Gaming machine
The gaming machine addresses excessive gambling stimulation by managing game states and digestion time conditions, offering a balanced gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- ENTERRISE CO LTD
- Filing Date
- 2024-06-20
- Publication Date
- 2026-06-24
AI Technical Summary
Conventional gaming machines fail to adequately suppress the excessive stimulation of the gambling nature during special gaming states.
A gaming machine with a game state control unit that manages normal and special game states, setting conditions for digestion time, and adjusting the average value of digestion time to mitigate excessive gambling stimulation.
The gaming machine effectively reduces excessive gambling stimulation by controlling game states and digestion time, providing a balanced gaming experience.
Smart Images

Figure 0007879468000001 
Figure 0007879468000002 
Figure 0007879468000003
Abstract
Description
Technical Field
[0001] The present disclosure relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines having special gaming states such as AT (assist time) have been known (see Patent Document 1). In such gaming machines, it is contrived so as not to overly stimulate the gambling nature of the game, for example, when the difference in the number of cards in the advantageous section becomes a predetermined value or more, it shifts to the normal section.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, it cannot be said that only the above-described functions can suppress overly stimulating the gambling nature of the game.
[0005] An object of the present disclosure is to suppress overly stimulating the gambling nature of the game.
Means for Solving the Problems
[0006] The present disclosure includes a game state control unit capable of controlling a game state including a normal game state and a special game state more advantageous than the normal game state, and is provided with in the special game state, conditions regarding the digestion time of the game are set, the average value of the digestion time, or the digestion time, may be larger after the conditions are satisfied than before the conditions are satisfied, and is a gaming machine.
Effects of the Invention
[0007] According to this disclosure, it is possible to provide a gaming machine that can suppress excessive stimulation of the gambling instinct during gameplay. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of a 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 within the gameplay period. [Figure 5] This diagram illustrates the state transitions in the first game state. [Figure 6] This diagram illustrates the state transitions in the second game state. [Figure 7] This diagram explains the range (MY) and the difference in the advantageous interval. [Figure 8] This diagram illustrates the connection / communication relationships between the main control board, the game value control board, and the sub-control board. [Figure 9] This is a flowchart illustrating the operational process of a slot machine. [Figure 10] This is a flowchart illustrating the process of suppressing gambling impulses. [Modes for carrying out the invention]
[0009] [First Embodiment] A slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to Figures 1 to 10. Note that the embodiments described below are merely examples of the present invention, and embodiments of the present invention can be appropriately modified without altering the gist of the invention. Furthermore, 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 via other circuit boards or devices.
[0010] As shown in FIG. 1, the slot machine 1 of the present embodiment is a reel-type gaming machine in which the quantity of game values is managed by electronic data (hereinafter referred to as "game value data") without using physically existing medals.
[0011] In this slot machine 1, unlike conventional slot machines, there is no need to insert physically existing medals, nor are physically existing medals paid out. In the slot machine 1, a pseudo-game medium converted into electronic data is used as game value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed reel gaming machine, etc.
[0012] First, the card unit 7 connected to this slot machine 1 will be described below.
[0013] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.
[0014] In addition, the card unit 7 can store a card 70 that stores game value data as electronic data in place of physically existing medals inside it.
[0015] In addition, the card unit 7 can mainly perform a game value lending process associated with the transfer of game value data to the slot machine 1 and, conversely, a discharge process of the card 70 associated with the transfer of game value data from the slot machine 1.
[0016] In addition, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 620 (described later) of the slot machine 1.
[0017] Furthermore, the card unit 7 is equipped with a lending button 71. When a banknote is inserted into the card unit 7 by the operator, and then the lending button 71 is operated by the operator, a lending signal is generated and transmitted to the media management unit 620.
[0018] In this specification, "operator" refers to all users who are playing a game, users who have finished playing (including users walking around the store), and store staff. However, if necessary, they may be referred to individually as "store staff," "player," etc.
[0019] Inside the card unit 7, in addition to an interface for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit-side control unit 75 are provided, as shown in Figure 2.
[0020] The cash management mechanism 73 introduces banknotes inserted through an opening (not shown) for inserting cash into the card unit 7, and also detects and stores the banknotes.
[0021] The card management mechanism 74 receives and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 through the opening when the ejection button 72 is operated.
[0022] The card unit-side control unit 75 consists of a microcontroller, RAM, and ROM. The card unit-side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, processes the lending of game value, authenticates the card 70, and reads and writes data from the card 70.
[0023] The operation of the cash management mechanism 73 includes processes to operate the cash management mechanism 73 so that the inserted banknotes are introduced into the card unit 7, processes to issue an error notification if the inserted banknotes become jammed in the cash management mechanism 73, and processes to add the game value corresponding to the inserted banknotes to the current loan balance and temporarily store it in RAM.
[0024] The operation of the card management mechanism 74 includes processes such as operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, and operating the card management mechanism 74 so that the card 70 is ejected when the eject button 72 is operated.
[0025] The lending process for game value includes the process of transmitting the game value data to be lent to the slot machine 1 (the media management unit 620 mounted on the game value control unit 62 described later) in response to the operation of the lending button 71. At that time, the card unit 7 also performs a process of subtracting the game value data to be lent from the game value data of the lending balance that is temporarily stored in the RAM.
[0026] In the authentication process for card 70, when card 70 is inserted into the opening and a PIN is entered via the display panel, it is determined whether the entered PIN matches the PIN written on the card. If the card unit control unit 75 determines that the two match, it allows the authenticated card 70 to continue to be used. However, if it determines that the two do not match, it may not allow the authenticated card 70 to continue to be used (its use may be restricted).
[0027] During the data retrieval process from card 70, if game value data is written to card 70, this data is read and temporarily stored in RAM as the loan balance.
[0028] In the writing process to card 70, when the counting button 44 of slot machine 1 is operated and the game value data is transferred to card unit 7, the game value data is temporarily stored in RAM, and then when the eject button 72 is operated, the game value data is written to card 70.
[0029] When the ejection button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) to add the amount of game value data received from the slot machine 1 to the game value data and write it to the card 70.
[0030] As a result, when the eject button 72 is operated on the card unit 7, a card 70 on which at least one of the game value data and loan balance data owned by the player is written is ejected from the opening.
[0031] Furthermore, the card unit 7 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. The card unit 7 sends various information related to the slot machine 1 to the hall computer and the unit management computer, such as information about advantageous game states (including the number of games played in advantageous game states, such as AT, CZ, and special role (bonus) states described later), the change in the quantity of game value, the number of games played, and the ratio of special roles.
[0032] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medalless machine that allows the game to proceed without using physical tokens. In the slot machine 1 of this embodiment, the game is played using game value data as electronic data instead of physical tokens. In the following, in addition to "game value data," the term "game value" may also be used to refer to the conventional term "tokens."
[0033] As shown in Figure 1, the slot machine 1 comprises a casing 10. A front door 100 is provided on the front of the casing 10. This front door 100 is locked while the game is in progress.
[0034] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple patterns displayed on the surface of each of the multiple rotating reels 20, which will be described later.
[0035] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (towards the back of the page in Figure 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the casing 10. During gameplay, the front door 100 and the casing 10 remain locked, preventing the player from accessing the inside of the casing 10.
[0036] Furthermore, since slot machine 1 is a coinless machine, there is no selector or hopper device inside the cabinet 10, and store staff do not need to replenish actual tokens during gameplay. Therefore, in principle, store staff do not lock or unlock the front door 100 and cabinet 10 during gameplay, except in cases where an error occurs in slot machine 1.
[0037] When store staff perform tasks such as changing settings, checking settings, or maintenance, the front door 100 and the enclosure 10 are unlocked, and the front door 100 becomes rotatable relative to the enclosure 10. This allows store staff to access the inside of the enclosure 10.
