Gaming machine

The gaming machine provides new gameplay experiences by controlling the stop switch to be inoperable until a specific symbol on the reels reaches a predetermined position multiple times, addressing the need for innovative gameplay.

JP7846432B1Active Publication Date: 2026-04-15ENTERRISE CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2025-04-10
Publication Date
2026-04-15

AI Technical Summary

Technical Problem

There is a need for gaming machines that can provide new gameplay experiences to meet the evolving needs of players.

Method used

A gaming machine with a specific symbol that can be suggested to stop at a predetermined position within the display window of rotating reels, where the stop switch is controlled to be inoperable until a specific symbol passes a predetermined number of times during gameplay.

Benefits of technology

This approach enables the provision of new gameplay experiences by enhancing player interaction and engagement through controlled reel stopping mechanisms.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To create a gaming machine that offers new and exciting gameplay experiences. [Solution] The gaming machine is equipped with a specific role that, in a game in which a win is achieved, may suggest stopping a specific symbol at a predetermined position within the display window of at least one rotating reel, and in a game in which a specific role is achieved, the machine is configured to control the stop switch so that it cannot be operated after the rotating reel has started to rotate steadily and until the specific symbol located on the rotating reel has passed the predetermined position a predetermined number of times.
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Patent Document 1 discloses a gaming machine including freeze control means for controlling a transition to a freeze state that delays the progress of a game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the field of gaming machines, there is a need for a gaming machine that can provide new gameplay to meet the needs of players.

[0005] An object of the present invention is to provide a gaming machine that can provide new gameplay.

Means for Solving the Problems

[0006] A gaming machine according to one aspect of the present invention has a specific combination including a specific symbol that can be suggested to stop at a predetermined position within the display window of at least one rotating reel in a lottery game, and in the game for the specific combination, after the rotating reel starts normal rotation, until the specific symbol located on the rotating reel passes the predetermined position a specified number of times, the stop switch is configured to be controlled so as to be inoperable.

Effects of the Invention

[0007] According to the gaming machine of the above aspect, a gaming machine that can provide new gameplay can be realized. [Brief explanation of the drawing]

[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 stop button freeze process of the slot machine shown in Figure 1.

[0009] Slot machine 1 is an example of a gaming machine according to one aspect of the present invention, and as shown in Figure 1, it comprises a rectangular parallelepiped-shaped casing 10. The casing 10 has an opening (not shown) on its front surface (for example, 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 attached to the housing 10 in a lockable manner. The display window 21 is positioned so that multiple symbols placed 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 22, an illumination device 23, and a speaker 24. The liquid crystal display 22, the illumination device 23, and the speaker 24 are located above the display window 21 of the front door 20. Various effects during gameplay are performed using the liquid crystal display 22, the illumination device 23, and the speaker 24. For example, the liquid crystal display 22 displays various effect images (or 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 control unit 30 includes a coin slot 31, a bet switch 32, a start switch 33, and three stop switches 34, 35, and 36. Coins are inserted into the coin slot 31 as an example of game value. The bet switch 32 is configured to allow coins to bet. The start switch 33 is operablely provided on the front door 20. By operating the start switch 33, the three rotating reels 41, 42, and 43 rotate. Each stop switch 34, 35, and 36 is operablely provided on the front door 20. By operating each stop switch 34, 35, and 36, the corresponding rotating reel 41, 42, and 43 stops. Each switch on the control 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 is equipped with a settlement switch (not shown) and an example of a display unit, a stored medal display unit (not shown). This 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.

[0015] 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 located inside the housing 10. Inside the housing 10, there are further a power supply device (not shown) for turning on / off the main power supply of the slot machine 1, a setting unit 45 operated by an administrator when changing the set values of the slot machine 1, etc.

[0016] The rotating reel unit 40 is disposed substantially at the center inside the housing 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 the 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 located, for example, at the center of the first symbol (= Rep A) of the left rotating reel 41.

[0017] Here, referring to FIGS. 1 to 9, an outline of the game performed on the slot machine 1 will be described.

[0018] As shown in FIG. 1, when playing a game on the slot machine 1, first, medals are inserted through the medal insertion slot 31 or medals stored (i.e., credits) are used by operating the bet switch 32 to bet the medals. When a preset specified number of medals (for example, 1 to 3 medals) are bet, the active line 70 is activated and the start switch 33 can be operated, that is, the game can be started. At this time, medals inserted in excess of the preset specified number according to the game state, etc. are stored as credits.

