game, and a sub-control unit that receives signals from the main control unit and controls presentation devices such as a display (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-16470 Summary of the Invention [Problem to be solved by the invention]
[0004] In order to share the functions, the sub-controller may be configured to have a first sub-controller and a second sub-controller. In this case, for example, the first sub-controller determines the effect to be announced based on a signal from the main controller, and transmits an effect command to announce the decided effect to the second sub-controller. The second sub-controller then causes an effect device such as a display to announce the effect related to the effect command based on the order in which the received effect commands were received.
[0005] In the above configuration, the first sub-controller may decide which effects to announce and send effect commands to the second sub-controller in a trickle. In this case, the second sub-controller will have the effect device announce multiple effects one after another based on the trickle-received effect commands. In this case, there is a risk that the effects announced will be disorganized and unsatisfactory for the player.
[0006] On the other hand, if the first sub-control unit is not only responsible for determining the effects to be announced, but also for controlling the order in which multiple effect commands are sent, taking into account the announcement order of the multiple effects that have been decided, in order to create an effect that is convincing to the player, this could lead to a shortage of resources in the first sub-control unit, which is required to handle the overall processing of the effects, and there is a risk that restrictions will be placed on the effects that can be realized.
[0007] The present disclosure provides a gaming machine that can avoid the execution of messy presentations that are unsatisfactory to players, while avoiding resource shortages in the first sub-control unit. [Means for solving the problem]
[0008] The first aspect is a gaming machine comprising a first sub-control unit capable of executing a process to determine the effects to be announced based on a signal received from a higher-level control unit, and a second sub-control unit capable of communicating with the first sub-control unit and executing a process to have an effect device announce the effects that the first sub-control unit has decided should be announced, wherein an order determination process is executable to determine the announcement order of multiple effects that the first sub-control unit has decided should be announced, and the order determination process may be executed by the second sub-control unit rather than by the first sub-control unit. [Effects of the Invention]
[0009] According to the present disclosure, a gaming machine can be provided that can avoid the execution of messy presentations that are unsatisfactory to the player, while avoiding resource shortages in the first sub-control unit. [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] 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] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 8] 10 is a flowchart showing a first example of a part of the processing of the main control unit, the first sub-control unit, and the second sub-control unit. [Figure 9] 10 is a flowchart showing a second example of a part of the processing of the main control unit, the first sub-control unit, and the second sub-control unit. [Figure 10] FIG. 10 is a diagram showing a performance priority table used in the order determination process. [Figure 11] 10 is a flowchart showing a third example of a part of the processing of the main control unit, the first sub-control unit, and the second sub-control unit. [Figure 12] 10 is a flowchart showing a fourth example of a part of the processing of the main control unit, the first sub-control unit, and the second sub-control unit. DETAILED DESCRIPTION OF THE INVENTION
[0011] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings. 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 other boards, devices, etc.
[0012] In this embodiment, the slot machine 1 is an example of a reel-type gaming machine that does not use physical medals but handles the quantity of gaming value (number of medals) as electronic data. Unlike conventional slot machines, the slot machine 1 does not require the insertion and payment of actual medals, and allows the game to proceed using electronically converted pseudo gaming media as gaming value data. Such slot machines 1 are called medal-less machines, Smart Slot (registered trademark), enclosed reel gaming machines, etc.
[0013] The pseudo game media, i.e., the game value, increases or decreases as the game progresses. Therefore, the player can play without holding actual medals, and while playing, the player can also check the amount of game value he or she has by looking at the credit display on the slot machine 1.
[0014] Fig. 1 is a front view of the above-mentioned slot machine 1. As shown in Fig. 2, this slot machine 1 is communicably connected to a card unit 9. Below, the card unit 9 will first be described.
[0015] The card unit 9 (corresponding to an external device) is a device capable of executing processes relating to lending of gaming value to the slot machine 1 and returning of gaming value from the slot machine 1.
[0016] Although not shown, the outer surface of the card unit 9 is provided with an opening for inserting cash, an opening for inserting / removing a card, a display panel capable of displaying instructions for inputting a PIN number and the loan balance, a gaming value loan button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided, as shown in FIG.
[0017] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.
[0018] The card management mechanism 92 introduces and stores a card inserted through the card insertion / ejection opening, and ejects the card from the insertion / ejection opening when the card ejection button is operated.
[0019] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 controls the operation of the cash management mechanism 91 and the card management mechanism 92, performs processing such as lending gaming value, authenticating cards, and reading and writing data from and to cards.
[0020] The operation processing of the cash management mechanism 91 includes a process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 91, 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.
[0021] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that the inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that the card is ejected in response to operation of the card ejection button, and the like.
[0022] The process of lending the gaming value includes a process of transmitting data of the gaming value to be lent in response to the operation of the lending button to the slot machine 1. At the time of this transmission, a process of subtracting the gaming value to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 9 is also performed.
[0023] The card authentication process includes a process for determining whether or not a personal identification number (PIN) entered via the display panel matches the PIN number written on the card when the card is inserted into the insertion / ejection opening. If the card unit side control unit 93 determines that the PIN number matches, it allows the authenticated card to continue to be used, but if it determines that the PIN number does not match, it may not allow the authenticated card to continue to be used (restrict its use).
[0024] The process of reading data from the card includes a process of reading the gaming value data, if any, written on the card and temporarily storing it in RAM as the loan balance.
[0025] The writing process to the card includes a process of receiving the game value data transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card ejection button. When the card ejection button is operated and game value data has already been written to the card, the card unit side control unit 93 adds the game value received from the slot machine 1 to the data and writes it to the card (update process).
[0026] As a result, when the card ejection button is operated on the card unit 9, a card on which at least one of the data of the game value and loan balance owned by the player is written is ejected from the card insertion / ejection opening.
[0027] The card unit 9 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). 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.), changes in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.
[0028] <Slot machine configuration> As shown in Fig. 1, a medal-less slot machine 1 has a cabinet 10. A front door 100 is provided on the front of the cabinet 10.
[0029] A keyhole is provided near the right end of the front door 100 when viewed from the front. A key can be inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. The front door 100 and the cabinet 10 remain locked during play, preventing players from accessing the inside of the cabinet 10. Furthermore, because the slot machine 1 is a medal-less machine, there is no need for a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish medals during play. Therefore, during play, store staff generally do not unlock the front door 100 and the cabinet 10, except when an error occurs in the slot machine 1. When store staff perform settings changes, setting value confirmations, maintenance, or other operations, the front door 100 and the cabinet 10 are unlocked, allowing the front door 100 to rotate relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.
[0030] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see multiple symbols displayed on the surface of each of multiple rotating reels 20a, 20b, and 20c, which will be described later.
[0031] Above the reel window 200, there are provided a liquid crystal display 3, a speaker 102, and an illumination unit 103 for performing various effects during a game. The liquid crystal display 3, the speaker 102, and the illumination unit 103 correspond to a notification unit.
[0032] The LCD screen 3 displays various effect videos (effect screens) while the player is playing. A sub-LCD screen 30 capable of displaying various effects related to the game is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit that can be operated by touching it.
[0033] The speaker 102 outputs predetermined background music (BGM), sound effects (SE), and audio.
[0034] The illumination unit 103 lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.