[0038] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101, and an illuminated unit 102.
[0039] LCD screen 3 displays various animation videos (animation screens) while the player is playing.
[0040] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), and voice. In this embodiment, the operator can adjust (set) the volume of BGM, SE, operation sounds, etc., using a volume adjustment function that can be set, for example, on a menu screen.
[0041] The lighting unit 102 is made up of LEDs and the like, and lights up or turns off in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.
[0042] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. The front bottom 104 is designed to allow the operator to place their personal belongings.
[0043] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, and a performance button 46.
[0044] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.
[0045] Each stop switch 40 (40a, 40b, 40c) is provided in correspondence with each rotating reel 20 (20a, 20b, 20c). Stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reels are rotating. That is, when stop switch 40a is operated, the rotation of reel 20a stops; when stop switch 40b is operated, the rotation of reel 20b stops; and when stop switch 40c is operated, the rotation of reel 40c stops.
[0046] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state, using a different color of light (e.g., red).
[0047] Information regarding the pressing of stop switches 40a, 40b, and 40c (information about which stop switch 40 was pressed, in what order they were pressed, and at what timing they were pressed) is used in the rotating reel control unit 611, game result determination unit 612, game state control unit 615, media management unit 620, etc., as described later.
[0048] The bet switch 41 is used when the operator places a bet on game value. The amount of credited game value and the amount of bet game value are managed by the slot machine 1 (media management unit 620). In the following, "credited game value" refers to the game value (game value data) managed by the media management unit 620.
[0049] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.
[0050] The digital counter 43 digitally displays the number of credits of game value, the number of game value payouts (acquired), and other information. By checking the digital counter 43, the operator can also check the amount of game value they possess while playing. Furthermore, this allows players to play without physically handling tokens.
[0051] In this embodiment, "the number of game value payouts" does not refer to the actual action of dispensing tokens to the outside of the slot machine 1, but rather to "an increase in game value based on the winning combination determined by the internal lottery, corresponding to that combination." In other words, "the number of game value payouts" means "an increase in the numerical value of the digitized pseudo-game medium." Furthermore, for example, "a predetermined number of game value" is a concept equivalent to the conventional "predetermined number of tokens."
[0052] The counting button 44 can receive input from the operator to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the operator, a transfer signal is generated by the counting button 44.
[0053] In this embodiment, the counting button 44 is positioned on the slot machine 1 in a location visible to the operator. A visible location is a position that the operator can touch without unlocking and opening the front door 100, and in this embodiment, this is the front of the housing 10.
[0054] More specifically, as shown in Figures 1 and 2, the counting button 44 is located on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the operation flow smoother from the time the counting button 44 is operated until the card 70 is ejected from the card unit 7.
[0055] Furthermore, the counting button 44 may be equipped with a lamp inside or around it that changes its illuminated color before and after it is operated.
[0056] The cancel button 45 can accept an operation from the operator to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 accepts an operation from the operator, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data from the bet state as an unbet state.
[0057] For example, if the cancel button 45 is pressed while the game value during a bet is 1 or greater, the media management unit 620 updates the game value during the bet to "0" and adds the game value data that had been bet up to "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the game value data that had been bet. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process, which resets the game value during a bet back to the number of credits by transitioning from a bet state to a non-bet state.
[0058] The bet cancellation process based on the operation of the cancel button 45 is effective when the player is in a bet state but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from the time the lever 42 is operated until the game based on the operation of the lever 42 is completed. In this embodiment, the cancel button 45 is located near the bet switch 41.
[0059] The performance button 46 is used by players to adjust volume settings, check game data, and configure various other game-related menus while playing. The performance button 46 may also be operated by the player during gameplay in response to the game's effects. If the performance button 46 is operated during gameplay, the game's effects will change.
[0060] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.
[0061] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.
[0062] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount of game value managed by the media management unit 620 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".
[0063] The setting change button 52 is a button operated 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 52 becomes operational, and when the setting change button 52 is operated in this state, it becomes possible to set a setting value.
[0064] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, so only those authorized to unlock them (for example, store staff with a key) can touch the reset button 51 and the setting change button 52. In principle, the cabinet 10 and the front door 100 are only unlocked when an error occurs in the slot machine 1. Therefore, players cannot touch the reset button 51 or the setting change button 52.
[0065] 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. Depending on the setting value, the probability of winning at least some of the potential winning combinations will differ. The setting value is set by the store staff before the store opens.
[0066] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply (not shown) that turns the main power of the slot machine 1 on and off.
[0067] 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.
[0068] The surfaces of the rotating reels 20a, 20b, and 20c are arranged with symbols, for example, as shown in Figure 3. When the rotation of the rotating reels 20a, 20b, and 20c stops, the game proceeds when the game result determination unit 612 (described later) determines whether the combination of symbols displayed on the active line L (described later) is a predetermined combination of symbols.
[0069] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.
[0070] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated while the rotating reels 20a, 20b, and 20c are rotating. The 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 steps.
[0071] These rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later, to control their rotation and stopping.
[0072] <Gameplay flow by the operator> The operator bets the credited game value on slot machine 1 by operating the bet switch 41. Once a predetermined number (for example, 3) of game value has been bet on slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.
[0073] This embodiment describes an example in which a predetermined number (for example, 3) of game values, which allows for one game to be played, are automatically bet by pressing the bet switch 41 once.
[0074] Figure 1 shows an example where the active line L consists of a single downward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, when a MAX BET of 3 (3 bets) is placed, one line L is activated. In the slot machine 1 of this embodiment, one game can be played by placing a bet of 3 and operating the lever 42.
[0075] In the following, "winning" refers not only to the alignment of symbols that produce payouts such as bells and watermelons on the active payline L, but also to the alignment of symbols corresponding to specific roles that do not produce payouts, such as replays, chance symbols, and special roles (bonuses), on the active payline L.
[0076] In this embodiment, one game (one play) refers to a series of actions taken by a player to obtain a predetermined game result, including internal lottery, prize determination processing, and processing to increase or decrease game value data, by operating the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc.
[0077] 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 reels 20a, 20b, and 20c begin to rotate. In this state, if any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.
[0078] All spinning reels 20a, 20b, and 20c stop, and a predetermined number of game values are paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.
[0079] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that an internal lottery was performed, that a predetermined combination was won, that the spinning reels rotated, etc.) is managed by the main control unit 61.
[0080] <Regarding the game status> During gameplay, the type of game section is set as shown in Figure 4, and one game state is set from among multiple game states as shown in Figures 5 and 6. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.
[0081] The game state includes the first game state (see Figure 5) and the second game state (see Figure 6). Note that the first and second game states are not mutually exclusive game states; they are merely classifications made for the sake of clarity in explanation.
[0082] As shown in Figure 5, the first game state includes the state where special roles are not carried over, the internal bonus state (with special roles carried over), and the state where special roles are performed. The state where special roles are not carried over, the internal bonus state, and the state where special roles are performed are mutually exclusive.
[0083] The non-carried-over special winning condition means a condition where no special winning (e.g., a type 1 BB which is a continuous operating device for a first type of special winning item) is selected by internal lottery and the winning of the special winning is not carried over. The non-carried-over special winning condition is set, for example, when the set value described later is changed, when the RAM is initialized (an example of specific conditions), when more than a predetermined number of game values are paid out in the special winning execution state, etc.
[0084] The bonus internal state means a state where although a special winning is selected by internal lottery, the winning of the special winning is carried over. That is, the bonus internal state means a state where, by internal lottery, the flag of the special winning is selected, but the symbols indicating the special winning are not aligned on the valid line L and the special winning has not yet won. When the winning of a type 1 BB is in a carried-over state, no further lottery for a type 1 BB is performed.
[0085] The special winning execution state means a state where the special winning selected by internal lottery has won and no more than a predetermined number of game values are paid out.
