Gaming machine

The gaming machine addresses monotony in conventional machines by enabling dynamic game state transitions and performance configurations, enhancing player engagement through diverse ending sequences.

JP7886842B2Inactive Publication Date: 2026-07-08ENTERRISE CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2023-06-16
Publication Date
2026-07-08
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional gaming machines provide monotonous ending sequences, potentially causing player boredom due to repetitive video content and lack of variety in game states.

Method used

A gaming machine with a control unit capable of transitioning between normal and special game states, including a first and second state, which allows for diverse ending sequences and performance configurations, enhancing player engagement.

Benefits of technology

The machine provides a less likely scenario for player boredom by offering varied and engaging ending sequences through dynamic game state transitions and performance notifications.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007886842000003
Patent Text Reader

Abstract

To provide a game machine capable of performing an ending presentation which players are less likely to become tired of.SOLUTION: A game machine includes: a control portion capable of controlling a game progress in either one of game states, as a game state related to a ball output performance, between a general game state and a special game state more advantageous than the general game state; and a presentation control portion capable of causing a presentation device to be notified of a presentation that is in accordance with the game progress. The special game state at least includes: a first state; and a second state to which a shift from the first state is possible and in which an ending presentation can be performed. While the special game state is being performed after a game in which a shift to the second state is determined, or while the special game state is being performed after a game in which a shift to the second state is made, the presentation control portion can perform building up processing for building up a presentation configuration being notified by presentation processing performed in the second state and the presentation control portion can cause the presentation device to be notified of a presentation with the presentation configuration being built up.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0007] ,

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

Background Art

[0002] Conventionally, for example, there is known a gaming machine provided with an AT (Assist Time) or an ART (Assist Replay Time), which is a special gaming state in which a navi for notifying the correct pressing order when a so-called correct pressing order winning combination (a winning combination in which a predetermined symbol pattern is aligned when a player operates a stop switch in the correct pressing order) is not won can be notified (see Patent Document 1).

[0003] <00​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​However, conventional gaming machines only output one predetermined type of ending sequence, which could feel monotonous to players.

[0008] Furthermore, some gaming machines repeat the same video content during the ending sequence. In such conventional gaming machines, the ending sequence can feel monotonous, potentially causing players to become bored.

[0009] The objective of this invention is to provide a gaming machine that can perform an ending sequence that is less likely to bore players. [Means for solving the problem]

[0010] The present invention A control unit capable of controlling the progress of the game in either a normal game state or a special game state which is more advantageous than the normal game state, as game states related to payout performance, A performance control unit capable of notifying the performance device of performances corresponding to the progress of the game, Equipped with, The aforementioned special game state includes at least a first state and a second state to which it is possible to transition from the first state and to execute an ending sequence. The aforementioned performance control unit, During the execution of the special game state after a game in which it has been decided to transition to the second state, or during the execution of the special game state after a game in which it has transitioned to the second state, it is possible to execute a construction process to construct the performance configuration that is notified by the performance processing executed in the second state, and It is possible to notify the performance device of the performance configuration that has been constructed. It is a gaming machine. [Effects of the Invention]

[0011] According to the present invention, it is possible to provide a gaming machine that can perform an ending sequence that is less likely to bore the player.

Brief Description of the Drawings

[0012] [Figure 1] It is a front view of a slot machine. [Figure 2] It is a block diagram schematically showing the configurations of a slot machine and a card unit. [Figure 3] It is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] It is a diagram for explaining the state transition in a game section. [Figure 5] It is a diagram for explaining the state transition in the first game state. [Figure 6] It is a diagram for explaining the state transition in the second game state. [Figure 7] It is a diagram for explaining a range (MY) and a difference number in a favorable section. [Figure 8] It is a diagram for explaining the connection / communication relationship among a main control board, a game value control board, and a sub-control board. [Figure 9] (a) It is a diagram for explaining the time charts of a non-ending mode and an ending mode, (b) It is a diagram for explaining parts that are units of effects, and (c) to (e) are diagrams for explaining the output order of parts that are units of effects. [Figure 10] It is a flowchart showing the flow of operation processing of a slot machine. [Figure 11] It is a flowchart showing the flow of an ending construction process.

Modes for Carrying Out the Invention

[0013] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. Further, in the following description, "connection" includes both a case where the connection targets are directly connected and a case where the connection targets are indirectly connected via another board or device.

[0014] As shown in FIG. 1, the slot machine 1 of the present embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals.

[0015] 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 gaming medium converted into electronic data is used as gaming 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, and the like.

[0016] First, the card unit 7 connected to the slot machine 1 will be described below.

[0017] <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.

[0018] The card unit 7 can store a card 70 that stores gaming value data as electronic data in place of physically existing medals inside it.

