Gaming machine
The gaming machine addresses the need for diverse gameplay by allowing players to set and manage conditions through their operations, dynamically adjusting gameplay based on outcomes, thereby enhancing engagement and variety.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-03
- Publication Date
- 2026-04-08
AI Technical Summary
Existing gaming machines lack the ability to provide diverse and engaging gameplay experiences for players.
A gaming machine that allows players to set conditions during gameplay and determines whether these conditions are satisfied based on their operations, with the information regarding the right to execute the determination changing according to the game's outcome.
Enables the provision of new gameplay experiences by dynamically adjusting gameplay elements based on player interaction, enhancing engagement and variety.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Patent Document 1 discloses a pachinko gaming machine equipped with a so-called back button effect.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in the field of gaming machines, gaming machines capable of providing various types of gameplay to meet the needs of players are required.
[0005] An object of the present invention is to provide a gaming machine capable of providing new gameplay.
Means for Solving the Problems
[0006] A gaming machine according to one aspect of the present invention is a gaming machine capable of setting conditions during a game and executing a determination as to whether the set conditions are satisfied based on a player's operation, managing information regarding the right to execute the determination, wherein the information regarding the right can be changed according to the result of the determination.
Effects of the Invention
[0007] According to the gaming machine of the above aspect, a gaming machine capable of providing new gameplay can be realized.
Brief Description of the Drawings
[0008] [Figure 1] Front view of a slot machine, which is a gaming machine according to one embodiment of the present invention. [Figure 2] Block diagram of the slot machine shown in Figure 1. [Figure 3] Figure 1 shows the arrangement of the spinning reels of a slot machine. [Figure 4] A schematic diagram showing the active paylines of a slot machine in Figure 1. [Figure 5] This diagram illustrates the first game state of the slot machine shown in Figure 1. [Figure 6] This diagram illustrates the second game state of the slot machine shown in Figure 1. [Figure 7] This diagram illustrates the third game state of the slot machine shown in Figure 1. [Figure 8] A diagram illustrating the gameplay section of the slot machine shown in Figure 1. [Figure 9] Figure 1 is a diagram illustrating the contents of the internal lottery table of the slot machine. [Figure 10] A flowchart illustrating the judgment process of the slot machine shown in Figure 1. [Modes for carrying out the invention]
[0009] A slot machine 1, an example of a gaming machine according to one embodiment of the present invention, comprises a roughly rectangular parallelepiped-shaped casing 10, as shown in Figure 1. This casing 10 has an opening (not shown) on its front surface (i.e., the front surface in the direction of the paper penetration in Figure 1) and a plate-shaped front door 20 that can open and close this opening.
[0010] The front door 20 has a translucent display window 21 located approximately in the center and is lockably attached to the housing 10. The display window 21 is positioned so that multiple patterns arranged on the surfaces of the rotating reels 41, 42, and 43, which will be described later, can be seen when the opening of the housing 10 is closed by the front door 20.
[0011] The cabinet 10 includes a liquid crystal display device 22, an illumination device 23, and a speaker 24, which are examples of display devices. Each of the liquid crystal display device 22, the illumination device 23, and the speaker 24 is located above the display window 21 of the front door 20. During gameplay, various effects are performed as the game progresses, for example, using the liquid crystal display device 22, the illumination device 23, and the speaker 24. For example, the liquid crystal display device 22 displays various effect images (effect videos) or predetermined information during gameplay. The illumination device 23 lights up or turns off in a predetermined pattern when predetermined conditions are met, and the speaker 24 outputs a predetermined sound when predetermined conditions are met.
[0012] The machine cabinet 10 has a payout slot 25 from which medals are dispensed, a lower tray 26 for storing the medals dispensed from the payout slot 25, and an operating unit 30. Each of the payout slot 25, the lower tray 26, and the operating unit 30 is located below the display window 21 of the front door 20.
[0013] The operation unit 30 includes a coin slot 31 for inserting coins as an example of a game medium, a bet switch 32 for betting coins, a start switch 33 which is operablely mounted on the front door 20 and rotates each of the rotating reels 41, 42, and 43 when operated, and stop switches 34, 35, and 36 which are operablely mounted on the front door 20 and stop each of the rotating reels 41, 42, and 43 when operated. Each switch of the operation unit 30 outputs an operation signal based on the player's operation. In addition, a coin sensor (not shown) is provided in the coin slot 31 to detect when a player inserts coins into the coin slot 31 and outputs a detection signal.
[0014] The operation unit 30 also includes a settlement switch (not shown), a stored medal display unit (not shown) which is an example of a display unit, and an operation switch 37. The stored medal display unit is configured to display not only the number of stored medals but also whether the game section, which will be described later, is a favorable section. The operation switch 37 is configured to, for example, allow predetermined information to be retrieved and displayed on the liquid crystal display device 22 by being operated.
[0015] Further, as shown in FIG. 2, the slot machine 1 includes a control device 100 that controls the entire slot machine 1, a rotating reel unit 40, a rotating reel position detection sensor 44, and a hopper unit 50 that pays out medals. The control device 100, the rotating reel unit 40, the rotating reel position detection sensor 44, and the hopper unit 50 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on / off the main power supply of the slot machine 1 and a setting unit 45 operated by an administrator when changing the setting values of the slot machine 1, etc.
[0016] The rotating reel unit 40 is arranged at approximately the center inside the cabinet 10 and is composed of a plurality of rotating reels (in this embodiment, three rotating reels 41, 42, 43) and stepping motors 61, 62, 63 that drive these rotating reels 41, 42, 43. Each of the rotating reels 41, 42, 43 has a substantially cylindrical shape, and on its surface, as shown in FIG. 3, a plurality of symbols arranged at intervals along the circumferential direction of each of the rotating reels 41, 42, 43 and a reference point (not shown) are provided. The reference point is arranged, for example, at the center of the zero-number symbol (bell A) of the rotating reels 41, �2, 43.
[0017] The rotating reel position detection sensor 44 detects the passage of the reference point of the rotating reels 41, 42, 43 at the detection position after the rotation of the rotating reels 41, 42, 43 is started. In this embodiment, for example, the position on the line L (see FIG. 4) located in the middle in the vertical direction of the display window 21 is set as the detection position. The power switch is configured to be able to switch on / off the main power supply of the slot machine 1. The setting operation unit 45 is configured to be able to set setting values described later by operating it. The setting operation unit 45 is mainly operated by the administrator of the slot machine 1.
[0018] Here, referring to FIGS. 1 to 9, an outline of the game performed on the slot machine 1 will be described.