[0086] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special winning carried-over state without causing the carried-over special winning to win.
[0087] As shown in FIG. 6, the second game state takes any one of a general game state, an AT (an example of a special game state), and a CZ (a chance zone. An example of a special game state). In the second game state, the general game state, the AT, and the CZ are in an exclusive relationship.
[0088] The general game state means a state that is not an AT or a CZ, that is, a state where an assist function (e.g., an operation sequence navigator) does not occur (or occurs less frequently). For example, the second game state is set to the general game state from after the RAM clear or after the end of the AT (or CZ) until the AT lottery (or CZ lottery) is selected.
[0089] <Explanation of AT> AT refers to an assist function that notifies, via the liquid crystal screen 3, the speaker 101, the decorative section 102, etc., of the correct operation modes (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, 40c of the roles other than the special role that has been selected by internal lottery, and is in an operating state.
[0090] In the present embodiment, as shown in FIG. 6, the AT includes a normal AT and a special AT that is more advantageous than the normal AT and has a high continuation rate (for example, 70%). The normal AT can be shifted from the general gaming state, CZ, and the special AT. The special AT can be shifted from the general gaming state, CZ, and the normal AT. Hereinafter, when simply referred to as "AT", it means both the normal AT and the special AT.
[0091] The normal AT lottery is performed according to the role (lottery of a rare role, number of times of lottery of a predetermined role, etc.) selected by internal lottery when the second gaming state is the general gaming state or CZ and the gaming section is an advantageous section. When the normal AT is selected (an AT transition signal is generated) in the normal AT lottery, the second gaming state transitions from the general gaming state or CZ to the normal AT. Also, when the end condition is satisfied in the special AT, the second gaming state transitions from the special AT to the normal AT.
[0092] The special AT lottery is performed according to the role (lottery of a rare role, number of times of lottery of a predetermined role, etc.) selected by internal lottery when the second gaming state is the general gaming state, CZ, or the normal AT and the gaming section is an advantageous section. When the special AT is selected (an AT transition signal is generated) in the special AT lottery, the second gaming state transitions from the general gaming state, CZ, or the normal AT to the special AT.
[0093] When a predetermined number of games has elapsed since the start of the game in the normal AT, when the stock number in the normal AT becomes 0 (zero), when the total number of game values paid out since the start of the game in the normal AT reaches a predetermined number, when the assist is executed a specified number of times, when the assist for a specific combination (for example, the bell in the pressing order) is executed a specified number of times, or when there is a continuation rate in the normal AT, for example, in an AT of 30 games per set, when the AT continuation lottery fails when 30 games are completed, etc., the second game state transitions from the normal AT to the general game state. As a result, the normal AT ends. As described above, when the stock number of the special AT becomes 0 (zero), etc., when the special AT ends, it transitions to the normal AT, and in this case, the AT continues.
[0094] <Explanation of CZ> CZ is, unlike the modes described later, an example of a special game state, a zone where it can stay temporarily when it is neither in the general game state nor in the AT, and is a period during which the AT lottery is executed.
[0095] Also, CZ enters when certain conditions are met, such as when it wins the CZ lottery based on the combination won in the internal lottery, when the number of games played in the advantageous section reaches a predetermined number of games, or when the accumulated points reach a predetermined value according to the progress of the game. In this case of CZ, the AT winning probability becomes higher compared to the general game state, and the second game state is likely to transition to the AT.
[0096] <Regarding the game section> The game section described above is a state (section) for determining whether the processing related to the instruction function is performed or not. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section have an exclusive relationship, and the game section can take either the normal section or the advantageous section.
[0097] The processes related to the instruction function include, for example, the process of activating the instruction function (providing assistance), the mode lottery (a mode in which the probability of winning an AT is determined, or a mode in which the probability of winning an additional AT is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and so on.
[0098] A "mode" refers to a zone in which a player can be in any of the following states: general gameplay, CZ (Chance Zone), or AT (Attack Time). For example, in Figure 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be available in each of the general gameplay state, CZ, and AT states. Furthermore, it is not limited to general gameplay state, CZ, and AT; a player can remain in the same mode during the advantageous period.
[0099] The normal section is a section in which processing related to the instruction function cannot be executed, but when the conditions for transitioning to the advantageous section are met, the process for transitioning to the advantageous section is executed. Note that while the game section is in the normal section, the second game state is the general game state.
[0100] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period in which the second game state is in the general game state (including high probability mode and heaven mode), and the advantageous period in which the game is played in a CZ or AT. The state in which the game period is an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.
[0101] The possible combinations of game time zones and second game state for slot machine 1 are summarized as follows: • A pattern where the game section is the normal section and the second game state is the general game state. • A pattern where the game section is a favorable section, and the second game state is a normal game state (including high probability mode and heaven mode). • A pattern where the game section is the advantageous section and the second game state is the CZ (Chance Zone). • A pattern where the game section is a favorable section and the second game state is AT (Automatic Trigger).
[0102] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61 mounted on the main control board P1, a game value control unit 62 mounted on the game value control board P2, and a sub-control unit 63 mounted on the sub-control board P3.
[0103] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a microcontroller and a memory unit (ROM, RAM, RWM).
[0104] 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 below with reference to Figure 8. 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.
[0105] 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 control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication.
[0106] The information and commands transmitted from the main control board P1 to the game value control board P2 include external information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.
[0107] The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the upper limit (a value used to prompt the operator to transfer credits when the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.
[0108] 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 game value data (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, and information regarding various errors.
[0109] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication takes place from the game value control board P2 to the sub-control board P3.
[0110] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) 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 or acquired credits, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.
[0111] As the game progresses, the functions of the control unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, and one-way serial communication is performed from the main control board P1 to the control unit 4 and other components.
[0112] <Description of Main Control Unit 61> The ROM of the main control unit 61, which is mounted on the main control board P1, stores programs and various data that are directly related to the progress of the game (for example, control of the rotating reels 20, payout control, and transfer requests).
[0113] The RAM and RWM of the main control unit 61 store game data (information related to the progress of the game) necessary for the game to proceed.
[0114] The main control unit 61 consists of a microcontroller mounted on the main control board P1 and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617.
[0115] In other words, in this embodiment, the main control unit 61 performs control that is directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game sections, various error monitoring such as monitoring of communication connection between the slot machine 1 and the card unit 7, and error processing.
[0116] Game data includes the current number of games played, as well as data indicating the game status (what state or section each game is in). In this embodiment, game data includes, for example, data indicating that the first game state is a state where no special role is carried over, or an internal bonus state.
[0117] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of the flags for multiple winning combinations as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery based on the first game state and RT state, etc., when the lever 42 is operated, according to the internal lottery table (not shown) and the random number obtained when the lever 42 is operated.
[0118] The internal lottery unit 610 then generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of the game) can be used by the reel rotation control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.
[0119] The internal lottery table shows information about the possible winning combinations through internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table, according to the combination of RT state and bonus type when the lever 42 is operated.
[0120] Furthermore, the information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols and the corresponding winning combinations. These winning combinations include not only losing combinations that do not pay out any game value, but also combinations that pay out game value if the stop switches 40a, 40b, and 40c are operated correctly (for example, cherries, watermelons, and push-order bells).
[0121] If a winning combination of operation patterns is selected and the stop switches 40a, 40b, and 40c are operated according to the correct operation pattern, the winning combination of operation patterns is awarded, and the player can win multiple game values (for example, 10) corresponding to that combination. If a winning combination of operation patterns is selected but the stop switches 40 are not operated according to the correct operation pattern, the winning combination of operation patterns is not awarded, or another combination (such as a single-coin combination) is awarded.