[0019] As shown in Figure 4, the active line 70 is a virtual line for determining winning combinations, and as an example, it consists of a virtual line connecting the center points in the rotation direction of one of the three symbols displayed in the display window 21 of each stopped spinning reel 41, 42, 43. The slot machine 1 only needs to have at least one active line 70. In this embodiment, as an example, the slot machine 1 has one active line 70, which is activated when a predetermined number of tokens (for example, 3 tokens) are bet. As an example, there are three symbols displayed in the display window 21 of the slot machine 1 for each spinning reel.

[0020] When the start switch 33 is operated while the game is ready to begin, an electronic lottery (hereinafter referred to as "internal lottery") is conducted 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. For example, when all the reels 41, 42, and 43 have stopped, if the combination of symbols set for each winning combination determined by the internal lottery is located on the active line 70, it is determined that the combination of symbols located on the active line 70 has been won. Furthermore, even if no winning combination of symbols stops on the 70 active lines (i.e., a "miss"), it may still be included as a winning combination.

[0021] Thus, the series of actions performed by operating the bet switch 32, start switch 33, and stop switches 34, 35, and 36 to obtain the result of the game is called a game. The unit of a game is called a game, and one game is also called a unit game.

[0022] Games that involve betting on game value include, for example, the following cases. In other words, "simulated games" are not included in "games that involve betting on game value." • When actually betting a predetermined number of game values ​​(for example, 3 coins) and playing the game. • If the previous game was a replay, and the game value (for example, 3 coins) was automatically bet when playing.

[0023] During gameplay, one game state is selected from among multiple game states. In this embodiment, during gameplay, in addition to the game state, one game section is selected from among multiple game sections, and an internal lottery is performed based on the selected game section and game state.

[0024] In this embodiment, as shown in Figures 5 to 7, the game state includes a first game state, a second game state, and a third game state.

[0025] The first game state is a game state for determining the type of flag (see Figure 9) such as a replay and its winning probability, and consists of RT0 and RT1, for example, as shown in Figure 5. Either RT0 or RT1 is set as the first game state. In the first game state, among the flags that are won by internal drawing (hereinafter also called the condition device), the winning probability of a replay is defined in the drawing of the condition device in RT0 and RT1, respectively.

[0026] 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 (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 store, 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.

[0027] 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.

[0028] The second game state includes a state where no special role (e.g., a Type 1 Big Bonus) won by internal drawing has been carried over, a state where a Type 1 Big Bonus won by internal drawing has been carried over, and a state where a special role is implemented to implement the won Type 1 Big Bonus. One of the states where no special role is carried over, the state where a special role is carried over, and the state where a special role is implemented is set as the second game state.

[0029] 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 medals), or when predetermined conditions are met, such as the game state being initialized (for example, when the RAM is cleared).

[0030] The special bonus carryover state is set when a Type 1 BB is won through internal drawing and the won Type 1 BB does not result in a payout in the game in which it was won. Specifically, Type 1 BB refers to the continuous activation device for the Type 1 special bonus (the so-called Big Bonus). When a Type 1 BB is carried over, no drawing for a Type 1 BB is performed. Carried-over Type 1 BBs are configured not to disappear even if the setting value is changed, but they may be configured to disappear. Slot machine 1 may have two types of Type 1 BB flags.

[0031] The special role implementation state is set when a special role (e.g., Type 1 BB) is won and awarded through an internal draw. In this embodiment, as an example, the special role implementation state includes the Type 1 BB implementation state (shown as BB General in Figure 6), the RB carryover state (shown as JAC Internal in Figure 6), and the RB implementation state (shown as JAC in Figure 6). One of the Type 1 BB implementation state, RB carryover state, and RB implementation state is set as the special role implementation state. BB General is set when a Type 1 BB is awarded. If a Type 1 BB is awarded, an RB may always be awarded. In that case, the RB is always awarded after a Type 1 BB is awarded until it ends.

[0032] 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. Either the general game state or the AT state is set as the third game state.

[0033] In this embodiment (i.e., the embodiment having a game section), the general game state is a state in which no instruction function occurs, or a state in which the instruction function is unlikely to occur, or a state in which the frequency of instruction function occurrence is lower than in AT. For example, after a setting value is changed, after a RAM clear, and after AT ends, the third game state is set to the general game state 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. Either the normal state or the high probability state is set as the general game state.

[0034] AT (Attack Time) lottery is performed, for example, when the first game state is RT0 and the game period is in a favorable period, according to the winning combination determined by an internal lottery. The transition from the normal state to the high probability state occurs, for example, when the first game state is RT0 and the game period is in a favorable period, an internal lottery is performed, and if the AT lottery is not won as a result, the player wins the high probability state transition lottery. Alternatively, the transition from the normal state to the high probability state occurs when the number of games played in the first game state is RT0 and the game period is in a favorable period reaches a predetermined range. The AT lottery is an example of a favorable state lottery. The AT game count extension lottery may also be included in the favorable state lottery.