[0019] As shown in Figure 1, when playing slot machine 1, first, tokens are inserted into the token slot 31, or the tokens stored (i.e., credits) are used to bet tokens by operating the bet switch 32. When a predetermined number of tokens (for example, 1 to 3 tokens) are bet, the active lines 70 are activated, and the start switch 33 becomes operational, meaning the game can begin. At this time, any tokens inserted in excess of the predetermined number set according to the game state are stored as credits.
[0020] As shown in Figure 4, the active line 70 is a virtual line for determining winning combinations, and the symbols on each of the spinning reels 41, 42, and 43 displayed in the display window 21 are connected one by one by the active line 70. In slot machine 1, the active line 70 is, for example, composed of a downward sloping line and is activated when a predetermined number of tokens (for example, 3 tokens) are bet. As an example, the symbols displayed in the display window 21 of slot machine 1 are 3 symbols for each spinning reel.
[0021] When the start switch 33 is operated while the game is ready to begin, an internal lottery (hereinafter referred to as "internal lottery") is performed by an electronic computer within the slot machine 1, and the rotation of each reel 41, 42, and 43 begins. In this state, when any of the stop switches 34, 35, or 36 is operated, the reels 41, 42, and 43 corresponding to the operated stop switch 34, 35, or 36 stop, and the result corresponding to the winning combination is displayed in the display window 21. When all the reels 41, 42, and 43 have stopped, a predetermined number of medals are paid out according to the winning combination, and one game ends. In this embodiment, when all the reels 41, 42, and 43 have stopped, and the combination of symbols set for each winning combination determined by the internal lottery is placed on the active line 70, it is determined that the combination of symbols placed on the active line 70 has been won. Note that even when the combination of symbols corresponding to the winning combination does not stop on the active line 70 (so-called "miss"), it is still considered a win.
[0022] Thus, the series of actions performed to obtain the result of the game by operating the bet switch 32, start switch 33, and stop switches 34, 35, and 36 is called a game. The unit of a game is a game, and one game is called a unit game.
[0023] Furthermore, during gameplay, one game section is selected from among multiple game sections, and one game state is selected from among multiple game states. Then, an internal lottery is conducted based on the selected game section and game state. The game states include the first game state, the second game state, and the third game state, as shown in Figures 5 to 7.
[0024] The first game state is a game state that determines the type of flag (see Figure 9) and the probability of winning a winning combination (hereinafter simply referred to as a winning combination) among the winning combinations determined by internal drawing. As an example, it consists of RT0 and RT1, as shown in Figure 5.
[0025] RT0 is set when the second game state transitions from a special role execution state to a state where special roles are not carried over, or when the game state is initialized (reset) (for example, when the RAM is cleared) (i.e., the first game state transitions from RT1 to RT0). Also, the first game state immediately after slot machine 1 is installed in a game hall, etc., is also set to RT0. In other words, the first game state is always set to RT0, except when a type 1 Big Bonus is being performed.
[0026] RT1 is set when the second game state transitions from a state where no special role is carried over to a state where a special role is performed (i.e., the first game state transitions from RT0 to RT1). In RT1, as shown in Figure 9, there is no possibility of winning a replay role or a type 1 BB.
[0027] The second game state includes a state where no special role is carried over, in which a Type 1 BB win obtained through internal drawing is not carried over; a state where a Type 1 BB win obtained through internal drawing is carried over; and a state where a special role is implemented in order to implement the Type 1 BB that has been won.
[0028] The "no special role carryover" state is set when the number of medals dispensed since transitioning to the special role execution state exceeds a predetermined number (for example, 180 or 2 medals), or when predetermined conditions such as the game state being reset are met.
[0029] The special role carryover state is set when a Type 1 BB is won through internal lottery and the won Type 1 BB does not result in a payout in the game in which it was won. A Type 1 BB is a continuous activation device for a Type 1 special role (a so-called Big Bonus) and is an example of a special role. When a Type 1 BB is carried over, no lottery for a Type 1 BB is held. Carried-over Type 1 BBs are configured not to disappear even if the setting value is changed, but they may be configured to disappear.
[0030] The Special Prize Implemented state is set when a special prize is won and awarded through internal drawing, and includes the Type BB Implemented state (shown as BB General in Figure 6), the RB Carryover state (shown as JAC Internal in Figure 6), and the RB Implemented state (shown as JAC Internal in Figure 6). BB General is set when a special prize is awarded. BB General is an example of a non-internal prize state, set when the player has not won an example of a special prize, RB (JAC in Figure 9), through internal drawing. JAC Internal is an example of an internal prize state, set when the second game state is BB General, and the player has won an RB (i.e., JAC in Figure 9) through internal drawing but has not been awarded. JAC Internal is an example of a prize implementation state, set when the won RB is awarded. JAC Internal transitions to BB General after 12 games have been played since the transition, or after any prize is awarded 8 times during JAC.
[0031] The third game state is a state that determines the effects performed during gameplay, and as an example, as shown in Figure 7, it consists of a general game state and an AT (Automatic Trigger) state.
[0032] The general game state is a state in which no instruction functions are generated, and is set, for example, after a setting value is changed, after a RAM clear, and after the AT ends, until an AT lottery is won. Slot machine 1 has a normal state and a high probability state (so-called chance zone (CZ)) in which the probability of winning an AT lottery is higher than in the normal state, as general game states. An AT lottery is performed according to the role won by an internal lottery when, for example, the first game state is RT0 and the game period is an advantageous period. The transition from the normal state to the high probability state is performed, for example, when an internal lottery is performed when the first game state is RT0 and the game period is an advantageous period, and as a result, an AT lottery is not won, and the player wins the high probability state transition lottery. In addition, the transition from the normal state to the high probability state is performed when the number of games played when the first game state is RT0 and the game period is an advantageous period reaches a predetermined range.
[0033] AT is an example of a favorable state in which an instruction function is activated. It is set until the number of games played since the transition from the third game state to AT reaches the number of games playable in AT (= AT game count). In AT, the order in which to press buttons for payout-winning combinations is announced, and it is configured to have a higher expected value of medal acquisition than in a normal game state (for example, the normal state).
[0034] The game section is a state that determines whether or not processing related to the instruction function is performed, and as an example, as shown in Figure 8, it consists of a favorable section and a normal section. Processing related to the instruction function refers to direct processing related to instruction rights such as adding to or continuing the instruction function, indirect processing such as the lottery state and transitions to that state (such as the reduction of the number of games), and processing to end the favorable section.