[0122] It should be noted that the "operation type" role can also be won and established during normal gameplay (for example, outside of AT, CZ, and special role implementation states). However, if the operation type role is won during normal gameplay, the correct operation type is generally not announced, so the operation type role may be missed or the number of game value payouts may be 1. On the other hand, during AT, the correct operation type is announced, so there is a higher possibility of paying out multiple (for example, 10) game values.
[0123] <Rotating reel control unit 611> 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.
[0124] Specifically, if the lever 42 is operated while all the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start the rotation of all the rotating reels 20a, 20b, and 20c.
[0125] Furthermore, if a stop switch 40 (e.g., 40c) corresponding to a rotating reel 20 (e.g., 20c) is operated while it is rotating, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).
[0126] In the player's control of stopping the reel rotation during gameplay, the reel control unit 611 can stop the rotation of the 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 (excluding the special winning combination flag), which is the result of the internal lottery, is placed on the active line L of the reel 20, thereby resulting in a win.
[0127] Furthermore, the reel control unit 611 starts the rotation of reels 20a, 20b, and 20c based on the operator's operation of the lever 42 when a certain amount of time (wait time; for example, 4.1 seconds, which is the standard time (minimum play time)) has elapsed since the start of rotation of reels 20a, 20b, and 20c in the previous game. In other words, in this slot machine 1, until 4.1 seconds have elapsed since the start of rotation of reels 20a, 20b, and 20c in the previous game, the rotation of reels 20a, 20b, and 20c will not start even if the lever 42 is operated, and the game will not progress. The gambling addiction suppression process performed by the reel control unit 611 in this embodiment will be described later.
[0128] Furthermore, in the case of operator-controlled stopping of rotation during gameplay, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination drawn by the internal lottery and the position of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control that stops the rotation of the reels 20 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 reels 20 so that the symbols corresponding to the non-winning combination do not line up on the active line L.
[0129] Furthermore, if a special prize is won, the reel control unit 611 may, based on the operation of the lever 42 immediately before the special prize is won and the operation of the stop switch 40 immediately afterward, rotate and stop the reels 20, but prevent the special prize from being awarded.
[0130] (Regarding the suppression of gambling tendencies) The gambling addiction suppression process of this embodiment will now be described. The rotating reel control unit 611 executes processes 1 to 10 when the modification conditions described later are met.
[0131] • Process 1 As described above, the slot machine 1 of this disclosure includes a normal AT and a special AT as AT. In this case, when the second game state transitions to the special AT (an example of a change condition), the reel control unit 611 changes the wait time.
[0132] Specifically, the reel control unit 611 sets the wait time to the standard time (minimum play time) of 4.1 seconds when the second game state is a general game state, a CZ, or a normal AT (hereinafter referred to as "other than a special AT"). On the other hand, when the second game state is a special AT, the reel control unit 611 changes the wait time to a time longer than the standard time (minimum play time) of 4.1 seconds (in the following example, a wait time of 4.5 seconds is given as a wait time longer than the standard of 4.1 seconds, but it is not limited to this, and may be 4.3 seconds, 5.0 seconds, etc.).
[0133] • Processing 2 Furthermore, when the second game state transitions to a special AT (an example of a change condition), the reel control unit 611 increases the frequency of reel animations by the reels 20a, 20b, and 20c compared to when the game is not in a special AT state.
[0134] Examples of reel effects for the rotating reels 20a, 20b, and 20c include so-called freezes and reel locks. In other words, a reel effect refers to an effect that uses the manner of rotation, including the rotation and stopping of at least one of the rotating reels 20, as well as the rotation start timing, rotation direction, rotation speed, and other aspects of the rotation method.
[0135] The reel control unit 611 performs reel animations when the second game state is not a special AT, for example, at the start of a game in which a special rare role is won, at the start of a game in which a specific symbol (for example, the bar symbol) is stopped by reverse pressing, and when a special game during a special AT is started and when that special game ends. Examples of special games include games in which the player is asked to guess at least part of the pressing order when a pressing order role is won, and games in which missions are activated, such as winning the same role three times in a row.
[0136] On the other hand, when the second game state is Special AT, the reel control unit 611 performs reel animations in addition to the above, each time a push-order bell is won, and every game when a special game is being played during Special AT. Therefore, when the second game state is Special AT, the frequency of reel animations by the reeling reels 20a, 20b, and 20c is higher than in other states. Consequently, when process 2 is executed, the average time required for reel animations by the reeling reels 20a, 20b, and 20c in one game increases.
[0137] (Effects of processes 1 and 2) When processes 1 and 2 are executed, the wait time increases and the frequency of reel animations increases. As a result, the average time spent per game is designed to include cases where Special AT > Non-Special AT, even when comparing the same number of games played. In other words, the average time spent per game may be controlled to be Special AT > Non-Special AT. In this way, when the change conditions are met, the rate of increase / decrease in the game value per game after the change conditions are met can be reduced compared to before the change conditions were met, thereby suppressing excessive stimulation of the gambling instinct. Furthermore, by reducing the rate of increase / decrease in the game value per game, the timing of the activation conditions for the complete function can be delayed, thus further suppressing excessive stimulation of the gambling instinct.
[0138] • Processing 3 Furthermore, the rotary reel control unit 611 changes the weight time when the activation of the complete function, described later, is approaching. One way of changing the weight time is to make it longer than before when the activation of the complete function is approaching.
[0139] Specifically, the rotary reel control unit 611 sets the wait time per game to 4.1 seconds if the range (MY), described later, is less than a first predetermined value (hereinafter referred to as 10000, but may be, for example, 15000) before the prior notification (executed when the range (MY) becomes 18500, as described later) is executed. On the other hand, if the range (MY) becomes 10000 or greater (an example of a change condition), the rotary reel control unit 611 sets the wait time per game to a longer period than 4.1 seconds, for example, 4.5 seconds.
[0140] • Processing 4 Furthermore, when the range (MY) becomes 10,000 or more, which is an example of a first predetermined value (an example of a change condition), the rotating reel control unit 611 increases the frequency of the reel animations performed by the rotating reels 20a, 20b, and 20c compared to when the range (MY) is less than 10,000.
[0141] Specifically, the reel control unit 611 executes the reel animation only when a rare role is won if the range (MY) is less than 10,000. However, when the range (MY) is 10,000 or greater, the reel animation is executed not only when a rare role is won, but also when a push-order bell is won. As a result, when the range (MY) is 10,000 or greater, which is an example of the first predetermined value, the reel animation appears more frequently than when the range (MY) is less than 10,000.
[0142] Furthermore, even if the range (MY) initially reaches 10,000 or more, which is an example of the first predetermined value, if subsequent games continue in which the number of payouts for game value falls below the number of bets, the range (MY) may fall below 10,000. In this case, the reel control unit 611 sets the wait time to 4.1 seconds and returns the frequency of the reel animation to its original value (reduces the frequency of the reel animation).
[0143] (Effects of processes 3 and 4) When processes 3 and 4 are executed, the average time spent per game, or the time spent, is designed to include cases where the range (MY) is 10,000 or greater than the case where the range (MY) is less than 10,000, even when comparing the same number of games played. In other words, the average time spent per game may be controlled so that the range (MY) is 10,000 or greater than the case where the range (MY) is less than 10,000. In this way, when the change conditions are met, the rate of increase / decrease in the value of playing per game after the change conditions are met can be reduced compared to before the change conditions were met, and as a result, the timing of the activation conditions for the complete function can be delayed, thus suppressing excessive stimulation of the gambling instinct during gameplay.
[0144] Furthermore, as mentioned above, the effects obtained by the configuration of this disclosure can be more significantly realized if the rotary reel control unit 611 performs processes 3 and 4 before the prior notification is performed, rather than after the prior notification is performed.
