Gaming machine
The gaming machine addresses engagement issues by incorporating advanced game modes and interactive features, such as streaming and motion detection, to enhance player interaction and prolong gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2022-02-09
- Publication Date
- 2026-05-08
AI Technical Summary
Conventional gaming machines lack enhancements to increase player engagement and interest through advanced game modes and interactive features.
A gaming machine equipped with display, sound output, and control mechanisms that allow for specific game modes, including a streaming mode for video streaming, and features like video streaming, motion detection, and variable display of game information to enhance player interaction.
Enhances player engagement by providing dynamic game modes and interactive features, increasing player interest and extending gameplay duration.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine installed in a game arcade or the like.
Background Art
[0002] In gaming machines, various effects are performed to enhance the interest in the game. For example, various effects are performed by displaying a predetermined image from a display device such as a liquid crystal display, outputting sound from a speaker, emitting light from a lamp, and the like. In addition, a gaming machine that performs an effect corresponding to an operation by detecting the operation of a player has been proposed (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there was room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0005] To solve the above problems, the gaming machine of the present invention is a gaming machine including display means capable of displaying information related to a game, sound output means capable of outputting sound information related to the game, and control means capable of executing control related to the display means and the sound output means, and includes game mode control means capable of controlling a normal game mode and It has features for streaming videos of gameplay. a specific game mode, and the control means is In the specified game mode, when a predetermined winning state occurs, the display means can be controlled to display information regarding the number of games in a predetermined manner, and in the normal game mode, when a predetermined winning state occurs, the display means can be controlled not to display information regarding the number of games in a predetermined manner. configured as follows.
Brief Description of the Drawings
[0006] [Figure 1] It is a schematic front view showing the appearance of the gaming machine. [Figure 2] This is a schematic perspective view showing the internal structure of a gaming machine. [Figure 3] This is a block diagram showing the control configuration of a gaming machine. [Figure 4] This is a state transition diagram for gameplay. [Figure 5] (a) is a diagram illustrating the display of the menu screen, (b) is a diagram illustrating the display of the distribution mode settings screen, and (c) is a diagram illustrating the display of the screen layout settings screen. [Figure 6] (a) is a diagram illustrating an example of the screen layout in normal game mode and normal game state, and (b) is a diagram illustrating an example of the screen layout in distribution mode and normal game state. [Figure 7] (a) is a diagram illustrating the display of the player action setting screen, and (b) is a diagram showing how light emitted from the start lever (distance sensor) reflects off the player's hand and enters the machine as reflected light. [Figure 8] This diagram illustrates the game state and the display of the game explanation screen at the start of a pre-announcement sequence. [Figure 9] (a) is a diagram illustrating an example where the game explanation screen and navigation image are displayed simultaneously, and (b) is a diagram illustrating an example where the game explanation screen and performance button image are displayed simultaneously. [Figure 10] This diagram explains the display of the information screen between jackpots when transitioning between different game states. [Modes for carrying out the invention]
[0007] Preferred embodiments of the gaming machine according to the present invention will be described with reference to the drawings. First, let me explain the overall configuration of slot machine 1. Slot machine 1 is one embodiment of a gaming machine according to the present invention, and is installed in a gaming parlor or the like. As shown in Figures 1 to 3, the slot machine 1 includes a front door 1a, a casing 1b, a coin slot 2, a bet button 2a, a coin selector 2b, a performance button 2c, a directional pad button 2d, a start lever 3, a drum unit 4, reels 41, a stop button 5, a display window 6, a coin dispensing device 7, a hopper 7a, a coin dispensing outlet 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a power supply 14, a probability setting device 15, an imaging device 16, a jackpot notification lamp 17, a main control unit 10, a sub-control unit 20, and the like.
[0008] The main control unit 10 and the sub-control unit 20 are each equipped with a storage unit (storage means) and a control unit (control means), and are devices capable of various calculations and controls, and are included in the concept of a computer. Each storage unit is equipped with a memory device such as a semiconductor memory element that stores programs, information, etc., necessary for the operation of the slot machine 1. Each control unit is equipped with a CPU, etc. Each control unit realizes the various functions of this embodiment by appropriately reading and executing various programs, etc., stored in each storage unit.
[0009] Slot machine 1, like a normal slot machine, comprises a housing 1b having an opening on the front and a front door 1a that can be opened and closed to cover the opening. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. Furthermore, a stepped portion is formed below the display window 6, and on the upper surface of this stepped portion are a coin slot 2 for inserting coins, a bet button 2a for setting the number of bets by pressing it when the game starts, an effect button 2c for changing the effects displayed on the display unit 8 by the player's operation, and a directional key button 2d that allows the player to select or clear display items on the display unit 8 by the player's operation. Furthermore, the front of the stepped section is equipped with a start lever 3 for starting the game at the player's discretion and a stop button 5 for stopping the reels 41 at the player's discretion. The bed button 2a, the effect button 2c, the cross key button 2d, the start lever 3, and the stop button 5 operate as operation means (predetermined operation means).
[0010] Above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of notifying the player of the operation order of the stop button 5 are arranged corresponding to the respective reels 41a, 41b, 41c. Below the display window 6, for example, a favorable section lamp 13 composed of LEDs is arranged. The favorable section lamp 13 is controlled to light during a favorable section (described later). Instead of the favorable section lamp 13, for example, the "dot" part of a 7-segment display (also referred to as "7-seg") that constitutes a payout number display unit for displaying the number of medals paid out, etc., may be controlled to light. Also, the favorable section lamp 13 may not be provided, and instead, an AT state lamp that lights during a pseudo bonus state or an AT state described later may be provided.
[0011] On the left side of the display window 6, a jackpot notification lamp 17 that operates as notification means is arranged. The jackpot notification lamp 17 notifies information regarding the pseudo bonus state and the AT state. Specifically, when winning the lottery for transitioning to the pseudo bonus state or the AT state, it lights in a predetermined manner, and the LED provided inside and the light emitted by this LED are used to transmit and display patterns and the like.
[0012] On the upper part of the front door 1a, a display 8 that operates as notification means and display means is provided. The display 8 is composed of, for example, a liquid crystal display capable of displaying a plurality of pieces of information, and performs various effects by images, displays various pieces of information in the game, and the like. Note that although the display 8 is configured to be provided as one as shown in FIG. 1, it is not limited to this, and a plurality of displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side so that the main display and the sub-display function together as one display unit. Further, the sub-display may be disposed at a position closer to the reel 41 than the main display, and the displayed image may be provided so as to be easily visible while observing the rotation or stop state of the reel 41. Further, a display may be provided on the lower panel display, which is a large display unit disposed below the slot machine 1.
[0013] Above the display 8, a speaker 9 that operates as notification means and sound output means is disposed. For example, it is possible to output sound information (such as sound effects) related to the game corresponding to the effects displayed on the display 8. Also, on each of the left and right sides of the display 8, a lamp 11 composed of an LED or the like that operates as notification means is disposed. For example, it is possible to output light in a light emission mode corresponding to the light at the time of winning a combination or the effects displayed on the display 8. Further, at the lower part of the front door 1a, a medal payout outlet 7b through which medals are paid out is provided.
[0014] At the upper part of the housing 1b, a main control unit 10 that comprehensively controls the game is provided, and at the upper part of the front door 1a, a sub-control unit 20 that controls the effects of the game and the like under the control of the main control unit 10 is provided. Also, at the central part of the housing 1b, a drum unit 4 that rotationally drives the reel 41 is provided. The drum unit 4 includes reels 41a, 41b, and 41c arranged side by side in the horizontal direction, and these reels 41a to 41c are each configured to be rotatable by the drive of a stepping motor (not shown).
[0015] The reels 41a to 41c are an example of identification information display means, have continuous patterns (identification information) on the circumferential surface, and these patterns are configured to be identifiable from the outside of the machine through the display window 6. When the reel 41 rotates in one direction, for example, the patterns can be variably displayed from top to bottom within the display window 6. Each reel 41a to 41c displays multiple symbols (for example, 20 symbols), and the types of symbols include, for example, "Replay," "Watermelon," "Cherry," "Bell," and "7." The form of the reel 41 is not limited to this; for example, the number of symbols on the surface may be other than 20. Furthermore, while Figure 4 shows notations to identify each symbol, the actual reel 41 has a predetermined design corresponding to each winning combination.
[0016] The lower part of the cabinet 1b is equipped with a medal dispensing device 7 for dispensing medals and a hopper 7a for storing medals. The medals dispensed from the medal dispensing device 7 are paid out to the player through the medal dispensing outlet 7b.
[0017] The lower part of the enclosure 1b is equipped with a power supply unit 14. The power supply unit 14 is a device for supplying power to each of the devices, including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply unit 14 detects the supply of power indicating a voltage or frequency exceeding a predetermined value upon power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.
[0018] The top of the enclosure 1b is equipped with an imaging device 16 capable of capturing images of the player's movements. The imaging device 16 is an imaging means capable of capturing moving or still images, such as a CCD camera or a digital video camera, and captures images within a specific area for each slot machine 1. Specifically, the imaging device 16 captures images of the player's operating area located in front of the slot machine 1, particularly the operating area when the player operates the control means, and acquires images of the player's movements. The player's motion images captured by the imaging device 16 are transmitted to the sub-control unit 20 for motion matching determination processing. The motion matching process determines whether the captured image of the player's movements matches or closely resembles any motion images in the motion database stored in the memory unit. If a match or similarity is determined, a specific performance described later is executed. Furthermore, the method for determining the consistency of the motion images can be the same as that used in known motion analysis techniques.
[0019] Furthermore, the imaging device 16 may be placed at any position as long as it is in a position where the player's movements can be captured, and there may be more than one of them. Furthermore, the imaging device 16 is not limited to this, as long as it can recognize the player's movements, it may also detect the player's movements by providing multiple detection means, such as optical sensors. The optical sensors may be of the light-transmitting or light-reflective type. It is also possible to use infrared sensors or the like instead of optical sensors. Alternatively, imaging may be performed by the imaging device 16 in response to the detection result of the optical sensor. This eliminates the need to constantly perform imaging with the imaging device 16, thereby reducing the load.
[0020] Figure 3 shows the configuration of the control system for slot machine 1. Components that are the same as or equivalent to those described in Figures 1 and 2 are denoted by the same reference numerals. The main control unit 10 performs tasks such as drawing winning combinations and controlling the progress of the game, while the sub-control unit 20 performs various effects control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, thereby preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected by communication cables to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous section lamp 13, probability setting device 15 (setting means), and sub-control unit 20, and is capable of controlling each of these devices.