[0035] The advantageous period is a period in which processing related to the instruction function and lottery can be performed, and is set after the game period wins a period transition lottery based on the results of an internal lottery performed in the normal period, until the conditions for ending the advantageous period are met. The advantageous period includes an advantageous period in which the third game state proceeds in the general game state, and an advantageous period in which the third game state proceeds in the advantageous game state (e.g., AT). The advantageous game state can be any state that suggests an advantageous mode of operation when there is an advantage or disadvantage depending on the mode of operation (e.g., ART), and is not limited to AT.
[0036] The normal section is a section in which processing and drawing related to the instruction function cannot be performed, and is set when no advantageous section is set as a game section. In other words, in the normal section, it is not possible to navigate (also called assist) information regarding the operation of stop switches 34, 35, and 36 (for example, the operation modes of stop switches 34, 35, and 36 set for operation mode roles), nor is it possible to draw a lottery to transition to an advantageous game state (AT in slot machine 1), nor is it possible to transition to an advantageous game state. In the normal section, the third game state proceeds as a general game state.
[0037] The instruction function is a function that informs the player of the operating procedure (for example, the order in which to press buttons for a winning combination) or operating method that affects the payout. For example, it is a function that instructs the player of the order in which to press buttons for a winning combination by operating stop switches 34, 35, and 36 in a predetermined procedure, or a function that instructs the operating position for a winning combination if the positions of the rotating reels 41, 42, and 43 are predetermined operating positions when stop switches 34, 35, and 36 are operated. In other words, AT is set as the third game state only when the game section is an advantageous section.
[0038] Next, the control device 100 will be described. As shown in Figure 2, the control device 100 consists of a main control unit 110 and a sub-control unit 120.
[0039] Each of the main control unit 110 and the sub-control unit 120 is equipped with a CPU for calculations, a memory device (e.g., ROM and RAM) for storing programs or data necessary for the progress of the game, etc. The CPU and memory device that constitute the main control unit 110 are mounted on an electronic circuit board, and this mounted circuit board is referred to as the "main circuit board." On this main circuit board, a display unit for displaying aggregated results related to the game (including the ratio of the status of special features, the ratio of the advantageous section, etc.) and a communication interface with the sub-circuit board are also mounted. The CPU and memory device that constitute the sub-control unit 120 are mounted on an electronic circuit board separate from the main circuit board, and the circuit board corresponding to the sub-control unit 120 is referred to as the "sub-circuit board." On the sub-circuit board, a communication interface with the main circuit board is also mounted.
[0040] The main control unit 110 includes an internal lottery unit 111, a rotating reel control unit 112, a game result determination unit 113, a section control unit 114, a game state control unit 115, a measurement unit 116, and a set value control unit 117, and performs control to advance the game. The sub-control unit 120 includes an effect control unit 121, a condition setting unit 122, a determination unit 123, and a benefit granting unit 124, and performs control to perform various effects and the like.
[0041] The main control unit 110 and the sub-control unit 120 described below are functions that are realized, for example, by the CPU executing a predetermined program.
[0042] The internal lottery unit 111 has multiple internal lottery tables and performs an internal lottery in response to the operation of the start switch 33. Specifically, the internal lottery unit 111 determines the first game state (in other words, the RT state) when the operation of the start switch 33 is accepted, and selects an internal lottery table based on the determined RT state. Then, the internal lottery unit 111 performs an internal lottery based on the selected internal lottery table and the random number obtained when the operation of the start switch 33 is accepted.
[0043] For example, the winning combination is determined based on the internal draw table shown in Figure 9. This internal draw table is provided for each RT state and contains information about the winning area where a win is possible through internal drawing. In this winning area, at least one combination is set, which is associated with a specific symbol combination.
[0044] In Figure 9, for each RT state and second game state, the areas where a win is possible are indicated by "○", and the areas where a win is not possible are indicated by "×". In other words, each internal lottery table is provided with multiple areas (areas of stored numbers) in which the roles corresponding to the random numbers obtained when the start switch 33 is operated are stored, and each of these areas is associated with the winning areas indicated by "○" in Figure 9.
[0045] The rotary reel control unit 112 controls the stepping motors 61, 62, 63 of the rotary reel unit 40 in response to the operation of the start switch 33 or each of the stop switches 34, 35, 36 to start or stop the rotation of each rotary reel 41, 42, 43 (i.e., controls the rotation of the rotary reels 41, 42, 43).
[0046] For example, if the start switch 33 is operated while all the rotating reels 41, 42, and 43 are stopped, the rotating reel control unit 112 will start rotating all the rotating reels 41, 42, and 43. If any of the rotating reels 41, 42, and 43 are rotating and the stop switch 34, 35, or 36 corresponding to the rotating reel 41, 42, or 43 is operated, the rotating reel control unit 112 will stop the rotating reel 41, 42, or 43 corresponding to the operated stop switch 34, 35, or 36.
[0047] When stopping each of the rotating reels 41, 42, and 43, the rotating reel control unit 112 performs either pull-in control or kick-out control depending on the winning combination drawn by the internal lottery and the timing of the operation of each stop switch 34, 35, and 36 (i.e., the position of the corresponding rotating reel 41, 42, and 43 when the operation of each stop switch 34, 35, and 36 is received). Pull-in control is a control that stops the rotation of each of the rotating reels 41, 42, and 43 so that the symbols corresponding to the winning combination are pulled onto the active line 70. Kick-out control is a control that stops the rotation of the rotating reels 41, 42, and 43 so that the symbols corresponding to the non-winning combination do not line up on the active line 70.
[0048] The game result determination unit 113 determines the game result based on the results of the internal lottery and the results of the stopping control of the rotating reels 41, 42, and 43. The game result includes, for example, determining whether a winning combination has been awarded based on the symbols that lined up on the active line 70.
[0049] The game result determination unit 113 controls the hopper unit 50 to dispense medals based on the determined game result or the operation of the settlement switch. The medals dispensed based on the game result (i.e., medals obtained by winning a combination or prize) are first stored as credits. If the stored medals exceed the credit limit (for example, 50 medals), the medals exceeding that limit are dispensed from the hopper unit 50. Also, if there is one or more stored medals (i.e., the credit is 1 or more) and the settlement switch is operated, the stored medals are dispensed from the hopper unit 50.
[0050] The game result determination unit 113, for example, if the third game state transitions to AT, outputs a signal to the hall computer indicating that the third game state has transitioned to AT, and notifies the administrator.
[0051] The section control unit 114 sets a game section from among multiple game sections (in the case of slot machine 1, the normal section and the advantageous section).