[0145] • Processing 5 Furthermore, the reel control unit 611 sets the wait time to 4.1 seconds until the number of acquired game value, which is the cumulative value of the number of game value bets minus the number of game value payouts, reaches a second predetermined value (hereinafter set to 5000, but may be, for example, 10000). When the number of acquired game value becomes 5000 or more (an example of a change condition), the wait time is set to a longer period than 4.1 seconds, for example, 4.5 seconds.
[0146] • Process 6 Furthermore, the reel control unit 611 increases the frequency of reel animations when the number of acquired game value reaches 5000 or more, which is an example of a second predetermined value (an example of a change condition), compared to when the number of acquired game value is less than 5000.
[0147] Specifically, the reel control unit 611 will only perform a spinning animation when a rare role is won if the number of acquired game value is less than 5000, but when the number of acquired value is 5000 or more, it will perform a spinning animation not only when a rare role is won, but also when a push-order bell is won.
[0148] In addition, in processes 5 and 6, the number of game values acquired may be the number acquired while staying in the same advantageous period, the number acquired when the AT is executed intermittently, or the number acquired when the AT is executed continuously without interruption.
[0149] (Effects of processes 5 and 6) When processes 5 and 6 are executed, the average time spent per game, or the time spent, is designed to include cases where the number of acquired game value is 5000 or more > less than 5000, even when comparing the same number of games played. In other words, the average time spent per game may be controlled so that the number of acquired game value is 5000 or more > less than 5000. In this way, when the change condition is met, the rate of increase / decrease in game value per game after the change condition is met can be made lower than before the change condition was met, thereby suppressing excessive stimulation of the gambling instinct. Furthermore, by reducing the rate of increase / decrease in game value per game, the timing of the activation condition for the completion function can be delayed, thus further suppressing excessive stimulation of the gambling instinct.
[0150] • Processing 7 Furthermore, the rotating reel control unit 611 sets the wait time to 4.1 seconds until the game time in AT reaches a third predetermined value (hereinafter, this is set to 1 hour, but may be 30 minutes, for example), and if the game time in AT is 1 hour or more (an example of a change condition), it sets the wait time to a longer period than 4.1 seconds, for example, 4.5 seconds.
[0151] • Processing 8 Furthermore, when the game time spent in AT exceeds one hour, which is an example of a third predetermined value (an example of a change condition), the reel control unit 611 increases the frequency of the reel animations performed by the reels 20a, 20b, and 20c compared to when the game time spent in AT is less than one hour.
[0152] In processes 7 and 8, the game time spent in AT may be the total game time when AT is executed intermittently, or the total game time when AT is executed continuously without interruption.
[0153] (Effects of processes 7 and 8) When processes 7 and 8 are executed, the average time spent per game, or the total time spent, is designed to include cases where the time spent in AT (Automatic Trigger) is 1 hour or more, even when comparing the same number of games played, compared to the time spent in AT. In other words, the average time spent per game may be controlled so that the time spent in AT is 1 hour or less than 1 hour. In this way, when the change conditions are met, the rate of increase / decrease in the value of play per game after the change conditions are met can be reduced compared to before the change conditions were met, thereby suppressing excessive stimulation of the gambling instinct. Furthermore, by reducing the rate of increase / decrease in the value of play per game, the timing of the activation conditions for the complete function can be delayed, thus further suppressing excessive stimulation of the gambling instinct.
[0154] • Processing 9 Furthermore, the rotating reel control unit 611 sets the wait time to 4.1 seconds until the number of wins in AT for a role (e.g., push-order bell) that is a fourth predetermined value (hereinafter set to 8, but may be, for example, 1, 2, or 3) when the player operates the stop switches 40a, 40b, and 40c in the correct order, reaches a predetermined number (hereinafter set to 100, but may be, for example, 10). When the number of wins exceeds 100 (an example of a change condition), the wait time is set to a longer period than 4.1 seconds, for example, 4.5 seconds.
[0155] • Processing 10 Furthermore, the reel control unit 611 increases the frequency of the reel animations using the reels 20a, 20b, and 20c when the number of wins in AT for a role that pays out 8 in game value when the player operates the stop switches 40a, 40b, and 40c in the correct order (an example of a change condition) reaches 100 times or more.
[0156] (Effects of processes 9 and 10) When processes 9 and 10 are executed, the average time spent per game, or the time spent, is designed to include cases where the number of wins in the AT for a role with a payout of 8 is 100 or more > the number of wins is less than 100, even when comparing the same number of games played. In other words, the average time spent per game may be controlled so that the number of wins in the AT for a role with a payout of 8 is 100 or more > less than 100. In this way, when the change conditions are met, the rate of increase / decrease in the game value per game after the change conditions are met can be made lower than before the change conditions were met, thereby suppressing excessive stimulation of the gambling instinct. Furthermore, by reducing the rate of increase / decrease in the game value per game, the timing of the activation conditions for the complete function can be delayed, thus further suppressing excessive stimulation of the gambling instinct.
[0157] Furthermore, processes 9 and 10 are not limited to those described above. Whether or not processes 9 and 10 are executed may be determined by whether at least one of the following is 100 or more: (1) the number of times the push-order bell has been assisted, (2) the number of times the push-order bell has resulted in a win, or (3) if the push-order bell includes, for example, a color-matching bell (a bell that aims at a bell symbol adjacent to a red 7 symbol, a bell that aims at a bell symbol adjacent to a white 7 symbol, etc.) in addition to the normal push-order bell, the number of times the color-matching bell has been won or resulted in a win.
[0158] Furthermore, the rotating reel control unit 611 may control the average value (or duration) of the processing time in processes 1 to 10 to increase gradually or in steps over multiple games. Specifically, for example, if the change condition is met, the wait time may increase by 0.01 seconds each time a game is played, or the wait time may increase by 0.1 seconds each time 10 games are played.
[0159] Furthermore, in processes 1 to 10, if the change condition is met, the frequency of the reel animation will increase compared to when the change condition is not met, or alternatively, the duration of each reel animation may increase. Even in this case, the average time spent per game, or the total time spent, will increase as a result of the change condition being met.
[0160] Furthermore, as mentioned above, the slot machine 1 of this embodiment is a coinless machine, so from the player's perspective, since there is no need to insert coins, there is a possibility that the number of games played per unit time will be higher than in conventional coin-operated machines. In contrast, by applying the configuration of the present invention to a coinless machine, the effects obtained by the configuration of this disclosure can be made more pronounced.
[0161] <Explanation of the game result determination unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The game result is determined based on whether or not a winning combination has been achieved, based on the symbols that lined up on the active line L.
[0162] Specifically, a winning combination is determined when the combination of symbols that stops on the active line L matches a predetermined combination of symbols. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62 and the sub-control unit 63, etc.
[0163] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of several setting values (for example, 1 to 6) that have different advantages in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. The setting value information (setting value signal) set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.
[0164] Depending on which setting value is used, at least one of the following will differ: the degree of advantage in gameplay, such as the payout rate, the probability of winning certain small wins (including the unassigned bell, also called the common bell), the probability of winning a chance zone (CZ), and the probability of winning an AT (Attack Time). For example, the higher the setting value (for example, the closer it is to 6), the greater the advantage in gameplay (for example, the higher the payout rate).
[0165] The slot machine 1 may also be equipped with a setting key. The setting key is a key for switching to the setting change mode and is located inside the casing 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.
[0166] <Section Control Unit 614> As shown in Figure 4, the section control unit 614 sets one of several game sections (normal section and advantageous section) during gameplay.
[0167] The section control unit 614 sets (transitions) the game section to the advantageous section when the conditions for transitioning to the advantageous section are met, while the game section is in the normal section.
[0168] Furthermore, the section control unit 614 determines whether to maintain the advantageous section state or transition to a normal section (whether to end the advantageous section) if the game section is an advantageous section.