[0035] An operation unit 4 is provided below the reel window 200. The operation unit 4 is provided in a position where it can be seen and touched by the player. The operation unit 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a medium display unit 43, a game information display unit 44, a cancel button 45, a count button 46, and an effect button 47.
[0036] The stop switches 40a, 40b, and 40c are provided corresponding to the reels 20a, 20b, and 20c, respectively. The stop switches 40a, 40b, and 40c accept operations to stop the rotation of the reels 20a, 20b, and 20c while the reels 20a, 20b, and 20c are rotating.
[0037] A lamp may be provided inside each of the stop switches 40a, 40b, and 40c. The lamp may, for example, emit a color to indicate that the stop switches 40a, 40b, and 40c are in an inoperative state from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a steady rotation state. Furthermore, the lamp may emit a color different from the above to indicate that the stop switches 40a, 40b, and 40c are in an operable state from the time the reels 20a, 20b, and 20c reach a steady rotation state until the stop switches 40a, 40b, and 40c are operated.
[0038] The bet switch 41 is used when betting a gaming value. In this embodiment, a case is exemplified in which a predetermined number of gaming values (for example, three coins) that can be played once is automatically bet by pressing the bet switch 41 once.
[0039] The lever 42 functions as a start switch that accepts an operation to rotate each of the reels 20a, 20b, and 20c. For the reels 20a, 20b, and 20c to start, a "wait condition" must be met, which requires that there must be at least a minimum play time (approximately 4.1 seconds) between the start of the reels 20a, 20b, and 20c in the previous game and the start of the reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the reels 20a, 20b, and 20c will start after this wait condition is met.
[0040] The medium display unit 43 displays the amount of gaming value (hereinafter also referred to as the number of credits) managed by the medium management unit 620 of the slot machine 1, the amount of gaming value paid out, etc., and is composed of, for example, multiple seven segments.
[0041] In this embodiment, the "number of payouts of game value" does not mean that actual medals are paid out to the outside of the slot machine 1, but means that the game value increases based on the winning combination established by the internal lottery. In other words, the number of payouts of game value means that the numerical value of the pseudo game medium converted into electronic data increases.
[0042] In this embodiment, the number of credits is set to an upper limit. This upper limit is not related to the activation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer the game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Medium Management Unit-".
[0043] The game information display unit 44 displays information about the game other than the information displayed on the medium display unit 43, and is composed of an LED, a lamp, a 7-segment display, etc. The information displayed by the game information display unit 44 includes the number of bets of game value in one game, whether or not a special role is being implemented, whether a replay (replay) has been won, and if an operation mode role is won during AT or ART, a code corresponding to the correct operation mode of the operation mode role.
[0044] The cancel button 45 can accept an operation to change a betted game value to a non-betted state. For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 (described later) updates the betted game value to "0" and adds the betted game value immediately before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the betted game value. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet cancellation process that transitions the bet state to a non-bet state and returns the betted game value to the number of credits.
[0045] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated, and is invalid from the time the lever 42 is operated until the end of the game based on the operation of the lever 42. In this embodiment, the cancel button 45 is located near the bet switch 41.
[0046] The counting button 46 can accept an operation to transfer the game value data managed by the media management unit 620 of the slot machine 1 from the media management unit 620 to the card unit 9. For example, when the counting button 46 is operated when the managed game value is 1 or more, the media management unit 620 subtracts the managed game value toward 0. The data of the subtracted game value is sent to the card unit 9.
[0047] The amount of subtraction from the managed game value when the count button 46 is operated once may be predetermined, such as "1" or "50." Also, the managed game value may continue to be subtracted while the count button 46 is continuously operated.
[0048] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until the card is ejected from the card unit 9 smoother.
[0049] Furthermore, the counting button 46 may be provided with a lamp inside or around the button 46 that changes the color of light emitted before and after operation.
[0050] The effect button 47 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 47 may also be pressed by the player during play depending on the effect. When the effect button 47 is pressed during play, a change occurs in the effect.
[0051] Furthermore, a lamp capable of emitting light in various colors and patterns may be provided inside the effect button 47. The lamp lights up when the effect button 47 is in an operable state, and is not lit when the effect button 47 is in an inoperable state. Furthermore, when operation of the effect button 47 triggers the output of a winning notification effect for a favorable game state such as a special combination or AT, the lamp can also flash at high speed in a color different from when it is normally lit, such as red or rainbow colors.
[0052] 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.
[0053] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the reset 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.
[0054] As shown in Figures 1 and 2, the reel unit 2 includes three reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The reel unit 2 is disposed inside the casing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the reels 20a, 20b, and 20c has a plurality of symbols arranged at intervals along the circumferential direction of the reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to the reels 20a, 20b, and 20c, respectively, and drive the corresponding reels 20a, 20b, and 20c.
[0055] The stepping motors 21a, 21b, and 21c stop the rotation of the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds 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 milliseconds is 127.
[0056] 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 (described later) in the control unit 6.
[0057] The reset button 71 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 71 is pressed, the quantity of game value managed by the media management unit 620 of the slot machine 1 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."
[0058] The setting change button 72 is a button that is pressed by a store staff member when setting one of a plurality of setting values to 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 to the setting change mode, the setting change button 72 becomes operable, and the setting value can be set by operating the setting change button 72 in this state.
[0059] During game play or game standby, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 71 and the setting change button 72. In principle, the only time they are unlocked is when an error occurs in the slot machine 1. Therefore, players cannot touch the reset button 71 and the setting change button 72.
[0060] The set value is a value that represents the payout rate, which indicates the ratio of the total number of paid-out game values to the total number of game values inserted into the slot machine 1. The set set value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by store staff before the store opens.
[0061] <The flow of play by players> The player presses the effect button 47 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3 as needed.
[0062] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to use the game value managed by the media management unit 620 to bet game value on the slot machine 1. When a predetermined amount of game value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., game play can begin.
[0063] FIG. 1 illustrates an example in which the active line L is composed of a single line sloping upward to the right. The active line L is a virtual line for determining winning combinations. In this embodiment, the active line L is activated when a MAX BET (maximum bet) of three coins is placed.
[0064] In the following, "winning" is not only when a symbol that pays out medals, such as a bell or watermelon, aligns on the valid line L, but also when a symbol corresponding to a specific symbol, such as a special replay, chance symbol, or special symbol (bonus), aligns on the valid line L.
[0065] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42 and stop switches 40a, 40b, 40c to obtain the results of the game, including internal lottery, winning determination processing, and processing to increase or decrease the play value.
[0066] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of each of the rotating reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that has aligned (won) on the pay line L. This completes one game.
[0067] The player repeatedly plays the above game. As the game progresses, the display on the liquid crystal screen 3 and the sub-liquid crystal screen 30, the sound output from the speaker 102, and the light emitted by the illumination unit 103 change in accordance with the progress of the game.
[0068] <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.
[0069] The first game state includes a special role non-carryover state (non-bonus internal state), a special role carryover state (inside the bonus), and a special role implementation state (during the bonus), 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.
[0070] The special role non-carryover state refers to a state in which the special role (Type 1 BB and Type 2 BB) 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 when condition A is met, such as when the setting value is changed, the RAM is initialized, or the payout of the game value exceeds a predetermined number after transitioning to the special role implementation state.
[0071] 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.