[0052] For example, the section control unit 114 sets the game section to a favorable section when the game section is a normal section and the section transition conditions are met (for example, when the section transition lottery is won). Whether or not the section transition lottery is won is determined, for example, by whether or not the lottery is won when the player wins the role for which the section transition lottery is held (i.e., the role to be drawn) through an internal lottery. The section transition lottery may or may not have different winning probabilities depending on the settings of the slot machine 1. If there is a difference in the winning probability of the section transition lottery, this may be achieved, for example, by setting a difference in the winning probability in the internal lottery for the role to be drawn, or by setting a difference in the winning probability of the lottery held when the player wins the role to be drawn through an internal lottery.
[0053] The section control unit 114 decides whether to keep the game section in an advantageous section or set it to a normal section, if the game section is an advantageous section. For example, the section control unit 114 determines whether the third game state has transitioned from AT to a normal state (general game state), and if it determines that it has transitioned to a normal state, it sets the game section from an advantageous section to a normal section.
[0054] For example, slot machine 1 has multiple termination conditions for the advantageous period. The period control unit 114 terminates the advantageous period by transitioning the game period from the advantageous period to the normal period when one of the multiple termination conditions is met. An example of a termination condition is shown below. - If, after the game period is set to the advantageous period, the difference in the number of medals reaches a predetermined value of zero or greater (for example, 2400 medals). The difference in the number of medals may be the difference between the number of medals paid out and the number of medals inserted, based on the transition to the advantageous period, or it may be the difference between the maximum and minimum values of the difference in the number of medals in the advantageous period (= the difference between the number of medals paid out and the number of medals inserted). - When the number of games played since the game period was set to the advantageous period (= number of games played during the advantageous period) reaches a predetermined value (for example, 4000 games).
[0055] The predetermined values for the difference in the number of medals and the predetermined values for the number of games can be set as appropriate based on the payout specifications of slot machine 1.
[0056] When the game section transitions to a favorable section, the section control unit 114 may indicate that it is a favorable section via the display unit provided on the operation unit 30 only if the instruction function is activated during the favorable section and the average payout rate when the game is played in a way that maximizes the number of payouts for small wins, excluding special features (e.g., RB or CT) and special feature continuous operation devices (e.g., type 1 BB), exceeds 100%.
[0057] The game state control unit 115 has a favorable game state lottery unit 1151 and controls the transition between the first game state, the second game state, and the third game state.
[0058] For example, the game state control unit 115 sets one RT state in which an internal draw is performed from among multiple RT states (RT0 and RT1 in this embodiment). Specifically, as described above, the game state control unit 115 sets the first game state to RT0 when the second game state transitions to the state where no special role is carried over, and sets the first game state to RT1 when the second game state transitions to the state where a special role is performed. In addition, the game state control unit 115 transitions the second game state to the BB general, JAC internal, or JAC during game states when predetermined conditions are met.
[0059] The advantageous game state lottery unit 1151, when the pre-set lottery conditions (hereinafter simply referred to as "lottery conditions") are met, performs an advantageous game state lottery to determine whether or not to transition the game state to an advantageous game state that is more favorable to the player than the normal state.
[0060] The advantageous game state lottery includes the AT lottery and the AT extension lottery. For example, the AT lottery is performed when the first game state is RT0, the third game state is a general game state, and the game section is an advantageous section, and a predetermined role (for example, a so-called rare role such as a cherry or watermelon) is hit through an internal lottery. Also, for example, the AT extension lottery is performed when the first game state is RT0 and the third game state is AT, and a predetermined role (for example, a so-called rare role such as a cherry or watermelon) is hit through an internal lottery.
[0061] The measurement unit 116 measures the following parameters based on the game result determined by the game result determination unit 113, for example. • Parameters related to the payout. Parameters related to the payout include, for example, the difference between the maximum and minimum number of tokens from the start of the game to the present (the so-called MY value). The number of games played since the game period was set to the advantageous period (i.e., the number of games played during the advantageous period). The number of games played during the advantageous period is reset when the advantageous period is reset. The difference in the number of medals based on the transition to the advantageous period (= the difference between "number of medals paid out" and "number of medals inserted"), and / or the difference between the maximum and minimum values of the difference in the number of medals during the advantageous period. The difference in the number of medals based on the transition to the advantageous period is reset when the advantageous period is reset. The time elapsed from the starting point set after all rotating reels 41, 42, and 43 have reached a steady rotation.
[0062] The setting value control unit 117 allows the administrator to set one setting value from among several setting values (six in this embodiment) that have different degrees of advantage to the game (e.g., payout rate) by operating the setting unit 45. The difference in the degree of advantage is achieved, for example, by creating a difference in the probability of winning the internal lottery for a predetermined role. The setting value control unit 117 also sets the degree of advantage related to payout, such as the rate of transition to the advantageous section, AT lottery, and AT bonus lottery, according to the set setting value.
[0063] An example of how to set the values is shown below. This method is performed in the order of (1) to (7). (1) Open the front door 20. (2) Turn off the main power to slot machine 1. Turning off the main power to slot machine 1 will stop all of the spinning reels 41, 42, and 43, but no winning combination will be determined by the stopping of these reels. (3) Insert the setting change key into the designated location on the setting unit 45 to change the setting change mode from off to on. (4) Turn on the main power of slot machine 1. (5) The current setting is displayed, for example, on the stored token display unit of the operation unit 30. The setting displayed on the stored token display unit is adjusted to the desired setting by operating a predetermined button. (6) Operate the start switch 33. By operating the start switch 33, the setting value of slot machine 1 is changed to the setting value displayed on the stored tokens display unit. (7) Change the setting change mode from on to off and remove the setting change key.
[0064] The performance control unit 121 determines, for each game, the performance to be executed as the game progresses, based on the game state after the internal lottery and the result of the internal lottery. The determined performance is executed, for example, using the liquid crystal display device 22, the lighting device 23, and the speaker 24, and notified to the player. In other words, the notification includes visual notification using the liquid crystal display device 22 and / or the lighting device 23, and auditory notification using the speaker 24. Information regarding the performance to be executed is stored as data in the storage device of the sub-control unit 120, for example. Information regarding the performance to be executed includes, for example, information regarding the type of performance and control information for executing the performance.