[0021] The probability setting device 15 can change the degree of advantage for the player in multiple stages (for example, 6 stages) by changing the probability of being awarded a bonus, etc. The main control unit 10 stores one of the setting values in the storage unit based on the probability setting operation in the probability setting device 15, and controls the probability of being awarded a bonus, etc. based on the stored setting value. The probability setting device 15 sets the probability values such that setting 1 is the lowest probability value, and the probability value increases with higher numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the most unfavorable setting for the player, and the probability value increases with higher numbers, with setting 6 being the most favorable setting for the player.
[0022] Furthermore, the probability of transitioning to a game state favorable to the player (such as the AT state) can be directly or indirectly changed by the setting value in the probability setting device 15, thereby allowing the degree of advantage for the player to be varied in multiple stages. In addition to the game state, the probability of winning a specific minor role (for example, the bell role) may also be changed to multiple levels (for example, 6 levels). Furthermore, while the setting value can be set to six levels, it is not limited to this; for example, it could also be set to four levels (setting values 1, 2, 5, 6) or three levels (setting 1, setting 3, setting 6), or it could be set to a fixed probability value.
[0023] The main control unit 10 performs processes such as starting the game based on the signal from the start lever 3 and sampling random values from a random number generator (not shown). The main control unit 10 then performs an internal lottery process based on the sampled random values. Furthermore, the main control unit 10 realizes the various functions of the embodiment described later by appropriately reading and executing control programs and the like stored in the memory unit. In other words, the main control unit 10 is equipped with means (game result determination means, first determination means, second determination means, third determination means) for determining minor roles (game results) and determining whether or not to grant benefits such as the right to transition between game states. Furthermore, the random number drawing patterns are not limited to those mentioned above. For example, the game may draw roles based on random numbers generated by software, and the game may draw transitions to AT stages, etc., based on random numbers generated by a random number generator. Alternatively, all draws may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0024] Furthermore, the main control unit 10 controls the rotation of the reels 41 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 41a to 41c, the main control unit 10 detects the rotation position of each reel 41a to 41c and can determine the rotation position of the symbols on each reel 41a to 41c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.
[0025] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of stop buttons 5a to 5c, transition of game state, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs a signal to the sub-control unit 20 indicating that the start lever has been operated. Furthermore, when any of the stop buttons 5a to 5c are operated, the main control unit 10 outputs a signal to the sub-control unit 20 that identifies which stop button 5 was operated and in what order. Furthermore, when the stop button 5 is operated and each reel 41a to 41c is stopped, the main control unit 10 outputs information to the sub-control unit 20 that allows identification of which reel 41 stopped in what order, as well as the symbols on the upper, middle, and lower rows. Furthermore, when the game state changes, the main control unit 10 outputs information to the sub-control unit 20 that allows identification of which game state has been changed to.
[0026] Furthermore, the main control unit 10 is configured to receive power outage signals and power restoration signals from the power supply unit 14. When the main control unit 10 receives a power-off signal, it executes a power-off process to store (save) the game information at the time of the input. This game information includes, for example, the game state at that time, the winning combination, the stopping pattern of the reels 41, and the number of bets. Furthermore, when the main control unit 10 receives a power-up signal, it executes a power-up process that reads the stored (saved) game information and resumes gameplay. In other words, when the main control unit 10 receives a power-up signal, it restores the system to the state it was in immediately before the power was cut off based on the read game information. Furthermore, the main control unit 10 transmits game information to the sub-control unit 20 during the power restoration process. This allows the sub-control unit 20 to resume the gameplay based on the game state immediately before the power was cut off.
[0027] Furthermore, the main control unit 10 can control the switching of game modes by acting as a game mode control means. The slot machine 1 according to this embodiment has a streaming mode (specific game mode) that includes functions for video streaming, in addition to the normal game mode (normal game mode). The streaming mode includes features that are useful when a streamer (hereinafter also referred to as the streamer) films themselves playing the game on their own device and distributes the resulting video (hereinafter also referred to as the gameplay video) to users via a video streaming site or similar platform managed by the streamer. Further details regarding the streaming mode will be provided later.
[0028] The sub-control unit 20 is connected to the performance button 2c, the directional pad buttons 2d, the speaker 9, the display unit 8, the lamp 11, the navigation lamp 12, the imaging device 16, and the jackpot notification lamp 17 via communication cables and is capable of communication. The sub-control unit 20 controls these devices in accordance with commands (control information) from the main control unit 10.
[0029] The sub-control unit 20 stores various information such as programs related to the performance, performance image data, and audio data in its storage unit. The system stores audio data, such as music data (predetermined sound information) output during normal gameplay mode, and music data (other than predetermined sound information) output only during streaming mode. Furthermore, as image data for the game's presentation, for example, a motion database containing multiple recorded patterns of the player's actions is stored. The sub-control unit 20 operates as a performance control means (control means) and performs processing such as performances synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the display unit 8, speaker 9, lamp 11, jackpot notification lamp 17, etc. to perform performance images indicating transitions in game state, output sound effects, lamp effects, etc. Furthermore, the sub-control unit 20 receives motion images of the player captured by the imaging device 16 and determines whether any of the captured motion images of the player match or approximate any of the motion images in the motion database stored in the storage unit beforehand.
[0030] Furthermore, the sub-control unit 20 is configured to receive power-off signals and power-restore signals from the power supply unit 14. When the sub-control unit 20 receives a power-off signal, it stores (backs up) performance information that identifies the performance content being executed at the time of input. This performance information includes, for example, various information displayed on the display unit 8. Furthermore, when the sub-control unit 20 receives a power restoration signal, it resumes the performance based on the performance information stored (backed up) from the game information received by the main control unit 10.
[0031] With this type of slot machine 1, the following slot machine games can be played under the control of the main control unit 10. To begin playing, players set their bet amount using tokens (including credit tokens). There are two ways to set the number of bets: by inserting tokens directly into token slot 2, or by pressing the bet button 2a.
[0032] In the method of setting the bet amount by inserting medals through the medal slot 2, the inserted medals are detected by the medal selector 2b located on the back of the front door 1a, and the bet amount corresponding to the number of medals inserted (however, the maximum is 3 bets corresponding to 3 medals) is set. If more than 3 bets are inserted, the medals are stored internally as data and credit medals. The maximum number of bets can be "1", "2", or "4" or more.
[0033] When the bet button 2a is pressed, a predetermined number of tokens (for example, 3 tokens) are deducted from the credit tokens stored internally as data, and the deducted amount is set as 3 bets. Alternatively, a 2-bet button can be provided to set the number of medals corresponding to two medals, allowing you to set a 2-bet by pressing the 2-bet button once. Furthermore, by providing a 1-bet button that allows setting the number of medals corresponding to one medal, it is possible to set a 2-bet by pressing the 1-bet button twice, or a 3-bet by pressing the 1-bet button three times. Additionally, credit medals are accumulated by inserting medals into medal slot 2 or by winning prizes, and for example, up to 50 medals can be credited (stored).
[0034] In this way, the number of bets set by directly inserting coins into the coin slot 2 or by pressing each bet button is stored in the memory unit of the main control unit 10, and when the number of bets reaches the amount required to play one game, the game becomes ready to start. When the game is ready to start, the start lever 3 becomes active. When the start lever 3 is tilted, the game starts, the reels 41 begin to move, and an internal lottery process is executed to determine the result of the current game. In the internal lottery process, the winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reel 41 gradually increases its rotational speed from a stationary state and then reaches a steady rotation at a constant speed. Once steady rotation is reached, the stop buttons 5a to 5c, which are provided for each of the reels 41a to 41c, become pressable.
[0035] The stop buttons 5a to 5c are examples of operating means for stopping the reels 41. When pressed while in a pressable state, each reel 41a to 41c is controlled to stop in a combination of symbols that is permitted by the timing of the operation and the result of the internal lottery process. Each reel 41a to 41c has a set pull-in range for stop control, and a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in. Only any of the symbols within this pull-in range can stop on the winning line (hereinafter also referred to as the winning line).
[0036] Then, after the third reel is stopped, the combination of symbols that stopped on the winning line as a result of the game (hereinafter also referred to as "stopped display") is determined, and if it is a predetermined combination of symbols, it is determined to be a win, and the game value (for example, medals) corresponding to the combination of symbols is awarded. The third reel refers to the reel that was stopped in the third and final stop operation when each of the three reels 41a to 41c has been stopped once, for a total of three stops. Furthermore, "after the third reel stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel.
[0037] In this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations. As described above, the slot machine game is executed.
[0038] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols. Winning combinations include, for example, minor wins and replay wins. Minor wins include, for example, the bell, cherry, and chance symbol. Furthermore, the cherry symbol can be divided into weak cherry and strong cherry. In the following explanation, the cherry symbol and the chance symbol will be collectively referred to as "rare symbols."
[0039] There are two types of bell symbols, each with a different combination of corresponding symbols. For example, there is a common bell symbol where the corresponding symbols are "bell-replay-bell" in the order of "left reel 41a, middle reel 41b, right reel 41c" (and so on) on the winning line, and a push-order bell symbol where the corresponding symbols are "bell-bell-bell".
[0040] The common bell symbol is a small win in which the corresponding combination of symbols stops regardless of the order in which the stop buttons 5a to 5c are pressed (called the "press order"), while the press order bell symbol is a small win in which the corresponding combination of symbols stops by following a specific press order. The button-press sequence bell feature has six button-press sequence bell features, 1 to 6, where pressing one of the six possible button press sequences (for example, "5a→5b→5c", "5c→5b→5a", etc.) will operate the stop buttons 5a to 5c, causing the corresponding combination of symbols ("bell, bell, bell") to be displayed.
[0041] In these button-press sequence bell combinations 1-6, if stop buttons 5a-5c are operated using one of the other five incorrect button-press sequences, the corresponding symbol combination will not be displayed, and a different symbol combination (a missed button-press sequence bell combination or a losing combination) will be displayed. If stop buttons 5a to 5c are pressed in the wrong order, and the combination of symbols corresponding to the missed bell combination ("Bell-Bell-Replay") cannot be stopped, a missed win will occur, and a losing combination ("Replay-Cherry-Bell," etc.) will be displayed as the stop. If the symbols stop in a combination corresponding to a missed bell combination, one medal will be awarded. If the symbols stop in a combination corresponding to a losing combination, no medal will be awarded.
[0042] Furthermore, when a push-order bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific order, the reel 41 may be controlled to stop in a way that the combination of symbols corresponding to the push-order bell combination stops. Also, the push-order bell combination is not limited to 6 types, but may be set to 3 types, 1 to 3. In the following explanation, the sequence of bell symbols 1-6 will be collectively referred to simply as the sequence of bell symbols.
