Gaming machine
The gaming machine enhances player engagement by allowing progression through multiple sections with advantageous gameplay states, including a second section that offers more favorable conditions, addressing the need for innovative gameplay dynamics.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- ENTERRISE CO LTD
- Filing Date
- 2024-09-20
- Publication Date
- 2026-05-27
AI Technical Summary
Existing gaming machines lack a novel game property that provides more advantageous gameplay options for players, particularly in special gaming states like AT or ART.
A gaming machine that can progress through multiple sections, including a second section more advantageous to the player, with processes for managing a parameter value, determining game period extension, and awarding points based on predetermined conditions, enhancing gameplay dynamics.
The gaming machine offers a novel gameplay experience with enhanced player advantages, providing more engaging and rewarding gameplay through varied game states and states transitions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a gaming machine.
Background Art
[0002] A gaming machine is configured to be able to switch between a game (play) in a general gaming state and a game in a special gaming state (such as AT or ART) that is more advantageous to the player than the general gaming state (see, 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] The present disclosure provides a gaming machine having a novel game property.
Means for Solving the Problems
[0005] A first aspect is capable of executing a process of progressing a game in any one of a plurality of sections including a first section and a second section that is more advantageous to the player than the first section. In the second section, a process of managing a value of a parameter, a determination process of determining whether to extend a game period in the second section based on the value of the parameter, a process of determining whether to give points, and a first change process of changing the value of the parameter in a direction in which it is likely to be determined to extend the game period in the second section in the determination process when the held value of the points satisfies a predetermined condition. It is a gaming machine that can execute.
Effects of the Invention
[0006] According to the present disclosure, a gaming machine having a novel game property can be provided.
Brief Description of the Drawings
[0007] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of the slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions in the first game state. [Figure 5] This diagram illustrates the state transitions in the second game state. [Figure 6] This diagram illustrates the state transitions within the gameplay period. [Figure 7] This diagram illustrates the connection / communication relationships between the main control board, the game value control board, and the sub-control board. [Figure 8] This figure shows an example of an internal lottery table. [Figure 9] This diagram shows a part of the gameplay flow of the slot machine according to this embodiment. [Figure 10] This figure shows an example of the presentation during AT mode. [Modes for carrying out the invention]
[0008] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of this disclosure will be described with reference to the drawings. In the following description, "connection" includes cases where the connected objects are directly connected to each other, and cases where the connected objects are indirectly connected to each other via other circuit boards, devices, etc.
[0009] In this embodiment, we illustrate a case where slot machine 1 is a type of revolving game machine that handles the quantity of game value (number of tokens) as electronic data without using physically existing tokens. Unlike conventional slot machines, this slot machine 1 does not require the insertion and dispensing of physical tokens, and the game can proceed using a pseudo-game medium that has been converted into electronic data as data for game value. Such a slot machine 1 is called a tokenless machine, Smart Slot (registered trademark), or sealed revolving game machine.
[0010] The simulated game medium, or game value, increases or decreases as the game progresses. Therefore, players can play without actually holding physical tokens, and can also check the amount of game value they possess during gameplay through the credit display on slot machine 1.
[0011] Figure 1 is a front view of the slot machine 1 described above. As shown in Figure 2, this slot machine 1 is communicated with a card unit 9. The card unit 9 will be described first below.
[0012] The card unit 9 (corresponding to an external device) is a device capable of performing processes related to lending game value to slot machine 1 and returning it from slot machine 1.
[0013] Although not shown in the diagram, the outer surface of the card unit 9 is equipped with a cash insertion opening, a card insertion / removal opening, a display panel capable of displaying instructions for entering a PIN and the outstanding balance, a button for dispensing game value, and a card ejection button. Inside the card unit 9, in addition to an interface for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided, as shown in Figure 2.
[0014] The cash management mechanism 91 introduces, detects, and stores banknotes inserted through the cash input opening into the card unit 9.
[0015] The card management mechanism 92 introduces and stores the card inserted through the card insertion / ejection opening, or ejects the card through the insertion / ejection opening when the card ejection button is operated.
[0016] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 performs operation control of the cash management mechanism 91 and the card management mechanism 92 respectively, lending process of game values, card authentication process, data reading process and writing process from the card, etc.
[0017] The operation process of the cash management mechanism 91 includes the process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, the process of giving an error notification when the inserted banknote is jammed in the cash management mechanism 91, the process of adding the game value corresponding to the inserted banknote to the current lending balance and temporarily storing it in the RAM, etc.
[0018] The operation process of the card management mechanism 92 includes the process of operating the card management mechanism 92 so that the inserted card is introduced into the card unit 9, the process of operating the card management mechanism 92 so that the card is ejected along with the operation of the card ejection button, etc.
[0019] The lending process of game values includes the process of transmitting the data of the game values to be lent to the slot machine 1 along with the operation of the lending button. At the time of this transmission, the process of subtracting the game values to be lent from the data of the game values of the lending balance temporarily stored in the RAM in the card unit 9 is also performed.
[0020] The card authentication process includes determining whether the entered PIN matches the PIN written on the card when the card is inserted into the insertion / ejection slot and a PIN is entered via the display panel. If the card unit control unit 93 determines that they match, it allows the authenticated card to continue to be used; however, if it determines that they do not match, it may not allow the authenticated card to continue to be used (restrict its use).
[0021] The process of reading data from the card includes reading the game value data if it is written to the card, and temporarily storing it in RAM as the loan balance.
[0022] The process of writing to the card includes receiving game value data when it is transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card eject button. If game value data has already been written to the card when the card eject button is operated, the card unit control unit 93 adds the amount of game value received from the slot machine 1 to the data and writes it to the card (update process).
[0023] As a result, when the card ejection button is operated on the card unit 9, a card containing at least one of the game value and loan balance data owned by the player is ejected from the card insertion / ejection opening.
[0024] Furthermore, the card unit 9 is connected to devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown), and is capable of communicating with them. Various information related to the slot machine 1, such as the number of games played in advantageous game states (AT, CZ, special role (bonus) state, etc.), the change in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.
[0025] <Slot machine configuration> As shown in Figure 1, the coinless slot machine 1 has a casing 10. A front door 100 is provided on the front of the casing 10.
[0026] A keyhole is provided near the right end of the front door 100 when viewed from the front. The keyhole allows a key to be inserted to lock or unlock the front door 100 and the cabinet 10. During gameplay, the front door 100 and the cabinet 10 remain locked, preventing players from accessing the inside of the cabinet 10. Furthermore, since the slot machine 1 is a coinless machine, there is no need to install a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish actual tokens during gameplay. Therefore, during gameplay, except in cases where an error occurs in the slot machine 1, store staff will generally not need to unlock the front door 100 and the cabinet 10. When store staff perform setting changes, setting value checks, maintenance work, etc., the front door 100 and the cabinet 10 are unlocked, and the front door 100 becomes rotatable relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.
[0027] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the player can see the multiple symbols displayed on the surfaces of the multiple rotating reels 20a, 20b, and 20c, which will be described later.
[0028] Above the reel window 200 are an LCD screen 3, a speaker 102, and an illuminated unit 103 for displaying various effects during gameplay. The LCD screen 3, speaker 102, and illuminated unit 103 constitute the notification unit.
[0029] LCD screen 3 displays various animation videos (animation screens) while the player is playing. A sub-LCD screen 30 capable of displaying various game-related animations is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit that can be operated by touch.
[0030] Speaker 102 outputs predetermined background music (BGM), sound effects (SE), and voice.
[0031] The lighting unit 103 lights up or turns off in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.
[0032] Below the reel window 200, an operating unit 4 is provided. The operating unit 4 is positioned so that it can be seen and touched by the player. The operating unit 4 includes multiple stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a media display unit 43, a game information display unit 44, a cancel button 45, a counting button 46, and a performance button 47, among others.
[0033] Each stop switch 40a, 40b, and 40c is provided corresponding to each rotating reel 20a, 20b, and 20c. Each stop switch 40a, 40b, and 40c accepts operation to stop the rotation of each rotating reel 20a, 20b, and 20c while they are rotating.
[0034] Lamps may be provided inside each stop switch 40a, 40b, 40c. The lamps can, for example, use color to indicate that the stop switches 40a, 40b, 40c are inoperable from the time the lever 42 is operated until each rotating reel 20a, 20b, 20c reaches a steady rotation state. The lamps can also use a different color to indicate that the stop switches 40a, 40b, 40c are operational from the time each rotating reel 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.
[0035] The bet switch 41 is used when betting game value. In this embodiment, an example is shown where pressing the bet switch 41 once automatically bets a predetermined number of game values (for example, 3 coins) that can be used for one game.
[0036] Lever 42 functions as a start switch that accepts input to rotate each of the spinning reels 20a, 20b, and 20c. Note that for the spinning reels 20a, 20b, and 20c to start, a "wait condition" must be met, which is an interval of at least the minimum game time (approximately 4.1 seconds) between the start of the spinning reels 20a, 20b, and 20c in the previous game and the start of the spinning reels 20a, 20b, and 20c in the next game. Therefore, when lever 42 is operated, each of the spinning reels 20a, 20b, and 20c will start only after this wait condition has been met.