[0065] The executable effects may include at least one of the following: instructional effects, suggestive effects, and effects that make the player anticipate a favorable game state or a special win. Instructional effects are effects that instruct the player to perform a judgment as described later, and suggestive effects are effects that suggest that a judgment as described later can be performed. Instructional effects may not be performed even if the player is able to perform a judgment. Suggestive effects may be performed when the player is able to perform a judgment. Effects that make the player anticipate a favorable game state or a special win include, for example, the display on the liquid crystal display device 22 of a combination of characters that makes the player anticipate a favorable game state or a special win, such as "AT drawing in progress" or "AT drawing high probability."
[0066] The condition setting unit 122 is configured to allow conditions to be set during gameplay. An example of a condition that can be set is shown below. - The premonition animation that occurs must be either a genuine premonition animation or a false premonition animation. Premonition animations have a higher probability of transitioning to a favorable game state (e.g., AT) or winning a special role (e.g., a type BB) than normal animations, and may include animations that transition to a special stage or animations that unfold a special scenario over multiple games. A genuine premonition animation is a premonition animation that ends with a winning notification animation and is performed when the transition to a favorable game state or the winning of a special role is internally confirmed. False premonition selection is a premonition animation that ends with a losing notification animation and is performed when the transition to a favorable game state or the winning of a special role is not internally confirmed. If the transition to a favorable game state or the winning of a special role is confirmed during a false premonition, the system may be configured to rewrite the false premonition into a genuine premonition. The answer to the YES / NO quiz presented via the liquid crystal display device 22 is either "YES" or "NO".
[0067] The conditions may be set to be just one, or to be set to be multiple. The conditions to be set may be determined by lottery from among multiple conditions stored in the memory device, or they may be determined by the player via the operation switch 37. In other words, the conditions may be set by the player's operation. For example, if the condition is set to "the premonition effect that occurred is either a genuine premonition effect or a false premonition effect", the player's operation will determine whether the premonition effect that occurred is a genuine premonition effect or a false premonition effect. If the condition is set to "the premonition effect that occurred is either a genuine premonition effect or a false premonition effect" while a premonition effect is being performed, it may be possible to set whether or not to include the premonition effect being performed in the judgment. The conditions to be set may include a mix of conditions set manually by the player and conditions set automatically. In that case, for example, the benefits given by the benefit granting unit 124 may differ depending on whether the setting is manual or automatic. For example, if a hint or notification of a set value is provided as a benefit, the hint or notification of the set value may be made more accurate when it is determined that the manually set conditions are met than when it is determined that the automatically set conditions are met. The set conditions may be made available to the player via a liquid crystal display device 22 or the like. The set conditions may be cleared after the judgment is performed, regardless of the result of the judgment, or only after the judgment is performed if the judgment is successful, or regardless of whether the judgment is performed, they may be cleared at the time when the challenge right described later is reset.
[0068] The determination unit 123 is configured to perform a determination (also called a challenge) based on the player's operation to determine whether or not a set condition has been met. The determination unit 123 manages information regarding the right to perform a determination (hereinafter referred to as the challenge right), and performs a determination based on the information regarding the challenge right when a predetermined operation is performed by the player. The result of the determination is notified in a manner other than notification of the game result (for example, winning a prize) via a display device that is not related to notification of payouts (for example, the liquid crystal display device 22, the lighting device 23, the speaker 24, and combinations thereof).
[0069] An example of how the judgment result is notified is shown below. - Notification through a visual effect that directly displays the result of the judgment. For example, if the judgment is successful, "○" is displayed on the LCD display device 22, and if the judgment is unsuccessful, "×" is displayed on the LCD display device 22. In this case, the result of the judgment may be notified separately from other game results (for example, benefits granted by the benefit granting unit 124). - Notification using a visual effect to indicate the benefit granted by the benefit granting unit 124. For example, the notification of benefit granting may also serve as notification of the result of the judgment, and the granting of a benefit (e.g., an item or points) may indicate the success of the judgment.
[0070] Information regarding challenge rights includes, for example, the conditions set when the judgment was performed, the result of the judgment, and the number of challenge rights. As an example, the judgment unit 123 performs a judgment if the number of rights to perform a judgment is one or more and a predetermined operation is performed by the player. In other words, judgments can be performed as many times as the number of judgment rights held.
[0071] The predetermined operations include, for example, the operation of controls related to the progress of the game (e.g., the bet switch 32, the start switch 33, and the stop switches 34, 35, and 36), and the operation of controls not related to the progress of the game (e.g., the operation switch 37, and, if the liquid crystal display device 22 includes a touch panel or touch sensor, the touch panel or touch sensor). If the player operates the operation switch 37 when the number of challenge rights is zero, a visual effect may be performed to suggest or inform that the number of challenge rights is zero.
[0072] The determination unit 123 is configured to change information regarding challenge rights according to the result of the determination. For example, the determination unit 123 may be configured to increase or decrease the number of challenge rights held. In this case, if the determination unit 123 succeeds in the determination, it increases the number of challenge rights held by a predetermined number (e.g., 1), and if the determination fails, it decreases the number of challenge rights held by a predetermined number (e.g., 1). For example, if the determination is successful or unsuccessful, the number of challenge rights held may be increased or decreased by lottery, or the number of challenge rights to increase or decrease may be changed.
[0073] For example, the determination unit 123 grants the right to challenge at at least one of the following timings. For example, the right to challenge may be granted at all of the following timings, or at any other timing. • After the number of challenge attempts has been reset. When the game period is set to a favorable period. When a premonition sequence is performed, the number of challenge rights granted may differ depending on the content of the premonition sequence. The number of challenge rights granted may be determined by lottery. In this case, the probability of the lottery determining the number of challenge rights may be tied to the content of the premonition sequence (for example, so that the number of challenge rights granted is preferential depending on the content of the premonition sequence). There may be a period of "high probability of granting challenge rights" in which the number of challenge rights is more likely to be granted. During the high probability of granting challenge rights period, for example, a combination of characters such as "High probability of granting challenge rights!" may be displayed on the liquid crystal display device 22 to inform the player that it is a high probability of granting challenge rights. When transitioning to a favorable game state (for example, AT). When transitioning to a special role implementation state. When transitioning to a high-probability state.
[0074] The number of challenge rights granted can be set arbitrarily. For example, the same number of challenge rights may be granted each time (= fixed number), or the number may be determined each time by lottery, etc. (= Challenge rights (with a variable number of attempts) may be granted, or challenge rights (with a variable number of attempts) may be granted only if certain conditions are met, and a fixed number of challenge rights may be granted if those conditions are not met. Points may be awarded at the above timing, and when the awarded points reach a predetermined value, a predetermined number of challenge rights may be granted.