[0043] Furthermore, the slot machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the ordered bell combinations 1 to 6. AT is a game state in which, when the internal lottery process results in the winning of one of the push-order bell symbols 1-6, the sub-control unit 20 controls the display 8, etc., to notify the player of the push-order sequence for the stop button 5 and the symbols that serve as a guide for timing, thereby notifying the player that the corresponding symbol combination can be stopped. For this reason, the payout speed is faster during AT compared to when not in AT mode. In this embodiment, the AT state and pseudo-bonus state, which will be described later, are game states controlled by the AT.
[0044] For example, when the button-pressing order is selected, the button-pressing order consisting of the characters "1", "2", and "3" is displayed on the display unit 8 from left to right, the voices "left", "middle", and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop button 5. In this embodiment, the process of navigating the button-pressing sequence by notification means such as the display unit 8, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT mode, even if the internal lottery results in a winning combination of push-order bell symbols 1-6, the order in which to press stop button 5 is not announced. Therefore, unless the order in which the player operates stop button 5 coincidentally matches the order corresponding to the winning push-order bell symbols 1-6, the player is basically unable to stop and display the combination of symbols corresponding to the winning push-order bell symbols 1-6. In this embodiment, the normal game state and the CZ state, which will be described later, are game states that are controlled to be non-AT. Therefore, the gameplay of slot machine 1 involves increasing the number of winnings by playing in a way that allows the player to stay in the AT (Automatic Trigger) state for an extended period of time.
[0045] The Cherry role is a minor role where the corresponding symbol combination is "Cherry-ANY-ANY". There is a weak Cherry role where the "Cherry" symbol stops in the upper or lower position of the left reel 41a, and a strong Cherry role where the "Cherry" symbol stops in the middle position of the left reel 41a. A winning combination is indicated when the "Replay-Bell-Bell" symbol combination stops and displays on the winning line. The replay symbol combination appears regardless of the order in which the buttons are pressed, and the combination of symbols "Replay, Replay, Replay" stops and is displayed on the winning line.
[0046] Based on the combinations of symbols described above, it is determined whether a minor win or a replay win has occurred. If a win is determined, the game value is awarded (medals are paid out). In other words, the main control unit 10 is equipped with a game value granting means that grants game value (medals) according to the stopping pattern of the symbols. Specifically, in the case of bell symbols (common bell symbols and ordered bell symbols), if the corresponding combination of symbols stops and is displayed, 8 medals will be paid out. On the other hand, when an ordered bell symbol is won, if stop buttons 5a to 5c are operated in the wrong order and the ordered bell symbol is missed, 1 medal will be paid out. Additionally, if the symbols stop in a combination corresponding to the weak cherry, strong cherry, or chance symbol winning combinations, one medal will be dispensed. Furthermore, the display of a symbol combination corresponding to a replay symbol allows for replay without inserting any more tokens in the next game.
[0047] Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each winning combination are not limited to those listed above and can be set arbitrarily. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.
[0048] Furthermore, the probability of winning each minor role and replay role is set to be such that, for all settings, the relationship is bell role > replay role > weak cherry role > chance eye role > strong cherry role, meaning that the bell role is the easiest to win and the strong cherry role is the hardest to win. Furthermore, the relationship between the winning probabilities of each winning role may be different from that described above. Furthermore, while the winning probability is assumed to be the same for all settings, it is not limited to this, and it is also possible to have winning roles where the winning probability changes depending on the setting, and winning roles where the winning probability does not change depending on the setting. Furthermore, the probability of winning certain rare roles may be set to increase with higher settings, or conversely, the probability of winning rare roles may be set to increase with lower settings. Furthermore, for winning combinations other than rare combinations, the probability of winning may be set to increase with higher settings, or to decrease with higher settings.
[0049] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section or a favorable section. The normal section is a gameplay section in which no button-pressing navigation related to the button-pressing bell symbol is performed. It begins when the conditions for ending the advantageous section are met and ends when the conditions for transitioning to the advantageous section are met. In this embodiment, the condition for transitioning to the advantageous section is met by winning a predetermined role (for example, the bell role) in the internal lottery, and after the third reel is stopped in the winning game, the game transitions from the normal section to the advantageous section. Furthermore, the main control unit 10 is controlled to the normal section in its initial state (when reset), and in the normal section, the advantageous section lamp 13 is controlled to be off.
[0050] While the condition for transitioning to the advantageous section is defined as winning a bell symbol, the transition is not limited to this. For example, the transition may also be triggered by the stopping display of a combination of symbols corresponding to a predetermined winning symbol, or by the stopping display of a combination of symbols not corresponding to a predetermined winning symbol (for example, a losing combination or a missed bell combination). Alternatively, the game may transition to a favorable period when the player enters a game state that is advantageous to them, and the favorable period may be extended if the player maintains a favorable game state for an extended period. Furthermore, the conditions for transitioning to the AT state may be met based on the winning of a predetermined rare role in the normal section, and in this case, it is preferable to transition to the AT state after the conditions for transitioning to the advantageous section have been met.
[0051] The advantageous period is a game period in which button-pressing navigation is available, and because button-pressing navigation is available, it is a game period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the normal period, and then the predetermined conditions for ending the advantageous period are met. The condition for ending the advantageous period is the termination of a predetermined game state (for example, the AT state). The advantageous period ends and the game returns to the normal period after the third reel is stopped in the winning game. In addition, separately, another condition for ending the advantageous period is reaching the "advantageous period limiter," in which case the advantageous period ends and the game returns to the normal period. The advantageous section limiter is triggered when either of the following conditions is met: "the number of games played during one advantageous section (advantageous section game count) reaches the upper limit (for example, 3000 games)" or "the number of coins acquired during one advantageous section (net coins) reaches the upper limit (for example, 2400 coins)". Furthermore, the advantageous period limiter may omit either the upper limit on the number of games or the upper limit on the number of coins. Furthermore, the advantageous period limiter may be set when the condition "the difference in the number of tokens (number of tokens inserted - number of tokens paid out) during a single advantageous period exceeds the upper limit (for example, +2400 tokens)" is met.
[0052] Furthermore, the above-mentioned conditions for ending the advantageous period are merely examples, and may include, for example, "at least one notification of a sequenced bell has been given," or "a combination of symbols corresponding to a bonus role has been displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.
[0053] During the advantageous period, the advantageous period lamp 13 is controlled to a state where it can be lit. Furthermore, the advantageous section lamp 13 may also begin to light up when the number of medals held by the player increases after the transition to the advantageous section. Furthermore, the advantageous section lamp 13 may be kept off even when transitioning to the advantageous section, or it may be made to light up only when transitioning to the AT state, even when transitioning to the advantageous section. Furthermore, while it is not necessary to provide the advantageous section lamp 13, it is preferable to provide an AT status lamp controlled by the main control unit 10 instead, so that the AT status lamp lights up when the AT state is active.
[0054] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the following counter information in the storage unit. • Counter A: The total number of games played during the advantageous period. • Counter B: The total number of coins acquired (difference in coins) during the advantageous period. Counters A and B are counters related to the advantageous period limiter (the maximum number of games that can be played in the advantageous period). When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of medals acquired during the advantageous section (counter B). When the value indicated by counter A reaches the limiter value (3000 games), or when the value indicated by counter B reaches the limiter value (2400 medals), the main control unit 10 forcibly terminates the advantageous section. Furthermore, counters A and B may function as ending limiters (maximum number of games played until the ending in the advantageous section). For example, the main control unit 10 may forcibly transition to the ending game state when the value indicated by counter A reaches a predetermined number (e.g., 2480 games) or when the value indicated by counter B reaches a predetermined number (e.g., 2300 coins). Note that the values of counter A and counter B are reset (initialized) when the advantageous period ends.
[0055] (Details of each game state) Next, with reference to Figure 4, we will explain each game state of the slot machine 1 according to this embodiment, the transitions between each game state, and the gameplay based on each game state. Furthermore, the main control unit 10 can independently control the transition between the normal section and the advantageous section, as well as the transition between game states. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, it is not limited to this; the transition may also occur from the next game after the transition conditions are met.
[0056] As shown in Figure 4, the gameplay of the slot machine 1 according to this embodiment is performed in multiple game states: normal gameplay state, CZ state, pseudo-bonus state, and AT state. The main control unit 10 operates as a game state control means, and is capable of controlling the transition from one game state to another based on whether predetermined transition conditions are met. The normal gameplay state and the CZ state are controlled to be non-AT (Automatic Trigger) state. Therefore, the longer you stay in the normal gameplay state or CZ state, the longer the period in which the player's medals do not increase, which is disadvantageous to the player. For this reason, players will aim to transition to a pseudo-bonus or AT state, and in particular, aim to stay in the AT state for as long as possible after the transition.
[0057] (Normal gameplay state) The normal gameplay state is entered when the system of slot machine 1 is reset, when the setting values are changed (including re-entering the setting values), or when the advantageous period ends. The normal game state consists of a state controlled in the normal section (hereinafter referred to as normal game state A) and a state controlled in the advantageous section (hereinafter referred to as normal game state B).
[0058] In normal game state A, if the conditions for transitioning to the advantageous section are met, the main control unit 10 controls the game to enter the advantageous section and also controls the game state to transition to normal game state B. On the other hand, if it is determined that the conditions for transitioning to the advantageous section are not met, the control unit controls the game state to remain in normal game state A. In other words, the duration of time spent in normal game state A is extremely short, and during gameplay, you will mostly be in normal game state B. Furthermore, the normal game state A may be made indistinguishable from other game states in appearance. For example, the display screen shown on the display unit 8 may use the same background image for normal game state A and normal game state B. By unifying the display screen in this way, it can be made difficult to recognize that the player has transitioned from the normal section to the advantageous section.
[0059] Normal gameplay state B has a normal probability state in which it is difficult to win a pseudo-bonus state, and a high probability state in which it is easier to win a pseudo-bonus state than in the normal probability state. The probability state is controlled to the normal probability state when the game initially transitions to the normal game state. The transition from the normal probability state to the high probability state occurs, for example, when a rare role is won or when the number of games played reaches a predetermined number. In addition, if the setting value in the probability setting device 15 is changed or the main control unit 10 is reset, the game can be started in the normal probability state. However, for each setting value in the probability setting device 15, the game may be set to start in a high probability state with a predetermined probability. Therefore, during normal gameplay state B, players will play with the aim of winning a pseudo-bonus, while keeping in mind the winning combinations and the number of games played, and hoping to transition to the high-probability state. Furthermore, during the high-probability state, it may be possible to increase the probability of winning the CZ state or AT state, in addition to the pseudo-bonus state.