[0037] The media display unit 43 displays the quantity of game value (hereinafter also referred to as the number of credits) and the number of game value payouts managed by the media management unit 620 of the slot machine 1, and is composed of, for example, multiple 7-segment displays.
[0038] In this embodiment, "the number of game value payouts" does not refer to the action of dispensing actual tokens to the outside of slot machine 1, but rather to an increase in game value based on the winning combination determined by the internal lottery. In other words, the number of game value payouts is an increase in the numerical value of the digitized pseudo-game medium.
[0039] In this embodiment, a credit limit is set for the number of credits. This credit limit is unrelated to the operation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer game value to card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Media Management Unit-".
[0040] The game information display unit 44 displays information related to the game other than the information displayed on the media display unit 43, and is composed of LEDs, lamps, 7-segment displays, etc. The information displayed by the game information display unit 44 includes the number of bets for the game value in one game, whether or not a special role has been achieved, whether or not a replay (re-play) has been won, and if an operation type role is won during AT or ART, the code corresponding to the correct operation type of that operation type role, etc.
[0041] The cancel button 45 can accept an operation to change the game value that is currently bet to an unbetted state. For example, if the cancel button 45 is pressed while the game value is bet and is 1 or more, the media management unit 620 (described later) updates the bet game value to "0" and adds the amount of the game value that was bet just before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the bet game value. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process that returns the bet game value to the number of credits by transitioning from a bet state to an unbet state.
[0042] The bet cancellation process based on the operation of the cancel button 45 is effective when a bet is placed but the lever 42 has not yet been operated, and is ineffective from the time the lever 42 is operated until the game based on that lever 42 operation is completed. In this embodiment, the cancel button 45 is located near the bet switch 41.
[0043] The counting button 46 can receive an operation to transfer game value data, which is managed by the media management unit 620 of the slot machine 1, from the media management unit 620 to the card unit 9. For example, if the counting button 46 is operated while the managed game value is 1 or greater, the media management unit 620 subtracts the managed game value towards 0. The data of the subtracted game value is then transmitted to the card unit 9.
[0044] The amount of the game value being managed that is deducted when the counting button 46 is operated once may be predetermined, for example, "1" or "50". Also, the game value being managed may continue to be deducted while the counting button 46 is operated continuously.
[0045] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until a card is ejected from the card unit 9 smoother.
[0046] Furthermore, the counting button 46 may be equipped with a lamp inside or around the button 46 that changes its illuminated color before and after operation.
[0047] The performance button 47 is used by players to adjust volume settings, check game data, and configure various other game-related menus while playing. The performance button 47 may also be pressed by the player during gameplay in response to the game's effects. If the performance button 47 is pressed during gameplay, the game's effects will change.
[0048] Furthermore, the performance button 47 may be equipped with a lamp capable of emitting light in various colors and patterns. This lamp lights up when the performance button 47 is operational and remains off when it is inoperable. Additionally, when the performance button 47 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can flash rapidly in a different color than when it is normally lit, such as red or rainbow colors.
[0049] Sensors are provided near each switch in these control units 4 to detect the player's actions and output an operation signal to the control unit 6.
[0050] As shown in Figure 2, the slot machine 1 comprises a rotating reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The rotating reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are located inside the housing 10, along with a power supply unit (not shown) that turns the main power of the slot machine 1 on and off.
[0051] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the rotary reels 20a, 20b, and 20c has multiple patterns (symbols) arranged at intervals along the circumferential direction of the rotary reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to each rotary reel 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.
[0052] Stepping motors 21a, 21b, and 21c stop the rotation of the rotating reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds after the stop switch 40a, 40b, and 40c is operated while the rotating reels 20a, 20b, and 20c are rotating. Stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127.
[0053] The rotation and stopping of these rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by the rotating reel control unit 611 (described later) in the control unit 6.
[0054] The reset button 71 is operated to clear various errors and to initialize the RAM that makes up the control unit 6. For example, if the power of the slot machine 1 is switched from off to on while the reset button 71 is pressed, the amount of game value managed by the media management unit 620 of the slot machine 1 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".
[0055] The setting change button 72 is a button that is pressed by store staff when setting one of several setting values for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 72 becomes operational, and by operating the setting change button 72 in this state, it becomes possible to set a setting value.
[0056] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, making it impossible for anyone other than those authorized to unlock them (e.g., store staff with a key) to access the reset button 71 and the setting change button 72. Unlocking is generally limited to cases where an error occurs in the slot machine 1. Therefore, players cannot access the reset button 71 and the setting change button 72.
[0057] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the setting value. The setting value is set by the store staff before the store opens.
[0058] <How the game is played by the player> The player can adjust the volume output from speaker 102 and the brightness of LCD screen 3 by pressing the effect button 47 as needed.
[0059] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value managed by the media management unit 620. Once a predetermined number of game values have been bet on the slot machine 1, the active line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.
[0060] Figure 1 illustrates a case where the active line L consists of a single upward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, the active line L is activated when a MAX BET (3-coin bet) is made.
[0061] In the following, "winning" refers not only to the alignment of symbols that pay out medals, such as bells and watermelons, on the active payline L, but also to the alignment of symbols corresponding to specific roles, such as special replays, chance symbols, and special roles (bonuses), on the active payline L.
[0062] In this embodiment, one game (one play) refers to a series of actions by which a player operates the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c to obtain the result of a game, including internal drawing, prize determination processing, and processing to increase or decrease the game value.
[0063] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the rotation of each reel 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, or 40c is operated, the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, or 40c stop. Once all the reels 20a, 20b, and 20c have stopped, a predetermined amount of game value is paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.
[0064] The player repeatedly plays the above game. As the game is repeated, the game progresses, and the displays on LCD screen 3 and sub-LCD screen 30, the sound output from speaker 102, and the illumination of the lighting unit 103 change according to the progress of the game.
[0065] <Regarding the game status> During gameplay, various types of game intervals and game states are set, and internal draws are conducted based on the set types of game intervals and game states. As shown in Figures 4 and 5, the game states include the first game state and the second game state. Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the sake of explanation.
[0066] The first game state, as shown in Figure 4, includes the state where special roles are not carried over (non-internal bonus state), the state where special roles are carried over (internal bonus state), and the state where special roles are performed (bonus state). The state where special roles are not carried over, the state where special roles are carried over, and the state where special roles are performed are mutually exclusive.
[0067] The "no special role carryover" state refers to a state in which no special roles (Type 1 BB and Type 2 BB) have been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set when the setting value is changed, when the RAM is initialized, or when condition A is met, such as when the payout of game value exceeds a predetermined number after transitioning to the special role execution state.
[0068] The "special role carryover" state refers to a situation where a special role has been selected through an internal draw, but the award for that special role has been carried over. In other words, the "special role carryover" state means that the flag for a special role has been selected through an internal draw, but the symbols indicating that special role have not yet lined up on the active payline L, and therefore the special role has not yet been awarded.
[0069] Here, Type 1 BB is a continuous activation device for a Type 1 special prize, and Type 2 BB is a continuous activation device for a Type 2 special prize. For example, the number of bets required for Type 1 BB and Type 2 BB to become winning candidates may differ, such that Type 1 BB becomes a winning candidate when the number of bets is the maximum number "3", and Type 2 BB becomes a winning candidate when the number of bets is less than the maximum number. Also, there may be only Type 1 BB as a special prize. Furthermore, it is not possible to win another Type 1 BB while a Type 1 BB is being carried over.
[0070] If a special prize is won while the first game state is in the state where no special prizes are carried over, the first game state will transition from the state where no special prizes are carried over to the state where the winning special prize is carried over.
[0071] When a winning special role is achieved (Condition B), the first game state transitions from the special role carryover state to the special role implementation state. The special role implementation state is a state in which a special role (bonus) won through internal drawing has been achieved, and the payout of a predetermined number of game values has not yet been completed. For example, if the first game state transitions to the special role implementation state due to the achievement of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of game values paid out by the Type 1 BB or Type 2 BB exceeds a predetermined number.
[0072] More specifically, the special role implementation states include the Type 1 BB implementation state, the Type 2 BB implementation state, and the RB implementation state. If an RB is won through internal drawing while a Type 1 BB is being implemented, the special role implementation state transitions from the Type 1 BB implementation state to the RB implementation state. After 12 games have been played or a specific role has been won 8 times in the RB implementation state, the special role implementation state transitions to the Type 1 BB implementation state.
[0073] The second game state, as shown in Figure 5, includes the general game state, the chance zone (hereinafter sometimes referred to as CZ), and the AT state as a special game state. The special game state includes the AT state and the special role execution state. The general game state, CZ, and AT state (special game state) are mutually exclusive.
[0074] The general game state is a state that is neither an AT state nor a special game state such as a special role execution state, nor is it a CZ (Chance Zone), meaning that the assist function (instruction function) does not occur (or is unlikely to occur). For example, from the time after a RAM clear or the end of an AT until an AT lottery is won, the second game state is set to the general game state. As an example, when the game section is an advantageous section, the AT lottery is conducted according to the role (rare role, etc.) won by the internal lottery.