[0072] Here, Type 1 BB is a device for continuously operating a type 1 special feature, and Type 2 BB is a device for continuously operating a type 2 special feature. For example, Type 1 BB is a candidate for winning when the number of bets is the maximum number "3," and Type 2 BB is a candidate for winning when the number of bets is less than the maximum number, so that Type 1 BB and Type 2 BB may have different numbers of bets on game value when they become candidates for winning. Also, Type 1 BB may be the only special feature. Also, Type 1 BB cannot be won while Type 1 BB is carried over.
[0073] 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).
[0074] When a winning special role is won (condition B), the first gaming state transitions from the special role carryover state to the special role implementation state. The special role implementation state refers to a state in which a special role (bonus) won by internal lottery is won, and the payout of game value exceeding a predetermined number has not been completed. For example, when the first gaming 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 payout game value due to the Type 1 BB or Type 2 BB exceeds the predetermined number.
[0075] 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 will transition 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 will transition to the Type 1 BB implementation state.
[0076] As shown in Figure 5, the second gaming state includes a normal gaming state, a chance zone (hereinafter sometimes referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special role implementation state. The normal gaming state, CZ, and AT state (special gaming state) are mutually exclusive.
[0077] The general gaming state is a state that is not a special gaming state such as an AT state or a special role implementation state, and is not a CZ state, that is, a state in which the assist function (instruction function) does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second gaming state is set to the general gaming state until the AT lottery is won. As an example, when the gaming zone is a favorable zone, the AT lottery is conducted according to the winning role (rare role, etc.) by the internal lottery.
[0078] The AT state is a state in which the assist function (AT function) is active, informing the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than the special role won by the internal lottery via the LCD screen 3, speaker 102, and illumination unit 103. If the AT is won in the AT lottery while the gaming zone is in the advantageous zone, the second gaming state transitions from the general gaming state to the AT state. The second gaming state transitions from the AT state to the general gaming state in the following cases: a predetermined number of games have elapsed since the start of gaming in the AT state; the total number of payouts of gaming value since the start of gaming in the AT state reaches a predetermined number; a decision not to continue the AT is made in the AT state continuation lottery; or a decision to transition to the general gaming state is made in the drop-out lottery from the AT state to the general gaming state. This ends the AT state.
[0079] The CZ is a second gaming state in which the probability of transitioning to the AT state (special gaming state) is higher than in the base gaming state. A high probability of transitioning to the AT state can be directly attributed to a higher probability of transitioning from the CZ to the AT state, or indirectly attributed to an increased probability of transitioning to the AT state. Therefore, the CZ can be considered a state in which the player enjoys a greater advantage in gaming than the base gaming state. While the CZ and the AT state are similar in that they are more advantageous to the player than the base gaming state, the AT state can be considered even more advantageous than the CZ. The CZ can be entered when certain conditions are met, such as when a CZ lottery based on a winning combination in an internal lottery is won, when the number of games played in the advantageous zone reaches a predetermined number, or when the points accumulated as the game progresses reach a predetermined value.
[0080] <About the gaming area> The above-mentioned game interval is an interval for determining whether or not processing related to the instruction function is performed. As shown in Figure 6, the game interval has a normal interval and an advantageous interval. The normal interval and the advantageous interval are in an exclusive relationship, and the game interval can be either the normal interval or the advantageous interval.
[0081] Here, processing related to the instruction function includes processing to exercise the instruction function (provide assistance), lottery processing for a mode in which the AT winning probability is determined, processing to transition to that mode, CZ lottery processing, CZ processing, AT lottery processing, AT continuation processing, AT addition processing (including adding the number of AT continuation games, adding the difference in sheets, and adding the number of sets), processing to fall from the AT state to the general game state, AT processing, processing to transition from the advantageous zone to the normal zone, etc.
[0082] The normal zone is a zone in which processing related to the instruction function cannot be executed, but zone transition processing to the advantageous zone is performed. When some condition for transitioning to the advantageous zone is met in the normal zone, the game zone transitions from the normal zone to the advantageous zone. Note that while the second game state is the general game state, the game zone can adopt the normal zone.
[0083] 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 normal gaming state, an advantageous zone in which the second gaming state progresses in a CZ, 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 an advantageous zone until it meets a specified termination condition. The specified termination condition will be described later in "- Zone Control Unit - ".
[0084] As a summary of the above, possible combination patterns of the gaming section and the second gaming state in the slot machine 1 will now be listed. Pattern 1: The game zone is the normal zone, and the second game state is the normal game state. Pattern 2: The game zone is a favorable zone, and the second game state is a general game state. Pattern 3: The game zone is a favorable zone, and the second game state is a CZ Pattern 4: The game zone is a favorable zone, and the second game state is an AT state. As mentioned above, when the game zone is a normal zone, no processing related to the instruction function can be performed, so it can be said that there is little advantage for the player. On the other hand, when the game zone is a favorable zone, processing related to the instruction function can be performed, so the range of game progress is wider, and it can be said that there is an advantage for the player compared to a normal zone.
[0085] <Configuration of each control unit> As shown in Fig. 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as interrupt processing such as timer interrupts, and control of internal lotteries and the rotating reels 20a, 20b, and 20c. The game value number control unit 62 manages and processes game values and controls communication with the card unit 9. The sub-control unit 63 controls effects based on signals sent from the main control unit 61 and when the effect button 47 is pressed.
[0086] The main control unit 61, the game value number control unit 62, and the sub-control unit 63 each comprise a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs and the like necessary for game progress, and the RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in, and setting values. The ROM of the game value number control unit 62 stores programs and the like necessary for managing game values and communicating with the card unit 9, and the RAM of the game value number control unit 62 stores the total number of game values being managed, etc. The ROM of the sub-control unit 63 stores programs and the like necessary for controlling presentations, and the RAM of the sub-control unit 63 stores various data and the like related to presentation control.
[0087] Here, the connection relationship and communication processing of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to Fig. 7. In this embodiment, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 are each mounted on a different board.
[0088] 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 number control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include: outer terminal information; whether or not settings are being changed; commands related to various errors; a signal requesting a bet of game value when the bet switch 41 is operated; a signal requesting the payout of game value corresponding to a winning combination; a signal requesting a bet cancellation process when the cancel button 45 is operated; and a request for the transfer of game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated; information that the number of credits has reached the upper limit; information regarding the presence or absence of a communication abnormality between the card unit 9 and the slot machine 1; and various responses to requests from the main control board 61.
[0089] 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.
[0090] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands sent from the game value control board P2 to the sub-control board P3 include the MY value (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 is complete, etc.), information indicating the number of credits and the number of coins won, information indicating that the number of credits has reached the upper limit, and, if a credit backup error has occurred, information about that error.
[0091] <Main control unit> Returning to Figure 2, the CPU reads and executes the programs in the ROM, causing the main control unit 61 to function as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game status control unit 616, and an error determination unit 617.
[0092] -Internal lottery section- The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 42, and sets one flag out of multiple winning combination flags as a winning flag to be a winning combination. Specifically, when the lever 42 is operated, the internal lottery unit 610 conducts an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal can be used by the spinning reel control unit 611, the game progress control unit 614, etc.
[0093] The internal lottery table shows information on winning combinations that may be obtained by an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the RT state (not shown) when the lever 42 is operated, and the type of special combination and setting value if the specific combination is in a bonus state. The information on the combinations shown in the internal lottery table includes one or more symbol combinations and the combinations corresponding to those combinations, which are associated with each other. The winning combinations include losing combinations that do not result in the payout of game value, operation mode combinations that result in the payout of game value when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode, rare combinations, and the like.