[0169] Specifically, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section when certain conditions for forced termination are met, including when the difference in game value during the advantageous section (the advantageous section difference, described later), based on the amount of game value at the time of transitioning to the advantageous section, reaches +2400 (it is not limited to +2400; for example, it may be +1000, +2000, etc.). The conditions for forced termination may also include, for example, when the game section is in the advantageous section, the second game state transitions from AT to the general game state, or when, after the end of AT, the player enters a CZ (Chance Zone) which is a pull-back zone, but fails to pull back AT in the CZ and transitions to the general game state.
[0170] For example, if the difference in the advantageous period becomes -1000 after entering the advantageous period, the operator (especially the player) can acquire a maximum of 1000 + 2400 = 3400 in game value.
[0171] Furthermore, the section control unit 614 sets the game section to a normal section regardless of the previous game section when the slot machine 1 is powered on, when a setting value is changed, or when the RAM is cleared.
[0172] Furthermore, the section control unit 614 can transmit information regarding the game section (whether it is a normal section or a favorable section) to the performance control unit 630 and other units as information regarding the progress of the game.
[0173] <Game state control unit 615> The game state control unit 615 sets the first game state and the second game state, respectively.
[0174] Specifically, the game state control unit 615 sets the first game state to one of the following: no special role carried over, bonus internal state, or special role implemented state, and sets the second game state to one of the following: general game state, AT, or CZ.
[0175] The game state control unit 615 sets the first game state to a state where no special roles are carried over, for example, immediately after the RAM of the main control unit 61 is cleared.
[0176] Then, if a special role is drawn through internal lottery but the special role is not awarded, the game state control unit 615 sets the first game state to the bonus internal state.
[0177] In the bonus internal state, if certain conditions are met (for example, if the RAM is cleared or if a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to the state where no special role is carried over.
[0178] In the state where no special role is carried over, if a special role is won (from this point until the special role is awarded, the game is in the bonus internal state), and a special role is awarded, the game state control unit 615 transitions the first game state from the state where no special role is carried over to the state where a special role is awarded, via the bonus internal state.
[0179] Furthermore, when a special role is achieved during the bonus internal state, the game state control unit 615 transitions the first game state from the bonus internal state to the special role execution state.
[0180] Furthermore, in the special prize implementation state, if specific conditions are met or if the game value exceeds a predetermined number, the game state control unit 615 transitions the first game state from the special prize implementation state to the special prize non-carryover state.
[0181] Returning to Figure 6, if the AT lottery is not won in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state. If the special AT lottery is not won in the normal AT, the game state control unit 615 can continue the normal AT as is.
[0182] Also, when the normal AT ends, the game state control unit 615 shifts the second game state from the normal AT to the general game state or CZ. Also, when the special AT ends, the game state control unit 615 shifts the second game state from the special AT to the normal AT.
[0183] In this way, the game state control unit 615 can transition the second game state between the general game state and CZ, between CZ and AT, and between AT and the general game state.
[0184] Also, when the game state control unit 615 shifts the second game state to AT, it first starts the AT preparation state, and upon the occurrence or winning of the AT start winning combination during the AT preparation state, it starts the AT execution state. Also, when the game state control unit 615 ends the normal AT without transitioning to the special AT, it shifts the second game state to the general game state or CZ, and when ending the special AT, it shifts the second game state to the normal AT.
[0185] Also, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, the normal mode in which it is difficult to win the AT lottery, the high probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT winning probability (or the bonus probability) associated with the selected mode.
[0186] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.
[0187] <RT state control unit 616> The RT state control unit 616 can proceed with the game using one of several RT states. Each of the multiple RT states has a predetermined probability (replay probability) that the replay flag will be set as a winning flag, and the RT state control unit 616 can transition to a different RT state when a predetermined role (for example, a special role) is won.
[0188] In this embodiment, the specifications of the internal lottery process executed in response to the game start operation (operation on the lever 42) may differ in each RT state (for example, an internal lottery table that defines which role flags will be established / are likely to be established). Therefore, the RT state control unit 616 controls the RT state, which changes the internal lottery table used for the internal lottery in various ways, resulting in greater variety in gameplay.
[0189] Furthermore, information regarding the RT state (such as which RT state it is, RT0, RT1, etc.) can be used as information regarding the progress of the game in the game state control unit 615, the performance control unit 630, etc.
[0190] <Error detection unit 617> The error determination unit 617 determines whether or not various errors exist. 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 7, and reaching the upper limit of the number of credits.
[0191] 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, respectively, as information regarding the error.
[0192] As a result, the game value control unit 62 can perform processing according to the nature of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the nature of the error that occurred.
[0193] <Explanation of the game value control unit 62> The ROM of the game value control unit 62, which is implemented on the game value control board P2, stores programs and various data that are directly involved in the management of game value.
[0194] The RAM and RWM of the game value control unit 62 store game data (information related to the progress of the game) necessary for managing the game value.
[0195] The game value control unit 62 consists of a microcontroller mounted on the game value control board P2 and functions as a media management unit 620 and a function operation unit 621.
[0196] <Explanation from Media Management Department 620> The media management unit 620 manages the number of credits and bets for game value.
[0197] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.
[0198] Specifically, the media management unit 620 decreases the number of credits (an example of information related to the progress of the game) according to the number of game values bet when game values are bet based on the player's actions (when a betting request is made), and increases the number of credits when game values are credited based on the player's actions.
[0199] Furthermore, the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination, when a winning flag is established by an internal draw and a combination corresponding to the winning flag is awarded based on the player's actions (when a payout request is made).
[0200] Furthermore, as shown in Figure 7, the media management unit 620 calculates the difference in game value (an example of information related to the progress of the game), which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value. This difference in game value is used later to calculate the difference in the advantageous section and to determine whether the complete function is activated.
[0201] Furthermore, the media management unit 620 calculates the advantageous section difference, which is the difference in game value during the advantageous section (from the time the game section transitions from the normal section to the advantageous section until it transitions back to the normal section), as shown in Figure 7.
[0202] In this embodiment, when the difference in the advantageous section becomes +2400 (hereinafter referred to as +2400, but it is not limited to this and may be +1000, +2000, etc.), the media management unit 620 initializes the difference in the advantageous section to 0 (zero). For example, if the game transitions to AT when the difference becomes -300 after the start of gameplay in the advantageous section, the media management unit 620 initializes the difference in the advantageous section when 2700 is paid out thereafter (in this case, the difference in the advantageous section becomes +2400). The media management unit 620 also sends a signal to the section control unit 614 to that effect when the difference in the advantageous section becomes +2400. As a result, the section control unit 614 transitions the game section to the normal section.
[0203] Furthermore, the media management unit 620 can initialize the advantageous interval difference to 0 (zero) when the advantageous interval ends due to a predetermined termination condition being met, other than when the advantageous interval difference becomes +2400.
[0204] The media management unit 620 starts calculating the difference in the advantageous period when the game period transitions back to the advantageous period.
[0205] Furthermore, as shown in Figure 7, the media management unit 620 uses the difference in game value, which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values of the difference. Unlike the advantageous section difference and the difference in game value mentioned above, this range (MY) is calculated for all game sections (advantageous section and normal section), that is, it is calculated continuously as long as the slot machine 1 remains powered on.
[0206] Information regarding this range (MY) is used in the function operation unit 621 for the complete function, which will be described later.
[0207] The media management unit 620 resets the range (MY) when the power to slot machine 1 is turned off by store staff.
[0208] Furthermore, the number of bets, credits, and difference in game value calculated by the media management unit 620 are transmitted to the game state control unit 615, the performance control unit 630, and other units as information related to the progress of the game.
[0209] <Functional operating part 621> The functional operation unit 621 uses the range (MY) information generated by the media management unit 620 to perform processes related to prior notification.
[0210] The function activation unit 621 generates information regarding a pre-notification indicating that the complete function is about to be activated when the range (MY) becomes, for example, 18500 or higher.