[0075] The AT state is a state in which the assist function (AT function) is active, which notifies the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than special roles that have been won by internal lottery, via the LCD screen 3, speaker 102, and illuminated unit 103. If an AT is won in the AT lottery while the game section is in the advantageous section, the second game state transitions from the general game state to the AT state. The second game state transitions from the AT state to the general game state when a predetermined number of games have elapsed since the start of the game in the AT state, when the total number of payouts of game value since the start of the game in the AT state reaches a predetermined number, when the AT state continuation lottery decides not to continue the AT, or when the transition from the AT state to the general game state lottery decides to transition to the general game state. At this point, the AT state ends.
[0076] CZ (Chance Zone) is a second game state in which the probability of transitioning to AT (Special Game State) is higher than in the normal game state. A higher probability of transitioning to AT state includes both direct factors such as a higher probability of transitioning to AT state from CZ, and indirect factors such as increasing the probability of subsequent transitions to AT state. Therefore, CZ can be said to be a state in which the game is more advantageous for the player than in the normal game state. While both CZ and AT state are states in which the game is more advantageous for the player than in the normal game state, the AT state is even more advantageous than CZ. CZ can be entered when certain conditions are met, such as winning the CZ lottery based on the winning combination in the internal lottery, reaching a predetermined number of games in the advantageous section, or reaching a predetermined value of points accumulated as the game progresses.
[0077] <About the gaming area> The aforementioned game section is a section for determining whether or not processing related to the instruction function is performed. As shown in Figure 6, the game section has a normal section and a favorable section. The normal section and the favorable section are mutually exclusive, and the game section can be either a normal section or a favorable section.
[0078] Here, the processing related to the instruction function includes the processing of activating the instruction function (providing assistance), the drawing process for a mode in which the probability of winning the AT is determined, the processing of transitioning to the said mode, the drawing process for the CZ, the CZ processing, the drawing process for the AT, the AT continuation processing, the AT increase processing (including the increase in the number of AT continuation games, the increase in the difference in tokens, and the increase in the number of sets), the processing of transitioning from the AT state to the general game state, the AT processing, the processing of transitioning from the advantageous section to the normal section, and so on.
[0079] The normal section is a section in which processing related to instruction functions cannot be executed, but the section transition process to the advantageous section is performed. If certain conditions for transitioning to the advantageous section are met in the normal section, the game section transitions from the normal section to the advantageous section. Note that the game section can be in the normal section while the second game state is the general game state.
[0080] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period that proceeds when the second game state is the general game state, the advantageous period that proceeds in the CZ, and the advantageous period that proceeds in the AT state. The state in which the game period is an advantageous period is maintained from the time the game period transitions to the advantageous period until predetermined termination conditions are met. The predetermined termination conditions will be described later in "-Period Control Unit--".
[0081] Here, as a summary of the above, we will list the possible combinations of game intervals and second game states that can occur in slot machine 1. • Pattern 1: The game section is the normal section, and the second game state is the general game state. Pattern 2: The game section is the advantageous section, and the second game state is the general game state. Pattern 3: The game section is the advantageous section, and the second game state is the CZ (Chance Zone). • The game section is the advantageous section, and the second game state is the AT state (Pattern 4) As mentioned above, when the game is in a normal game mode, no processing related to the instruction function can be performed, so it can be said that there are few advantages for the player. On the other hand, when the game is in a favorable game mode, processing related to the instruction function can be performed, which broadens the range of game progression and can be said to be more advantageous for the player compared to a normal game mode.
[0082] <Configuration of each control unit> As shown in Figure 2, the control unit 6 mainly consists of a main control unit 61, a game value control unit 62, and a sub-control unit 63. The main control unit 61 performs interrupt processing such as timer interrupts, and controls the internal lottery and the rotating reels 20a, 20b, and 20c to advance the game. The game value control unit 62 manages and processes game value and controls communication with the card unit 9. The sub-control unit 63 performs control related to the effects based on signals transmitted from the main control unit 61 and when the effect button 47 is pressed.
[0083] The main control unit 61, the game value count control unit 62, and the sub-control unit 63 each consist of a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs necessary for game progression, and the RAM of the main control unit 61 stores game data necessary for game progression. The game data includes the current number of games, data indicating the state or section of each game, and setting values. The ROM of the game value count control unit 62 stores programs necessary for managing game values and communicating with the card unit 9, and the RAM of the game value count control unit 62 stores the total number of game values being managed. The ROM of the sub-control unit 63 stores programs necessary for controlling the effects, and the RAM of the sub-control unit 63 stores various data related to effect control.
[0084] Here, the connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained using Figure 7. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are each mounted on different circuit boards.
[0085] The main control board P1, on which the main control unit 61 is mounted, and the game value control board P2, on which the game value count control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet switch 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation processing request signal when the cancel button 45 is operated, and a transfer request for game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated, information that the number of credits has reached the upper limit, information regarding whether or not there is a communication abnormality between the card unit 9 and the slot machine 1, and various responses to requests from the main control unit 61.
[0086] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication takes place from the main control board P1 to the sub-control board P3. The information and commands transmitted from the main control board P1 to the sub-control board P3 include information related to game value (e.g., bet / payout information for game value, total number of game values acquired during AT), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, information related to various errors, and information related to the game status.
[0087] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value (described later), information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game value (e.g., that the transfer has started, that the transfer is in progress, that the transfer is complete, etc.), information indicating the number of credits and the number of acquired coins, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.
[0088] <Main Control Unit> Returning to Figure 2, the CPU reads and executes the program in ROM, causing the main control unit 61 to function as the internal lottery unit 610, the rotating reel control unit 611, the game result determination unit 612, the game progress control unit 614, the section control unit 615, the game state control unit 616, and the error determination unit 617.
[0089] —Internal Lottery Department— The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of several winning flags as the winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. Based on the result of the internal lottery, the internal lottery unit 610 generates an internal lottery result signal. The internal lottery result signal can be used by the reel rotation control unit 611 and the game progress control unit 614, etc.
[0090] The internal lottery table shows information about possible winning combinations through internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state (not shown) when the lever 42 is operated, the type of special combination (during a bonus), and the setting value. The information about the winning combinations shown in the internal lottery table has one or more combinations of symbols associated with the winning combinations that match those combinations. These winning combinations include losing combinations that do not pay out any game value, as well as operation type combinations that pay out game value when the operation of the stop switches 40a, 40b, and 40c is in the correct operation type, and rare combinations.
[0091] The operation type roles include push-order roles in which the correct operation type is determined solely by the order in which stop switches 40a, 40b, and 40c are pressed; push-order roles that require precise timing of stopping a predetermined symbol in addition to the order of pressing the buttons; and precise timing roles in which the correct operation type is determined solely by the timing of stopping a predetermined symbol.
[0092] For example, if a button sequence combination is won and the stop switches 40a, 40b, and 40c are pressed in that order, the combination is awarded, and a payout of multiple game values (e.g., 8 coins) corresponding to that combination is paid out. If a button sequence combination is won but the stop switches 40a, 40b, and 40c are not pressed in that order, the combination is not awarded, or another combination (such as a 1-coin combination) is awarded.
[0093] Furthermore, operational type wins, such as button-press sequence wins, can be won not only in AT mode but also in general gameplay mode and during CZ (Chance Zone). If an operational type win occurs in general gameplay mode, the correct operational type is not announced, so the win may be missed or only one coin may be paid out. In AT mode, the correct operational type is often announced, and if the stop switches 40a, 40b, and 40c are operated according to the correct operational type, multiple (for example, 8 coins) game values will be paid out.
[0094] [Biased Bell Method] Figure 8 shows an example of an internal lottery table. Figure 8 illustrates some of the possible winning combinations through internal lottery in a special winning combination carryover state (during bonus rounds). As shown in Figure 8, the order of pressing the buttons for all push-order bell combinations, which are a type of minor winning combination, is such that the first stop is set to an operation part other than the left stop switch 40a, and the first stop is either the middle stop switch 40b or the right stop switch 40c (this is called the biased bell method). Push-order bell combinations where the first stop is the middle stop switch 40b include middle push-order bell 1 and middle push-order bell 2, and push-order bell combinations where the first stop is the right stop switch 40c include right push-order bell 1 and right push-order bell 2. The flags for the "Middle Press Order Bell 1-2" and "Right Press Order Bell 1-2" roles are press order roles, and consist of roles (names of each role are indicated) that award multiple (for example, 10) game value depending on the correct pressing order of one set of stop switches 40a, 40b, and 40c, and roles (indicated as "missed symbols") that award no game value depending on the incorrect pressing order of one of the five sets of stop switches 40a, 40b, and 40c. The flags for the "Common Bell" role award game value does not depend on the pressing order, but the stopping pattern of the symbol combination differs depending on the pressing order. When the "Common Bell" flag is hit, stopping the middle stop switch 40b first results in a stop configuration where bell symbols are lined up in the upper part of the reel window 200, and a game value of "3" is assigned. However, if the other stop switches 40a and 40c are stopped first, the stop configuration will result in bell symbols lined up diagonally downwards to the right unless a special symbol is aimed at, and a game value of "3" is assigned. The notation "Left, Middle, Right" in Figure 7 indicates that the left stop switch 40a is operated first, followed by the middle stop switch 40b.