[0019] The card unit 7 can mainly perform a gaming value lending process associated with the transfer of gaming value data to the slot machine 1 and, conversely, a discharge process of the card 70 associated with the transfer of gaming value data from the slot machine 1.

[0020] Furthermore, the card unit 7 can manage the game value data within the slot machine 1 by sending and receiving necessary data with the media management unit 620 (described later) of the slot machine 1.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] The card unit-side control unit 75 consists of a CPU, 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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).

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] <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."

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] LCD screen 3 displays various animation videos (animation screens) while the player is playing.

[0044] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), and voice.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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 by emitting a different color (e.g., red) from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state. The lamps can also indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable by emitting a different color (e.g., blue) from the time each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0051] 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.

[0052] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.

[0053] The digital counter 43 digitally displays the number of credits of game value, the number of payouts (acquired) of game value, and other information. By checking the digital counter 43, players can also check the amount of game value they possess while playing. Furthermore, this allows players to play without physically handling tokens.

[0054] 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."

[0055] 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.

[0056] Furthermore, after the counting button 44 is operated, for example, by raising or lowering the lever 42, a quantity of game value data specified by the operator may be transferred to the card unit 7. In this case, the button used by the operator to transfer the quantity of game value data may be the counting button 44, or it may be a different button from the counting button 44. Alternatively, the operator may operate a button on the card unit 7 to transfer a quantity of game value data specified by the operator to the slot machine 1.

[0057] Furthermore, the amount of the game value data being managed when the counting button 44 is operated once may be predetermined, for example, "1" or "50". Also, the credited game value may continue to be deducted while the counting button 44 is being operated continuously (while it is being operated).

[0058] 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.

[0059] More specifically, as shown in Figure 1, 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 flow of operations from when the counting button 44 is operated until the card 70 is ejected from the card unit 7 smoother.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] Furthermore, the performance button 46 is equipped with a lamp capable of emitting 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 colors.

[0066] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.

[0067] 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".

[0068] 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.

[0069] 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.

[0070] 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 winning combinations will differ. The setting value is set by the store staff before the store opens.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] <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.

[0078] 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.

[0079] 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 made, one line L is activated.

[0080] In this specification, "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 / so-called real bonuses) on the active payline L.

[0081] 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.

[0082] 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. Once all the reels 20a, 20b, and 20c have stopped, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that lined up (won) on the active line L. This completes one game.

[0083] 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.

[0084] <Regarding the game state> During the game, as shown in FIG. 4, the type of game section is set, and as shown in FIGS. 5 and 6, one game state is set from a plurality of game states. Based on the set game section and game state, internal lottery and a predetermined lottery are performed.

[0085] The game states include a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not game states that exclusively hold, but are merely classified states for convenience of explanation.

[0086] As shown in FIG. 5, the first game state includes a non-special combination carry-over state, a bonus internal state (special combination carry-over state), and a special combination execution state. The non-special combination carry-over state, the bonus internal state, and the special combination execution state are in a mutually exclusive relationship.

[0087] The non-special combination carry-over state means a state in which a special combination (for example, a type 1 BB which is a combination continuous operation device for a first type of special combination item) has not been won by internal lottery and the winning of the special combination has not been carried over. The non-special combination carry-over state is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a predetermined condition), when the game value is paid out exceeding a predetermined number in the special combination execution state, and the like.

[0088] The bonus internal state means a state in which a special combination has been won by internal lottery but the winning of the special combination has been carried over. That is, the bonus internal state means a state in which the flag of the special combination has been won by internal lottery, but the symbols indicating the special combination are not aligned on the effective line L and the special combination has not yet won. Note that when the winning of a type 1 BB has been carried over, no further lottery for a type 1 BB is performed. [[ID=2,3]]

[0089] The "special prize execution state" refers to a state in which a special prize has been awarded through an internal lottery, and no payout of game value exceeding a predetermined amount has been made.

[0090] While playing slot machine 1, the operator continues playing without winning any carried-over special winning combinations, keeping the first game state as a carried-over special winning combination.

[0091] In this embodiment, slot machine 1 is an AT (Assist Time) machine. In an AT machine, for example, before the store opens, the first game state is set to a bonus internal state by the store staff, and under this state, the operator transitions to the second game state to enjoy the game.

[0092] As shown in Figure 6, the second game state can be one of the following: general game state, AT (an example of a special game state), or CZ (chance zone, another example of a special game state). In the second game state, the general game state, AT, and CZ are mutually exclusive.

[0093] The "general game state" refers to a state that is neither AT nor CZ, meaning that assist functions (such as operation order navigation) do not occur (or are unlikely to occur). For example, from the time of RAM reset or the end of AT (or CZ) until an AT lottery (or CZ lottery) is won, the second game state is set to the general game state.