[0035] AT is an example of an advantageous game state in which an instruction function is activated and which is more advantageous to the player than the normal game state. In this embodiment, AT is set until the number of games that have elapsed since the transition from the third game state to AT reaches the number of games that can be played in AT (i.e., the number of AT games). In AT, the operation patterns of roles that result in medal payouts are notified, and the expected value of medal acquisition is higher than in the normal game state (for example, the normal state).

[0036] The transition to the AT (Attack Time) game state occurs, for example, when the "state transition role" flag (see Figure 9) is hit and one of the multiple roles included in the "state transition role" flag (for example, multiple single-coin roles) is won. Each of the multiple roles included in the "state transition role" flag may be configured to be winnable when stop switches 34, 35, and 36 are operated in a predetermined order, or when stop switches 34, 35, and 36 are operated at a predetermined timing, or when stop switches 34, 35, and 36 are operated in a predetermined order and at a predetermined timing. The "state transition role" is, for example, a role that triggers a transition in the game state from the general game state to the AT (Attack Time) state.

[0037] The game section is a state used to determine whether or not processing related to the instruction function will be performed, and as an example, as shown in Figure 8, it consists of an advantageous section and a normal section.

[0038] The advantageous period is a period in which processing and drawing related to the instruction function can be performed. For example, it is set after the game period has won an advantageous period transition role in an internal drawing conducted in the normal period, and 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 (AT in this embodiment).

[0039] The normal section is a section in which processing related to the instruction function and drawing cannot be performed, and is set when no advantageous section is set as a game section. In the normal section, the third game state proceeds as a general game state.

[0040] An instruction function is a function that informs the player of an operating procedure (for example, the operating procedure for a winning combination) or an operating method that affects the payout. For example, an instruction function is a function that instructs the player of the operating procedure for a winning combination by operating stop switches 34, 35, and 36 in a predetermined procedure, or a function that instructs the player of 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 (Automatic Trigger) may only be set when the game section is an advantageous section. The instruction function includes not only the operating procedure itself, but also all processes related to the operating procedure, such as a lottery to decide whether or not to notify the operating procedure, and a transition to a high-probability state where the operating procedure is more likely to be notified.

[0041] The slot machine 1 has multiple stop states that can transition from a first state to a second state different from the first state. A stop state is the stop state of all the spinning reels 41, 42, and 43 when all the stop switches 34, 35, and 36 are operated in a predetermined manner, and means, for example, the type and position of the symbols displayed in the display window 21. The first state and the second state are any states related to the slot machine 1, and include, for example, game states and performance states.

[0042] For example, if the first state is "Special Role Carryover State" or "Special Role Non-Carryover State" and the second state is "Special Role Implemented State", the transition from the first state to the second state occurs when the stopped spinning reels 41, 42, and 43 stop in a position where a combination of symbols corresponding to a type BB won in the internal lottery is positioned on the active line 70. Also, for example, if the first state is "General Gameplay State" and the second state is "AT", the transition from the first state to the second state occurs when the stopped spinning reels 41, 42, and 43 stop in a position where a combination of symbols corresponding to one of the multiple roles that constitute the state transition role is positioned on the active line 70. The state transition from "General Gameplay State" to "AT" occurs, for example, when the AT lottery is won, or when the so-called ceiling is reached and the transition to AT is confirmed. Furthermore, the game state is configured to transition from "general game state" to "CZ" when, for example, a predetermined combination of symbols stops within the display window 21 (for example, when three "dummy A" symbols stop in the middle row of the display window 21). When the first state is "general game state" and the second state is "CZ", the game transitions from the first state to the second state when the stopped reels 41, 42, and 43 stop in a position where a predetermined combination of symbols stops within the display window 21. Operation modes include, for example, operating the stop switches 34, 35, and 36 in a predetermined order and / or at predetermined timings. The transition of the game state is performed, for example, by the game state control unit 115, which will be described later.

[0043] An example of the conditions for reaching the ceiling is shown below. - If the number of games that have elapsed since the end of AT (Attack Time) without transitioning to AT reaches a predetermined number of games (i.e., the maximum number of games). - If an AT lottery is held at regular intervals, and the predetermined cycle (i.e., the ceiling cycle) is reached without winning the AT lottery. - If the difference in the number of tokens played in normal game mode reaches a predetermined value (i.e., the maximum difference in tokens) without transitioning to AT mode.