[0211] This complete function is a so-called stop function. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and the operator will not be able to continue playing unless the power is turned off and on by a store staff member (the game will be unplayable).
[0212] The operations related to gameplay referred to here mean the operations required to complete one game, and specifically include the operation of the bet switch 41 to bet game value as an operation to start the spinning reels 20. When the complete function is activated, such gameplay operations will not be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing for game value will not be performed.
[0213] Furthermore, information regarding the advance notification is transmitted to the performance control unit 630 for each game, for example, while this information is being generated in the function operation unit 621. As a result, the performance control unit 630 issues the advance notification.
[0214] Furthermore, when the range (MY) falls below the first range of 18500, the function operation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer issued by the performance control unit 630.
[0215] Furthermore, the information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, the information that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, the information that the flag is "off" is transmitted to the performance control unit 630. By using a flag format for the information regarding the advance notification in this way, it is possible to suppress an excessive amount of signals transmitted from the main control unit 610 to the sub-control unit 630.
[0216] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or higher, which is the second range.
[0217] The function activation unit 621 deactivates the complete function when the store staff turns off the power to slot machine 1. When the power to slot machine 1 is turned on again, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no prior notification is given, and the conditions for the complete function to activate again are not met, making it possible to play slot machine 1.
[0218] <Explanation of Sub-control Unit 63> The ROM of the sub-control unit 63 stores programs and various data that are indirectly involved in the progress of the game (for example, controlling the effects on the LCD screen 3, controlling the LED illumination of the lighting unit 102, and controlling the sound output of the speaker 101).
[0219] The RAM and RWM of the sub-control unit 63 store various data related to performance control.
[0220] The sub-control unit 63 consists of a microcontroller mounted on the sub-control board P3 and functions as the performance control unit 630.
[0221] <Performance Control Unit 630> The performance control unit 630 performs a performance lottery and determines at least one of the following as a performance pattern: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.
[0222] Specifically, the performance control unit 630 selects a performance lottery table based on game progress information (e.g., game state, stay mode) transmitted from the main control unit 61, and performs a performance lottery using the selected performance lottery table.
[0223] Furthermore, when AT is being executed, the performance control unit 630 executes AT performances using a performance lottery table specifically for AT.
[0224] Specifically, the performance control unit 630 executes performances during AT preparation using a performance lottery table dedicated to AT preparation, and executes performances during AT execution using a performance lottery table dedicated to AT execution.
[0225] <Basic operation flow of slot machine 1> Figure 9 will be used to explain the basic operation flow of slot machine 1.
[0226] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 621 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).
[0227] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0228] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that game value data has been transmitted from card unit 7, the main control unit 61 and game value control unit 62 of slot machine 1 display the amount of credited game value on the digital counter 43 and accept operations from the operator such as bet switch 41 and lever 42. As a result, slot machine 1 enters a play start state (step S102).
[0229] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game, regardless of whether it is a normal section or a favorable section.
[0230] Next, the section control unit 614 proceeds with the game in the normal section (step S104).
[0231] The game state control unit 615 proceeds with the game in the general game state (step S105).
[0232] Next, the section control unit 614 determines whether the game section has become an advantageous section because the conditions for transitioning to an advantageous section have been met, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).
[0233] If the game period is not a favorable period (S106: NO), the process returns to step S104.
[0234] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 620 counts the advantageous section difference (in games that have transitioned to an advantageous section, it starts counting the advantageous section difference) (step S107). From this point onward, the section control unit 614 continues counting the advantageous section difference as long as the game section is an advantageous section (whether in general game state, CZ, or AT).
[0235] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).
[0236] If the second game state does not transition to AT (S108: NO), the process returns to step S105.
[0237] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 proceeds with the game in AT mode (step S109).
[0238] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) has become 19000 or greater.
[0239] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0240] On the other hand, if the complete function does not operate (S110: NO), the interval control unit 614 determines whether the difference in the advantageous interval is +2400 or more (step S111).
[0241] If the difference in the advantageous section becomes +2400 or more (S111: YES), the section control unit 614 transitions the game section to the normal section, the game state control unit 615 terminates the AT, and the media management unit 620 initializes the difference in the advantageous section to zero (0), after which the process returns to step S104.
[0242] On the other hand, if the difference in the advantageous period is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to terminate the AT (step S112).
[0243] If AT terminates (S112:YES), the process returns to step S105.
[0244] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.
[0245] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the machine so that the operator cannot proceed with playing the slot machine 1 (step S113).
[0246] Next, in response to the operation of the counting button 44, the media management unit 620 and the card unit 7 send and receive the necessary information to execute the transfer process (step S114).
[0247] Next, in response to the store staff's power-off operation, the power to slot machine 1 is turned off (step S115). In response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). If slot machine 1 is only restored after a power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous period and the difference in the advantageous period are retained.
[0248] Next, in response to the store staff's power-on operation, the power to slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic operation flow of slot machine 1.
[0249] <Flowchart for suppressing gambling tendencies> Next, the gambling addiction suppression process of this embodiment will be explained using Figure 10.
[0250] First, based on the player's actions, the game proceeds according to the flow shown in Figure 9 (step S201).
[0251] Next, the flow branches based on whether or not the change condition is met (step S202). Here, the "change condition" is at least one of the following: the second game state has transitioned to a special AT (processing 1, 2), the range (MY) has become 10,000 or more (processing 3, 4), the number of acquired game values has become 5,000 or more (processing 5, 6), the game time spent in AT has become 1 hour or more (processing 7, 8), or the number of times a role with a payout of 8 in game value has been won in AT has become 100 or more (processing 9, 10). Therefore, in step S202, if any one of the following conditions is met, the change condition is also determined to be met: the second game state has transitioned to a special AT (processing 1, 2), the range (MY) has become 10,000 or more (processing 3, 4), the number of acquired game values has become 5,000 or more (processing 5, 6), the game time spent in AT has become 1 hour or more (processing 7, 8), or the number of times a role with a payout of 8 in game value has been won in AT has become 100 or more (processing 9, 10).
[0252] If the change condition is met (S202: YES), the reel control unit 611 increases the wait time and the frequency of the reel animation compared to before the change condition was met (step S203). After that, the gambling suppression process of this disclosure ends.
[0253] On the other hand, if none of the modification conditions are met (S202: NO), the reel control unit 611 remains in its normal state without increasing the weight time or the frequency of reel animations (step S204). After that, the gambling suppression process of this disclosure is terminated. The process of suppressing gambling impulses is executed by following the steps described above.
[0254] In summary, the slot machine 1 disclosed herein is: A game state control unit 615 is capable of controlling game states, including a normal game state (general game state) and a special game state (AT) which is more advantageous than the general game state. Equipped with, In AT, conditions regarding the time spent playing the game (for example, whether or not the game time spent playing in AT exceeds one hour) are set. The average digestion time, or the actual digestion time, may be longer after the conditions are met than before the conditions were met.
[0255] <Effects of the invention> Gaming machines equipped with special game modes such as AT (Assist Time) have been known for some time. These machines are designed to avoid excessively stimulating the gambling instinct of players, for example, by transitioning to the normal mode when the number of winning tokens in the advantageous mode exceeds a predetermined value.
[0256] However, the functions mentioned above alone cannot be said to be sufficient to prevent excessive stimulation of gambling tendencies.
[0257] In contrast, according to the slot machine 1 of this embodiment, the average time per game, or the total time per game, is controlled such that when the conditions regarding the time per game are met, it is greater than when the conditions are not met.
[0258] Specifically, when the aforementioned conditions (for example, the game time spent playing in AT mode being one hour or more) are met, compared to when the conditions are not met, the time it takes for a player to complete one game tends to increase, for example, by having longer wait times or more frequent reel animations. Therefore, the rate at which the value of each game in the overall game increases / decreases can be reduced.