[0075] The number of challenge rights granted may be used to suggest or inform the set value. For example, the number of challenge rights granted is usually "1," but if "6" challenge rights are granted, it may be confirmed that the set value is "6," and if "2" challenge rights are granted, it may be made more likely that the set value is an even number.
[0076] For example, the determination unit 123 resets the information regarding the challenge right when a predetermined condition is met. The information regarding the challenge right is reset at at least one of the timings shown below. For example, the challenge right may be reset at all of the timings shown below.
[0077] • When power is restored after an outage. • When changing settings. • When the first predetermined period has elapsed. The first predetermined period includes, for example, any period during the advantageous section, any period during the high probability state or AT, any period during the special role execution state, and any period during the execution of a premonition effect or continuous effect. • After the first prescribed period has elapsed, the second prescribed period has also elapsed.
[0078] An example of the second prescribed period is shown below. If the first prescribed period is any period within the advantageous period excluding games in which the advantageous period ends, the second prescribed period includes the period from the end of the first prescribed period until the end of the advantageous period including the first prescribed period. If the first predetermined period is any period during AT, the second predetermined period includes the period from the end of the first predetermined period until the end of AT including the first predetermined period, or the period from the end of the first predetermined period until the end of AT including the first predetermined period and the end of the AT pullback section (for example, 30 games after the end of AT). If the first prescribed period is any period during the special prize implementation state, the second prescribed period includes the period after the first prescribed period has elapsed until the special prize implementation state including the first prescribed period ends, or the period after the first prescribed period has elapsed until the special prize implementation including the first prescribed period ends and a special prize is awarded again.
[0079] The timing of granting challenge rights and resetting challenge rights, as described above, can be combined in any way. Furthermore, challenge rights may be reset at the time they are granted, or challenge rights may be granted at the time they are reset.
[0080] As an example, the judgment is configured to be executable within the period associated with the set conditions. The period associated with the set conditions ends when the termination condition is met. The termination condition can include any condition, such as "the number of games played is 2 or more and the game has been played for a predetermined number of games," "a notification is performed during a pre-announcement performance," or "the AT has ended," but it is effective to define the period associated with the set conditions as a period that is visible to the player. If the termination condition is "the number of games played is 2 or more and the game has been played for a predetermined number of games," the set conditions include a predetermined win or loss that may be notified in accordance with the progress of the game during the period associated with the set conditions. For example, if the condition is "winning the AT via a pre-announcement performance," the period associated with the set conditions is "the period during which the pre-announcement performance is executed," and the predetermined win or loss is "the win or loss of the AT."
[0081] The benefit granting unit 124 grants a benefit if it determines, based on the result of the judgment, that the set conditions have been met. The benefits granted may include, for example, notification or suggestion of a set value. In this case, for example, the system may be configured to provide a suggestion or notification of the set value at the same time as notifying the result of the judgment. The benefits granted may also be benefits related to payouts, such as an extension of the advantageous game state.
[0082] An example of the judgment process will be explained with reference to Figure 10. In the judgment process in Figure 10, the set conditions are cleared after the judgment is executed, regardless of the result of the judgment, and if the set conditions are met as a result of the judgment, the benefit is granted, and the judgment is executed only once during the "period to which the conditions are associated". As an example, the judgment process in Figure 10 is carried out by the CPU of the control device 100 executing a predetermined program.
[0083] As shown in Figure 10, the condition setting unit 122 sets a condition (step S1), and the determination unit 123 determines whether or not a predetermined operation has been performed by the player (step S2). If it is determined that the predetermined operation has not been performed by the player, the determination unit 123 determines whether or not the "period associated with the condition" has ended (step S8). If it is determined that the "period associated with the condition" has ended, the determination process ends. If it is not determined that the "period associated with the condition" has ended, the process returns to step S2, and it is determined whether or not a predetermined operation has been performed by the player.
[0084] When it is determined that a predetermined operation has been performed by the player, the determination unit 123 determines whether or not the player has one or more challenge rights (step S3). If it is not determined that the player has one or more challenge rights (i.e., the player has zero challenge rights), the performance control unit 121 performs a performance that suggests or notifies that the player has zero challenge rights (step S7), and the determination process ends.
[0085] If it is determined that there is one or more challenge rights, the determination unit 123 determines whether the set conditions are met (step S4). If it is determined that the set conditions are met (i.e., the determination is successful), the determination unit 123 increases the number of challenge rights (for example, by plus 1), the benefit granting unit 124 grants the benefit (step S5), and the determination process ends.
[0086] If the set conditions are not determined to be met (i.e., the determination fails), the determination unit 123 reduces the number of challenge attempts (for example, by minus 1), and the determination process ends.
[0087] According to slot machine 1, the following effects can be achieved:
[0088] A slot machine 1 allows players to set conditions during gameplay and to determine whether the set conditions are met based on the player's actions. The machine manages information regarding the right to perform the determination, and this information can be changed according to the result of the determination. This configuration makes it possible to realize a slot machine 1 that offers a new kind of gameplay. Players may enjoy making predictions during gameplay, such as whether a premonition is a win or a loss, what the settings are, or what the winning combination is in that game. If such predictions are unlimited, the sense of tension will be lost, so controlling whether or not to perform the determination based on the right increases the enjoyment.
[0089] Slot machine 1 can optionally adopt one or more of the following configurations. In other words, one or more of the following configurations can be optionally deleted if they were included in the above embodiment, and optionally added if they were not included in the above embodiment. By adopting such a configuration, slot machine 1 that can provide new gameplay can be realized.
[0090] Slot machine 1 has an instruction animation that directs the player to perform a judgment. The instruction animation may not be performed even if the player is capable of performing the judgment. Since the player is not forced to perform a judgment and can choose how to play, the gameplay is enhanced.
[0091] Slot machine 1 has a suggestive animation that indicates that a judgment can be made. The suggestive animation may be performed when the player is able to make the judgment. It is clearly indicated that the judgment can be made.
[0092] The judgment can be performed during the period associated with the set conditions, and the period associated with the set conditions ends when the number of games played is 2 or more and a predetermined number of games have been played. By making it known that the judgment can be performed during the period, players can choose when to perform the judgment within the period, which increases the gameplay. The system may also be configured to notify players that they are staying in the period associated with the set conditions, that is, in the period during which the judgment can be performed.
