gaming machines
By setting and determining parameters for effect execution periods and allocating surplus time in gaming machines, the challenge of providing diverse effects without excessive data is addressed, ensuring efficient and engaging gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-28
- Publication Date
- 2026-03-04
AI Technical Summary
Existing gaming machines face challenges in providing a variety of effects without significantly increasing data capacity, as preparing individual scenarios for all patterns would result in an enormous data volume.
A gaming machine that sets a first parameter for a scenario's execution period, determines a second parameter for each part's execution based on the first, and allocates a surplus period to parts, allowing for flexible execution of effects while minimizing data volume.
The solution enables a wide variety of effects to be executed while reducing data volume, enhancing player engagement without excessive data storage requirements.
Smart Images

Figure 0007824353000001 
Figure 0007824353000002 
Figure 0007824353000003
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to gaming machines. [Background technology]
[0002] The gaming machine executes effects according to the progress of the game. For example, Patent Document 1 discloses that a series of effects is divided into multiple cuts (parts), and effects are output in parts (see paragraphs 0204 and 0205). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-181652 Summary of the Invention [Problem to be solved by the invention]
[0004] To prevent players from getting bored with the effects, it is possible to change the length of the execution period of a series of effects using a scenario consisting of multiple parts. However, if individual scenarios were prepared for all patterns, the data volume would become enormous.
[0005] The present disclosure provides a gaming machine that can execute a wide variety of effects while reducing data capacity. [Means for solving the problem]
[0006] The first aspect is a gaming machine that is capable of executing a process of setting a first parameter related to a first period during which a presentation based on a scenario consisting of a plurality of parts is executed; a determination process that can determine a second parameter related to a period during which the presentation of at least one of the parts that make up the scenario is executed based on the first parameter; and a process of executing a presentation based on the plurality of parts that make up the scenario, wherein a third parameter corresponding to the minimum period required to execute a presentation based on the part is set for each of the plurality of parts, and in the determination process, an allocation process is capable of allocating a parameter corresponding to a surplus period obtained by subtracting a total period corresponding to the sum of the third parameters of all of the parts that make up the scenario from the period corresponding to the first parameter to at least one of the plurality of parts that make up the scenario to determine the second parameter. [Effects of the Invention]
[0007] According to the present disclosure, it is possible to provide a gaming machine that can execute a wide variety of effects while reducing data volume. [Brief explanation of the drawings]
[0008] [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]FIG. 10 is an explanatory diagram of some of the scenarios prepared in advance in the scenario table and the parts that make up the scenarios. [Figure 9] 10 is a flowchart showing the processing for a series of effects including a decision process. [Figure 10] FIG. 10 is an explanatory diagram of a scenario selection table showing second allocation parameters and selectable scenarios. [Figure 11] A figure showing a first example of processing related to a series of effects including a decision process. DETAILED DESCRIPTION OF THE INVENTION
[0009] [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.
[0010] 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.
[0011] 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.
[0012] 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.
[0013] 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.
[0014] 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.
[0015] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.
[0016] 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.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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).
[0022] 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.
[0023] 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).
[0024] 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.
[0025] 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.
[0026] <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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] The speaker 102 outputs predetermined background music (BGM), sound effects (SE), and audio.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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-".
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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."
[0056] 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.
[0057] 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.
[0058] 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.
[0059] <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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] <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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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).
[0072] 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.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] <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.
[0079] 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.
[0080] 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.
[0081] 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 - ".
[0082] 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.
[0083] <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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] <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.
[0090] -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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] - 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.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] -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.
[0101] -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.
[0102] 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.
[0103] -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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.
[0115] -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.
[0116] 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.
[0117] <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.
[0118] -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 transfer of the game value 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] -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).
[0127] 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).
[0128] 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.
[0129] <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).
[0130] -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.
[0131] 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).
[0132] 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.