[0094] The operation mode roles include a push order role in which the correct operation mode is determined only by the order in which the stop switches 40a, 40b, and 40c are pressed, a push order role in which a predetermined timing for stopping a predetermined symbol is determined in addition to the push order, and a push order role in which the correct operation mode is determined only by the timing for stopping a predetermined symbol.
[0095] For example, if a push order role is won and the stop switches 40a, 40b, and 40c are pressed in the correct order, the push order role will win and multiple game values (e.g., 8 coins) according to the role will be paid out. If the push order role is won but the stop switches 40a, 40b, and 40c are not pressed in the correct order, the push order role will not win, or another role (such as a 1-coin role) will win.
[0096] Note that operation mode roles such as push order roles are awarded not only in the AT state, but also in the general gaming state and CZ. If an operation mode role is achieved in the general gaming state, the correct operation mode is not notified, so the operation mode role may be missed or only one coin may be paid out. During the AT state, the correct operation mode is often notified, and multiple (e.g., eight) game values are paid out by operating the stop switches 40a, 40b, and 40c according to the correct operation mode.
[0097] - Rotating reel control unit - 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.
[0098] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c. When a stop switch 40a, 40b, or 40c corresponding to one of the reels 20a, 20b, or 20c is operated while at least one of the reels 20a, 20b, or 20c is spinning, the reel control unit 611 stops the rotation of the reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.
[0099] In the rotation stop control, the rotating reel control unit 611 can stop the rotation of the rotating 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 is placed on the pay line L of the rotating reels 20a, 20b, and 20c, thereby winning the role.
[0100] 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 reels 20a, 20b, 20c when each stop switch 40a, 40b, 40c is operated. Pull-in control is control that stops the rotation of the rotation reels 20a, 20b, 20c 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 reels 20a, 20b, 20c so that the symbols corresponding to the non-winning combination do not line up on the activated line L.
[0101] In addition, while the special role is being carried over (during the bonus), the rotating reel control unit 611 stops the rotating reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c, but if the conditions for allowing the special role to be won are not met, it is possible to control the winning special role (bonus) so that it does not win.
[0102] -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 reels 20a, 20b, and 20c. 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.
[0103] -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.
[0104] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 clears game data such as the first and second game states and game zones 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.
[0105] -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.
[0106] Specifically, when the gaming zone is a normal zone, if the transition condition for the advantageous zone is satisfied, the zone control unit 615 sets (transitions) the gaming zone from the normal zone to the advantageous zone.
[0107] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or transition to a normal zone. For example, when the gaming zone is an advantageous zone, if a predetermined condition is met, such as the second gaming state transitioning from an AT state to a normal gaming state, the zone control unit 615 transitions the gaming zone from the advantageous zone to the normal zone even if the forced termination condition described later is not met.
[0108] In addition, the zone control unit 615 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in the gaming value during the advantageous zone based on the quantity of gaming value at the time of entering the advantageous zone reaches, for example, 2,400 coins.
[0109] In this embodiment, a limit is set on the difference in game value that can be obtained in the advantageous zone. The difference is the cumulative value of the number of game values paid out minus the number of bets. As an example of the condition for forcibly terminating the advantageous zone described above, the limit on the difference in game value that can be obtained in the advantageous zone is when the difference in game value during the advantageous zone, based on the amount of game value at the time of entering the advantageous zone, reaches, for example, 2,400 coins (a predetermined limit value). Because the amount of game value at the time of entering the advantageous zone is used as the standard (for example, the difference is expressed as "0"), the predetermined limit value (2,400 coins) can also be said to be the limit on the increase in game value that will result in a positive gain for a player who has been playing continuously since entering the advantageous zone. As specific examples, the first and second examples will be explained. In the first example, suppose a losing state (a state in which the number of game value bets is greater than the number of payouts) continues from the time of entering the advantageous zone, the difference becomes a negative value, and the bottom price (for example, -1000 coins) is reached. Thereafter, suppose a winning state (a state in which the number of game value bets is less than the number of payouts) continues, and the difference in game value from the time of entering the advantageous zone returns to 0. Furthermore, if the winning state continues, the point at which the difference in game value from the time of entering the advantageous zone reaches the predetermined limit of 2400 coins and the advantageous zone is forced to end is the point at which the difference in game value from the time the bottom price reached 3400 coins. The player's remaining game value will initially be -1000 coins, then +3400 coins, for a total of +2400 coins, at which point the condition for the forced end of the advantageous zone is met. On the other hand, in the second example, if the winning state continues from the time of entering the advantageous zone, the difference in game value from the time of entering the advantageous zone will reach 2400 coins and the advantageous zone will be forced to end. The condition for the forced end of the advantageous zone will be met when the player's game value balance reaches +2400 coins without ever becoming negative.
[0110] In this specification, the quantity of gaming value (for example, the number of medals) may be referred to as "number of coins," and the difference between the quantity of gaming value bet and the quantity of gaming value obtained as a result of playing may be referred to as "difference in number of coins." However, these notations are not limited to gaming machines that use gaming media such as medals; for ease of explanation, the term "number of coins" is also used in gaming machines that use the quantity of pseudo gaming media converted into electronic data as the quantity of gaming value.
[0111] In addition, when the set value is changed or the game data is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.
[0112] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0113] Specifically, the game state control unit 616 sets the first game state to any 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 any one of a general game state, a CZ state, and an AT state.
[0114] 4, when predetermined conditions such as clearing the RAM of the main control unit 61 or changing settings are met, 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.
[0115] 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 zone, 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 or CZ. Furthermore, when the AT ends, the gaming state control unit 616 can transition the second gaming state from the AT state to the general gaming state or CZ.
[0116] Although not shown, the game state control unit 616 can control the transition of the RT state. The RT state is an internal game state in which the probability of winning the replay flag is predetermined. The slot machine 1 is provided with multiple RT states with different winning probabilities for the replay flag, and when the RT transition condition is met in any RT state, the RT state is transitioned to another RT state. For example, during a special role carryover state in which an AT may be executed, the RT state is not transitioned, and one RT state is maintained. The RT state can be transitioned in states other than the special role carryover state.
[0117] -Error detection section- The error determination unit 617 determines whether or not various errors have occurred. Examples of such errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 9, and reaching the upper limit of the number of credits.
[0118] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is transmitted as information about the error from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63. This allows the game value number control unit 62 to perform processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 to perform processing to notify the content of the error that has occurred via the liquid crystal screen 3, the sub-liquid crystal screen 30, the speaker 102, etc.
[0119] <Game value number control unit> The CPU reads and executes the program in the ROM, whereby the gaming value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.
[0120] -Media Management Department- The media management unit 620 performs processing for increasing / decreasing the gaming value (number of credits) and management processing. For example, the media management unit 620 increases the game value under management in response to the game value being transferred from the card unit 9. When a bet request for game value is received from the main control unit 61, the media management unit 620 determines whether or not betting is possible based on the game value under management and the bet request. If the game value under management is equal to or greater than the number of bets, the media management unit 620 determines that "betting is possible" and subtracts the amount of the bet from the game value under management. If the game value under management is less than the number of bets, the media management unit 620 determines that "betting is not possible" and performs processing to transmit this information to the main control unit 61. If betting is not possible, the amount of game value under management is maintained.