[0044] For example, if slot machine 1 has multiple performance modes with different frequencies for certain performances, such as performances that suggest the setting value, and the first state is the "low performance mode" and the second state is the "high performance mode", the first state transitions to the second state when the stopped spinning reels 41, 42, and 43 stop in a predetermined stop pattern (for example, a stop pattern in which three "bar" symbols stop in the middle of the display window 21). As a result, the performance frequency of a particular performance is switched from "low" to "high" when the spinning reels 41, 42, and 43 stop in a predetermined stop pattern.

[0045] The combination of the first and second states is not limited to cases where the game states are different, such as the combination of the second and third game states. For example, it may also be a combination where the game states are the same but the presentation scenes or presentation content (presentational meaning) are different, or a combination where the performance of the ATs is different, such as an AT with a low net increase and an AT with a high net increase.

[0046] 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. The main control unit 110 and the sub-control unit 120 are electrically connected, and one-way data transmission from the main control unit 110 to the sub-control unit 120 is possible using asynchronous serial communication means.

[0047] The main control unit 110 and the sub-control unit 120 each include a CPU for calculations, a storage device (e.g., ROM and RAM) for storing programs or data necessary for the game to progress, etc. The main control unit 110 has 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 has a performance control unit 121, and performs control for performing various performances, etc.

[0048] The main control unit 110 and the sub-control unit 120 described below are implemented, for example, by the CPU executing a predetermined program.

[0049] 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 when the operation of the start switch 33 is received 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 received.

[0050] For example, in the internal lottery, the winning flag is determined based on the internal lottery table shown in Figure 9. Each flag is a device whose operation is a necessary condition for displaying a combination of symbols related to winning, replay, or the operation of a special feature or continuous special feature device. It operates when the internal lottery is successful, and is also called a condition device. This internal lottery table is provided for each RT state and contains information about flags that have a chance of winning through the internal lottery. In Figure 9, for each RT state and second game state, flags that have a chance of winning are shown with "○", and flags that have no chance of winning are shown with "×". The probability of winning for each flag is set, for example, with 65536 as the denominator.

[0051] Each flag has at least one winning combination associated with it. Winning combinations include payout combinations (e.g., operation type combination, watermelon, corner cherry, and middle cherry) which pay out a predetermined number of medals when the corresponding symbols are placed on the active line 70 upon winning, and non-payout combinations (e.g., miss, type 1 BB, and replay) which do not pay out medals even if the corresponding symbols are placed on the active line 70 upon winning.

[0052] The operation mode combination includes, as an example, a first combination and a second combination that can be won simultaneously, and is configured so that either the first combination (e.g., a bell) or the second combination (e.g., a single coin combination) can be won depending on the operation mode of the stop switches 34, 35, and 36. When an operation mode combination is won, the combination that can be won differs depending on whether the stop switches 34, 35, and 36 are operated in the first operation mode or in the second operation mode which is different from the first operation mode. Operation modes include, for example, operating the stop switches 34, 35, and 36 in a predetermined order, operating the stop switches 34, 35, and 36 at a predetermined timing, and operating the stop switches 34, 35, and 36 in a predetermined order while also operating the stop switches 34, 35, and 36 at a predetermined timing.

[0053] Slot machine 1 includes a specific winning combination that may suggest stopping a specific symbol in a predetermined position within the display window 21 of at least one of the spinning reels 41, 42, 43 during a winning game. The specific winning combination is, for example, a combination of symbols that includes a specific symbol, and includes the following combinations: - A winning combination that can be achieved by operating three stop switches 34, 35, and 36 in a predetermined order, and operating at least one of the three stop switches 34, 35, and 36 at a predetermined timing. In this case, the specific symbol is one of several symbols arranged on the rotating reels 41, 42, and 43 that correspond to the stop switches 34, 35, and 36 operated at the predetermined timing, and is formed in a manner that is easily visible to the player while the rotating reels 41, 42, and 43 are rotating (for example, a symbol colored in a color that is easily visible to the player, or a symbol configured to allow light from the backlight to pass through). • Special symbols (e.g., a type BB). In this case, the specific symbols are those included in the symbol combination associated with the special symbol (e.g., red 7 or blue 7).

[0054] As for the types of actions, there is no specific order in which the stop switches 34, 35, and 36 are operated, but there may be actions that require operating at least one of the rotating reels 41, 42, and 43 to stop a specific symbol in a predetermined position.