[0094] AT refers to a state in which an assist function is activated, which notifies the correct operation pattern (correct pressing order / correct operation timing) of the stop switches 40a, 40b, and 40c for roles other than the special roles that have been won by internal lottery, via the LCD screen 3, speaker 101, and illuminated unit 102, etc.

[0095] The AT lottery is conducted when the game period is in an advantageous period, based on the winning combinations (winning rare combinations, the number of times a predetermined combination has been won, etc.) determined by an internal lottery. If an AT is won in the AT lottery (an AT transition signal is generated) while the game period is in an advantageous period, the second game state transitions from the general game state to the AT state.

[0096] In the AT of this embodiment, various gameplay elements can be provided. For example, in AT, the AT continues until the number of AT stocks becomes 0 (zero) or the number of remaining AT games becomes 0 (zero). During AT execution, a benefit (for example, an increase in the number of AT games) can be obtained by hitting a predetermined role (for example, a bell) a predetermined number of times in a row, or points can be accumulated by hitting a predetermined role (for example, a rare role).

[0097] The second game state transitions from AT to general game state when a predetermined number of games have elapsed since the start of gameplay in AT mode, when the number of AT stocks reaches 0 (zero), when the total number of game value paid out since the start of gameplay in AT mode reaches a predetermined number, when an assist has been performed a predetermined number of times, or when an assist related to a specific role (for example, a push-order bell) has been performed a predetermined number of times. At this point, AT mode ends.

[0098] Unlike the modes described later, the CZ is an example of a special game state, a zone in which the player can temporarily stay when neither in a normal game state nor in AT mode, and it hints at the likelihood of winning an AT.

[0099] Furthermore, the CZ (Chance Zone) is entered when certain conditions are met, such as winning a CZ lottery based on a winning combination in an internal draw, reaching a predetermined number of games played in the advantageous section, or reaching a predetermined value of points accumulated as the game progresses. During the CZ, the probability of winning an AT (Attack Time) is higher than in the normal game state, and the second game state becomes easier to transition to an AT.

[0100] <About the gaming area> The aforementioned game interval is a state (interval) that determines whether or not processing related to the instruction function is performed. As shown in Figure 4, the game interval consists of a normal interval and an advantageous interval. The normal interval and the advantageous interval are mutually exclusive, and the game interval can be either a normal interval or an advantageous interval.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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 an AT state.

[0106] <Configuration of Control Unit 6> As shown in Figure 2, the control unit 6 comprises a main control unit 61, a game value control unit 62, and a sub-control unit 63.

[0107] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a CPU and a memory unit (ROM, RAM, RWM).

[0108] 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.

[0109] 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.

[0110] 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.

[0111] 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.

[0112] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication takes place from the main control board P1 to the sub-control board P3. The information and commands transmitted from the main control board P1 to the sub-control board P3 include information related to game value (e.g., bet / payout information for game value, total number of game values ​​acquired during AT), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, and information related to various errors.

[0113] 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.

[0114] 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.

[0115] 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 unit 61 to the control unit 4 and other components.

[0116] <Description of Main Control Unit 61> The ROM of the main control unit 61 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).

[0117] 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.

[0118] The main control unit 61 functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a setting 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, through operation using the memory unit (ROM, RAM, RWM; the same applies hereinafter) by the CPU of the main control unit 61. These functions correspond to the functions of the game control unit.

[0119] 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.

[0120] 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.

[0121] <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.

[0122] 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.

[0123] 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.

[0124] Furthermore, the information on 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, push-order replays, and push-order bells).

[0125] If a winning combination is selected and the stop switches 40a, 40b, and 40c are operated according to the correct winning combination, the winning combination is awarded, and the player can win multiple game values ​​(for example, 8) corresponding to that combination. If a winning combination is selected but the stop switches 40 are not operated according to the correct winning combination, the winning combination is not awarded, or another combination (such as a single-coin combination) is awarded.

[0126] It should be noted that the "operation pattern" role can also be won and established during normal gameplay (for example, outside of AT and CZ). However, if the operation pattern role is won during normal gameplay, the correct operation pattern is generally not announced, so the role may be missed or the payout of game value may be only 1. On the other hand, during AT, the correct operation pattern is announced, so there is a higher possibility of paying out multiple game values ​​(for example, 8).

[0127] <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.

[0128] Specifically, when the lever 42 is operated while all the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 starts the rotation of all the rotating reels 20a, 20b, and 20c. As described above, when the stop switch 40 (e.g., 40c) corresponding to a rotating reel 20 (e.g., 20c) that is rotating is operated, 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).

[0129] 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.