[0121] When a combination with a payout is won by the internal lottery and the combination wins, the media management unit 620 performs processing to increase the game value being managed by an amount corresponding to the type of winning combination.
[0122] Furthermore, when the cancel button 45 is operated, the media management unit 620 increases the gaming value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the gaming value being managed to the card unit 9.
[0123] Furthermore, the media management unit 620 calculates the difference number of the gaming value, which is the cumulative value of the number obtained by subtracting the number of bets from the number of payouts of the gaming value. Using this difference number, the media management unit 620 calculates the following. (A) Difference in gaming value during each advantageous zone (B) A range (hereinafter referred to as the MY value) that is the difference between the maximum and minimum values of the difference number after the power of the slot machine 1 is turned on.
[0124] The above (A) is used to determine whether the conditions for the forced termination of the advantageous zone are met. The above (A) is calculated continuously from the time the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone. Therefore, the above (A) is cleared when the game zone transitions to the normal zone, and calculation starts again when the game zone transitions back to the advantageous zone.
[0125] The above (B) is used to control the operation of the complete function described below. The above (B) continues to be calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and calculation starts again when the power is turned on again.
[0126] The media management unit 620 also determines whether the gaming value being managed, i.e., the number of credits, has reached the credit upper limit. When the number of credits has reached the credit upper limit, a notification to that effect is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 performs a notification process using the LCD screen 3, speaker 102, and illumination unit 103 to prompt the user to operate the counting button 46 and transfer credit number data to the card unit 9. While this notification process is being performed, the main control unit 61 performs a game stop process to stop the progress of the game, such as by invalidating the operation of the bet switch 41 or lever 42. The state in which this notification process and game stop process are being performed can be canceled when the number of credits falls below the credit upper limit by operating the counting button 46 to transfer credit number data.
[0127] In addition, when the number of credits reaches a value that is lower than the credit upper limit and is close to the credit upper limit, a notification process for prompting the player to operate the count button 46 may be performed without performing the game progress stop process.
[0128] -Complete operation control unit- The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes equal to or greater than the MY upper limit value (for example, 19000 or greater).
[0129] The complete function is a function that stops play and puts the slot machine 1 into a state where play is not possible. When the complete function is activated, the operation parts necessary to complete play, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, are in a state where they cannot accept any operation. Therefore, for example, no matter how many times the bet switch 41 is operated in the slot machine 1 while the complete function is activated, no bet processing will be performed. The activation of this complete function will be maintained unless the power of the slot machine 1 is turned on and then off by a store staff member. After the power of the slot machine 1 is turned on again, the activation of the complete function is deactivated (the complete function is in an inactive state).
[0130] In addition, when the MY value is lower than the MY upper limit value but is equal to or greater than a value close to the MY upper limit value (for example, 18,500 or greater), the complete operation control unit 621 performs processing to send to the sub-control unit 63 a pre-notification command indicating that the complete function is about to be activated.
[0131] <Sub-controller> The CPU reads and executes the program in the ROM, causing the sub-control unit 63 to function as a performance control unit 630 (corresponding to a notification control unit).
[0132] -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 or the sub-liquid crystal screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the effect image from the speaker 102, and causes the illumination unit 103 to emit a light pattern corresponding to the effect image. For example, when an AT or bonus is won, the effect control unit 630 selects an effect pattern for displaying that fact on the liquid crystal screen 3 or the sub-liquid crystal screen 30, and controls the display on the liquid crystal screen 3 or the sub-liquid crystal screen 30, controls the sound output from the speaker 102, and controls the light emission of the illumination unit 103 according to the effect pattern.
[0133] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the correct operation mode of the operation mode combination that is successively won (assist function, that is, instruction function).
[0134] 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, the speaker 102, and the illumination unit 103 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 the special combination (bonus) implementation state ends, when the AT ends, etc.
[0135] <First sub-controller 63a and second sub-controller 63b> As shown in FIG. 2, the sub-control unit 63 of this embodiment has a first sub-control unit 63a and a second sub-control unit 63b. The first sub-control unit 63a receives commands from a higher-level control unit (a collective term for the main control unit 61, the game value number control unit 62, etc.) and functions as a control unit that manages the performance control in the performance control unit 630. The first sub-control unit 63a and the second sub-control unit 63b can communicate with each other bidirectionally. The second sub-control unit 63b is connected to the performance devices (LCD screen 3, sub-LCD screen 30, speaker 102, illumination unit 103, performance button 47) and controls the operation of the performance devices based on commands from the first sub-control unit 63a. The first sub-control unit 63a and the second sub-control unit 63b each have their own memory. In this embodiment, the first sub-control unit 63a cannot access the memory of the second sub-control unit 63b, and the second sub-control unit 63b cannot access the memory of the first sub-control unit 63a. Therefore, the first sub-control unit 63a and the second sub-control unit 63b exchange information through communication.
[0136] <First Example of Control by First Sub-Controller 63a and Second Sub-Controller 63b> FIG. 8 is a flowchart showing a first example of the processing of a part of the main control unit 61, the first sub-control unit 63a, and the second sub-control unit 63b. As shown in FIG. 8, a command S1 (signal) related to the game is transmitted from the main control unit 61 to the first sub-control unit 63a. The first sub-control unit 63a executes a performance determination process to determine the performance to be notified based on the command S1 (see ST21 to ST24 in FIG. 8). The performance determination process includes specifying data necessary for notifying the specific performance, such as which image to display as the performance and what sound to output. In each performance determination process (ST21 to ST24), performance commands S21 to S24 for notifying the determined performance are transmitted to the second sub-control unit 63b. The second sub-control unit 63b executes a performance notification process to notify the performance device based on the received performance commands S21 to S24 (see ST31 in FIG. 8). In the example of FIG. 8, an image is displayed (notified) on the sub-LCD screen 30.
[0137] The first example shown in Figure 8 shows a result screen (result notification) in the AT state. The result screen is a type of presentation that is notified at the end of the AT state (the last game in the AT state). As a more specific example, in the example of Figure 8, the game-related command S1 includes information such as the fact that the current game is the last game in the AT state (special gaming state) and the AT state is ending, the number of gaming values (number of coins acquired) acquired in the AT state, and the state to transition to after the AT state ends (one of the multiple states included in the normal gaming state). The multiple effect determination processes (ST21 to ST24) shown in Figure 8 include a process for determining an image showing the number of coins acquired during the AT (determining which image data to use, see ST21), a process for determining whether to display a setting suggestion image and, if so, a process for determining which image data to use (see ST22), a process for determining an image showing the number of points acquired during the AT (determining which image data to use, see ST23), a process for determining whether to display a transition destination state suggestion image suggesting a transition destination state to be transitioned to after the AT state ends and, if so, a process for determining which image data to use (see ST24). Although not described in detail, the first sub-control unit 63a performs point awarding processing during the AT, and the number of points acquired indicates the cumulative value of points awarded by the point awarding processing. Points are a type of effect.