[0060] In normal gameplay state B, the main control unit 10 performs a lottery process to determine the transition to the CZ state, pseudo-bonus state, and AT state. Depending on the specifications of the slot machine 1, it is also possible to prevent a direct transition from the normal gameplay state to the AT state.
[0061] In normal game state B, the number of games is counted as the game progresses, and when the number of games reaches a predetermined number (hereinafter referred to as the ceiling number of games), a lottery is held to determine the transition to the pseudo-bonus state, and if the transition lottery is won with a predetermined probability, the transition from the normal game state to the pseudo-bonus state occurs (arrow a1 in Figure 4). The maximum number of games to play is determined when the game transitions from the normal section to the advantageous section, and the maximum number of games to play at that time is set each time the game transitions to the advantageous section. Furthermore, in normal gameplay state B, when a predetermined role (for example, a rare role) is won, a lottery is held to determine whether to transition to the pseudo-bonus state. If the transition lottery is won with a predetermined probability, the player will transition from the normal gameplay state to the pseudo-bonus state.
[0062] Furthermore, the decision to transition to a pseudo-bonus state, that is, whether or not to grant a bonus, may be made in a manner other than reaching the ceiling game count or drawing rare roles by a lottery method. For example, the decision to transition to a pseudo-bonus state may be made when a predetermined role (e.g., the bell role) is won (or actually occurs a predetermined number of times), or a lottery for entering the pseudo-bonus state may be held at that point.
[0063] Additionally, in normal gameplay state B, a lottery is held to determine who will earn points. Specifically, when a predetermined winning combination (for example, a rare combination or a bell combination) is won, the main control unit 10 determines the number of points by lottery, accumulates the number of points, and stores them in the memory unit of the main control unit 10. For example, the probability of earning points is higher when you win a rare role than when you win a bell role, and furthermore, the probability of earning points is higher when you win a strong rare role than when you win a weak rare role. When points are earned, the sub-control unit 20 controls the display unit 8 to perform an animation related to the point acquisition, and the accumulated number of points is displayed (see Figure 7, etc.). When the accumulated points reach a predetermined number, the transition to the pseudo-bonus state is confirmed. Even if the predetermined number has not been reached, a lottery for transitioning to the pseudo-bonus state may be held according to the current number of points. In other words, the number of points is an indicator of the likelihood of transitioning to a pseudo-bonus state, and the more points a player has, the higher their expectations become. Additionally, the point balance is reset when transitioning to the pseudo-bonus state.
[0064] During normal gameplay, the display unit 8 executes individual effects that are completed in a single game with a predetermined probability. Individual effects are effects that are primarily performed to heighten the player's anticipation, and include winning effects that are performed based on the results of the role lottery in the main control unit 10. In addition, individual effects include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game. Winning animations are primarily used to announce the results of the prize draw. They may involve displaying a specific character, showing an item that indicates the winning role, or displaying text such as "Chance" or "Super Hot" to indicate the likelihood of a bonus (such as a pseudo-bonus state). These animations display images corresponding to the type of role won and the results of the draw related to the awarding of bonuses triggered by that role.
[0065] Furthermore, during a predetermined period immediately before the number of game plays reaches the maximum number of games, and if the player wins the lottery for transitioning to the pseudo-bonus state, a pre-bonus performance for a predetermined number of games (for example, 18 games) is executed on the display 8 to increase the player's anticipation of transitioning to the pseudo-bonus state and to inform the player that they will ultimately transition to the pseudo-bonus state. Furthermore, if the number of game plays is not immediately before reaching the maximum number of games, and if a rare role (for example, a chance eye role) that triggers a transition to the pseudo-bonus state is won, but the lottery for transitioning to the pseudo-bonus state is not won, a fake premonition performance (second specific performance) of a predetermined number of games (for example, 18 games) is executed on the display 8 to inform the player that the player will not ultimately transition to the pseudo-bonus state, just as when the player wins the pseudo-bonus state.
[0066] In both the genuine pre-announcement and fake pre-announcement sequences, the game will ultimately announce whether or not it will transition to a pseudo-bonus state. In this case, the display unit 8 will execute a series of sequences starting a few games before the final game of the pre-announcement sequence (for example, two games before). The continuous animation is executed, for example, in a battle animation consisting of images in which an ally character and an enemy character battle for a predetermined number of games (for example, 3 games), and the animation is executed in such a way that one of the characters ultimately wins. Then, if the game transitions to a pseudo-bonus state (in the case of a genuine pre-bonus sequence), an image showing the allied character ultimately winning will be displayed to indicate the transition to the pseudo-bonus state. If the game does not transition to a pseudo-bonus state (in the case of a fake pre-bonus sequence), an image showing the allied character ultimately losing will be displayed to indicate that the game will not transition to a pseudo-bonus state. In other words, a continuous sequence of events is a series of events that are executed across multiple games. Additionally, during continuous sequences, button-based sequences triggered by buttons such as the 2c sequence button may be executed concurrently.
[0067] In normal gameplay state B, a lottery is held to determine the transition to the CZ state based on the winning of a predetermined rare role. For example, the main control unit 10 performs the transition process to the CZ state with a predetermined probability (for example, 10%) when a strong watermelon role is won. The condition for transitioning to the CZ state is winning this transition lottery (arrow c1 in Figure 4). Furthermore, in order to increase the player's anticipation of transitioning to the CZ state, if a transition to the CZ state is decided, the display 8 may execute a series of CZ state sequences for a predetermined number of games (for example, 3 games) to notify the player that they will ultimately transition to the CZ state.
[0068] In normal gameplay state B, a lottery is held to determine whether to transition to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition to the AT state is processed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery (arrow g1 in Figure 4). In this embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to heighten the player's expectations; therefore, the probability of directly transitioning from the normal game state to the AT state is set to an extremely low probability.
[0069] If the player wins the lottery to transition directly from the normal game state to the AT state, a different pre-bonus sequence will be performed than when the pseudo-bonus state occurs. For example, the selection rate of a pre-bonus sequence consisting of characters or background images that have a low probability of appearing (or do not appear) may be increased compared to when the pseudo-bonus state occurs. Alternatively, a pre-bonus sequence that is not performed when the pseudo-bonus state occurs may be performed. For example, in this premonition sequence, a freeze animation is performed. A freeze effect is a special effect that is performed during gameplay that temporarily halts (stops) the progress of the game, making it impossible for the player to stop reel 41 or end the game itself. For example, when the start lever 3 is operated, a freeze effect occurs, causing the lights on the reels 41 and the screen of the display unit 8 to go dark for several seconds (hereinafter referred to as a blackout), and an impactful visual, sound, and light effect is performed. After that, until the freeze state is released, even if the player operates the stop button 5, the stop control of the reels 41 is disabled, and the game is prohibited from progressing during that time. Thus, when the freeze animation is performed, the transition to the AT (Attack Time) state is increased, which can heighten the player's anticipation.
[0070] (CZ state) Although the CZ state is not an AT (Attack Time) state, the probability of transitioning to a pseudo-bonus state is higher in each game than in the normal game state, making it a game state where it is easier to transition to a pseudo-bonus state than when in the normal game state. For this reason, the CZ state is positioned as a chance zone in the flow of the game. Alternatively, the button-pressing navigation may be executed when a button-pressing bell combination is won, or the button-pressing navigation may be executed only in a portion of the cases when a button-pressing bell combination is won, i.e., with a predetermined probability (for example, 40%) when a button-pressing bell combination is won. The maximum number of games that can be played during the CZ (Chance Zone) state is 10.
[0071] During the CZ (Chance Zone) state, a lottery is held in each game to determine whether the player will transition to a pseudo-bonus state. The probability of winning the lottery process for transitioning to the pseudo-bonus state is set according to the winning combination in each game. For example, it is 50% when a rare combination is won, 10% when a bell combination or replay combination is won, and 5% when a miss is won. Whether or not the game transitions to the pseudo-bonus state is determined in the final game of the CZ state. If a transition to the pseudo-bonus state is announced, the game state transitions to the pseudo-bonus state (arrow e1 in Figure 4).
[0072] During the CZ state, the CZ effects are displayed on display unit 8. In the CZ (Chance Zone) sequence, for example, during the first few games (for example, 7 games), an image showing the ally character preparing for battle is displayed, and during the last few games of the CZ state (for example, 3 games), a series of images showing the ally character and the enemy character battling is displayed as a sequence spanning multiple games. If the player has won the lottery to transition to the pseudo-bonus state, it is announced that the ally character will win in the final game and transition to the pseudo-bonus state.
[0073] If, during the CZ state, the player does not win the lottery for transitioning to the pseudo-bonus state, the game will return to the normal game state after a predetermined number of games have been played during the CZ state (arrow d1 in Figure 4). At this time, the CZ animation will indicate that the player's character has been defeated and will not transition to the pseudo-bonus state. Furthermore, if the game transitions to a normal game state upon the end of the CZ state, the game period will continue as the advantageous period, but the game period may be transitioned from the advantageous period to the normal period.
[0074] (Pseudo-bonus state) The pseudo-bonus state is controlled by the AT (Automatic Trigger) system, making it an extremely easy gameplay state to acquire medals. As a pseudo-bonus state, two types of pseudo-bonus states with different durations can be generated: a pseudo-regular bonus state with a duration of 20 games, and a pseudo-big bonus state with a duration of 30 games that is more advantageous to the player than the pseudo-regular bonus state. The type of pseudo-bonus state is predetermined by a control mechanism that is in place when the conditions for transitioning to the advantageous section are met, or when a specific rare role, which is the trigger for winning a pseudo-bonus state, is achieved.
[0075] In the first game after entering the pseudo-bonus state, the control unit 10 extends the period from the operation of the start lever 3 to the operation of the stop button 5, which is longer than in a normal game. During this period, a pseudo-game is performed in which the reels 41 are rotated forward, then stopped at a specific combination of symbols on the reels 41, and then rotated forward again, and the player is notified that the pseudo-bonus state has been entered. At the end of the simulated game, a specific combination of symbols will temporarily stop (automatically stop). Therefore, although the simulated bonus state is a state in which navigation is executed in the same way as the AT state in terms of gameplay, it visually appears as if a so-called bonus state (real bonus state) has occurred, thus differentiating it from the AT state. The specific combination of symbols that will be pseudo-stopped at this time will differ depending on the type of pseudo-bonus state that occurs. In the case of a pseudo-regular bonus state, "BAR, BAR, BAR" will be pseudo-stopped, and in the case of a pseudo-big bonus state, "7, 7, 7" will be pseudo-stopped.