[0055] The specific symbols do not need to be limited to symbols with easily recognizable features, such as the red 7 and the bar; they may also be symbols with less recognizable features and characteristics compared to the red 7 and the bar, such as the cherry, bell, and replay. However, stopping symbols with less recognizable features and characteristics within the display frame becomes more difficult if the player simply aims for those symbols. Therefore, it is preferable that symbols with easily recognizable features (such as the red 7) are placed near symbols with less recognizable features and characteristics. This allows the player to easily stop symbols with less recognizable features and characteristics in a predetermined position within the display window 21 by aiming for the red 7. In this case, it is preferable that symbols with easily recognizable features (such as the red 7) are located upstream of the rotation direction of the reels 41, 42, and 43 relative to symbols with less recognizable features and characteristics (such as the bell), but they may also be located downstream of the reels 41, 42, and 43 in the rotation direction.

[0056] The predetermined position within the display window 21 is any position in which the player can see the symbols arranged on the rotating reels 41, 42, and 43 through the display window 21 and stop the symbols, and includes, for example, a position on the active line 70. The suggestion to stop a specific symbol is given, for example, by a performance that informs the player of the information necessary to win the operation type combination.

[0057] 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).

[0058] 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. When the start switch 33 is operated (= lever on) while all the rotating reels 41, 42, and 43 are stopped, all the rotating reels 41, 42, and 43 will start rotating, and their rotation speed will increase until the rotation speed becomes constant (= steady speed). When any of the rotating reels 41, 42, and 43 are rotating at a steady speed (for example, about 80 rpm) (hereinafter also referred to as steady rotation), if the stop switches 34, 35, and 36 corresponding to the rotating reel 41, 42, and 43 are operated, the rotating reel control unit 112 will stop the rotating reel 41, 42, and 43 corresponding to the operated stop switch 34, 35, and 36. In this embodiment, the rotary reel control unit 112 is configured not to stop the rotary reels 41, 42, and 43 corresponding to the operated stop switch 34, 35, and 36, even if the stop switches 34, 35, and 36 are operated, until the rotation speed of the rotary reels 41, 42, and 43 reaches a steady speed. "Until the rotation speed of the rotary reels 41, 42, and 43 reaches a steady speed" means the period from when the lever is turned on until the rotation speed of all the rotary reels 41, 42, and 43 first reaches a steady speed.

[0059] 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 determined by the internal draw 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 symbol combination corresponding to the winning combination is pulled into 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 symbol combination corresponding to the non-winning combination does not line up on the active line 70.

[0060] The reel control unit 112 is configured to disable the stop switches 34, 35, and 36 in operation (hereinafter also referred to as stop button freeze) after the reels 41, 42, and 43 have reached a steady rotation state in a game in which a specific role has been won, until a specific symbol located on the reels 41, 42, and 43 passes a predetermined position a predetermined number of times. For example, after a minimum game time (e.g., 4.1 seconds) has elapsed, if any part of the specific symbol (e.g., the leading edge in the rotation direction of the symbol) reaches a predetermined position (e.g., the active line 70), it is determined that "the specific symbol has passed a predetermined position." The predetermined number of times the specific symbol passes a predetermined position (hereinafter referred to as the number of passes) is any integer greater than or equal to zero, and can be set in advance or by the player. The number of passes can be set, for example, by operating the bet switch 32, the start switch 33, and the three stop switches 34, 35, and 36.

[0061] The bet switch 32, start switch 33, and stop switches 34, 35, and 36 are examples of operation units connected to and controlled by the main control unit 110. Since the "number of passes" is usually information managed by the main control unit 110, it is preferable to use an operation unit controlled by the main control unit 110 to set the "number of passes". If the "number of passes" is set using an operation unit controlled by the sub-control unit 120 (such as a performance button), the sub-control unit 120 will obtain information regarding the setting of the "number of passes" from the performance button. Since the main control unit 110 is the one that actually executes the stop button freeze, the sub-control unit 120 will need to send the information regarding the setting of the "number of passes" that it has obtained to the main control unit 110. If slot machine 1 is configured to allow one-way communication from the main control unit 110 to the sub-control unit 120, but not from the sub-control unit 120 to the main control unit 110, the main control unit 110 may not be able to obtain information regarding the setting of the "number of passes" as determined by the sub-control unit 120, and therefore may not be able to perform a stop button freeze. For this reason, in this embodiment, the operation units that can be used to set the "number of passes" include operation units controlled by the main control unit 110 (such as the bet switch 32, start switch 33, and stop switches 34, 35, 36), but do not include operation units controlled by the sub-control unit 120 (such as the performance buttons).