[0133] <First sub-controller 63a and second sub-controller 63b> As shown in FIG. 2, the sub-control unit 63 of the present embodiment includes a first sub-control unit 63a and a second sub-control unit 63b. The first sub-control unit 63a receives commands (commands) from a higher-level control unit (a general term such as the main control unit 61 and the game value number control unit 62), and functions as a control unit that supervises the effect control in the effect 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 effect devices (the liquid crystal screen 3, the sub-liquid crystal screen 30, the speaker 102, the decorative unit 103, the effect button 47), and controls the operations of the effect devices based on commands (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 the present 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, but it is not limited thereto. For example, both the first sub-control unit 63a and the second sub-control unit 63b may have a shared memory that can be accessed by both.
[0134] In the general game state other than CZ shown in FIG. 5, a CZ notification effect (also called a precursor effect) regarding the transition to CZ can be executed. Also, in the general game state other than CZ, an AT notification effect regarding the transition to the AT state can be executed. Both the CZ notification effect and the AT notification effect are a series of effects notified over a plurality of games and are executed based on a scenario.
[0135] FIG. 8 is an explanatory diagram of some of the scenarios prepared in advance in the scenario table and the parts that make up the scenarios. As shown in FIG. 8, multiple scenarios (scenarios 1 to 5) are prepared (stored) to execute a series of effects. A scenario is composed of two or more parts. Each part is set with its effect content and the minimum number of games (sometimes referred to as a minimum period or a third parameter) required to announce the effect content. The effect control unit 630 can execute an effect announcement process that announces an effect based on multiple parts that make up a set (selected) scenario from multiple scenarios. For example, in the case of scenario 1 shown in FIG. 8, it is composed of part A1, which requires a minimum of one game, part B3, which requires a minimum of three games, part C5, which requires a minimum of five games, part D2, which requires a minimum of two games, and part E4, which requires a minimum of four games, and the order in which each part is presented is specified (in the figure, the effects of the parts are announced in order from left to right). To execute all of the effects based on scenario 1, a number of games corresponding to the total minimum number of games for all parts that make up scenario 1 is required. The total number of games for Scenario 1 (the sum of the minimum number of games for each part) is 15 games (1 + 3 + 5 + 2 + 4 = 15). When Scenario 1 is set (selected), first, the presentation content for part A1 is announced over one game, then the presentation content for part B3 is announced over three games, then the presentation content for part C5 is announced over five games, then the presentation content for part D2 is announced over two games, and then the presentation content for part E4 is announced over four games. In other words, a series of presentations using Scenario 1 is announced over 15 games.
[0136] The main control unit 61 can execute a process to determine the duration of a series of effects for executing a CZ announcement effect or an AT announcement effect according to the progress of the game, and transmits information regarding the determined duration of the series of effects to the sub-control unit 63. For example, if the main control unit 61 determines that the duration of the series of effects is 25 games, the sub-control unit 63 must announce the series of effects for 25 games. However, in the example scenario table shown in FIG. 8, the total number of games stored in the scenarios is 15, 10, 22, 4, and 6, respectively, meaning that 25 games cannot be executed. One effective means to avoid this situation is for the sub-control unit 63 to store scenarios for all patterns of duration of the series of effects determined by the main control unit 61. Specifically, if the main control unit 61 determines the duration of the series of effects within a range of 2 to 50 games, it is necessary to store all scenarios for each number of games from 2 to 50. Furthermore, from the viewpoint of variety in presentation, it is preferable to be able to execute multiple scenarios for the same number of games. However, this would result in an enormous number of scenarios corresponding to all patterns, which would increase the data volume.