[0138] In the first example shown in Fig. 8, effect commands S21-S24 for executing the effect determined by the first sub-control unit 63a are transmitted one after another to the second sub-control unit 63b, and the second sub-control unit 63b displays multiple effects on the sub-liquid crystal screen 30 based on the order in which the effect commands S21-S24 are received. By the effect notification process shown in ST31 in the example of Fig. 8, the effect image "AT acquisition number: 200 coins!!" based on the first received effect command S21 is displayed, then the effect image "setting suggestion image (high setting)" based on the second received effect command S22 is displayed, then the effect image "AT acquisition points: 50!" based on the third received effect command S23 is displayed, and then the effect image "character A" based on the fourth received effect command S24 is displayed. The effect image "character A" is a transition destination state image, and is an image suggesting that the transition destination is a state in which it is easy to re-enter the AT. As in the example shown in Figure 8, if effects are faithfully announced to the presentation device (sub LCD screen 30, etc.) based on the order in which the presentation commands S21 to S24 are received in a staggered manner, as in the example of Figure 8, a mixture of effects (number of coins won and points won) that are always announced on the result screen (under certain conditions) and effects (setting suggestion images and transition destination state suggestion images) that are not always announced will be announced, which could result in the announcement (execution) of disorganized effects that are not convincing to the player.
[0139] <Second Example of Control of First Sub-Control Unit 63a and Second Sub-Control Unit 63b: Order Determination Process on Result Screen> Therefore, the slot machine 1 is configured to be able to execute an order determination process for determining the notification order of multiple effects, as shown in ST33 of Fig. 9. Fig. 9 is a flowchart showing a second example of a part of the processing of the main control unit 61, the first sub-control unit 63a, and the second sub-control unit 63b. Compared to the example of Fig. 8, the example of Fig. 9 is an example in which the processing shown in steps ST32 and ST33 is added before the effect notification processing of step ST31. The order determination process (see ST33 of Fig. 9) can be executed under specific conditions (when multiple effects are present in the result screen effect), but is not executed unless the specific conditions are met (see ST32: YES of Fig. 8).
[0140] (Performance priority table) FIG. 10 is a diagram showing an effect priority table used in the order determination process. The effect priority table is data that associates effects with the priority of their notification order. In the example shown in FIG. 10, the higher the priority value, the earlier the notification order is determined. The effect IDs shown in FIG. 10 are illustrated for the purpose of explanation in this specification and are not required. As shown in FIG. 10, the notification order priority of the setting suggestion effect (effect with effect ID 1 or 2) is the highest, followed by the notification order priority of the transition destination state suggestion image (effect with effect ID 3 or 4), followed by the notification order priority of the image showing the number of points acquired during the AT (effect with effect ID 5), followed by the notification order priority of the image showing the number of coins acquired during the AT (effect with effect ID 6). The effect priority table shown in FIG. 10 includes effects (type 1 effects) that are always notified under specific conditions (such as when the notification status on the result screen is displayed) and effects (type 2 effects) that are not necessarily notified under specific conditions. An effect that is always announced (Type 1 effect) is an effect that is always announced under specific conditions, such as an effect that announces game media such as points or items acquired under specific conditions, an effect that announces the number of game values acquired under specific conditions (number of coins acquired), etc. An effect that is not always announced (Type 2 effect) is an effect that may or may not be announced under specific conditions, such as an effect that displays a setting suggestion image or setting suggestion screen, or an effect that displays character A, character B, etc. In other words, the priority of the notification order for the second type of effects (setting suggestion images and transition state suggestion images), which are not necessarily notified under certain conditions (notification status on the result screen), is set higher than the priority of the notification order for the first type of effects (number of coins won and points won), which are always notified under certain conditions.
[0141] In the example of FIG. 9, when multiple pieces of information—an acquired coin count image, a setting suggestion image, an acquired point image, and a transition destination state suggestion image (character A)—are displayed on the sub-LCD screen 30 in accordance with the instructions of the effect commands S21 to S24, it is possible to compress the images and arrange them on the sub-LCD screen 30, but this would make each image relatively small and difficult for the player to recognize. This is particularly true because the sub-LCD screen 30 is smaller than the main LCD screen 3. On the other hand, when the effect commands S21 to S24 issued from the first sub-control unit 63a are received in the order shown, the multiple effects are presented in the order of the acquired coin count image, the setting suggestion image, the acquired point image, and the transition destination state suggestion image (character A). Although each image contains important information that motivates the player to continue playing, the important information may be overlooked. Therefore, presenting the images in the order shown by the effect commands S21 to S24 is not necessarily desirable. Therefore, in order to ensure that the player can reliably recognize the image content even on the sub-LCD screen 30, which is smaller than the main LCD screen 3, and to enable the player to easily recognize important images (announcements), the second sub-control unit 63b executes an order determination process in step ST33 to determine the notification order of multiple effects. In the order determination process, the second sub-control unit 63b determines the notification order of multiple effects based on the predetermined effect priorities (priorities specified by the effect priority table) shown in Figure 10, in the order of setting suggestion image, transition destination state suggestion image (character A), acquired point image, and acquired number image. In the next step ST31, the second sub-control unit 63b notifies the multiple effects in the notification order determined in the order determination process (see Figure 9). In the example of Figure 9, multiple effects (setting suggestion image, transition state suggestion image, acquired points image, acquired number image) are displayed in one display area of the entire sub-LCD screen 30, and each time the touch panel of the sub-LCD screen 30 is touched (operated), the images of the multiple effects are displayed in sequence in the determined notification order.
[0142] As shown in Figure 9, the first sub-control unit 63a can execute multiple effect determination processes, but does not execute a process for determining the notification order of multiple effects that have been determined to be notified in each effect determination. Instead, it sends the effect commands S21 to S24 related to the effects that have been determined to be notified directly to the second sub-control unit 63b. This eliminates the need for the first sub-control unit 63a to control the notification order of multiple effects, thereby preventing resource shortages in the first sub-control unit 63a. The freed-up resources can also be allocated to other processes. On the other hand, when there are multiple effects to be notified under specific conditions (result screen), the second sub-control unit 63b executes an order determination process to determine the order in which the multiple effects are to be notified according to predetermined priorities, thereby making it possible to avoid notifying effects that give a disorganized impression. In addition, if it is not under specific conditions (result screen) (ST32: NO in Figure 9), in step ST31, the second sub-control unit 63b executes a performance notification process to notify multiple performances related to the multiple performance commands S21 to S24 based on the order in which the multiple performance commands S21 to S24 were received from the first sub-control unit 63a.
[0143] <Third Example of Control of First Sub-Control Unit 63a and Second Sub-Control Unit 63b: Case Where Medal Transfer Effect Is Included> 11 is a flowchart showing a third example of processing by the main control unit 61, the first sub-control unit 63a, and the second sub-control unit 63b. The third example shown in FIG. 11 is an example in which a signal related to the game status is transmitted from the main control unit 61 to the first sub-control unit 63a, and a signal related to a medal transfer instruction is transmitted from the game value number control unit 62 to the first sub-control unit 63a. The medal transfer instruction is triggered by the game value number (credit number) managed by the game value number control unit 62 reaching or approaching the credit upper limit, and instructs a transfer effect to prompt the player to transfer game value to the card unit 9. In the example of FIG. 11, the first sub-control unit 63a executes an effect determination process (see ST21) that determines a game effect image based on the signal related to the game status, and transmits the effect command S21 to the second sub-control unit 63b. Next, the first sub-control unit 63a executes an effect determination process (see ST22) for determining a medal transfer image based on a signal related to a medal transfer instruction, and transmits the effect command S22 to the second sub-control unit 63b. The second sub-control unit 63b determines that a specific condition including a presentation command related to a medal transfer presentation is met (ST32: YES), and executes the order determination process of the next step ST33. In the presentation priority table (presentation priority data) used in the order determination process, the priority of the notification order of a transfer presentation that encourages the transfer of game value is set higher than the priority of the notification order of a non-transfer presentation. According to the reception order of the multiple presentation commands S21, S22 as shown in FIG. 11, the notification order of the multiple presentations is game presentation image, medal transfer image. The order determination process of step ST33 determines the notification order of the multiple presentations to be medal transfer image, game presentation image. As a result, the presentation order of the medal transfer image is prioritized by the presentation notification process of step ST31.