[0095] —Rotating Reel Control Unit— The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.
[0096] Specifically, if the lever 42 is operated while all of the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start all of the rotating reels 20a, 20b, and 20c. If a stop switch 40a, 40b, or 40c corresponding to the rotating reel 20a, 20b, or 20c is operated while at least one of the rotating reels 20a, 20b, or 20c is rotating, the rotating reel control unit 611 will stop the rotation of the rotating reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.
[0097] In rotation stop control, the rotation reel control unit 611 can stop the rotation of the rotation reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c, so that the combination of symbols corresponding to the winning combination indicated by the winning flag is placed on the active line L of the rotation reels 20a, 20b, and 20c, thereby resulting in a win.
[0098] Furthermore, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reels 20a, 20b, and 20c when each stop switch 40a, 40b, and 40c is operated. Pull-in control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c so that the symbols corresponding to the non-winning combination do not line up on the active line L.
[0099] Furthermore, while a special role is being carried over (in-bonus mode), the reel control unit 611 stops the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c. However, if the conditions for granting a special role are not met, it is possible to control the system so that the winning special role (bonus) is not awarded.
[0100] —Game Result Determination Unit— The game result determination unit 612 determines the game result based on the results of the internal lottery and the rotation stop control of the rotating reels 20a, 20b, and 20c. The game result refers to the result of determining whether or not a winning combination has been awarded based on the symbols that lined up on the active line L. Specifically, the game result determination unit 612 determines that a winning combination has been awarded when the combination of symbols that stopped on the active line L matches a predetermined combination of symbols.
[0101] —Game Progression Control Unit— The game progress control unit 614 controls the game progress based on the player's actions. In doing so, the game progress control unit 614 controls the game progress by the player based on settings set by the store staff.
[0102] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61, thereby clearing game data such as the first and second game states and game intervals. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.
[0103] —Section Control Unit— The section control unit 615 sets one of several game sections (normal section and advantageous section) when a player is playing the game.
[0104] Specifically, when the game section is in a normal section, the section control unit 615 sets (transitions) the game section from a normal section to a favorable section when the conditions for transitioning to a favorable section are met.
[0105] Furthermore, the section control unit 615 decides whether to maintain the advantageous section state or transition to the normal section if the game section is in an advantageous section. For example, if the game section is in an advantageous section and predetermined conditions are met, such as the second game state transitioning from the AT state to the general game state, the section control unit 615 will transition the game section from the advantageous section to the normal section, even if the forced termination conditions described later are not met.
[0106] Furthermore, the section control unit 615 forcibly transitions the game section from the advantageous section to the normal section when a forced termination condition is met, including when the difference in game value during the advantageous section, based on the quantity of game value at the time of entering the advantageous section, reaches, for example, 2400 coins.
[0107] In this embodiment, a limit is set on the difference in game value that can be obtained in the advantageous period. The difference is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. The limit on the difference in game value that can be obtained in the advantageous period is, as in the example of the forced termination condition of the advantageous period described above, when the difference in game value during the advantageous period, based on the amount of game value at the time of entering the advantageous period, reaches, for example, 2400 coins (a predetermined limit). Since the amount of game value at the time of entering the advantageous period is used as the basis (for example, the difference is indicated as "0"), the predetermined limit (2400 coins) can also be said to be the limit on the amount of increase that will result in a positive game value for players who have been playing continuously since entering the advantageous period. Let's explain using two specific examples. In the first example, suppose that the player remains in a losing state (the number of game value tokens bet is greater than the number of tokens paid out) from the start of the advantageous period, and the difference becomes negative, reaching a low point (for example, -1000 tokens). After that, suppose that the player remains in a winning state (the number of game value tokens bet is less than the number of tokens paid out), and the difference in game value from the start of the advantageous period returns to 0. Furthermore, if the winning state continues, the point at which the advantageous period is forcibly terminated, when the difference in game value from the start of the advantageous period reaches the predetermined limit of 2400 tokens, is when the difference in game value from the point at which the low point was reached reaches 3400 tokens. The player's remaining game value will temporarily become -1000 tokens, then become +3400 tokens, and the condition for the forced termination of the advantageous period is met when the total becomes +2400 tokens. On the other hand, in the second example, if the winning state continues from the time the advantageous period begins, the difference in game value from the time the advantageous period began will reach 2400 coins, and the advantageous period will be forcibly terminated. The condition for the forced termination of the advantageous period is met when the player's remaining game value never goes into the negative and reaches +2400 coins.
[0108] In this specification, the quantity of game value (e.g., the number of tokens) may be expressed as "number of tokens," and the difference between the quantity of game value bet and the quantity of game value obtained as a result of the game may be expressed as "difference in tokens." However, these expressions are not limited to gaming machines that use game media such as tokens, and for the sake of explanation, the term "number of tokens" is also used in gaming machines that use the quantity of digitized pseudo-game media as the quantity of game value.
[0109] Furthermore, if a setting value is changed or game data is cleared, the section control unit 615 sets the game section to the normal section, regardless of the game section immediately before the reset.
[0110] —Game State Control Unit— The game state control unit 616 sets the first game state and the second game state, respectively.
[0111] Specifically, the game state control unit 616 sets the first game state to one of the following: no special role carried over, special role carried over, or special role performed, and sets the second game state to one of the following: general game state, CZ (Chance Zone), or AT (Attack Time) state.
[0112] As an example, as shown in Figure 4, the game state control unit 616 sets the first game state to the no-special-win state when predetermined conditions such as RAM clearing or setting changes of the main control unit 61 are met. Immediately after a special win is won by internal lottery, the game state control unit 616 sets the first game state to the special-win-win-carry state. If that special win is awarded, the game state control unit 616 sets the first game state to the special-win-execution state.
[0113] Furthermore, as shown in Figure 5, the game state control unit 616 determines whether or not to set the second game state to the AT state (i.e., whether or not an AT has been won) based on the result of the AT lottery. If an AT lottery is won during the advantageous period, the game state control unit 616 sets the second game state to the AT state. Conversely, if an AT lottery is not won, the game state control unit 616 can set the second game state to the general game state or the CZ. Also, when the AT ends, the game state control unit 616 can transition the second game state from the AT state to the general game state or the CZ.
[0114] Although not shown in the diagram, the game state control unit 616 can control the transition between RT states. An RT state is an internal game state in which the probability of winning the replay flag is predetermined. The slot machine 1 has multiple RT states in which the probability of winning the replay flag is different from each other, and when the transition conditions for RT are met in any RT state, the game transitions from that RT state to another RT state. For example, during a special role carryover state in which AT can be executed, no transition of RT states occurs, and one RT state is maintained. In states other than the special role carryover state, transitions of RT states may occur.
[0115] ―Error detection unit― The error determination unit 617 determines whether or not various errors occur. Examples of various errors include backup failures, communication failures between the main control board P1 and the game value control board P2, connection failures between the slot machine 1 and the card unit 9, and reaching the upper limit of the number of credits.
[0116] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that occurred is sent from the main control unit 61 to the game value control unit 62 and the sub-control unit 63 as information about the error. As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 performs processing to notify the content of the error that occurred on the LCD screen 3, the sub-LCD screen 30, the speaker 102, etc.
[0117] <Game Value Control Unit> When the CPU reads and executes the program in the ROM, the game value control unit 62 functions as a media management unit 620 and a complete operation control unit 621.
[0118] -Media Management Department- The media management unit 620 performs processing and management of increases and decreases in game value (number of credits). For example, the media management unit 620 increases the managed game value in response to the transfer of game value from the card unit 9. When it receives a bet request for game value from the main control unit 61, the media management unit 620 determines whether betting is possible based on the managed game value and the bet request. If the managed game value is equal to or greater than the number of bets, the media management unit 620 determines that betting is possible and subtracts the bet amount from the managed game value. If the managed game value is less than the number of bets, the media management unit 620 determines that betting is not possible and performs processing to send a message to the main control unit 61 to that effect. If betting is not possible, the amount of managed game value is maintained.
[0119] If a payout-generating combination is drawn through an internal lottery and that combination is awarded, the media management unit 620 performs a process to increase the game value being managed by an amount corresponding to the type of combination awarded.
[0120] Furthermore, if the cancel button 45 is pressed, the media management unit 620 increases the game value being managed by the amount that was bet. If the counting button 46 is pressed, the media management unit 620 transfers the game value data being managed to the card unit 9.
[0121] Furthermore, the media management unit 620 calculates the difference in game value, which is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. Using this difference, the media management unit 620 calculates the following: (A) The difference in game value during each advantageous period. (B) The range (hereinafter referred to as MY value) which is the difference between the maximum and minimum values of the difference after the power of slot machine 1 has been turned on.
[0122] The above (A) is used to determine whether the conditions for the forced termination of the advantageous period are met. The above (A) is calculated continuously from the time the game period transitions from the normal period to the advantageous period until it transitions back to the normal period. Therefore, the above (A) is cleared when the game transitions back to the normal period and calculation begins again when the game transitions back to the advantageous period.