[0137] (Decision process) Therefore, in this embodiment, in order to accommodate various lengths (number of games) determined by the main control unit 61, a determination process is provided that adjusts and determines the length of the series of effects using an existing scenario. FIG. 9 is a flowchart showing the process related to the series of effects, including the determination process. In FIG. 9, the determination process corresponds to the allocation process shown in steps ST4 and ST5. As shown in FIG. 9, the main control unit 61 executes a series of effects length setting process in step ST1 to determine (set) the length of the period during which the series of effects will be executed. The length of the period during which the series of effects will be executed determined (set) here can be referred to as the overall length of the series of effects or the actual length of the effects that should actually be executed. The series of effects are executed based on a scenario that includes multiple parts. Hereinafter, the length of the period during which the series of effects will be executed may be referred to as the first period or the first parameter related to the first period. FIG. 11 is a diagram showing a first example of the process related to the series of effects, including the determination process. In the example shown in FIG. 11 (1), it is assumed that the first period (first parameter) is determined to be 25 games. Information regarding the first period (25 games; first parameter) set by the main control unit 61 is transmitted from the main control unit 61 to the sub-control unit 63.
[0138] In the next step ST2 shown in FIG. 9, the main control unit 61 divides the series of effects into multiple groups and executes a division process to determine the presentation period (number of games) for each divided group. In this embodiment, as shown in FIG. 8, parts constituting a scenario are pre-assigned to either a first group or a second group. In the division process, 25 games (first period; first parameter) are divided into a first allocation parameter assigned to the first group and a second allocation parameter assigned to the second group. In the example shown in FIG. 11 (2), 25 games are divided into 10 games and 15 games, with 10 games (first allocation parameter) assigned to the first group and 15 games (second allocation parameter) assigned to the second group. The first allocation parameter is the number of games (parameter related to the period) required to execute all of the presentations for parts belonging to the first group in the series of effects. The second allocation parameter is the number of games (parameter related to the period) required to execute all of the presentations for parts belonging to the second group in the series of effects. In this embodiment, the division process is executed by the main control unit 61 and the result of the division process is transmitted to the sub-control unit 63, but this is not limiting. The division process may also be executed by the sub-control unit 63. The division process of step ST2 is a process of determining a first allocation parameter or a second allocation parameter as an index to be used in the selection process executed in the next step ST3 shown in FIG.
[0139] In the next step ST3 shown in FIG. 9, the sub-control unit 63 executes a selection process to select one scenario from the multiple scenarios shown in FIG. 8. The selection process can be executed based on at least one of the first allocation parameter and the second allocation parameter. In this embodiment, a series of effects is configured such that the latter half is more exciting than the former half. To enable selection of a scenario that emphasizes the second group of effects in the latter half, a scenario is selected based on the second allocation parameter. Specifically, the scenario selection table shown in FIG. 10 is used. FIG. 10 is an explanatory diagram of the scenario selection table showing the second allocation parameter and selectable scenarios. As shown in FIG. 10, in the scenario selection table, information indicating whether a scenario can be selected depending on the value of the second allocation parameter is set for each scenario. For example, as shown in FIG. 8, the total value of the minimum number of games for parts C5, D2, and E4 belonging to the second group in scenario 1 is 11 games. Therefore, in FIG. 10, scenario 1 can be selected (indicated by a circle in FIG. 10) if the second allocation parameter is 11 games or more. Similarly, the total value of the minimum number of games for part C5 belonging to the second group in scenario 2 is 5 games. Therefore, in FIG. 10, scenario 2 is selectable if the second allocation parameter is 5 games or more. Similarly, scenario 3, scenario 4, and scenario 5 are selectable if the second allocation parameter is 15 games or more, 2 games or more, and 4 games or more, respectively. Furthermore, the example in FIG. 10 only shows information indicating whether a scenario is selectable, but the selection probability (not shown) of each scenario is also set. The selection process is configured to select one scenario from multiple scenarios selectable for the corresponding second allocation parameter by a lottery process using each selection probability (for example, the number of bets may be set). In the example shown in FIG. 11 (3), the second allocation parameter is 15 games, and the explanation will continue assuming that scenario 1 is selected in the selection process.