[0144] <Fourth Example of Control of First Sub-Control Unit 63a and Second Sub-Control Unit 63b: Case in Which Performance Related to Advance Notification of Complete Function is Including> 12 is a flowchart showing a fourth example of the processing of a portion of the main control unit 61, the first sub-control unit 63a, and the second sub-control unit 63b. The fourth example shown in FIG. 12 is an example in which a signal related to the game status is sent from the main control unit 61 to the first sub-control unit 63a, and a signal related to a pre-activation advance notification instruction from the game value number control unit 62 is sent to the first sub-control unit 63a. The pre-activation advance notification instruction instructs the display of an advance notification image (advance notification effect; first effect) indicating that activation of the complete function is imminent. In the example of FIG. 12, the first sub-control unit 63a executes an effect determination process (see ST21) that determines a game effect image based on the signal related to the game status, and transmits the effect command S21 to the second sub-control unit 63b. Next, the first sub-control unit 63a executes a performance determination process (see ST22) to determine a complete function advance notification image (first performance) based on a signal regarding an advance notification instruction before the complete function is activated, and transmits the performance command S22 to the second sub-control unit 63b. The second sub-control unit 63b determines that the specific conditions include a complete function advance notification effect instruction (ST32: YES) and executes the next step ST33 of order determination processing. In the effect priority table (effect priority data) used in the order determination processing, the notification order priority of the image (first effect) related to the advance notification before the complete function is activated is set higher than the notification order priority of images (second effects) other than the image (first effect). The second effect can be a game effect unrelated to the complete function. As shown in FIG. 12, according to the reception order of the multiple effect commands S21, S22, the notification order of the multiple effects is game effect image, complete function advance notification image. The order determination processing of step ST33 determines the notification order of the multiple effects to be the complete function advance notification image, followed by the game effect image. As a result, the effect notification processing of step ST31 prioritizes the notification of the complete function advance notification image.
[0145] [1] As in this embodiment, the slot machine 1 (gaming machine) is equipped with a first sub-control unit 63a that is capable of executing a process to determine the effects to be announced based on a signal received from a higher-level control unit (main control unit 61, game value number control unit 62), and a second sub-control unit 63b that is capable of communicating with the first sub-control unit 63a and is capable of executing a process to have the effect determined by the first sub-control unit 63a to be announced announced by the presentation device (sub-LCD screen 30).The slot machine 1 is capable of executing an order determination process to determine the announcement order of multiple effects determined by the first sub-control unit 63a to be announced, and the order determination process may sometimes be executed by the second sub-control unit 63b rather than by the first sub-control unit 63a.
[0146] <Effects of the Invention> According to this embodiment, it is possible to provide a gaming machine that can avoid the occurrence of resource shortages in the first sub-control unit 63a while avoiding the execution of messy effects that are unsatisfactory to the player.
[0147] [2] In the gaming machine described in [1] above, the first sub-control unit 63a may be capable of executing a process of sending a presentation command to the second sub-control unit 63b to cause the presentation device (sub-LCD screen 30) to announce the presentation that the first sub-control unit 63a has decided should be announced, and the second sub-control unit 63b may be capable of executing an order determination process of determining the announcement order of multiple presentations related to the multiple presentation commands based on predetermined presentation priorities when there are multiple presentation commands received. Since it is based on the predetermined performance priority, it is possible to notify a plurality of performances in an appropriate notification order.
[0148] [3] In the gaming machine described in [1] or [2] above, the first sub-control unit 63a may be capable of executing a process of sending a presentation command to the second sub-control unit 63b to cause the presentation device (sub-LCD screen 30) to announce the presentation that the first sub-control unit 63a has decided should be announced, and the second sub-control unit 63b may be capable of executing an order determination process of determining the announcement order of multiple presentations related to the multiple presentation commands based on the multiple presentation commands received from the first sub-control unit 63a when specific conditions are met, and when specific conditions are not met, causing the presentation device (sub-LCD screen 30) to announce multiple presentations related to the multiple presentation commands based on the reception order of the multiple presentation commands received from the first sub-control unit 63a. Under specific conditions, the effects are announced in the announcement order determined by the order determination process executed by the second sub-control unit 63b, and when the specific conditions are not met, the effects are announced based on the order in which multiple effect commands were received, so the second sub-control unit 63b does not always execute the order determination process, and it is possible to reduce the program capacity and resource shortages of the second sub-control unit 63b. Here, when the specific conditions are not met, the first sub-control unit 63a may execute the order determination process, or the first sub-control unit 63a may not execute the order determination process.
[0149] [4] In the gaming machine described in [3] above, the order determination process for determining the notification order of multiple effects may not be executed by the first sub-control unit 63a when certain conditions are met, and may be executed by the first sub-control unit 63a when certain conditions are not met. In the above embodiment, the first sub-control unit 63a does not execute the order determination process, but it may be configured as follows. For example, the first sub-control unit 63a may not execute the order determination process under certain conditions, but may execute the order determination process when the specific conditions are not met. In this way, for example, the first sub-control unit 63a does not execute the order determination process under certain conditions where the resources of the first sub-control unit 63a are insufficient, such as when there are a relatively large number of processes to be executed, but the first sub-control unit 63a can execute the order determination process when the specific conditions are not met where there are relatively few processes to be executed, thereby enabling appropriate resource allocation depending on the surplus or shortage of resources.
[0150] [5] In the gaming machine described in any one of [1] to [4] above, the first sub-control unit 63a may have a memory, and the second sub-control unit 63b may not be able to refer to the memory of the first sub-control unit 63a. In this way, the first sub-control unit 63a and the second sub-control unit 63b do not have a shared memory, and the above control is particularly effective in a configuration in which the above-mentioned performance commands are sent and received.
[0151] [6] In the gaming machine described in any of [1] to [5] above, the order determination process may determine the display order of multiple effects that are instructed to be displayed in one display area of the effect device (sub-LCD screen 30). Since it is not possible to simultaneously display multiple effects in one display area, or since there is a limit to the number of effects that can be simultaneously displayed in one display area, it is effective to determine the display order of such multiple effects.
[0152] [7] In the gaming machine described in any of [1] to [6] above, the multiple effects whose notification order is determined in the order determination process include a first type effect (number of coins won and points won) that is always notified under specific conditions, and a second type effect (setting suggestion image and image suggesting destination state) that is not necessarily notified under specific conditions, and the priority of the notification order of the second type effect (setting suggestion image and image suggesting destination state) may be higher than the priority of the notification order of the first type effect (number of coins won and points won). It is more valuable for a player to know about effects that are notified relatively frequently than effects that are always notified. Therefore, by doing as described above, second type effects that are valuable to the player are notified preferentially, and it becomes possible to provide a cohesive effect that is satisfactory to the player.