[0076] In the pseudo-bonus state, a transition lottery process for the AT state is performed based on the execution of each game during the pseudo-bonus state. In this embodiment, a transition lottery for the AT state is performed for each game during the pseudo-bonus state to determine whether or not to transition to the AT state. If the player wins the lottery for transitioning to the AT state while in the pseudo-bonus state, the AT state will be triggered after the pseudo-bonus state ends (arrow f1 in Figure 4). As a result, the player can acquire a certain number of medals while simultaneously playing a game to trigger the next pseudo-bonus state, creating a synergistically advantageous situation for the player. On the other hand, if the player does not win the lottery for transitioning to the AT state while in the pseudo-bonus state, the player will transition to the normal game state after the pseudo-bonus state ends (arrow b1 in Figure 4). Furthermore, in some cases where the game transitions to the normal game state after the pseudo-bonus state ends, it may be possible to prevent the game section from transitioning from the advantageous section to the normal section.
[0077] Furthermore, the AT state transition lottery can be conducted in any way that allows for a transition to the AT state in a part of the pseudo-bonus state. The transition lottery may be conducted based on a fixed probability in each game, or if a rare role is won, the AT state transition lottery may be conducted with a higher probability than if a non-rare role is won.
[0078] Furthermore, during the pseudo-bonus state, predetermined effects are executed on the display 8 in response to the game's execution. For example, during a pseudo-bonus state, a series of sequences (battle sequences) are performed according to the result of a lottery for transitioning to the AT state. If the lottery result is for transitioning to the AT state, the sequence will ultimately show the ally character winning. If the lottery result is not for transitioning to the AT state, the sequence will ultimately show the ally character losing, and the result of the lottery for transitioning to the AT state is reported as the result of the series of sequences. Furthermore, if the AT state transition lottery results in a decision to transition to the AT state, a visual effect may be implemented to announce that the transition to the AT state is confirmed from that point onward.
[0079] During the pseudo-bonus state, to enhance the enjoyment of the game, a pseudo-bonus sequence featuring predetermined characters is displayed on the display unit 8. In addition, during the pseudo-bonus sequence, for example, introductory images of each character appearing are displayed, and predetermined music is output from the speaker 9.
[0080] Additionally, during the continuous performance (battle performance) while in the pseudo-bonus state, you may also perform a button press. The button animation as an operation animation is a series of animations in which an image resembling an operation button prompting the user to operate the animation button 2c, or an operation image consisting of text information instructing the user to operate it (for example, "PUSH"), is displayed on the display unit 8, and then, when the animation button 2c is operated, a predetermined image is displayed on the display unit 8. For example, at the end of the game in which the final game of the battle animation is executed, an image resembling an operation button or an operation image is displayed, and then, when the instructed animation button 2c is operated, an image informing the result of the predetermined battle lottery is displayed on the display unit 8.
[0081] (AT state) The AT state is a game state where it is extremely easy to acquire medals because the game is controlled by the AT (Automatic Trigger) system. During AT mode, the continuation of the AT mode is managed using a predetermined number of games (for example, 50 games) granted at the initial transition to AT mode, as the remaining number of games that can continue the AT mode. The remaining number of games is deducted with each game played, and the AT mode continues until the remaining number of games runs out. In AT mode, if the remaining number of games reaches zero, the game transitions to normal gameplay mode after the AT mode ends (arrow h1 in Figure 4). Also, when the game transitions to normal gameplay mode after the AT mode ends, the game period changes from the advantageous period to the normal period. Furthermore, the conditions for ending the AT state may be set to be met when the number of tokens acquired (net tokens) by the player during the AT state reaches a predetermined number, or when the number of tokens paid out during the AT state reaches a predetermined number.
[0082] During AT mode, a lottery is held to add a predetermined number of games to the remaining game count based on the occurrence of a specific rare role. If the lottery is won, the remaining game count increases, and the duration of AT mode is extended accordingly. Furthermore, any of the winning combinations can be used to trigger the bonus round, and the number of bonus games can be selected from a range of options. Additionally, the number of bonus games may vary depending on the winning combination.
[0083] Furthermore, if certain conditions are met during AT mode, a special bonus zone will be triggered for a predetermined period of time, and during this special bonus zone, the chances of winning additional games will be increased compared to outside of the special bonus zone. Furthermore, since the bonus zone is an extremely advantageous state for the player, it is preferable that the above-mentioned predetermined conditions be met with a predetermined probability when a rare role with a low probability of winning is won.
[0084] During AT mode, just like in normal gameplay mode, a lottery is held to determine whether to transition to a pseudo-bonus state based on the winning of a predetermined rare role, with a predetermined probability (for example, 20%). Then, if the player wins the lottery for transitioning to the pseudo-bonus state while in AT state, the AT state that is currently running is temporarily interrupted and the game state transitions to the pseudo-bonus state (arrow i1 in Figure 4). Therefore, the remaining number of games in the AT state is held in reserve when transitioning to the pseudo-bonus state, and when returning to the AT state, the AT state is restarted based on the reserved number of remaining games. Furthermore, if the game transitions to a pseudo-bonus state during the AT state, a bonus draw may be conducted during the pseudo-bonus state when a predetermined role is won. Furthermore, if the game transitions to a pseudo-bonus state while in AT mode, the gameplay period will continue as an advantageous period. During AT mode, to enhance the enjoyment of the game, AT mode effects (AT mode effects) featuring predetermined characters are displayed on the display unit 8. In addition, during AT mode effects, for example, predetermined music is output from the speaker 9.
[0085] Additionally, a set stock lottery is conducted while in AT mode. The set stock lottery is conducted based on predetermined winning probabilities, for example, when a rare role is won in the internal lottery process. For example, the probability of winning is increased based on the relationship: weak cherry role < chance eye role < strong cherry role. If you win the set stock lottery, you will be awarded one or more set stocks.
[0086] Having described the configuration and various game states of slot machine 1, slot machine 1, equipped with the above configuration and game states, has the following characteristics. As described above, the slot machine 1 in this embodiment is equipped with a "distribution mode" as a game mode. The streaming mode has features useful for streamers who film gameplay of slot machine 1, and for players who try to imitate the streamer's gameplay.
[0087] (Switching to streaming mode) Switching to streaming mode is possible through operation by the player using the control device. First, if the performance button 2c is pressed while the game is not in play (after the third reel has stopped, but when the bet button 2a is not pressed or no coins are inserted into the coin slot 2), the "menu screen" shown in Figure 5(a) will be displayed. The menu screen displays multiple selectable items, such as "Volume Settings," "Payout Table," and "Distribution Mode Settings." On the menu screen, move the cursor image using the up or down button on the directional pad 2d to select the "Streaming Mode Settings" item. When the performance button 2c is pressed while the item is selected, the "Streaming Mode Settings screen" shown in Figure 5(b) will be displayed.
[0088] The streaming mode settings screen displays multiple selectable items, such as "Streaming Mode," "Screen Layout Settings," and "Player Action Settings." On the streaming mode settings screen, with the "Streaming Mode" item selected, you can switch between "ON" and "OFF" by operating the right or left button on the directional pad 2D. Selecting "ON" sets the system to streaming mode. Additionally, during gameplay, the display unit 8 will show "Streaming Mode in Progress" (see Figure 6). Selecting "OFF" will set the game to normal play mode. Note that the default setting is "OFF". The method for switching the streaming mode is not limited to this; it may also be configured to switch to streaming mode when a specific operation is performed (for example, a combination of pressing the directional pad button 2d and the effect button 2c) or when a touch operation is performed on the display 8.
[0089] The slot machine 1 according to this embodiment, which is equipped with a distribution mode, has the following features. (1) Restrict the output of specific songs while in streaming mode (Specific Song Output Restriction Function) (2) Control the display mode of the display device so that it does not enter a specific display state while in streaming mode (Specific display state restriction function) (3) During streaming mode, specific effects will be executed in response to the player's actions (Specific effect execution function). (4) During streaming mode, display special information related to the progress of the game (Special game information display function) These features will be explained below in order.
[0090] (1) Restrict the output of specific songs while in streaming mode (Specific Song Output Restriction Function) In this embodiment, the slot machine 1 can be controlled to output a specific song (predetermined sound information) from the speaker 9 when the game mode is controlled to the normal game mode, while it can be controlled not to output a specific song (predetermined sound information) from the speaker 9 when the game mode is controlled to the distribution mode. For example, during streaming mode, the system controls the playback of specific songs that would normally play during the pseudo-bonus state or AT state in normal game mode, replacing them with other songs or background music.
[0091] Such control is implemented for reasons such as the following: In some cases, permission must be obtained from the music producers or other relevant parties for the use of one or more specific songs played during gameplay. Therefore, if a streamer's gameplay video contains a specific song for which they have not obtained permission, they typically need to identify the portion of the video containing that song before streaming and replace that portion with other audio (song, background music, etc.), which is a time-consuming process. In this regard, the specific music output restriction function provided by the slot machine 1 according to this embodiment allows the slot machine 1 to control the playback of a specific song, so that when it is controlled in distribution mode, it replaces the song with an original song or background music that has been prepared (stored) in advance by the slot machine 1, thereby preventing the specific song from playing and reducing the burden of video editing work that the broadcaster has to do before video distribution. This makes it easier for streamers to select gaming machines equipped with a specific music output restriction function when choosing a machine to play for video streaming, thereby increasing the promotional effect of that machine and its model.
[0092] Furthermore, the phrase "(1) Restrict the output of specific songs while in streaming mode" may be modified as shown below. The above description explains the case where, during streaming mode, when a specific song requiring permission from the sound source producer is played, the system replaces it with an original song or background music. However, the system is not limited to this; during streaming mode, a specific song may be played as a premium feature. In this case, it is preferable to play the song after executing a song playback notification animation that does not normally occur on the display unit 8. Furthermore, not limited to the above, if a broadcaster has obtained permission to use a particular song, they may allow the output restrictions on that song to be removed. Furthermore, while the above description assumes that the music or background music output in place of a specific song during streaming mode is audio information pre-stored in the memory unit, the system is not limited to this; players may also be allowed to set their preferred music or background music.
[0093] (2) Control the display mode of the display device so that it does not enter a specific display state while in streaming mode (Specific display state restriction function) In this embodiment, the slot machine 1 can be controlled to display a specific display state on the display unit 8 when the game mode is controlled to the normal game mode, while when the game mode is controlled to the distribution mode, the display state on the display unit 8 can be controlled not to display a specific display state. The specific display state is a display mode in which one or more specific pieces of information are constantly displayed in a fixed display area on the display unit 8. The specific information is information that suggests the likelihood of receiving benefits (such as winning a lottery to transition to a pseudo-bonus state or AT state) and that clearly indicates the results of the game to the player. Depending on how the specific information is displayed, useful information for the game is provided to the player.