[0140] In the next step ST4 shown in FIG. 9, the sub-control unit 63 executes a first allocation process. The first allocation process determines a surplus period by subtracting a total period corresponding to the sum of the third parameters (minimum number of games) of all parts constituting the first group from the period corresponding to the first allocation parameter. Furthermore, in the first allocation process, the parameter corresponding to the determined surplus period is allocated to at least one part constituting the first group. A specific example will be described. As shown in the example shown in (4) of FIG. 11, a surplus period (6 games) is determined by subtracting the sum (1 + 3 = 4 games) of the minimum number of games (third parameter) of all parts constituting the first group from 10 games corresponding to the first allocation parameter. Next, the parameter (6 games) corresponding to the surplus period is allocated to at least one part constituting the first group. In the example shown in (4) of FIG. 11, of the 6 games, 2 games are allocated to part A1 and 4 games are allocated to part B3. As a result, the second parameter related to the period for which the effect of part A1 is performed is determined to be 1 + 2 = 3 games. The second parameter relating to the period for which the performance of part B3 is performed is determined to be 3+4=7 games.
[0141] Regarding how to allocate the parameters (6 games) corresponding to the surplus period, a priority for allocating the parameters corresponding to the surplus period is set for each part in advance, and an allocation determination process is executed to determine whether to allocate and the amount of parameters to allocate using the priority set for each part. For example, an attribute is set for each part indicating whether it is a continuous effect executed over multiple games or a non-continuous effect that is not continuous. If the first group includes parts set for continuous effect, the allocation determination process is executed preferentially for the parts set for continuous effect. The allocation determination process determines whether to allocate the parameters to the parts to be determined by lottery processing, and if it is decided to allocate them, determines the amount to allocate (number of games). In other words, by executing the allocation determination process preferentially for parts set for continuous effect, the continuous effect parts are allocated parameters (number of games) corresponding to the surplus period preferentially compared to non-continuous parts. After the allocation determination process for all parts of the continuous performance in the first group is completed, the allocation determination process is executed for parts that are not set for the continuous performance, and the allocation determination process is repeatedly executed until the allocation of the parameters (6 games) corresponding to the surplus period is completed.
[0142] In the next step ST5, the sub-control unit 63 executes a second allocation process. The second allocation process determines a surplus period by subtracting a total period corresponding to the sum of the third parameters (minimum number of games) of all parts constituting the second group from the period corresponding to the second allocation parameter. Furthermore, in the second allocation process, the parameter corresponding to the determined surplus period is allocated to at least one part constituting the second group. A specific example will be described. As shown in the example of FIG. 11 (5), a surplus period (4 games) is determined by subtracting the sum (5 + 2 + 4 = 11 games) of the minimum number of games (third parameters) of all parts constituting the second group from 15 games corresponding to the second allocation parameter. Next, the parameter (4 games) corresponding to the surplus period is allocated to at least one part constituting the second group. In the example of FIG. 11 (5), 4 games are not allocated to part C5, but 2 games are allocated to part D2, and 2 games are allocated to part E4. As a result, the second parameter related to the period for which the effect of part C5 is performed is determined to be 5 + 0 = 5 games. The second parameter related to the period for which part D2 is rendered is determined to be 2+2=4 games. The second parameter related to the period for which part E4 is rendered is determined to be 4+2=6 games. How the parameters corresponding to the surplus period (4 games) are allocated is the same as that described in the first allocation process. In this embodiment, an example is given in which the second allocation process is executed after the first allocation process, but the order in which the first allocation process and the second allocation process are executed is not limited, and they may also be executed simultaneously in parallel.
[0143] In the next step ST6, the sub-control unit 63 executes effects based on the multiple parts that make up the scenario, using a scenario including parts for which the second parameter related to the period for which effects are to be executed has been determined by the allocation process (first allocation process and second allocation process). As a result, the effect of part A1 is executed for three games, then the effect of part B3 is executed for seven games, then the effect of part C5 is executed for five games, then the effect of part D2 is executed for four games, and then the effect of part E4 is executed for six games. In this way, a series of effects (CZ announcement effects or AT announcement effects) of 25 games using the scenario can be executed.