[0123] The above (B) is used to control the operation of the following complete function. The above (B) is calculated as long as the power to slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power to slot machine 1 is turned off and calculation starts again when it is turned on again.
[0124] Furthermore, the media management unit 620 determines whether the game value being managed, i.e., the number of credits, has reached the credit limit. If the number of credits reaches the credit limit, this fact is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 uses the LCD screen 3, speaker 102, and illuminated unit 103 to perform notification processing, prompting the player to operate the counting button 46 to transfer the credit count data to the card unit 9. While this notification processing is in progress, the main control unit 61 performs game stop processing, such as disabling the bet switch 41 and lever 42, to halt the progress of the game. This notification processing and game stop processing can be released when the number of credits falls below the credit limit by transferring the credit count data through the operation of the counting button 46.
[0125] Furthermore, if the number of credits is lower than the credit limit but close to the credit limit, the game may not be stopped, and instead a notification prompting the player to operate the counting button 46 may be issued.
[0126] —Complete Operation Control Unit— The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes greater than or equal to the upper limit of MY (for example, 19000 or more).
[0127] The complete function is a stop function that renders slot machine 1 unplayable. When the complete function is activated, the parts of slot machine 1 necessary for playing, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, become unresponsive. Therefore, even if the bet switch 41 is operated while slot machine 1 is activated, no bet will be processed. This complete function remains active unless the power to slot machine 1 is turned off by store staff. After the power to slot machine 1 is turned on again, the complete function is deactivated (the complete function is inactive).
[0128] Furthermore, if the complete operation control unit 621 becomes lower than the MY upper limit but close to or greater than the MY upper limit (for example, 18500 or more), it performs processing to send a pre-notification command to the sub-control unit 63 indicating that the complete function is about to be activated.
[0129] <Sub-control Unit> The CPU reads and executes the program in ROM, thereby enabling the sub-control unit 63 to function as the performance control unit 630 (corresponding to the notification control unit).
[0130] —Production Control Unit— The performance control unit 630 displays a selected performance video from among several types of performance videos on the LCD screen 3 or sub-LCD screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the performance video from the speaker 102, and illuminates the lighting unit 103 with a lighting pattern corresponding to the performance video. For example, if an AT or bonus is won, the performance control unit 630 selects a performance pattern to display that fact on the LCD screen 3 or sub-LCD screen 30, and controls the display of the LCD screen 3 or sub-LCD screen 30, the sound output of the speaker 102, and the illumination of the lighting unit 103 according to the performance pattern.
[0131] The performance control unit 630 causes at least one of the LCD screen 3 and speaker 102 to notify the correct operation pattern of the winning operation pattern during AT (assist function, i.e., instruction function).
[0132] Furthermore, if the notification conditions for an effect that suggests the setting value are met during gameplay, the effect control unit 630 will cause at least one of the LCD screen 3, speaker 102, and illuminated unit 103 to display the notification for the effect. This effect can be used by the player as one of the means to understand what the setting value of the slot machine 1 currently being played is. Notification conditions include when a rare role is won, when a special role (bonus) is performed, and when the AT ends.
[0133] -Game Flow- Figure 9 shows a part of the game flow of the slot machine 1 of this embodiment. In this embodiment, the machine is configured to allow gameplay in the normal game state in the normal section, the normal game state in the advantageous section, the chance zone (CZ) in the advantageous section, and the AT state in the advantageous section.
[0134] As shown in FIG. 9, if the transition condition to the advantageous section is satisfied in the general gaming state in the normal section, the gaming section transitions from the normal section to the advantageous section. When the CZ transition condition is satisfied in the general gaming state in the advantageous section, it transitions to CZ. When it transitions to CZ, an AT transition determination process (not shown) is executed. The AT transition determination process is a process for determining whether to transition from CZ to the AT state (special gaming state) by determining whether the AT transition condition is satisfied. If it is determined in the AT transition determination process that a transition to the AT state is to be made, it transitions from CZ to the AT state. For example, when it is determined that a transition to the AT state is to be made, the corresponding symbols for the pseudo bonus (blue 7, red 7) may be aligned, and when the corresponding symbols for the pseudo bonus are aligned, an enemy character described later is displayed, and the AT state may start from the next game. When the AT state ends, it transitions to the general gaming state in the normal section or the general gaming state in the advantageous section. On the other hand, if it is determined in the AT transition determination process in CZ that a transition to the AT state is not to be made, it transitions from CZ to the general gaming state in the advantageous section. Note that there may be a case where it transitions from the general gaming state in the advantageous section to the AT state without passing through CZ (referred to as a so-called direct hit). For example, there may be a case where it directly hits from the general gaming state to the AT state when the number of times of non-winning in CZ reaches a predetermined value.
[0135] <Processing in the AT state (second section)> Figure 10 shows an example of the presentation in AT state. As shown in Figure 10, the main control unit 61 and the sub-control unit 63 execute a game in AT state that includes a battle presentation in which the player defeats enemy characters. The sub-control unit 63 displays (notifies) the hit points of the enemy character 50 (corresponding to a parameter) on the LCD screen 3 in AT state. As shown in Figure 10, the sub-control unit 63 notifies the player that the presentation aims to reduce the hit points of the enemy character 50 by having the player character attack, and to reduce the hit points of the enemy character 50 to 0. The value of the hit points of the enemy character 50 may be expressed numerically, but in this embodiment it is expressed as a progress bar (gauge). When the value of the hit points of the enemy character 50 is at the initial value (full, maximum value), the bar is completely filled, and when the value of the hit points of the enemy character 50 is 0 (target value), the bar is no longer filled. If the allied characters can reduce the enemy character's hit points from 50 to 0 through repeated attacks, the enemy character is considered defeated, the AT extension condition is met, and the main control unit 61 decides to extend the AT state. If the main control unit 61 decides to extend the AT state, the sub-control unit 63 notifies the player of a battle sequence in which a new enemy character is defeated in the new AT state.
[0136] The AT state has a minimum AT execution period (compensation period, number of compensatory games) set, which represents the shortest period of time during which the AT state can be executed, and it is guaranteed that the AT state will continue until the minimum AT execution period (compensation period) has elapsed. The game aims to defeat enemy characters before the minimum AT execution period (compensation period) has elapsed while in the AT state. In this embodiment, the minimum AT execution period (compensation period) is managed in terms of the number of games by the main control unit 61, and the sub-control unit 63 displays information regarding the minimum AT execution period (compensation period) and the elapsed game period as the remaining number of games 51 on the LCD screen 3. On the other hand, after the minimum AT execution period (compensation period) has elapsed (after the number of compensatory games has been used up), the AT termination condition is met by hitting or winning an AT termination role.
[0137] In this embodiment, there are multiple types of AT states. Each of the multiple types of AT states corresponds to a different enemy character. A different hit point of 50 is set for each enemy character, and each AT state has a minimum AT execution period (compensation period) of a length corresponding to the hit point of 50 of the enemy character. The larger the hit point of the enemy character, the longer the minimum AT execution period (compensation period) is set. For example, if the hit points of enemy characters A, B, and C are set in ascending order, the number of compensation games for the AT state of enemy character A may be 25, the number of compensation games for the AT state of enemy character B may be 40, and the number of compensation games for the AT state of enemy character C may be 60. When transitioning from a general game state or a CZ to an AT state, or when an AT extension condition is met in an AT state, the main control unit 61 selects one AT state from the multiple types of AT states.
[0138] As shown in the upper part of Figure 10, the main control unit 61, in AT state, inflicts damage on the enemy character with a normal attack corresponding to the winning combination or prize combination for each game, reducing the enemy character's hit points of 50, and the sub-control unit 63 executes the animation process to reduce the enemy character's hit points of 50. In addition, the sub-control unit 63 displays an image on the LCD screen 3 representing the amount of points 52 held, which are used to activate the ally character's special attack. The amount of points 52 held is represented by the number of colored frames out of five frames, but it may also be represented by a numerical value. As shown in the lower part of Figure 10, when the amount of points 52 held meets a predetermined condition (for example, accumulating 5 points), the ally character's special attack is activated. The average value of damage from special attacks is relatively larger than the average value of damage from normal attacks. In other words, in AT state, accumulating points 52 and aiming to activate special attacks makes it easier to extend the AT state, thus making it possible to advance the AT state more advantageously.
[0139] [Processing in AT state (second section): Parameter management processing] The processing configuration for realizing the AT state presentation processing and game progression processing shown in Figure 10 will be explained using Figure 9. As shown in Figure 9, the main control unit 61 can execute parameter management processing in the AT state. In the parameter management processing, the main control unit 61 stores and manages the changeable hit points 50 (parameter value) of the enemy character. The sub-control unit 63 may notify the value of the hit points 50 or an image corresponding to the value. The parameter value can change from an initial value (maximum value of hit points 50) for each enemy character towards a target value (value of hit points 50 is 0). The parameter value can change by executing the first change processing and second change processing described later.