[0093] The conditions include predetermined win / loss results that may be announced as the game progresses during the period associated with the set conditions. During the pre-announcement sequence, the player enjoys predicting whether the sequence being performed is a genuine pre-announcement or not. If, for example, a confirmed sequence (including confirmed sequence patterns) or a sequence pattern with a high expectation level (for example, a pre-announcement immediately after a rare role is exciting, or a pre-announcement developing on the 8th game after a rare role is confirmed) occurs during the pre-announcement sequence, the sequence being performed is a genuine pre-announcement, or the probability of it being a genuine pre-announcement increases, making it easier to determine whether the prediction was correct or not. For this reason, by setting predetermined win / loss results that may be announced as the game progresses during the period associated with the set conditions as conditions, the execution of the judgment can be made more distinct.
[0094] If the judgment determines that the set conditions are met, a reward is granted. The reward itself motivates players to succeed in the judgment, thus increasing the game's appeal.
[0095] Slot machine 1 has multiple setting values that offer different levels of advantage to the player. The benefits include notification or suggestion of the set setting value. The setting value, which is core useful information that players want to know, is given as a benefit, increasing the enjoyment of the game.
[0096] Information regarding the right to perform a judgment is reset when certain conditions are met. Too many judgment rights can reduce the sense of tension. Conversely, too few judgment rights can prevent players from performing judgments and thus diminish the enjoyment. By resetting the information regarding the right to perform a judgment, it is possible to make judgments available at appropriate times and frequencies.
[0097] Information regarding the right to perform a judgment includes the number of judgment rights held, and judgments can be performed as many times as the number of judgment rights held. The fact that the number of judgment rights is not limited to one adds to the fun. Also, if the player is not informed whether they have two or more judgment rights, it leads to a game where they have to predict the number of judgment rights.
[0098] The number of rights you possess to execute judgments can be increased or decreased depending on the outcome of the judgment. This allows you to find even more enjoyment in the judgment process.
[0099] Slot machine 1 can also be configured as follows:
[0100] The direction does not necessarily have to include directive and / or suggestive direction.
[0101] The determination unit 123 may be capable of performing determinations other than those described above. These determinations may include, for example, those that can be performed only a predetermined number of times (e.g., once) during a predetermined period (e.g., during a premonition sequence), regardless of the number of challenge rights held, and the number of times that can be performed does not change depending on the result of the determination.
[0102] The judgment process may be structured so that even if a player possesses the right to challenge, they can only perform the judgment a fixed number of times (for example, once) within a specified period.
[0103] The benefit granting unit 124 may be omitted.
[0104] The benefit granting unit 124 may be configured to grant a payout-related benefit instead of notifying or suggesting a set value. When a payout-related benefit is granted, the benefit may change depending on the number of times the set condition is determined to be met as a result of the judgment during the period associated with the set condition. Since increasing the payout is the primary objective for players, this makes it easier for them to focus on the judgment. A "payout-related benefit" can be any benefit that is advantageous in terms of payout rate, and includes, for example, "extension of an advantageous game state such as AT or ART," "increase in the number of navigations for push-order roles in an advantageous game state, or cessation of the decrease in the number of navigations," "cessation of the decrease in the number of games in an advantageous game state," and "the same effect as winning some kind of role (for example, AT lottery based on the number of rare roles)."
[0105] Information regarding challenge rights does not need to be reset.
[0106] If a player possesses two or more challenge rights, the number of challenge rights they possess may or may not be notified or suggested to the player.
[0107] In step S7, any visual indication or notification that the number of challenge rights is zero is not required. In other words, if the number of challenge rights is zero, no reaction may be output for any predetermined actions taken by the player.
[0108] The same process (for example, no reaction, or outputting an animation indicating a failed judgment) may be performed whether there are zero challenge attempts or one or more challenge attempts but the judgment fails. In this case, for example, when an animation indicating a failed judgment is output, it can lead to a game where players predict whether the judgment failed or whether there were no challenge attempts.
[0109] Each component of the control device 100 is not limited to the above embodiment and can be changed as desired. For example, the game state control unit 115 may also function as the section control unit 114, the reel rotation control unit 112 may also function as the measurement unit 116, and some of the processing performed by the reel rotation control unit 112 may be performed by the game state control unit 115. Furthermore, if possible, the configuration of the main control unit 110 may be provided in the sub-control unit 120, or the configuration of the sub-control unit 120 may be provided in the main control unit 110.
[0110] The conditions for ending the advantageous period can be set arbitrarily. In other words, the game period may be forcibly set from the advantageous period to the normal period under conditions different from those mentioned above, or there may be no conditions for forcibly setting the advantageous period to the normal period. For example, the game period may be forcibly set from the advantageous period to the normal period when the number of games played in the advantageous period reaches 3000, but the game period may not be forcibly set from the advantageous period to the normal period when the difference in the advantageous period reaches 2400 coins. Also, for example, except in cases where the game period is forcibly set from the advantageous period to the normal period, once the game period is set to the advantageous period, it may be configured so that the game period cannot be set from the advantageous period to the normal period until a so-called bonus (for example, a type BB) is won once, or until the operation pattern of the operation pattern that maximizes the payout of coins is announced once.
[0111] If the settings of slot machine 1 are changed, the game period may be set to continue from the state immediately before the settings of slot machine 1 were changed, or it may be set to the pre-set initial state (i.e., initialized).
[0112] In the above embodiment, the display unit is configured to show that it is in an advantageous period only when the instruction function is activated during the advantageous period and the game is played in such a way that small wins are awarded in the maximum number of payouts, excluding the special features and the continuous special feature operation device, and the average payout rate exceeds 100%. However, the system is not limited to this configuration. For example, the system may be configured to always show that it is in an advantageous period when the game period transitions to an advantageous period, or it may be configured not to show that it is in an advantageous period.
[0113] In the above embodiment, when the game section transitions to a favorable section, the section control unit 114 is configured to display that the game section is a favorable section via a display unit provided on the operation unit 30, but it is not limited to this. For example, the liquid crystal display device 22 may be configured to also serve as the display unit, or the display unit may be omitted and the system may be configured not to display that the game section is a favorable section. After the display unit indicates that it is a favorable section, it may continue to display that it is a favorable section until the favorable section ends, or it may not continue to display that it is a favorable section.
[0114] The control device 100 may include an FPGA (field-programmable gate array) or an ASIC (application-specific integrated circuit) specifically designed to implement predetermined functions using only hardware, instead of a CPU that performs predetermined functions in cooperation with software.
[0115] The main control unit 110 and the sub-control unit 120 may be provided on different circuit boards, or they may be provided on the same circuit board. That is, the main control unit 110 and the sub-control unit 120 may each have their own CPU, ROM, RAM, etc., or they may share the CPU, ROM, RAM, etc.