[0144] [1] As in this embodiment, the slot machine 1 (gaming machine) is capable of executing a process (series of performance length setting process) that sets a first parameter related to a first period during which a performance based on a scenario consisting of a plurality of parts is executed, a determination process that can determine a second parameter related to a period during which the performance of at least one part that constitutes the scenario is executed based on the first parameter, and a process (performance notification process) that executes a performance based on the plurality of parts that constitute the scenario, and a third parameter corresponding to the minimum period required to execute a performance based on the part is set for each of the plurality of parts, and in the determination process, an allocation process can be executed that determines the second parameter by allocating a parameter corresponding to a surplus period obtained by subtracting a total period corresponding to the sum of the third parameters of all parts that constitute the scenario from the period corresponding to the first parameter to at least one of the plurality of parts that constitute the scenario.
[0145] <Effects of the Invention> According to this embodiment, the second parameter relating to the period during which at least one part constituting the scenario is to be presented is determined by allocating parameters corresponding to the surplus period determined by the first parameter and the third parameter, so it is not necessary to have a large number of scenarios corresponding to all of the first periods, and it is possible to provide a gaming machine that can perform a wide variety of presentations while reducing data capacity.
[0146] [2] In the gaming machine described in [1] above, a selection process for selecting one scenario from a plurality of scenarios may be executed. According to this configuration, by having multiple scenarios, a wide variety of presentations can be executed.
[0147] [3] In the gaming machine described in [2] above, the scenario may be composed of multiple groups including a first group including one or more parts and a second group including one or more parts, and a process may be executed to divide the first parameter into a first allocation parameter to be assigned to one group and a second allocation parameter to be assigned to the second group, and the selection process may be executed based on at least one of the first allocation parameter and the second allocation parameter. This makes it possible to select a scenario with emphasis on the first group based on the first allocation parameter, and to select a scenario with emphasis on the second group based on the second allocation parameter.
[0148] [4] In the gaming machine described in any of [1] to [3] above, the scenario may be composed of a plurality of groups including a first group including one or more parts and a second group including one or more parts, and a process of dividing a first parameter into a first allocation parameter to be assigned to the first group and a second allocation parameter to be assigned to the second group may be executed, and in the determination process, a first allocation process and a second allocation process may be executed, and the first allocation process may be a process of allocating a parameter corresponding to a surplus period obtained by subtracting a total period corresponding to the sum of the third parameters of all parts constituting the first group from a period corresponding to the first allocation parameter to at least one part constituting the first group, and the second allocation process may be a process of allocating a parameter corresponding to a surplus period obtained by subtracting a total period corresponding to the sum of the third parameters of all parts constituting the second group from a period corresponding to the second allocation parameter to at least one part constituting the second group. This allows the first group and the second group to be separated and the allocation process to be performed for each group, making it possible to appropriately determine the second parameter and potentially enabling a more natural presentation.
[0149] [5] In the gaming machine according to any one of the above [1] to [4], the plurality of parts may include two or more parts with different priorities for allocating parameters corresponding to the surplus period in the allocation process. This may allow the second parameter to be appropriately determined, making it possible to produce a more natural effect.
[0150] [6] In the gaming machine described in any one of [1] to [5] above, the first parameter, the second parameter, and the third parameter may correspond to the number of games played, the difference in number of coins, or the number of times the instruction function is executed. In the above embodiment, an example is given in which each parameter is the number of games played, but this is not limited to this, and the same effect can be obtained even if each parameter is the difference in number of coins or the number of times an instruction function is executed.
[0151] [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.
[0152] (A) In the above embodiment, a series of effects such as a CZ announcement effect and an AT announcement effect are described as examples, but the present disclosure is not limited to these. For example, if a process for determining a scenario is performed, the contents of the present disclosure can be applied. In addition, in the above embodiment, an example is given in which the series of effects is executed in the normal game state, but it is not limited to this and may be executed in the CZ or AT state (special game state), etc. In other words, it can be executed regardless of the game state.