[0259] Thus, according to this disclosure, it is possible to provide a gaming machine that can suppress excessive stimulation of the gambling instinct during gameplay.
[0260] [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 changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.
[0261] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.
[0262] In the above embodiment, gambling impulse suppression processing is performed by the reel control means, but when the change condition is met, operations on essential operating parts for advancing the game, such as levers and bet switches, become invalid (for example, even if these operating parts are operated, no operation signal is generated, or the operating parts become stiff and difficult for the player to operate), which may result in a longer time per game (or its average value).
[0263] Furthermore, although not limited to the above embodiment, in processes 1 and 2, when the second game state transitions from a general game state to a CZ or AT (including normal AT and special AT) (an example of a change condition), the wait time may be increased or the frequency of reel animations may increase.
[0264] The embodiments described above are not limited to the above-described embodiments. In processes 1 and 2, the following may be determined depending on the number of times the second game state transitions to the special AT: whether or not to change the wait time, whether or not to change the frequency of the reel animation, the extent of the change in wait time, and / or the extent of the change in the frequency of the reel animation. For example, if the number of times the game transitions to the special AT is less than 3, the wait time is not changed, and if the number of times the game transitions to the special AT is 3 or more, the wait time may be changed. Alternatively, if the number of times the game transitions to the special AT is 1, the wait time may be changed to 4.5 seconds, and if the number of times the game transitions to the special AT is 2, the wait time may be changed to 4.7 seconds.
[0265] Furthermore, although the above embodiment describes an example in which all processes 1 to 10 are executed on a single slot machine, only one of the processes may be executed, or a combination of any multiple processes may be executed. For example, when the change condition is released, the wait time does not necessarily revert to 4.1 seconds and the frequency of the reel animation does not revert to its original state. Instead, the wait time may revert to 4.1 seconds but the frequency of the reel animation does not, or the frequency of the reel animation may revert to its original state but the wait time does not.
[0266] Furthermore, it may be possible to set, based on the actions of the store staff, whether or not to make the average time spent in special ATs greater than that spent in non-special ATs, and / or by how much greater it should be. If the degree to which it should be greater than that spent in non-special ATs is set, the store staff may be able to select from options such as making the average time spent spent longer, making it medium, or making it shorter. In addition, settings may be made not only for processes 1 and 2, but also for processes 3 to 10.
[0267] Also, regarding the average value of the digestion time or the digestion time, whether the case after the change condition (for example, the range (MY) is 10,000 or more, the number of acquisitions is 5,000 or more, the game digestion time is 1 hour or more) is satisfied is greater than the case before the condition is satisfied, and / or the degree to which the case after the condition is satisfied is greater than the case before the condition is satisfied may be set based on the operation of the store staff.
[0268] Also, not limited to the above embodiment, in Processes 1 to 10, the point of change may be the time required for the payout of game value instead of the wait time and the rotating barrel effect time. In this case, when the change condition is satisfied, the time required for the payout of game value (for example, the time required for the count-up of game value with a digital counter) becomes longer. Thereby, the digestion time of one game as a whole can be increased. Also in this case, it is preferable that the time required for the payout of game value is changed stepwise or gradually so as not to make the player feel the change in time.
[0269] Furthermore, it can be said that the digestion time of one game includes the wait time, the time from the operation of the stop switch until the rotating reels stop, and the payout time of the game value.
[0270] Also, not limited to the number of payouts of game value being a predetermined value at the AT of a role as in the above embodiment, the average value of the digestion time of one game or the digestion time may be controlled to increase when the number of winning times of the role, the cumulative points awarded by lottery when the role wins, reaches a specific value, etc.
[0271] In the above embodiment, an example of a special AT with a high continuation rate was described, but the present disclosure is not limited thereto. A special AT may be, for example, a special AT with a low continuation rate but a large net increase in game value, a special AT with a low continuation rate and not a large net increase in game value but that makes it easy to enter a bonus zone, or a special AT that functions as a special zone such as a bonus zone.
[0272] Furthermore, while the above embodiment described an example in which an AT lottery was held according to the winning combination determined by an internal lottery, this disclosure is not limited to this. For example, possible embodiments include: points accumulating as the game progresses and an AT lottery being held when the points reach a specific number; points decreasing as the game progresses and an AT lottery being held when the points reach 0; an AT lottery being held when the number of games reaches a certain range; and a system where AT lotteries are repeatedly missed in the CZ, and after a predetermined number of times this occurs, AT is guaranteed without an AT lottery.
[0273] Furthermore, although the above embodiment described an example in which the second game state transitions to the normal AT when the special AT ends, the game may also transition to the general game state without transitioning to the normal AT when the special AT ends.
[0274] Furthermore, in the above embodiment, processes 9 and 10 were described as processes corresponding to the number of wins in AT for a role with a payout of 8 game value, but it may also include the number of wins for that role not only during AT, but also during CZ or general gameplay. Alternatively, it may be a process corresponding to the total number of wins for that role during CZ and AT, but not during general gameplay, or it may be a process corresponding to the number of wins for that role during special AT, rather than normal AT.
[0275] Furthermore, although the above embodiment describes an example in which the bonus is a continuous mechanism for a special first-class feature, the present invention is not limited thereto. The bonus may be at least one of the following: a special first-class feature, a continuous mechanism for a special first-class feature, a special second-class feature, or a continuous mechanism for a special second-class feature.
[0276] Furthermore, a signal indicating the type of game section may be transmitted from the section control unit to the digital counter, so that the digital counter can indicate whether or not the game section is a favorable section, for example, by whether or not a dot is displayed.
[0277] Furthermore, the embodiment is not limited to the above, and for example, when the AT ends, or when the number of games in the advantageous period reaches 3000, the period control unit may forcibly transition the game period from the advantageous period to the normal period.
[0278] Furthermore, while the range (MY) was used to activate the complete function in the above embodiment, the system is not limited to this, and the difference in game value may be used to determine whether or not to activate the complete function.
[0279] Furthermore, although the above embodiment describes an example where the slot machine is an AT machine, the slot machine may also be an ART (Assist Replay Time) machine, or it may be a slot machine that only provides bonuses without performing AT, ART, etc., or a slot machine that can perform both bonuses and AT (or ART).
[0280] Furthermore, although the slot machine in the above embodiment was a coinless machine, the slot machine to which the present invention is applied does not have to be a coinless machine. If the slot machine is not a coinless machine, it will have components such as a coin slot, a coin payout slot, and a hopper.
[0281] Furthermore, although the above embodiments describe an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous period can be executed.
[0282] Furthermore, in the above embodiment, Figure 8 shows an example in which the main control unit and the game value control unit are mounted on separate control boards, but the main control unit and the game value control unit may be mounted on the same control board. Also, the main control unit and the game value control unit do not have to be composed of the same microcontroller; they may be composed of separate microcontrollers, or they may be composed of the same microcontroller. [Explanation of symbols]
[0283] 1. Slot machine (amusement machine) 61 Main Control Unit 610 Internal drawing section 611 Rotating Reel Control Unit 612 Game result determination unit 613 Setting Value Control Unit 614 Section Control Unit 615 Game State Control Unit 616 RT State Control Unit 617 Error detection unit 62 Game Value Control Unit 620 Media Management Department 621 Functional Operating Part 63 Sub-control Unit 630 Performance Control Unit
Claims
[Claim 1] A game state control unit capable of controlling game states including a normal game state and a special game state that is more advantageous than the normal game state. Equipped with, In the aforementioned special game state, conditions regarding the time required to play the game are set. The average digestion time, or the digestion time, may be greater after the condition is met than before the condition is met. The conditions relating to the time spent playing include conditions relating to the total time of a predetermined period in the special game state. Gaming machine.