[0140] [Processing in AT state (second section): Second transformation processing (normal attack processing)] As shown in Figure 9, the main control unit 61 can execute the second change process (normal attack process) in AT state. The second change process (normal attack process) is performed by the main control unit 61 for each game, inflicting damage with a normal attack according to the winning role or prize role, and changing (decreasing) the hit points of the enemy character 50. The amount of damage is determined by the main control unit 61 through a lottery process. For example, the lottery table may be set so that rare roles inflict more damage than replays or small roles. When the hit points of the enemy character 50 are changed (decreased) by the main control unit 61 through a normal attack, the sub-control unit 63 notifies the LCD screen 3 that the hit points 50 have changed. In the AT extension decision process described later, if the value of hit points 50 is 0, the main control unit 61 decides to extend the game period in AT state. Therefore, the process by which the main control unit 61 reduces hit points 50 changes the value of hit points 50 in a direction that makes it more likely for the main control unit 61 to decide to extend the game period in AT state in the AT extension decision process (decreasing direction).
[0141] [Processing in AT state (second section): First transformation processing (technique attack processing)] As shown in Figure 9, the main control unit 61 can execute the first change process (technique attack process) in AT state. The second change process (normal attack process) is executed by the main control unit 61 when the amount of points 52 held meets a predetermined condition (in this embodiment, a predetermined value (5)). This process inflicts great damage with a technique attack and changes (reduces) the hit points 50 of the enemy character. The amount of damage is determined by the main control unit 61 through a lottery. The average value of damage from technique attacks is greater than the average value of damage from normal attacks. There are multiple types of technique attacks, and the main control unit 61 determines which technique attack to activate from among the multiple types of technique attacks according to the winning combination or prize combination. The multiple types of technique attacks include technique attacks that simply inflict damage and technique attacks that have an effect in one or more games after the technique attack is activated. The effect of technique attacks that have an effect in one or more games after the technique attack is activated includes the effect of inflicting damage and the effect of changing the state of the enemy character to a state in which damage from attacks increases (abnormal state). When an enemy character's hit points change (decrease) by a special attack, the sub-control unit 63 notifies the LCD screen 3 that the hit points have changed. When a special attack is activated, the main control unit 61 subtracts a predetermined value (5) from the current amount of points 52 and sets the remaining value as the new amount of points 52. For example, if the current amount of points 52 is 4, and 2 points 52 are added in the point allocation process described later, the current amount of points 52 becomes 6, and the special attack is activated. After that, the current amount of points 52 becomes 1 (6-5=1). If the current amount of points 52 is a multiple of the predetermined value (5), the special attack will be activated repeatedly.
[0142] [Processing in AT state (second section): AT extension decision process] As shown in Figure 9, the main control unit 61 can execute an AT extension decision process (equivalent to a decision process) in the AT state. The AT extension decision process determines whether the enemy character's hit points 50 have reached 0, and if the enemy character's hit points 50 have reached 0, the main control unit 61 decides to extend the AT state. If the main control unit 61 decides to extend the AT state, the main control unit 61 determines the type of AT state to be executed next (i.e., the next enemy character) from among several types of AT states, and after the execution of predetermined operations (such as preparation operations), the main control unit 61 starts the execution of the next AT state. In other words, the AT extension decision process determines whether or not to extend the game duration of the AT state based on the value of the enemy character's hit points 50. Furthermore, the AT extension decision process determines whether to extend the game duration of the AT state if the enemy character's hit points 50 reach the target value (0).
[0143] [Processing in AT state (second section): AT termination decision process] As shown in Figure 9, the main control unit 61 can execute an AT termination decision process in the AT state. The AT termination decision process is a process in which the main control unit 61 counts the number of games played in the AT state, and after the AT compensation number of games have been played, the main control unit 61 determines that the AT termination condition has been met by hitting or winning an AT termination symbol, and decides to terminate the AT state. Even after the AT compensation number of games have been played, it is possible to continue playing in the AT state as long as the AT termination symbol is not hit or won. For example, the AT termination symbol may be a replay.
[0144] [Processing in AT state (second section): Accumulation mode (first state) and normal mode (second state)] As shown in Figure 9, the main control unit 61 can execute game progression in any of a plurality of states, including accumulation mode (first state) and normal mode (second state), when in AT state. In accumulation mode (first state), the main control unit 61 can execute a point awarding process that awards points 52. When points are awarded by the main control unit 61, the sub-control unit 63 displays an image corresponding to the amount of points 52 held on the LCD screen 3. In contrast, in normal mode (second state) of this embodiment, the main control unit 61 does not execute the above point awarding process. As illustrated in Figure 10, the sub-control unit 63 notifies the player of an effect 53 that displays or suggests whether the current AT state is accumulation mode (first state) or normal mode (second state).
[0145] In normal mode (second state), the player can transition from normal mode (second state) to accumulation mode (first state) by winning or placing a prize in the second role (bells 1-2 shown in Figure 8). In accumulation mode (first state), the main control unit 61 can transition from accumulation mode (first state) to normal mode (second state) by consuming a predetermined game period (a predetermined number of games in accumulation mode in this embodiment) that is set in advance for each accumulation mode (first state). The predetermined game period (a predetermined number of games in accumulation mode in this embodiment) is set to be longer the greater the value of the enemy character's hit points 50. In normal mode (second state) and accumulation mode (first state), the above-mentioned parameter management process, second change process, AT extension decision process, and AT termination decision process can be executed. In accumulation mode (first state), the second change process can be executed.
[0146] In accumulation mode (first state), as described above, the main control unit 61 can execute point awarding processing when the first role (replay shown in Figure 8) is won. Also, in accumulation mode (first state), when the first role is won, an instruction function is activated that causes the specific symbol (★ star symbol) shown in Figure 3 to be aligned in a straight line on the reel window 200. This instruction function is a push order navigation where the first stop is the middle stop switch 40b. The second and third stops are either right → left or left → right. If the push order indicated by this instruction function is followed, the specific symbol (★ star symbol) shown in Figure 3 will be aligned in a straight line on the reel window 200, the first role (replay) will be awarded, and points 52 will be awarded. On the other hand, if the player does not follow the button press sequence instructed by this instruction function, the specific symbol (★ star symbol) shown in Figure 3 will not line up in a straight line on the reel window 200, and instead the replay symbol will line up in a straight line on the reel window 200, the first prize (replay) will be awarded, and 52 points will be granted. Thus, in the accumulation mode (first state), if the first prize (replay) is won, 52 points will be granted, but if the player follows the instruction function, the specific symbol (★ star symbol) will line up in a straight line on the reel window 200, and if the player does not follow the instruction function, the specific symbol (★ star symbol) will not line up in a straight line on the reel window 200, and the replay symbol (other symbol) will line up in a straight line on the reel window 200. This clearly indicates that 52 points will be awarded. The amount of 52 points awarded by the main control unit 61 is 1 or more and is determined by the lottery process. Sometimes one 52 point is awarded, and sometimes two 52 points are awarded. The larger the enemy character's hit points (50), the greater the amount of 52 points awarded. Furthermore, the bar No. 8 on the left reel, as shown in Figure 8, is treated the same way as the star symbol. This ensures that, for the left reel as well, if the button press order is followed, the star symbol will always align in a straight line on the reel window 200 through a maximum of 4-frame pull-in control.
[0147] In normal mode (second state), as described above, the point awarding process is not performed by the main control unit 61. In normal mode (second state), when the first role (replay shown in Figure 8) is won, an instruction function is activated that prevents the specific symbol (★ star symbol) shown in Figure 3 from being aligned in a straight line on the reel window 200. This instruction function is different from the push order navigation displayed when the first role is won in accumulation mode (first state) to align the specific symbol (★ star symbol) in a straight line on the reel window 200, and is a push order navigation to prevent the specific symbol (★ star symbol) from being aligned on the reel window 200. Examples of such push order navigation include a push order navigation that instructs the first stop to be a stop switch 40a or 40c other than the middle stop switch 40b, or a push order navigation where the first stop is the middle stop switch 40b, but the second and third stops are in an order that does not result in the alignment of the specific symbol. If the player follows the button press sequence indicated by this instruction function, the specific symbol (★ star symbol) shown in Figure 3 will not line up in a straight line on the reel window 200, and instead the replay symbol will line up in a straight line on the reel window 200, resulting in a first win (replay). In this case, although the first win is achieved, no points 52 are awarded because the mode is "normal mode (second state)". On the other hand, if the player presses stop switches 40a, 40b, and 40c without following the button press sequence indicated by this instruction function, and the sequence happens to be the same as the sequence in which the specific symbol (★ star symbol) lines up, the specific symbol (★ star symbol) shown in Figure 3 will line up in a straight line on the reel window 200, resulting in a first win (replay). However, since the mode is "normal mode (second state)", no points 52 are awarded in this case either. Therefore, in normal mode (second state), even if a replay (first role) is won and the button press order is followed, the special symbol (★ star symbol) will not line up. However, in accumulation mode (first state), if a replay (first role) is won, the special symbol (★ star symbol) will line up by following the button press order. For this reason, it can be said that accumulation mode (first state) is a state in which the special symbol is more likely to line up compared to normal mode (second state).