[0094] Specific information includes, for example, character images 81, point counts 82, text information 83, number of games in the advantageous period 84, and pop-up images 85, as shown in Figure 6. Character image 81a is always displayed in the lower left corner of the screen during normal game mode and normal gameplay, and character image 81b is always displayed in the lower right corner of the screen during normal game mode and normal gameplay. The facial expressions and actions of character image 81 change as the game progresses, and information related to the game is displayed to the player in a recognizable manner according to the facial expressions and actions. Specifically, it suggests the type of winning combination, the results of the lottery regarding the awarding of bonuses triggered by the winning combination, and the number of remaining games until the ceiling game count. Furthermore, it is possible to make suggestions depending on the type of character image 81. For example, it can suggest the relationship Character A > Character B > Character C > Character D, meaning that Character A has the highest reliability and Character D has the lowest reliability.
[0095] The point count of 82 indicates the current number of points you possess, and is always displayed in the upper right corner of the screen when in normal game mode and during normal gameplay. Text information 83 displays useful information related to the game and is always displayed on the left side of the screen during normal game mode and normal gameplay. For example, information such as "Chance," "High Probability," and "!!!" is displayed as text or symbols that flow from the top to the bottom of the screen to indicate the level of expectation.
[0096] Thus, in this embodiment, when the game mode is controlled to the normal game mode, the slot machine 1 is controlled to a display mode (specific display state) in which specific information is always displayed in the first area of the display area of the display unit 8. On the other hand, when the game mode is controlled to the distribution mode, it is possible to control the display mode of the display unit 8 so that it does not enter the specific display state by controlling the display mode of specific information to be different from the display mode during normal game mode. Next, we will explain how specific information is displayed during streaming mode.
[0097] (Changes to the screen layout) In this embodiment, the slot machine 1 can continuously display specific information in the display area of the display unit 8 designated by the player in distribution mode. In other words, the player can change the on-screen display layout of the specific information. The display area for specific information can be changed by operating the control device. Specifically, on the streaming mode settings screen, the cursor image is moved by using the up or down button on the directional pad 2d to select the "Screen Layout Settings" item. When the effect button 2c is pressed while the item is selected, the "Screen Layout Settings screen" as shown in Figure 5(c) will be displayed.
[0098] The screen layout settings screen displays multiple selectable items, such as "Character 1," "Character 2," "Point Size," "Text Information," and "Popup." For each of these items, the display position and display size on the display unit 8 screen can be changed. For example, by selecting the "Character 1" item and then selecting the item to change the display position, you can switch between "bottom right," "top right," "bottom left," and "top left" by operating the right or left button on the directional pad 2d. Selecting any of these options will change the display position of the character image 81a on the screen. Additionally, by selecting the "Character 1" item and then selecting the display size change option, you can switch between "Standard," "Small," and "Large" by operating the right or left button on the directional pad 2d. Selecting any of these options will change the display size of the character image 81a. I will omit the explanation, but other items will also change their display based on the content specified by the player. Furthermore, it is not limited to this; it is also possible to allow only one of the following to be set: "change the display position" or "change the display size." In addition, the selectable items are not limited to those listed above and can be set arbitrarily.
[0099] For example, if the settings are configured as shown in Figure 5(c), the display on the display unit 8 will be as shown in Figure 6(b). Specifically, character image 81a is always displayed in the lower left corner of the screen (first area) during normal gameplay mode and normal gameplay (Figure 6(a)), but during distribution mode and normal gameplay, it is changed to be always displayed in the lower right corner of the screen (outside the first area). The text information 83 is always displayed on the left side of the screen (first area) during normal gameplay mode and normal gameplay (Figure 6(a)), but during distribution mode and normal gameplay, it is changed to be always displayed on the right side of the screen (outside the first area). Pop-up image 85 is normally displayed in standard size in the center of the screen (first area) during normal gameplay mode and normal gameplay (Figure 6(a)), but in distribution mode and normal gameplay, it is changed to be displayed in large size in the center of the screen (first area) at all times.
[0100] Typically, when a streamer films their gameplay, they position their camera equipment to the left or right of their seat, and film at a predetermined angle facing the front of the slot machine. They often film the reels 41 and display 8 while simultaneously capturing the streamer's face and hands. Therefore, for example, a portion of the display screen of the display unit 8 (for example, the display image in the left or right edge of the display area) may be cut off because it does not fit within the shooting frame. Also, depending on the position of the shooting equipment in the passageway and the shooting angle, there may be display areas that are difficult to see on the screen. If the information displayed in such a display area is useful information (specific information) for the game, it may be overlooked, which can be disadvantageous to the player.
[0101] In this regard, the slot machine 1 according to this embodiment can change the display manner of specific information on the display unit 8 according to the display position and display size specified by the player when the game mode is controlled to the distribution mode, and can continue to display the information in the changed display manner. In other words, during the distribution mode, the display of specific information on the display unit 8 can be changed to a different display state from the specific display state during normal game mode. This allows streamers to freely change the screen layout to one suitable for filming if the current screen layout (specific display state) is unsuitable for filming during actual gameplay footage, and to create a screen layout that is easy for viewers to watch.
[0102] (Changing the blackout state) As described above, in the slot machine 1 according to this embodiment, when the game mode is controlled to the normal game mode, a blackout effect can be executed along with the occurrence of a freeze effect. In this case, the lights on reel 41 turn off, and a completely dark image (specific information) is displayed across the entire surface of display unit 8, resulting in a completely dark display state (specific display state) across the entire front of slot machine 1. On the other hand, when the game mode is controlled to streaming mode, the system controls the background image to be replaced with a pre-prepared (stored) background image on slot machine 1 at the timing when the blackout effect is to occur. For example, the whiteout effect is triggered when a white background image is displayed.
[0103] Such control is implemented for reasons such as the following: In a blackout state, the streamer's face and filming equipment are reflected on the screens of display window 6 and display unit 8. As a result, these reflected images of the streamer's face and filming equipment may be captured and appear in the live gameplay video. This phenomenon is particularly noticeable when the front of slot machine 1, including the reels, is made up entirely of an LCD panel. Furthermore, some streamers choose to avoid having their faces appear in their live streams. Therefore, before streaming actual gameplay videos, broadcasters had to identify these problematic video sections and perform video editing work to delete them or replace them with other images, which was time-consuming.
[0104] In this regard, the slot machine 1 according to this embodiment, when controlled in distribution mode, can prevent the entire front of the slot machine 1 from becoming completely dark (specific display state) by switching the display mode using a blackout effect to a display mode using a whiteout effect. Therefore, it is possible to prevent the streamer's face or filming equipment from appearing in the streamed video, and the burden of video editing work that streamers have to do before streaming can be reduced.
[0105] Thus, according to the specific display state restriction function provided in the slot machine 1 of this embodiment, when the game mode is controlled to the distribution mode, the display manner of specific information can be controlled to be different from the display manner during normal game mode, and the display manner on the display unit 8 can be controlled not to be in a specific display state. This provides useful features for streaming gameplay videos, making it easier for streamers to select gaming machines with specific display state restriction functions when choosing machines to play for video streaming, thereby increasing the promotional effect of those machines and models.
[0106] Furthermore, the phrase "(2) Control the display mode of the display device so that it does not enter a specific display state during distribution mode" may be modified as shown below. For example, if changing the display position of specific information would result in the same information being displayed multiple times within the same display area, the change may be restricted. Additionally, it may be possible to specify the display priority. Furthermore, while the above explanation described changing the display format (display position, display size) for each specific piece of information, it is not limited to this; it may also be possible to make these changes for each display area. Furthermore, the timing of the blackout is not limited to the freeze animation; it can occur at other times as well. The specific display state restriction function may be activated at all or some of the blackout timings.
[0107] (3) During streaming mode, specific effects will be executed in response to the player's actions (Specific effect execution function). In this embodiment, when the slot machine 1 is controlled in distribution mode, it is possible to execute a specific performance if the player's actions when operating a predetermined operating means are in a predetermined manner. Specifically, the sub-control unit 20 controls the game to execute a specific animation if it determines that the player has operated the start lever 3 in a predetermined manner at a predetermined game timing.
[0108] The "designated game timing" refers to a situation where there is a high probability of transitioning to a game state that is advantageous to the player (pseudo-bonus state, AT state), such as during a continuous performance (pre-announcement performance, fake pre-announcement performance). Specific effects include, for example, premium effects that have an extremely low probability of appearing (or do not appear) during gameplay, or effects that suggest the setting value set by the probability setting device 15. The sub-control unit 20 controls the system so that the detection of player actions and the action matching determination process are enabled only during predetermined game timings. However, it is not limited to this, and the detection of player actions and the action matching determination process may be enabled even outside of predetermined game timings. In this case, it is preferable not to execute any specific effects even if it is determined that the actions match.
[0109] Some streamers, when playing at a point where they have a high chance of hitting the jackpot, may operate the start lever 3 with a unique motion specific to their style, for reasons such as "to get pumped up" or "for good luck." In other words, at crucial moments, they may perform the next game start operation with a motion unique to their style. Furthermore, some players enjoy imitating the actions of these streamers and operating the start lever 3 in the same manner.
[0110] In the slot machine 1 according to this embodiment, the player (streamer) can select from a number of operation modes to perform during gameplay. Specifically, when the "Player Action Settings" item is selected on the distribution mode settings screen, and the performance button 2c is operated while it is selected, the "Player Action Settings screen" as shown in Figure 7(a) will be displayed. On the player action settings screen, with the "Action Pattern" item selected, you can switch between "Action Pattern A," "Action Pattern B," "Action Pattern C," etc., by operating the right or left button on the directional pad 2d, and set your desired action pattern. A description corresponding to the selected action pattern will also be displayed. The initial value is set to "None."
[0111] For example, "Action Pattern A" corresponds to an action where the start lever 3 is operated after swinging the arm up high. "Action Pattern B" corresponds to an action where the user rotates their hand in a circular motion in front of slot machine 1 before operating the start lever 3. "Action Pattern C" corresponds to an action where the hand is moved in a way that traces a "7" in front of slot machine 1, and then the start lever 3 is operated. "Operation Pattern D" corresponds to an operation mode in which the start lever 3 is operated with both hands crossed. "Action Pattern E" corresponds to the action of operating the start lever 3 while bowing with hands clasped together. Furthermore, the operation patterns are not limited to these; any operation pattern can be set as long as it is an operation that can be determined. Furthermore, the number of configurable operation patterns is not limited to one; multiple patterns may be configurable.