[0153] (B) In the above embodiment, the scenarios are divided into two groups, the first group and the second group, and the first allocation process and the second allocation process are executed, but this is not limiting. For example, the scenarios may be divided into three or more groups. The scenarios are divided in order to select scenarios with emphasis on the second group, so there is no need to divide the scenarios. In the above embodiment, a scenario is selected based on the second allocation parameter with emphasis on the second group, but this is not limiting. For example, a scenario may be selected based on the first allocation parameter, or may be selected based on both the first and second allocation parameters.
[0154] (C) In the above embodiment, in the allocation process (first allocation process and second allocation process), the parts to which parameters corresponding to the surplus period are allocated and the amount of allocation thereof are determined by lottery processing, but the present invention is not limited to this. For example, the parts to which parameters corresponding to the surplus period are allocated and the amount of allocation may be determined depending on the winning or winning role in the game immediately before entering the series of effects or in a predetermined number of games immediately before entering the series of effects. In addition, the parts to which the parameters corresponding to the surplus period are allocated and the amount of allocation may be determined depending on the order in which roles or prizes are won in a predetermined number of games immediately before entering the series of effects.
[0155] (D) The plurality of parts may include parts that are not subject to allocation of parameters corresponding to the surplus period. In the above embodiment, priorities are set for the parts for allocating parameters corresponding to the surplus period, but priorities do not have to be set. For example, allocation may be performed randomly, in the order in which the parts are announced in the scenario, or evenly.
[0156] (E) The distribution tendency of the distribution process may change depending on the internal game mode or setting value. For example, in a first mode such as a stuck mode, parameters corresponding to the surplus period may be distributed so that the parts of the continuous performance are shortened, and conversely, in a second mode other than the stuck mode, parameters corresponding to the surplus period may be distributed so that the parts of the continuous performance are lengthened. For example, if the set value is a relatively high value (high setting) of the expected value of ball payout, parameters corresponding to the surplus period may be more likely to be allocated so that the consecutive payouts will be five games or more.
[0157] (F) In the above embodiment, one scenario is selected from multiple scenarios, but this is not limiting. For example, a single scenario may be provided, and a selection process for selecting a scenario may not be performed, and a single scenario may be used.
[0158] 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).
[0159] 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 .
[0160] 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 non-CZ. ART is a gaming state in which the replay probability is higher than in the general 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] 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]
[0166] 1: Slot machine (gaming machine) 630: Production Control Unit
Claims
1. a process of setting first parameters related to a first period during which a performance based on a scenario including a plurality of parts is executed; a determination process capable of determining a second parameter related to a period for which at least one of the parts constituting the scenario is to be rendered based on the first parameter; and a process of executing a performance based on the plurality of parts that constitute the scenario, a third parameter corresponding to a minimum period required to execute a performance based on the part is set for each of the plurality of parts; In the determination process, a gaming machine is capable of executing an allocation process that determines the second parameter by allocating a parameter corresponding to a surplus period obtained by subtracting a total period corresponding to the sum of the third parameters of all the parts that make up the scenario from the period corresponding to the first parameter to at least one of the multiple parts that make up the scenario.
2. a process of setting first parameters related to a first period during which a performance based on a scenario including a plurality of parts is executed; a determination process capable of determining a second parameter related to a period for which at least one of the parts constituting the scenario is to be rendered based on the first parameter; and a process of executing a performance based on the plurality of parts that constitute the scenario, a third parameter corresponding to a minimum period required to execute a performance based on the part is set for each of the plurality of parts; The gaming machine is capable of executing the following steps in the determination process: a process of identifying a parameter corresponding to a surplus period obtained by subtracting a total period corresponding to the sum of the third parameters of all of the parts that make up the scenario from a period corresponding to the first parameter; a process of identifying at least one part among the multiple parts that make up the scenario to which the parameter corresponding to the surplus period is allocated; and an allocation process of allocating the parameter corresponding to the surplus period to the identified at least one part to determine the second parameter.
Citation Information
Patent Citations
Game machine
JP2014050627A
Game machine
JP2015181652A
Game machine
JP2017140179A