[0062] In this embodiment, as an example, the stop button freeze occurs in a game that satisfies predetermined game conditions and wins a specific role. An example of predetermined game conditions is shown below. • The third game state must be "AT". The third game state is "AT" and the period is until the number of medals acquired during that "AT" exceeds a specified number (for example, 500 medals). • The specified number of games (e.g., 500 games) have been played since the number of rounds was set. - After the number of passes is set, the number of times a specific role is won or the number of times the stop button freezes is less than the specified number (for example, 10 times).

[0063] For example, suppose the following number of passes and game conditions are set. • Number of times passed: 3 • Game conditions: The third game state must be "AT" and the period must be such that the number of medals acquired during that "AT" exceeds 500. In this case, the reel control unit 112 does not immediately stop the stop button freeze when the game conditions are no longer met. Instead, for example, as shown below, it can gradually reduce the number of passes (= shorten the period during which the stop button freeze occurs) according to the number of medals acquired during the "AT," until the number of passes becomes zero (= no stop button freeze occurs). • Number of coins obtained: 0-500, Number of passes: 3 • Number of coins obtained: 501-750, Number of passes: 2 • Number of coins obtained: 751-1000, Number of passes: 1 • Number of items obtained: 1001, Number of passes: 0

[0064] For example, the duration for which the stop button freeze function is active varies depending on the set number of times the train has passed. • If the number of passes is zero, the stop button freeze does not occur, so the time during which the stop button freeze function is active is "zero". • If the number of passes is 1, the duration for which the stop button freeze function is active is "the time from when the lever is pulled until it is determined that the specific symbol has passed once." • If the specified number of spins is 5, the duration for which the stop button freeze function is active is "the time from when the lever is pulled until it is determined that the specific symbol has passed 5 times." In the above case, the relationship between the duration of the stop button freeze function is as follows: "Number of passes = zero" < "Number of passes = 1" < "Number of passes = 5".

[0065] If the game conditions are no longer met and the stop button freeze no longer occurs, the player may be granted a reward (such as an indication of the setting value or the unlocking of a special effect). In this case, the reward may be granted to the player by the effect control unit 121, for example.

[0066] 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.

[0067] 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 the settlement switch is operated when there is one or more stored medals (i.e., the credit is 1 or more), the stored medals are dispensed from the hopper unit 50.

[0068] 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.

[0069] The section control unit 114 sets a game section from among a plurality of game sections (in this embodiment, a normal section and a favorable section).

[0070] For example, the section control unit 114 sets the game section to an advantageous section when the game section is a normal section and the section transition conditions are met (for example, when a player wins a prize that transitions to an advantageous section).

[0071] 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.

[0072] The section control unit 114 forcibly transitions the game section from the advantageous section to the normal section when the conditions for ending the advantageous section are met. The conditions for ending the advantageous section are met, for example, in the following cases: - When the number of games played (in other words, the number of games played in the advantageous period) after the game period measured by the measurement unit 116 has been set as an advantageous period reaches the upper limit (for example, 4000 games). - If the number of games played (in other words, the number of games played in the advantageous period) after the game period measured by the measurement unit 116 has been set as an advantageous period reaches a value lower than the upper limit (for example, 3000 games). - If the difference in the number of medals after the game period has been set to the advantageous period reaches the upper limit (for example, 2400 medals). - When the difference in the number of medals after the game period has been set to the advantageous period reaches a value lower than the upper limit (for example, 1500 medals) and the AT ends. AT termination conditions include winning the AT termination lottery, losing the AT continuation lottery, and the AT not being extended.

[0073] 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 game is played in such a way that small wins are awarded in the maximum number of coins, excluding special features (e.g., JAC) and special feature continuous operation devices (e.g., Type 1 BB), and the average payout rate exceeds 100%.

[0074] 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.

[0075] For example, the game state control unit 115 sets one RT state in which an internal lottery is performed from among multiple RT states (RT0 and RT1 in this embodiment) as the first game state.

[0076] The advantageous game state lottery unit 1151 performs an advantageous game state lottery to determine whether or not to transition the game state to an advantageous game state, which is more favorable to the player than the normal state, when the pre-set lottery conditions (hereinafter simply referred to as lottery conditions) are met.

[0077] 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.

[0078] The measurement unit 116 measures, for example, the number of games played since the game period was set to the advantageous period (i.e., the number of games played in the advantageous period), and the difference in the number of medals since the game period was set to the advantageous period, based on the game result determined by the game result determination unit 113. The measurement unit 116 also measures, for example, the time elapsed since the start switch 33 was operated when all the spinning reels 41, 42, and 43 were stopped, and / or the time elapsed from the starting point set after all the spinning reels 41, 42, and 43 were rotating at a steady rate.