[0112] For example, if operation pattern A (first specific game mode) is set, and the player performs an action at a predetermined game timing (at the start of the final game of a continuous performance), the action is detected by the imaging device 16 or by detection means such as a sensor, and an action matching determination process is performed. In this case, if the operation is performed in a manner corresponding to operation pattern A, the sub-control unit 20 determines that it is a match or approximation and controls the system to perform a specific performance instead of the performance currently being performed. On the other hand, if the operation is performed in a manner other than operation pattern A (second specific game mode), the sub-control unit 20 determines that it does not match and controls the system so as not to execute the specific performance.
[0113] Furthermore, this action is not limited to the operation of the start lever 3, but may also be an action when operating other control means. For example, it may be an action when operating the effect button 2c at the timing when the effect button image 92 is displayed during gameplay, or an action when stopping the first reel or the third reel with the stop button 5. Additionally, the timing of the game may be communicated to the player through images or sounds to prompt action (for example, "Hit it with all your might!"). Furthermore, the type of specific animation performed may differ depending on whether a jackpot has been won or not. For example, if a jackpot has been won, a more elaborate animation can be performed, allowing for an even wider variety of animations to be shown. Furthermore, if it is determined that an action performed by a player matches or approximates an action pattern, points may be awarded, and rewards may be given according to the number of points accumulated. The number of points awarded may also be varied depending on the degree of match of the action.
[0114] Thus, according to the specific performance execution function provided by the slot machine 1 of this embodiment, when controlled in distribution mode, if the player's actions when operating a predetermined operating means at a predetermined game timing match the action pattern selected by the player, a specific performance can be executed. This allows players to select a specific action pattern that will trigger a particular performance, and by performing operations on a predetermined control device in that action pattern, they can change the outcome of the performance. As a result, it is possible to create performances that will satisfy a large number of players and improve the entertainment value during the distribution mode. Therefore, when streamers select a gaming machine to play for their video broadcasts, they will be more likely to choose one equipped with specific performance features, thereby increasing the promotional effect of that machine and its model. Furthermore, specific effects can be triggered when players imitate the actions of the streamer, adding an element of enjoyment beyond the direct outcome of the game.
[0115] Furthermore, the phrase "(3) During streaming mode, perform specific effects in response to the player's actions" may be modified as shown below. (i) Control the system so that a specific effect can be executed before the start lever is operated. As shown in Figure 7(b), the start lever 3 may be equipped with a distance measuring sensor 31. The distance measuring sensor 31 is a non-contact sensor that detects objects without making contact with them, and is used to detect whether or not an object is within a predetermined detection range (or to detect the distance to an object). Furthermore, the distance measuring sensor 31 includes a light-emitting unit (not shown) and a light-receiving unit (not shown). The light-emitting unit emits light from an infrared light-emitting diode (LED) as its light source, directed upwards towards the start lever 3. The light-receiving unit receives the reflected light from the object (the player's hand) that the light emitted from the light-emitting unit is directed at. The light-emitting and light-receiving components are enclosed within a housing member. The top surface of the housing member is preferably formed flat to reduce light diffusion. The distance measuring sensor 31, configured in this way, converts changes in the amount of light received by the light receiving unit into an electrical signal, and detects whether or not a player's hand is within the detection range based on changes in the voltage value of the electrical signal.
[0116] Figure 7(b) shows a player holding their hand above the start lever 3, which is within the detection range of the distance measuring sensor 31. When the player moves their hand into the detection range, the distance measuring sensor 31 detects it and a detection signal is transmitted to the sub-control unit 20. Therefore, when the sub-control unit 20 receives a detection signal, it can execute the aforementioned specific performance immediately before the start lever 3 is operated. This allows for the execution of specific effects immediately before the operation of the start lever 3 when controlled in streaming mode, enabling the effects to change at specific timings and enhancing the enjoyment of the game.
[0117] (ii) Control the timing of the announcement of a big win so that it can be selected. The timing of the jackpot announcement could be set to a time of the player's choosing. For example, the desired timing could be set by switching between "advance notification" and "post-notification" on a designated settings screen (not shown). If advance notification is set, the sub-control unit 20 will light up the jackpot notification lamp 17 or display a jackpot notification on the display unit 8 when the start lever is operated in a predetermined game after the pseudo-bonus state or AT state is won. Note that the timing of the advance notification is not limited to "when the start lever is operated", but may also be when the first reel is stopped or when the second reel is stopped. If a post-notification is set, the sub-control unit 20 will light up the jackpot notification lamp 17 or display a jackpot notification on the display unit 8 after the third reel stops in a predetermined game, following the winning of a pseudo-bonus state or AT state. Some streamers operate the start lever 3 and stop button 5 in the manner (operation pattern) described above to coincide with the timing of the jackpot announcement. Therefore, by pre-determining the timing of the jackpot announcement, streamers can operate the actions and controls according to their self-set announcement timing, and show viewers that the actions and game results are synchronized.
[0118] Furthermore, it may be possible to set the period of time between operating the control device and the announcement of a jackpot. For example, the system may allow users to set the duration (e.g., 2 seconds, 1 second, 0.5 seconds) on a predetermined settings screen (not shown). Some streamers perform a predetermined action (for example, shouting) when operating the controls. By having a brief pause during this action before the jackpot is announced, it's possible to make it appear to viewers that the action and the game result are synchronized.
[0119] Furthermore, it may be possible to set a correspondence between the aforementioned operation patterns and the timing of the jackpot announcement. Specifically, it may be possible to select two or more of the following: operation pattern, notification timing, and period until notification, and set them as a single operation mode. For example, you can select "Operation Pattern A," "Advance Notice," and "1 Second," and set this as the Streamer A Mode (First Specific Game Mode). This allows you to configure the actions of each streamer all at once.
[0120] (4) During streaming mode, display special information related to the progress of the game (Special game information display function) In this embodiment, the slot machine 1 can display information related to the game on the display 8 at a predetermined timing after the game mode switches from the normal game mode to the distribution mode.
[0121] (i) Display of explanatory information regarding the game The sub-control unit 20 controls the display unit 8 to display explanatory information about the game when the game state or pre-announcement sequence is entered for the first time after the game mode has switched to the distribution mode. Information describing the game includes, for example, the game state, the overview of pre-game effects, obtainable rewards, the content of the effects, and how to play.
[0122] Explanatory information regarding the game is automatically displayed, for example, when the game state or a pre-announcement sequence is entered. However, it is not limited to this; it may also be displayed when an operation means (for example, the effect button 2c) is operated. Furthermore, explanatory information about the game is controlled so that it is not displayed from the second time onward. Therefore, players who find the frequent display of explanatory information annoying can avoid it. Furthermore, this is not the only option; explanatory information about the game may also be displayed when the player enters the game for the second time or later, or the player may be given the option to choose whether or not to display this information in advance. The display of explanatory information regarding the game ends when any of the following conditions are met: "a predetermined time has elapsed or a predetermined number of games have been played," "a predetermined operation (for example, operation of the performance button 2c) has been performed," or "the game has transitioned to another game state."
[0123] For example, in the CZ state, the first game after entering it will display a game explanation screen 90 as shown in Figure 8(a). The game explanation screen 90 displays things like, "Continues for 10 games," "A lottery is held every game to determine whether to transition to a pseudo-bonus state," and "If your character wins the battle sequence, the pseudo-bonus state is confirmed."
[0124] Furthermore, in the pseudo-bonus state, the first game after entering it will display a game explanation screen 90 as shown in Figure 8(b). The content of the explanation displayed on the game explanation screen 90 will also differ depending on the game state before entering the pseudo-bonus state. For example, when the game transitions from normal gameplay to a pseudo-bonus state, the gameplay explanation screen 90 will display information such as, "Continues for 30 games (in the case of pseudo-big bonus state), continues for 20 games (in the case of pseudo-regular bonus state)," "A lottery is held every game to determine whether to transition to AT state," "If a battle sequence is performed and your character wins, AT state is confirmed," and "If a specific song plays, AT state is confirmed." Furthermore, if the game transitions from AT state to pseudo-bonus state, information such as details about the bonus lottery conducted during AT state and the expected probability of entering a special bonus zone will be displayed.
[0125] Furthermore, in AT mode, the first game after entering this mode will display a game explanation screen 90 as shown in Figure 8(c). The game explanation screen 90 displays things like, for example, "50 games / set", "Net increase of approximately 3.0 coins / game", "Game count increase lottery upon winning a rare role", "Transition to pseudo-bonus state lottery upon winning a rare role", and "Transition to special bonus zone upon fulfilling predetermined conditions".
[0126] Furthermore, when the pre-bonus state is entered for the first time, the details of the performance are displayed on the game explanation screen 90. For example, when the pre-bonus state is entered for the first time during normal gameplay, as shown in Figure 8(d), messages such as "If your character wins the battle performance, the pseudo-bonus state is confirmed" and "If you win a rare role during the performance, the pseudo-bonus state is confirmed" are displayed.
[0127] Many streamers insert explanatory images into the video footage of their gameplay to make it easier for viewers to understand the game state and the content of the pre-game events. In this case, before distributing the actual gameplay video, it was necessary to identify the relevant video section and insert explanatory images into that section, which required time-consuming video editing work. In this regard, the special game information display function provided by the slot machine 1 according to this embodiment displays explanatory information about the game at the moment each game state or pre-announcement effect is first entered after switching to distribution mode, thereby reducing the burden of video editing work that the broadcaster has to do before video distribution. Furthermore, players (streamers) who are unfamiliar with the details of each game state and each pre-announcement sequence can check the game instructions and understand how to play (and enjoy) the game.
[0128] Furthermore, as shown in Figure 8, the game explanation screen 90 is displayed so as to cover the screen of the display unit 8. Therefore, when the game explanation screen 90 and other images are displayed simultaneously, the display mode on the display unit 8 can be controlled as follows. When the sub-control unit 20 displays a navigation image 91 that guides the user through the operation sequence of the stop button 5 due to a successful push-order bell, it controls the system so that the navigation image 91 is displayed before the game explanation screen 90, as shown in Figure 9(a). In other words, when the navigation image 91 and the game explanation screen 90 are displayed simultaneously on the display unit 8, the navigation image 91 is displayed preferentially to ensure that the player can see the navigation image 91 so that they do not mistakenly perform the operation sequence corresponding to the push-button bell. Note that navigation image 91 is not limited to displaying operation sequence images ("1", "2", "3"), but also includes displaying images such as "?" and "!". Furthermore, when the sub-control unit 20 displays the performance button image 92 that prompts the user to operate the performance button 2c, if the performance button image 92 and the game explanation screen 90 are displayed simultaneously on the display unit 8, the sub-control unit 20 controls the display to prioritize the performance button image 92 and display it first, as shown in Figure 9(b).