[0148] [Processing in AT state (second section): Third transformation processing (continuous high-damage attack processing)] Although not shown in Figure 9, the main control unit 61 can execute the third transformation process (continuous high-damage attack process) in AT state. The third transformation process (continuous high-damage attack process) deals more damage than a normal attack and changes (reduces) the enemy character's hit points by 50 when the fourth role (bell role), which is different from the first role, is hit or awarded a predetermined number of times in a row (for example, 5 times). In the counting process for the fourth role (bell role), the counting process for the fourth role (bell role) continues even if the first role (replay) is hit in the first state (accumulation mode). As a result, even if the first role (replay) is hit in the first state (accumulation mode) and a specific symbol (★ star symbol) is lined up, and points of 52 are awarded, the count value of the fourth role (bell role) is not reset. For example, by hitting or winning in the sequence of Bell → Bell → First Role (Replay) in the First State (Accumulation Mode) → Bell → Bell → Bell, a large amount of damage can be dealt through the Third Transformation Process (Continuous High Damage Attack Process). The bell role includes both the order-based bell and the common bell. The first role (replay) has a different role depending on whether the mode at the time of winning is the first state (accumulation mode) or the second state (normal mode). In the second state (normal mode), even if you win the first role (replay), you only get a replay and can play again in the next game, and no points are awarded. On the other hand, in the first state (accumulation mode), not only do you get a replay and can play again in the next game, but you can also accumulate points, so it plays the role of a "chance role". Therefore, in the first state (accumulation mode), if the first role (replay) is won while the fourth role has been won consecutively, the counting process for the fourth role continues.
[0149] [Processing in AT state (second section): Payout instruction function] The multiple AT states include a first-type AT state and a second-type AT state in which the number of game values obtained per unit game is greater than in the first-type AT state (the net increase in coins is relatively larger). When a payout role that results in a payout of game value is won in the AT state, an instruction function (push order navigation) is activated that instructs the order in which to press the stop switches 40a, 40b, and 40c. When the "middle-press bell 1" and "middle-press bell 2" among the payout roles and push order bells shown in Figure 8 are won, the sub-control unit 63 notifies the player of the push order for the first stop, second stop, and third stop, regardless of whether the state is the first-type AT state or the second-type AT state. As a result, "middle-press bell 1" and "middle-press bell 2" are always won, and a predetermined number of game values corresponding to the role are awarded (paid out). In this embodiment, the first stop of the first role used in the point awarding process is an irregular press where the operation part is other than the left stop switch 40a. If the first stop operation unit (internal stop switch 40b) for a winning payout is the same as the first stop operation unit (internal stop switch 40b) for the first payout used in the point awarding process, the order in which all operation units are pressed is instructed to ensure gameplay by avoiding any difference in the instruction patterns of the instruction function performed in the point awarding process.
[0150] On the other hand, when the "Right-Press Bell 1 (corresponding to the 3rd role)" and "Right-Press Bell 2 (corresponding to the 3rd role)" among the payout roles and push-order roles shown in Figure 8 are hit, the instruction function (push-order navigation) in the Type 1 AT state and the instruction function (push-order navigation) in the Type 2 AT state are made different. The first stop for "Right-Press Bell 1" and "Right-Press Bell 2" is an irregular push where the operation part other than the left stop switch 40a is used. If the operation part of the first stop of the hit payout role (right stop switch 40c) is different from the operation part of the first stop of the 1st role used in the point awarding process (middle stop switch 40b), even if the instruction pattern of the instruction function (push-order navigation) that is activated is different from the instruction pattern of the instruction function (push-order navigation) that is activated in the point awarding process, it does not affect the gameplay of the point awarding process. Specifically, in the Type 2 AT state, the instruction function instructs the operation of all of the operation parts (the three stop switches 40a, 40b, and 40c) out of the multiple operation parts (the three stop switches 40a, 40b, and 40c). For example, in the Type 2 AT state, when "Right-Press Bell 1" or "Right-Press Bell 2" is won, the instruction will be to press in the order of right → middle → left, or right → left → middle. As a result, if the stop switches 40a, 40b, and 40c are pressed in the order instructed by the instruction function, the winning combination will be guaranteed, and a predetermined number of game value (payout) corresponding to the combination will be awarded. On the other hand, in the Type 1 AT state, the instruction function does not instruct the operation of some of the operation parts (the second and third stop switches) out of the multiple operation parts (the three stop switches 40a, 40b, and 40c). In this embodiment, in the first type AT state, the correct pressing order for the third role, "Right-Press Bell 1" and "Right-Press Bell 2," is an irregular pressing order with the right stop switch 40c as the first stop. Therefore, the pressing order navigation function only indicates the operation for the first stop, and does not indicate the operation for the second and third stops.As a result, in the first type of AT state, when the third combination, "Right-Pressed Bell 1" or "Right-Pressed Bell 2," is won, there is approximately a 50% chance that "Right-Pressed Bell 1" or "Right-Pressed Bell 2" will be awarded. Consequently, it becomes possible to make the net increase in coins in the first type of AT state when the third combination ("Right-Pressed Bell 1" and "Right-Pressed Bell 2") is won lower than the net increase in coins in the second type of AT state.
[0151] [1] As in this embodiment, the slot machine 1 (gaming machine) is capable of performing a process to advance the game in any of a plurality of sections, including a first section (general game state, CZ) and a second section (AT state) which is more advantageous to the player than the first section (general game state, CZ). In the second section (AT state), it may be capable of performing a process to manage the value of a parameter (value of hit points 50), a decision process (AT extension decision process) to decide whether or not to extend the game period in the second section (AT state) based on the value of the parameter (value of hit points 50), a process to decide whether or not to grant points 52 (point granting process), and a first change process (technique attack process) which, if the number of points 52 held satisfies predetermined conditions (5), changes the value of the parameter (value of hit points 50) in a direction that makes it more likely to decide to extend the game period in the second section (AT state) in the decision process (AT extension decision process) (in the direction of decreasing points).
[0152] <Effects of the invention> According to this embodiment, in a game that has a process for determining whether or not to extend the game duration in the second section (AT state) based on the parameter value (value of hit point 50), point 52 can be awarded, and if the amount of point 52 held satisfies predetermined conditions, a first change process (technique attack process) can be executed that changes the parameter value (value of hit point 50) in a direction that makes it more likely to decide to extend the game duration in the second section (AT state), thus providing a gaming machine with novel gameplay.
[0153] [2] In the gaming machine described in [1] above, the parameter value (the value of hit points 50) can change from an initial value (the maximum value of hit points 50 for each enemy character) toward a target value (0), and the decision process (AT extension decision process) can decide to extend the game period in the second section (AT state) when the parameter value (the value of hit points 50) reaches the target value (0). Thus, there is a target value (0) that determines whether the game duration in the second section (AT state) is extended, and the parameter value (the value of hit points at 50) changes toward the target value (0). Therefore, the basis for extending the game duration in the second section (AT state) is clear, making it possible to provide an easy-to-understand and enjoyable game.
[0154] [3] In the gaming machine described in [1] or [2] above, if the number of points 52 held does not satisfy the predetermined conditions (5), a second change process (normal attack process) can be executed in which the parameter value (value of hit point 50) is changed in a direction that is likely to be determined to extend the game period in the second section (AT state) (decreasing direction) during the decision process (AT extension decision process), and the average amount of parameter change due to the first change process (technique attack process) may be greater than the average amount of parameter change due to the second change process (normal attack process). This configuration allows players to be motivated to increase their points by aiming for the first change process (technique attack process), which results in a greater average change in parameters than the second change process (normal attack process), thereby providing an interesting gameplay experience.
[0155] [4] In any of the above [1] to [3], an internal lottery process is possible to determine the winning role from among multiple roles in a symbol variation game, and in the second section (AT state), it is possible to proceed with the game in either a first state (accumulation mode) in which 52 points can be awarded, or a second state (normal mode) in which 52 points are less likely to be awarded than in the first state (accumulation mode) or 52 points are not awarded, and it is also possible to perform a process to transition from the second state (normal mode) to the first state (accumulation mode) depending on the winning role or prize awarded during the game in the second section (AT state). This configuration makes it possible to provide games in which players hope to win a winning combination that will transition them from the second state (normal mode) to the first state (accumulation mode), or games in which players aim to win a prize that will transition them from the second state (normal mode) to the first state (accumulation mode).
[0156] [5] The gaming machine described in [4] above may be configured such that, in the first state (accumulation mode), when an internal win occurs for the first role, an instruction function is capable of instructing the player to perform an operation to align a specific symbol (★ star symbol), and in the second state (normal mode), when an internal win occurs for the first role (replay), the player is not instructed to perform an operation to align a specific symbol (★ star symbol). The failure to instruct the player to match a specific symbol (★ star symbol) means that the instruction function itself is not executed, or that the instruction function is executed but the instructions indicate an operation that does not involve matching the specific symbol. In this way, even if the same first prize is won, the execution of the instruction function and the content of the instructions will differ depending on whether the first or second state is reached, making it possible to provide an interesting game.