[0079] 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, the AT lottery, and the AT bonus lottery.

[0080] 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.

[0081] 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 using, for example, 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 a visual display using the liquid crystal display device 22 and / or the lighting device 23, and an auditory display using the speaker 24. Information regarding the performance to be executed is stored as data in, for example, the storage device of the sub-control unit 120. Information regarding the performance to be executed includes, for example, information regarding the type of performance and control information for executing the performance.

[0082] The performance control unit 121 is configured to notify, for example, the operation method of the stop switches 34, 35, 36 and / or special symbols for awarding a specific role when a specific role is won while predetermined game conditions are met.

[0083] Referring to Figure 10, an example of stop button freeze processing will be explained. The processing shown in Figure 10 is performed, for example, by the CPU of the control device 100 executing a predetermined program.

[0084] As shown in Figure 10, when the stop button freeze process is initiated, the reel control unit 112 determines whether or not a specific winning combination has been achieved (step S1). The stop button freeze process is initiated, for example, in response to the fulfillment of predetermined game conditions. Step S1 is repeated until it is determined that a specific winning combination has been achieved.

[0085] In response to the determination that a specific role has been won (Step S1 = YES), the reel control unit 112 causes a stop button freeze in the game in which the specific role was won (Step S2), and after the reels 41, 42, and 43 return to steady rotation, it determines whether the number of times the specific symbol has passed a predetermined position exceeds the number of times it has passed (Step S3). For example, during the stop button freeze, the reel control unit 112 rotates the reels 41, 42, and 43 as usual, and the performance control unit 121 turns off the backlight and then turns on the backlight before and after the special symbol passes a predetermined position to perform a performance that enhances the visibility of the specific symbol.

[0086] In response to the determination that the number of times a specific symbol has passed a predetermined position exceeds the number of times it has passed (number of times the specific symbol has passed a predetermined position > number of times it has passed) (step S3 = YES), the reel control unit 112 releases the stop button freeze (step S4), and the stop button freeze process ends. If it is not determined that the number of times the specific symbol has passed a predetermined position exceeds the number of times it has passed, the process returns to step S2, and the reel control unit 112 maintains the stop button freeze. In other words, in a game in which a specific role has been won, the reel control unit 121 controls the stop switches 34, 35, and 36 to be inoperable from the time the reels 41, 42, and 43 start rotating steadily until the specific symbol passes a predetermined number of times.

[0087] Slot machine 1 can produce the following effects:

[0088] Slot machine 1 (an example of a gaming machine) includes a specific winning combination in which, in a winning game, the player is instructed to stop a specific symbol at a predetermined position within the display window 21 of at least one of the spinning reels 41, 42, and 43. Slot machine 1 is configured to disable the stop switches 34, 35, and 36 in operation after the spinning reels 41, 42, and 43 have reached a steady rotation, until the specific symbol located on the spinning reels 41, 42, and 43 has passed the predetermined position a predetermined number of times. For example, if the specific winning combination is awarded by stopping a specific symbol on an active payline, the freeze of the stop buttons allows the player to confirm the timing of stopping the reels on the specific symbol before actually operating the stop switches 34, 35, and 36. In other words, the above configuration makes it possible to realize a slot machine 1 that provides a new gameplay experience by assisting the player in timing their reel stopping.

[0089] A specific winning combination is one that can be achieved by operating stop switches 34, 35, and 36 in a prescribed manner. With this configuration, when a specific winning combination is achieved, the stop buttons freeze, allowing the player to check when the specific symbols that should be pressed to hit the reels 41, 42, and 43 are passing before achieving the winning combination. During the stop button freeze, the player can then establish a rhythm for timing their press to hit the specific symbols. As a result, a slot machine 1 that offers a new gameplay experience can be more reliably realized.

[0090] Players have varying levels of skill and proficiency in timing button presses. Furthermore, highly skilled players may find the stop button freeze function unnecessary. In contrast, Slot Machine 1 is configured so that the number of times a specific symbol must pass during the stop button freeze can be set by the player. This allows Slot Machine 1 to cater to a wide range of players.

[0091] A specific winning combination is a combination of symbols that includes a specific symbol, and the designated position is a position on the active payline 70. This configuration makes it possible to more reliably realize a slot machine 1 that offers a new gameplay experience.

[0092] Slot machine 1 can be configured as follows:

[0093] The control that illuminates the passing symbols with the backlight while the stop button is frozen (in other words, the effect of turning on the backlight before and after a special symbol passes a designated position to enhance the visibility of that symbol) does not need to be executed.

[0094] The designated position within the display window 21 does not have to be an active line 70.