[0129] Furthermore, if the game explanation screen 90 and the navigation image 91 or the performance button image 92 are displayed simultaneously, the game explanation screen 50 may be prioritized and displayed first, not limited to the above. Furthermore, the system may decide whether to prioritize displaying the game explanation screen 90 or either the navigation image 91 or the performance button image 92 depending on the winning combination in the current game. For example, if a rare combination is won, the navigation image 91 or the performance button image 92 may be prioritized, while if a winning combination other than a rare combination is won, the game explanation screen 90 may be prioritized. Furthermore, players may be allowed to choose which of the two options to prioritize when displaying information.
[0130] Furthermore, in the above explanation, when the game explanation screen 90 and the navigation image 91 or performance button image 92 are displayed simultaneously on the display unit 8, the image displayed first (front image) is made visible, and the parts of the other images displayed behind (rear images) that overlap with the front image are made invisible. However, the explanation is not limited to this, and both may be displayed in a way that makes them visible at the same time. For example, by making part or all of the front image transparent at a predetermined transmittance, part or all of the rear image can be made visible, and even if the front and rear images are displayed overlapping, both can be displayed in a way that allows them to be visible simultaneously. Furthermore, if the front image is not made transparent, a portion of the rear image may be displayed from the part that does not overlap with the front image. For example, if the game explanation screen 90 is the front image, a portion of the navigation image 91 or the performance button image 92 may be displayed from the bottom of the game explanation screen 90. Alternatively, both the front and rear images may be displayed in a way that they do not overlap. For example, if the navigation image 91 is the front image, the game explanation screen 90 may be displayed in a position and size that does not overlap with the navigation image 91.
[0131] (ii) Display of information between big wins When the sub-control unit 20 is controlled in distribution mode, if a pseudo-bonus state or AT state (hereinafter collectively referred to as a jackpot state) occurs, it controls the display unit 8 to display information between jackpots. The information between jackpots indicates information about gameplay during the period between the end of the previous jackpot state and the occurrence of the current jackpot state. For example, this includes the machine name, type of jackpot, number of games played between jackpots, amount invested between jackpots, number of consecutive jackpots, etc. Note that while the information regarding the interval between big wins is based on gameplay data from after the switch to distribution mode, it is not limited to this; gameplay data from the normal gameplay mode before switching to distribution mode may also be included.
[0132] The information regarding the interval between big wins is automatically displayed when a symbol combination corresponding to the pseudo-bonus state stops on reel 41, or when a transition to the AT state is announced. The display ends when, for example, "a predetermined time has elapsed or a predetermined number of games have been played," or "a predetermined operation (for example, operation of the performance button 2c) has been performed." However, the system is not limited to this; it may also be configured to display information about the time between big wins when a predetermined operating means (for example, the performance button 2c) is operated.
[0133] For example, when transitioning from normal gameplay to a pseudo-bonus state, the first game in the pseudo-bonus state will display a big win information screen 100, as shown in Figure 10(a). For example, it may display "Machine: AAA", "300 games", "Investment: 6000 yen", "Pseudo-Big Bonus State", etc. Furthermore, when transitioning from the pseudo-bonus state to the AT state, the first game of the AT state will display a big win information screen 100 as shown in Figure 10(b). For example, it may display "Machine: AAA", "400 games", "Additional investment 5000 yen", "GOGO Rush (1st set)", etc. Furthermore, if the AT state continues, the first game will display a jackpot information screen 100 as shown in Figure 10(c). For example, it will display "Machine: AAA", "1 game", "Coins held", "GOGO Rush (5th set)", etc.
[0134] Furthermore, the information displayed on the big win information screen 100 is not limited to the above; for example, it may also display the probability of winning a big win, the probability of winning a minor role, the number of announced set stocks, etc. Furthermore, if the jackpot information screen 100 and the navigation image 91 or the performance button image 92 are displayed simultaneously, one of them may be displayed first, prioritizing the other, as with the game explanation screen 90 described above, or both may be displayed in a way that allows them to be seen.
[0135] Many streamers sometimes insert information into their videos when they enter a winning state, in order to show viewers the number of games played and the amount of money invested before hitting the jackpot. In this case, before distributing the actual gameplay video, it was necessary to identify the relevant video section and insert explanatory images into that section, which required time-consuming video editing work. In this regard, according to the special game information display function provided by the slot machine 1 according to this embodiment, when controlled in distribution mode, if a jackpot occurs, the information between jackpots is displayed on the display 8, thereby reducing the burden of video editing work performed by the distributor before video distribution.
[0136] In addition to (i) and (ii), information related to gameplay can also be displayed on the results screen, which shows the game results at the end of the pseudo-bonus state or AT state, including information about the date and time. Specifically, in normal gameplay mode, the results screen displays, for example, the number of coins acquired and the number of games played during pseudo-bonus or AT states. In streaming mode, the current date and time are displayed along with the number of coins acquired and the number of games played. In this case, for example, this can be achieved by providing the sub-control unit 20 with a means for timing (such as an RTC). This allows the date and time to be visible in the actual gameplay video, making it usable as video evidence.
[0137] As described above, the present invention provides a gaming machine (slot machine 1) comprising: a display means (display 8) capable of displaying information related to the game; a sound output means (speaker 9) capable of outputting sound information related to the game; and a control means (sub-control unit 20) capable of performing control on the display means and the sound output means. The present invention further comprises a gaming mode control means (main control unit 10) capable of controlling a normal gaming mode and a specific gaming mode (distribution mode). The control means is configured such that, in the normal gaming mode, the display means can be controlled to a specific display state (for example, a display mode in which specific information is always displayed in a first area, or a blackout state), and the sound output means can be controlled to output predetermined sound information (for example, a specific song). In the specific gaming mode, the display means can be controlled not to be in the specific display state, and the sound output means can be controlled not to output the predetermined sound information.
[0138] Thus, when the slot machine 1 according to the present invention is controlled to the distribution mode, it is possible to control the output of a specific song that is normally output during normal game mode from the speaker 9, and to control the display mode of the display unit 8 so as not to be in a specific display state during normal game mode. This reduces the burden on the broadcaster of tasks such as video editing that they would otherwise have to perform before streaming, when the system is controlled in streaming mode. Therefore, since it has features that are useful for players (streamers) who stream videos, when selecting a gaming machine to play for video streaming, it becomes easier to choose a machine with these features, thereby increasing the advertising effect of that machine and its model.
[0139] On the other hand, Patent Document 1 discloses a gaming machine that detects the actions of a player and performs corresponding effects. However, this gaming machine lacked features useful for streamers, and therefore was not sufficient to attract the interest of players. Thus, the slot machine 1 of this embodiment can solve all or part of the problems that conventional gaming machines have to improve.
[0140] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the AT state was described as a game-count-managed AT, which is managed by the number of games played. However, it can also be a difference-of-coins-managed AT, which is managed by the difference in the number of coins. Furthermore, it is not limited to this, and it may be managed by at least one of the following, for example, the number of times the push-button navigation occurs, the number of times a small win occurs, the number of coins acquired, the number of coins paid out, etc. Furthermore, although the above embodiment described the case where the game count subtraction method is applied during the AT state, it is not limited to this, and a game count addition method may be used in which the AT state ends when the number of games added per game reaches the upper limit, or a difference in coins addition method may be used in which the AT state ends when the difference in coins added per game reaches the upper limit.
[0141] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.
[0142] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.
[0143] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may be a so-called medalless gaming machine that can execute games using a pseudo-gaming medium in data format without using physical gaming media such as tokens. In addition, the gaming machine may be a so-called sealed gaming machine that can execute games by circulating gaming media such as game balls internally without dispensing them externally. It should be noted that the upper limits for the difference in tokens and the number of games played in the advantageous period of such medalless gaming machines may differ from the upper limits for gaming machines that use physical media such as tokens.
[0144] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means. However, instead of this, or in addition to this, the display 8, such as a liquid crystal display, can be used as a variable display means for identification information by displaying an image in which the reel or other pattern changes on the display 8. [Explanation of symbols]
[0145] 1. Slot machine (amusement machine) 3. Start lever (predetermined operating means) 8 Display (display means) 9. Speaker (sound output means) 10 Main control unit (game mode control means) 20 Sub-control unit (control means)
Claims
1. A gaming machine comprising a display means capable of displaying information related to the game, a sound output means capable of outputting sound information related to the game, and a control means capable of performing control on the display means and the sound output means, The system includes a game mode control means capable of controlling a normal game mode and a specific game mode that has a function for distributing videos of the gameplay situation. The control means is In the aforementioned specific game mode, when a predetermined winning state occurs, the display means can be controlled to display information regarding the number of games in a predetermined manner. In the normal game mode, when a predetermined winning state occurs, it is possible to control the display means so that information regarding the number of games is not displayed in a predetermined manner. A gaming machine characterized by the following features.
2. A gaming machine comprising a display means capable of displaying information related to the game, a sound output means capable of outputting sound information related to the game, and a control means capable of performing control on the display means and the sound output means, The system includes a game mode control means capable of controlling a normal game mode and a specific game mode that has a function for distributing videos of the gameplay situation. The control means is The game mode control means can perform control to display explanatory information about the game on the display means at a predetermined timing after switching from the normal game mode to the specific game mode. A gaming machine characterized by the following features.
3. A gaming machine comprising a display means capable of displaying information related to the game, a sound output means capable of outputting sound information related to the game, and a control means capable of performing control on the display means and the sound output means, The system includes a game mode control means capable of controlling a normal game mode and a specific game mode that has a function for distributing videos of the gameplay situation. The control means is In the normal game mode, during a game in a specific game state, it is possible to control the display means to continuously display specific information in the first area of the display area. In the specified game mode, during the game in the specified game state, the display means can be controlled to continuously display the specified information in an area other than the first area of the display area, as instructed by the player. A gaming machine characterized by the following features.
4. A gaming machine comprising a display means capable of displaying information related to the game, a sound output means capable of outputting sound information related to the game, and a control means capable of performing control on the display means and the sound output means, The system includes a game mode control means capable of controlling a normal game mode and a specific game mode that has a function for distributing video footage of the gameplay, and predetermined operating means that can be operated by the player. The aforementioned specific game mode includes a plurality of specific game modes, including a first specific game mode and a second specific game mode. The control means is In the first specific game mode, a specific performance can be executed if the player's actions when operating the predetermined operating means are in a predetermined manner. In the second specific game mode, if the player's actions when operating the predetermined operating means are in a predetermined manner, it is possible to control the execution of the specific performance. A gaming machine characterized by the following features.
5. The control means is In the normal game mode, the display means can be controlled to a specific display state, and the sound output means can be controlled to output predetermined sound information. In the specified game mode, the display means can be controlled so as not to be in the specified display state, and the sound output means can be controlled so as not to output the predetermined sound information. A gaming machine according to any one of claims 1 to 4.
Citation Information
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