[0153] [8] In the gaming machine described in any of [1] to [6] above, the multiple effects whose notification order is determined in the order determination process may include transfer effects that encourage the transfer of game value and non-transfer effects that are different from the transfer effects, and the priority of the notification order of the transfer effects may be higher than the priority of the notification order of the non-transfer effects. For players, transfer effects are of great interest because they are related to the game value. Therefore, by doing as described above, transfer effects that are of great interest to players are notified preferentially, making it possible to provide a cohesive effect that is convincing to the player.
[0154] [9] In the gaming machine described in any of [1] to [6] above, the multiple effects whose notification order is determined in the order determination process may include a first effect relating to advance notification before the complete function is activated, and a second effect different from the first effect, and the priority of the notification order of the first effect may be higher than the priority of the notification order of the second effect. For the player, the first effect is of great interest because it is related to the game value. Therefore, by doing as described above, the transfer effect that is of great interest to the player is notified preferentially, and it is possible to provide a cohesive effect that is satisfactory to the player.
[0155] [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.
[0156] (A) In the above embodiment, an example is given in which the display (notification) is made on the sub-LCD screen 30 as a performance device, but the performance device is not limited to the sub-LCD screen 30. For example, it may be a display such as the LCD screen 3 or a lower panel (display device) arranged below the stop switches 40a, 40b, and 40c. Furthermore, the effect device is not limited to a display, and may be a sound effect using a speaker 102 or a light effect using an illumination unit 103.
[0157] (B) In the above embodiment, the next effect image is displayed by touching (operating) the sub-liquid crystal screen 30, but this is not limiting. For example, the next effect image may be displayed as time passes.
[0158] (C) In the above embodiment, the specific condition is described as a situation in which a result screen for a special game state (AT state) is displayed, but the specific condition is not limited to this. The specific condition may be a situation in which multiple effects are notified at once, such as a result screen at the end of a CZ, or a situation in which an effect suggesting a transition to a CZ or AT in a general game state may be notified (such as a premonition effect state).
[0159] (D) The effects that are the subject of the order determination process are not limited to the examples described in the above embodiment. The effects that are the subject of the order determination process may change depending on the game state (normal game state, CZ, special game state (AT)). The priority of multiple effects may change depending on the game state. For example, in a special game state, the priority of effect A may be higher than the priority of effect B, but in a CZ, the priority of effect A may be lower than the priority of effect B.
[0160] (E) In the above embodiment, the display of an effect image in one display area of the sub-LCD screen 30 is given as an example, but it is also possible to control the order in which effect images are displayed in multiple display areas, such as the LCD screen 3 and the sub-LCD screen 30. For example, a first effect image may be displayed on the LCD screen 3, then a second effect image may be displayed on the sub-LCD screen 30, then a third effect image may be displayed on the LCD screen 3, and then a fourth effect image may be displayed on the sub-LCD screen 30.
[0161] (F) The history of the notification order of multiple effects may be visible via a notification unit such as a menu screen.
[0162] (G) In certain circumstances, neither the first sub-control unit 63a nor the second sub-control unit 63b may execute the order determination process. In the above-mentioned certain circumstances, if the number of effects determined to be notified is small, a cluttered, unnatural effect will not be notified. Furthermore, even if the number of effects determined to be notified is large, a cluttered, unnatural effect may not be notified depending on the order of the effect determination process executed by the first sub-control unit 63a.
[0163] (H) In the performance priority table shown in Figure 10 of the above embodiment, the higher the priority value, the earlier the notification order is determined, but this is not limited to this. For example, the higher the priority value, the later the notification order may be determined.
[0164] The bet switch 41 may be provided with a MAX bet switch for automatically betting the above-mentioned predetermined number of game values (for example, 3 coins), and a bet switch for betting a game value less than the above-mentioned predetermined number of game values (for example, 1 or 2 coins).
[0165] In the above embodiment, the bet switch 41 and the lever 42 are provided separately, but the lever 42 may also function as the bet switch 41 .
[0166] In the above embodiment, AT and bonus are exemplified as advantageous gaming states, but advantageous gaming states may also include ART. CZ is a gaming state in which the probability of entering AT and the probability of replay are higher than in the non-CZ state. ART is a gaming state in which the replay probability is higher than in the normal gaming state and notifies the correct operation mode of the operation mode combination. The probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.
[0167] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the rotating reels 20a, 20b, and 20c is stopped.
[0168] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine may be an ART type slot machine or other type of gaming machine other than an AT machine. Furthermore, the gaming machine is not limited to a slot machine, and may be a pinball gaming machine such as a pachinko machine.
[0169] In the above embodiment, the gaming machine is a medal-less machine, but the gaming machine is not limited to a medal-less machine, and may be a conventional slot machine that is played using actual medals.
[0170] In the above embodiment, the card unit 9 and the slot machine 1 are separate from each other. However, at least a part of the functions of the card unit 9 may be installed in the slot machine 1.
[0171] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0172] 1: Slot machine (gaming machine) 30: Sub LCD screen (performance device) 61: Main control unit (higher-level control unit) 62: Game value number control unit (upper control unit) 63a: First sub-control unit 63b: Second sub-control unit
Claims
1. A first sub-controller that can execute a process of determining a performance to be notified based on a signal received from a higher-level control unit; a second sub-controller capable of communicating with the first sub-controller and executing a process of causing a performance device to notify the performance determined by the first sub-controller to be notified; The first sub-control unit is capable of executing an order determination process for collectively determining the notification order of the plurality of effects that it has determined should be notified, The order determination process may be performed by the second sub-controller rather than the first sub-controller, The second sub-control unit is capable of executing a process of announcing the multiple effects in the announcement order determined in the order determination process after the announcement order of the multiple effects is determined collectively in the order determination process.
2. A first sub-controller that can execute a process of determining a performance to be notified based on a signal received from a higher-level control unit; a second sub-controller capable of communicating with the first sub-controller and executing a process of causing a performance device to notify the performance determined by the first sub-controller to be notified; The first sub-control unit is capable of executing an order determination process for determining the order of notification of the plurality of effects that it has determined should be notified, The order determination process may be performed by the second sub-controller rather than the first sub-controller, The first sub-control unit is capable of executing a process of transmitting to the second sub-control unit a performance instruction to cause the performance device to notify the performance that the first sub-control unit has determined to be notified, the second sub-control unit is capable of executing an order determination process for determining an order of presentation of a plurality of effects relating to the plurality of effect commands based on the plurality of effect commands received from the first sub-control unit when a specific condition is met, and executing a process for making the effect device announce a plurality of effects relating to the plurality of effect commands based on the order of reception of the plurality of effect commands received from the first sub-control unit when the specific condition is not met, The game can be progressed in any one of a normal game state, a special game state in which the game is more advantageous for the player than the normal game state, and a chance zone in which the expectation of transition to the special game state is higher than that of the normal game state, The specific conditions include a situation in which a result screen is displayed when the special game state ends, a situation in which a result screen is displayed when the chance zone ends, or a situation in which a presentation suggesting a transition to the chance zone or the special game state is announced in the general game state.
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