[0095] The number of passes does not have to be a setting that the player can adjust; it can also be a fixed number that the player cannot change.

[0096] An example of the conditions under which RT migration is possible is shown below. 1) When you win a Type 1 Special Prize (RB) or a Continuous Prize Differential Device (Type 1 BB, Type 2 BB). 2) When a combination of symbols that will activate a Type 1 special feature or a continuous feature activation device is displayed (for example, when a combination of symbols set for a Type 1 Big Bonus stops on the active line 70). 3) When the operation of the Type 1 special feature or the continuous feature operation device has ended (for example, when the termination conditions for Type 1 BB have been met and Type 1 BB has ended). 4) When the condition device for the operation of the Type 1 special feature or the continuous feature operation device is not operating, and a specific combination of symbols is stopped. 5) When the results of a predetermined number of games played after any of the cases listed in 3) or 4) are obtained.

[0097] The CZ (Chance Zone) may be an example of a favorable game state.

[0098] The advantageous game state is not limited to AT; it can also be ART.

[0099] Of the components that make up the slot machine 1, for example, components that are not related to the progress of the game and components that are related to the progress of the game but can be replaced by other components can be changed as desired. For example, the liquid crystal display device 22, the lighting device 23, the speaker 24, and the payout switch can be omitted.

[0100] Each component of the control device 100 is not limited to the above configuration 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.

[0101] The conditions for ending the advantageous period are not limited to the first and second termination conditions. The game period may be forcibly set from the advantageous period to the normal period under conditions different from these, 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 4000, 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 (e.g., a type BB) is won once, or the operation pattern of the operation pattern that maximizes the payout of medals is announced once.

[0102] If the settings of slot machine 1 are changed, the game period may be set to continue from the state immediately before the setting of slot machine 1 was changed, or it may be set to the pre-set initial state (i.e., initialized).

[0103] For example, the display may only show that it is an advantageous period if the instruction function is activated during the advantageous period and the game is played in a way that maximizes the number of payouts for small wins, excluding the special features and the continuous special feature activation device, and the average payout rate exceeds 100%. The display may be configured to always show that it is an advantageous period when the game period transitions to an advantageous period, or it may not be configured to show that it is an advantageous period.

[0104] 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 game section may not be configured to display that it 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.

[0105] Slot machine 1 is not limited to AT machines or ART machines; it can also be a BT (Bonus Trigger) machine or a normal machine.

[0106] Slot machine 1 has, but is not limited to, a game section (i.e., a favorable section and a normal section). Slot machine 1 does not have to have a game section.

[0107] 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.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] The arrangement of the rotating reels 41, 42, and 43 is not limited to the arrangement shown in Figure 3; any other arrangement can be adopted. The symbol combinations set for each winning combination determined by the internal lottery can be set arbitrarily.

[0112] 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 amount of information is subtracted, and when a payout is received, the amount of information is added. In other words, the "number of payouts of game value" as referred to in this application, in the case of coinless machines, does not refer to the number of tokens physically dispensed, but rather includes data that is assigned to and added to the player. Coinless machines do not require a hopper.

[0113] By appropriately combining any of the various embodiments or modifications described above, the effects of each can be achieved. Furthermore, combinations of embodiments, combinations of embodiments, and combinations of embodiments and embodiments are possible, as well as combinations of features from different embodiments or embodiments. For example, the degree of advantage or disadvantage of RT to the player, the mode of RT transitions, the number and mode of active lines, and the number and mode of symbol combinations are arbitrarily set according to the gaming machine to which they are applied, and are not limited to the embodiments described above. [Explanation of Symbols]

[0114] 1 Slot Machine 10 cabinets 20 Front Door 22 Liquid crystal display device 33 Start switch 34, 35, 36 Stop switch 41, 42, 43 Rotating Reels 100 Control device 121 Performance Control Unit

Claims

1. In a winning game, the game includes a specific role that may suggest stopping a specific symbol at a predetermined position within the display window of at least one rotating reel, In a game in which the aforementioned specific role is won, the stop switch is configured to be disabled from the time the reels start rotating steadily until the specific symbol located on the reels passes the predetermined position a predetermined number of times. Gaming machine.

2. The aforementioned specific role is a role that can be won by operating the stop switch in a prescribed manner. The gaming machine according to claim 1.

3. The aforementioned number of rounds is configured to be set by the player. The gaming machine according to claim 1 or 2.

4. The aforementioned specific role is a role in which a combination of symbols including a specific symbol is associated, The predetermined position is a position on the effective line. The gaming machine according to claim 1 or 2.

Citation Information

Patent Citations

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