[0116] The sequence of button presses is not limited to cases where a win is achieved by operating stop switches 34, 35, and 36 in a predetermined sequence. For example, the sequence of button presses may be achieved by operating stop switches 34, 35, and 36 in predetermined positions, or by operating stop switches 34, 35, and 36 in a predetermined sequence in addition to predetermined positions.
[0117] The internal draw table may include any other information, depending on the design of the slot machine, not just the information shown in Figure 9.
[0118] The effective line 70 only needs to have at least one line, but it may have two or more.
[0119] This disclosure can also be applied to coinless machines. Coinless machines do not use physical tokens to play; instead, they use information (similar to credit data) that holds the number of tokens. When a bet is made, the information is reduced accordingly, and when a payout is received, the information is increased accordingly. In other words, the "number of game tokens dispensed" as used in this application does not refer to the number of tokens physically dispensed in a coinless machine, but rather includes data that is assigned to and added to the player. Coinless machines do not require a hopper.
[0120] This disclosure is applicable not only to slot machines but also to pachinko gaming machines.
[0121] Having described in detail various embodiments of this disclosure with reference to the drawings, we will now conclude by describing various aspects of this disclosure.
[0122] The gaming machine of the first aspect of this disclosure is A gaming machine that allows players to set conditions during gameplay and to determine whether or not the set conditions are met based on the player's actions, To manage information regarding the right to perform the aforementioned determination, The information relating to the aforementioned rights may be changed in accordance with the results of the aforementioned determination.
[0123] The gaming machine of the second aspect of this disclosure is, in the gaming machine of the first aspect, The system includes an instruction display that instructs the player to perform the aforementioned determination, The aforementioned instruction and presentation may not be executed even if the player is capable of making the aforementioned determination.
[0124] A gaming machine of the third aspect of this disclosure is a gaming machine of the first or second aspect, The system includes a suggestive presentation that indicates the ability to perform the aforementioned determination. The aforementioned suggestive presentation may be executed when the player is able to perform the aforementioned determination.
[0125] The gaming machine of the fourth aspect of this disclosure is a gaming machine of any of the first to third aspects, The above determination is executable during the period associated with the above conditions, The aforementioned period ends when the number of games played is 2 or more and the predetermined number of games have been played.
[0126] The gaming machine of the fifth aspect of this disclosure is, in the gaming machine of the fourth aspect, The aforementioned conditions include predetermined validity statuses that may be announced in accordance with the progress of the game during the aforementioned period.
[0127] The sixth aspect of this disclosure is a gaming machine that, in any of the gaming machines of the first to fifth aspects, If the above determination determines that the above conditions are met, the benefit will be granted.
[0128] The gaming machine of the seventh aspect of this disclosure is, in the gaming machine of the sixth aspect, It has multiple setting values that offer different degrees of advantage to the game. The aforementioned benefit includes notification or suggestion of the set value.
[0129] The eighth aspect of this disclosure is a gaming machine that, in the sixth or seventh aspect, The aforementioned benefits include benefits in the form of winnings.
[0130] The gaming machine of the ninth aspect of this disclosure is a gaming machine of any of the sixth to eighth aspects, The benefit changes depending on the number of times, as a result of the determination, the conditions are found to be met during the period to which the conditions are associated.
[0131] The tenth embodiment of this disclosure is a gaming machine that, in any of the gaming machines of the first to ninth embodiments, The information regarding the aforementioned rights will be reset when certain conditions are met.
[0132] The 11th aspect of this disclosure is a gaming machine that, in any of the gaming machines of the 1st to 10th aspects, The information relating to the right to perform the said determination includes the number of the right to perform the said determination that is held, The aforementioned determination can be performed as many times as the number of rights to perform the aforementioned determination held.
[0133] The gaming machine of the 12th aspect of this disclosure is a gaming machine of the 11th aspect, The number of rights to perform the aforementioned determination that one possesses may increase or decrease depending on the result of the determination.
[0134] By appropriately combining any embodiment or modification from the various embodiments or modifications described above, the effects of each can be achieved. Furthermore, combinations of embodiments with each other, combinations of examples with each other, and combinations of embodiments with examples are possible, as well as combinations of features from different embodiments or examples. [Explanation of Symbols]
[0135] 1 Slot Machine 10 enclosures 20 Front Door 22 Liquid crystal display device 33 Start switch 34, 35, 36 Stop switch 37 Operating device 41, 42, 43 Rotating Reels 100 Control device 121 Performance Control Unit 122 Condition Setting Section 123 Judgment section 124 Benefit Granting Section
Claims
1. A gaming machine that allows the player to set one condition from among multiple conditions related to performances that can be achieved during gameplay, and that can determine whether or not to execute a check to see if the set condition is met based on the player's actions, To manage information regarding the right to perform the aforementioned determination, The information relating to the aforementioned rights may be changed in accordance with the results of the aforementioned determination. A gaming machine in which the feasibility of performing the aforementioned determination can be determined by the operation of an operator unrelated to the progress of the game.
2. The system includes an instruction display that instructs the player to perform the aforementioned determination, The game machine according to claim 1, wherein the instruction and performance may not be performed even if the player is capable of performing the determination.
3. The system includes a suggestive presentation that indicates the ability to perform the aforementioned determination. The gaming machine according to claim 1, wherein the suggestive presentation may be performed when the player is able to perform the determination.
4. The above determination is executable during the period associated with the above conditions, The gaming machine according to claim 1, wherein the aforementioned period is two or more games and ends when a predetermined number of games are played.
5. The gaming machine according to claim 4, wherein the conditions include a predetermined correctness or incorrectness that may be notified in accordance with the progress of the game during the aforementioned period.
6. The gaming machine according to claim 1, wherein if the result of the above determination determines that the above conditions are met, a benefit is granted.
7. It has multiple setting values that offer different degrees of advantage to the game. The gaming machine according to claim 6, wherein the benefit includes notification or suggestion of the set value.
8. The gaming machine according to claim 6, wherein the aforementioned benefit includes a benefit in the form of payouts.
9. The gaming machine according to claim 6, wherein the benefit changes depending on the number of times the condition is determined to be met as a result of the determination during the period associated with the condition.
10. The gaming machine according to claim 1, wherein the information relating to the aforementioned rights is reset when a predetermined condition is met.
11. The information relating to the right to perform the said determination includes the number of the right to perform the said determination that is held, The gaming machine according to claim 1, wherein the determination can be performed as many times as the number of rights to perform the determination that the machine possesses.
12. The gaming machine according to claim 11, wherein the number of rights to perform the aforementioned determination can be increased or decreased depending on the result of the determination.
Citation Information
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