[0157] [6] The gaming machine described in [4] or [5] above is capable of executing an instruction function that instructs the user to align a specific symbol (★ star symbol) when an internal win occurs for the first role (replay) during gameplay in the second section (AT state), and is capable of executing a process that transitions from the second state (normal mode) to the first state (accumulation mode) when an internal win occurs or a prize is awarded for a second role (common bell) different from the first role (replay) during gameplay in the second section (AT state). This configuration makes it possible to provide a game in which the player aims to internally win or place a prize in a second role (common bell) that is different from the first role (replay) used in the point-granting process.
[0158] [7] The gaming machine described in any of [1] to [6] above is capable of performing an internal lottery process to determine the winning role among multiple roles in a symbol variation game, and when the first role (replay) is internally won in the second section (AT state), it is possible to perform an instruction function that instructs the operation to align a specific symbol (★ star symbol) and awards 52 points, and when the third role (right-press order bell 1, 2) different from the first role (replay) is internally won in the second section (AT state), it is possible to perform an instruction function that does not instruct the operation of some of the operation parts among the operation parts, or to not perform the instruction function at all.
[0159] [8] A gaming machine described in any of the above [1] to [7] may be capable of performing the following: an internal lottery process to determine the winning role from among multiple roles in a symbol variation game; a process to assign a number of game values corresponding to the winning role; a process to instruct all of the operations for multiple operation units to be performed when an internal win is made for a payout role (right-push order bell 1 to 2) that assigns game value when a win is made in the second section (AT state); and a process to not instruct some of the operations for multiple operation units to be performed when an internal win is made for a payout role (right-push order bell 1 to 2) in the second section (AT state). With this configuration, even if the same payout combination is internally selected, for example, the instruction function can control the number of game values awarded per unit game (net increase in tokens), making it possible to change the net increase in tokens without affecting the gameplay.
[0160] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.
[0161] (A) In the above embodiment, the first section is a general game state or a CZ and the second section is an AT state (special game state), but is not limited thereto. For example, the first section may be a general game state and the second section may be a CZ, or the first section may be an AT state (special game state) and the second section may be a section (extension zone) that can extend the period of the AT state (special game state).
[0162] (B) In the above embodiment, the minimum AT execution period, which is one of the AT termination conditions, is managed by the number of games, but is not limited to this. For example, the minimum AT execution period may be managed by the difference in the number of tokens, or by the number of instructions that can be given to execute the instruction function. In the above embodiment, information regarding the minimum AT execution period (compensation period) and the elapsed game time is reported as "51 remaining games," but this is not limited to this. For example, both the number of games played and the minimum guaranteed number of AT games may be reported. Information regarding the ratio of the elapsed game time to the minimum AT execution period (compensation period) may also be displayed.
[0163] (C) In the second transformation process (normal attack process) of the above embodiment, damage is dealt by a normal attack according to the winning combination or prize combination for each game, but this is not limited to this. Damage may be dealt by a normal attack according to the winning combination or prize combination after each game. In the second transformation process (normal attack process) and the first transformation process (technique attack process), the amount of damage is determined by a random draw process, but is not limited to this. For example, it may be a fixed value set according to the hand. Alternatively, it may be fixed regardless of the hand. Furthermore, there may be differences in the amount of damage depending on the setting.
[0164] (D) The normal mode (second state) of the above embodiment is a state in which no points are awarded because the point awarding process is not performed, but is not limited to this. For example, the point awarding process may be performed even in the normal mode (second state). In that case, the average value of points awarded in the point awarding process in the normal mode (second state) may be smaller than the average value of points awarded in the point awarding process in the accumulation mode (first state).
[0165] The bet switch 41 may also be provided with a MAX bet switch for automatically betting a predetermined number of game values (for example, 3 coins) and a separate bet switch for betting less than the predetermined number of game values (for example, 1 or 2 coins).
[0166] In the above embodiment, the case in which the bed switch 41 and the lever 42 are provided separately was illustrated, but the lever 42 may also perform the function of the bed switch 41.
[0167] In the above embodiment, AT and bonus were given as examples of advantageous game states, but ART may also be included in advantageous game states. CZ is a game state in which the probability of entering AT and the probability of replay are higher than when it is not a CZ. ART is a game state in which the probability of replay is higher than in the normal game state and the correct operation pattern of the operation pattern role is notified. Furthermore, the probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.
[0168] In addition to visual cues, the presentation that suggests the setting value may also include, for example, when the rotation of the reels 20a, 20b, and 20c stops, the symbols visible through the reel window 200 become special symbols.
[0169] In the above embodiment, the case where the gaming machine is an AT-type slot machine was given as an example. However, the gaming machine can also be an ART-type slot machine or other types of machines other than AT machines. Furthermore, the gaming machine is not limited to slot machines, and can also be a pinball game machine such as a pachinko machine.
[0170] In the above embodiment, an example was given where the gaming machine is a coinless machine. However, the gaming machine is not limited to a coinless machine; it can also be a conventional slot machine that uses actual tokens.
[0171] In the above embodiment, the case where the card unit 9 and the slot machine 1 are separate was illustrated. However, at least some of the functions of the card unit 9 may be incorporated into the slot machine 1.
[0172] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of Symbols]
[0173] 1: Slot machine (amusement machine)
Claims
1. The system can perform a process to advance the game in any of several sections, including a first section and a second section which is more advantageous to the player than the first section. In the second section, The process of managing parameter values, A decision process to determine whether or not to extend the game period in the second section based on the value of the parameter, The process of deciding whether or not to award points, When the number of points held satisfies predetermined conditions, a first change process changes the value of the parameter in a direction that makes it more likely to determine in the decision process that the game period in the second section will be extended, It is possible to do this, The values of the aforementioned parameters can be changed from their initial values towards their target values. The aforementioned decision process can determine whether to extend the game period in the second section when the value of the parameter reaches the target value.
2. The system is capable of performing a process in which the game is played in any of a plurality of sections, including a first section and a second section which is more advantageous to the player than the first section. In the second section, The process of managing parameter values, A decision process to determine whether or not to extend the game period in the second section based on the value of the parameter, The process of deciding whether or not to award points, When the number of points held satisfies predetermined conditions, a first change process changes the value of the parameter in a direction that makes it more likely to determine in the decision process that the game period in the second section will be extended, It is possible to do this, If the number of points held does not satisfy the predetermined conditions, a second change process can be executed in which the value of the parameter is changed in a direction that makes it more likely to decide to extend the game period in the second section during the decision process. A gaming machine in which the average amount of change in the parameter due to the first change processing is greater than the average amount of change in the parameter due to the second change processing.
3. The system is capable of performing a process in which the game is played in any of a plurality of sections, including a first section and a second section which is more advantageous to the player than the first section. In the second section, The process of managing parameter values, A decision process to determine whether or not to extend the game period in the second section based on the value of the parameter, The process of deciding whether or not to award points, When the number of points held satisfies predetermined conditions, a first change process changes the value of the parameter in a direction that makes it more likely to determine in the decision process that the game period in the second section will be extended, It is possible to do this, In a game with variable symbols, an internal lottery process can be executed to determine the winning combination from among multiple combinations. In the second section, the game can proceed in either a first state in which points can be awarded, or a second state in which points are less likely to be awarded than in the first state, or no points are awarded at all. A gaming machine capable of performing a process to transition from the second state to the first state depending on the winning combination or prize combination in the game in the second section.
4. The system is capable of performing a process in which the game is played in any of a plurality of sections, including a first section and a second section which is more advantageous to the player than the first section. In the second section, The process of managing parameter values, A decision process to determine whether or not to extend the game period in the second section based on the value of the parameter, The process of deciding whether or not to award points, When the number of points held satisfies predetermined conditions, a first change process changes the value of the parameter in a direction that makes it more likely to determine in the decision process that the game period in the second section will be extended, It is possible to do this, In a game with variable symbols, an internal lottery process can be executed to determine the winning combination from among multiple combinations. In the game of the second section, if an internal win occurs in the first role, an instruction function is executed to instruct the player to perform an operation to align specific symbols, and the process of awarding the points is executed. A gaming machine in which, when an internal win occurs in the second section of gameplay for a third role different from the first role, an instruction function is executed that prevents some of the multiple operation units from being instructed to be operated, or the instruction function is not executed at all.
5. The system is capable of performing a process in which the game is played in any of a plurality of sections, including a first section and a second section which is more advantageous to the player than the first section. In the second section, The process of managing parameter values, A decision process to determine whether or not to extend the game period in the second section based on the value of the parameter, The process of deciding whether or not to award points, When the number of points held satisfies predetermined conditions, a first change process changes the value of the parameter in a direction that makes it more likely to determine in the decision process that the game period in the second section will be extended, It is possible to do this, In a game with changing symbols, an internal lottery process determines the winning combination from among multiple combinations, A process to assign a number of game values corresponding to the winning combination, When a winning combination is achieved during the game in the second section, and an internal win is made for a payout that grants the game value, the process involves instructing all of the multiple control units to perform operations. In the game of the second section, when an internal win occurs in the payout role, the process of not instructing operation on some of the operation units among the multiple operation units, A gaming machine capable of performing the following actions.