[0130] Furthermore, the reel control unit 611 starts the rotation of reels 20a, 20b, and 20c based on the operator's operation of the lever 43 when a certain amount of time (4.1 seconds, which is the so-called wait 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.

[0131] 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.

[0132] 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.

[0133] <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.

[0134] 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.

[0135] <Explanation of the setting value control unit 613> The setting value control unit 613 controls the game using one of several setting values ​​(for example, 1 to 6) that have different advantages in controlling the game's progress, based on the store staff's operation of the setting change button 52. This setting value is set for each slot machine. 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, and other units.

[0136] 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).

[0137] 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.

[0138] <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.

[0139] 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. Examples of transition conditions include the game immediately following the game in which the game transitioned to the normal section being played, and winning the section transition lottery. When the section transition lottery is executed, a lottery is held to determine whether or not to perform the section transition lottery when a predetermined target role (for example, a rare role such as a cherry or a chance eye) is won, and if the result is a win, the section transition lottery is performed.

[0140] 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.

[0141] Specifically, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section when a forced termination condition is met, including when the difference in game value during the advantageous section (the advantageous section difference, described later), based on the quantity of game value at the time of transitioning to the advantageous section, reaches +2400. The forced termination condition may be, 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.

[0142] 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.

[0143] 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 or when the RAM is cleared.

[0144] Furthermore, the section control unit 614 can transmit information regarding the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 and other units as information regarding the progress of the game. As a result, the performance control unit 630 can obtain information such as the difference in the number of games until the advantageous section ends, the number of games played, and whether or not the advantageous section has ended, as will be described later.

[0145] <Game state control unit 615> The game state control unit 615 sets the first game state and the second game state, respectively.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] In the bonus internal state, if predetermined 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.

[0150] 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.

[0151] 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.

[0152] Furthermore, in the special prize implementation state, if predetermined 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.

[0153] Furthermore, as shown in Figure 6, the game state control unit 615 determines whether or not to set the second game state to AT based on the result of the AT lottery. Specifically, if the AT lottery, which is held when the game section is an advantageous section, is won, the game state control unit 615 sets the second game state to AT.

[0154] On the other hand, if the AT lottery is not won, the game state control unit 615 sets the second game state to the general game state.

[0155] Furthermore, when the AT ends, the game state control unit 615 transitions the second game state from AT to a general game state or a CZ.

[0156] In this way, the game state control unit 615 can transition between the general game state and the CZ, between the CZ and the AT, and between the AT and the general game state to the second game state.

[0157] Furthermore, when in the advantageous period, the game state control unit 615 selects one of several modes related to the progress of the game for the second game state (for example, a normal mode where it is difficult to win the AT lottery, a high probability mode where it is easy to win the AT lottery). The game state control unit 615 then executes the AT lottery (or AT bonus lottery) with the AT winning probability (or bonus probability) associated with the selected mode.

[0158] 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.

[0159] <RT state control unit 616> The RT state control unit 616 can conduct game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of replay is established as a winning flag determined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) is won.

[0160] In the present embodiment, the RT state control unit 616 varies the RT state in each of the special combination execution state, the non - carry - over state of the special combination, and the bonus internal state. As another example, the RT state control unit 616 can maintain the same RT state in the non - carry - over state of the special combination and during the bonus, and not transition the RT state during the bonus in which the AT is executed.

[0161] Note that the RT state control unit 616 can transmit information regarding the RT state (which of the RT states such as RT0, RT1 with a higher winning probability of replay than RT0, etc.) as information regarding the progress of the game to the effect control unit 630 and the like.

[0162] <Error determination unit 617>[[ID=​​​​​

[0164] 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 102 of the nature of the error that occurred.

[0165] <Explanation of the game value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of game value.

[0166] 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.

[0167] Through the operation of the memory unit by the CPU of the game value control unit 62, the game value control unit 62 functions as a media management unit 620 and a function operation unit 621.

[0168] <Explanation from Media Management Department 620> The media management unit 620 manages the number of credits and bets for game value.

[0169] 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.

[0170] 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.

[0171] 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).

[0172] 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.

[0173] 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.

[0174] In this embodiment, when the difference in the advantageous section becomes +2400, 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). Furthermore, when the difference in the advantageous section becomes +2400, the media management unit 620 transmits a signal to that effect to the section control unit 614. As a result, the section control unit 614 transitions the game section to the normal section.

[0175] 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.

[0176] The media management unit 620 starts calculating the difference in the advantageous period when the game period transitions back to the advantageous period.

[0177] 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.

[0178] Information regarding this range (MY) is transmitted to the function operating unit 621 and used for the complete function described later.

[0179] The media management unit 620 resets the range (MY) when the power to slot machine 1 is turned off by store staff.

[0180] 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.

[0181] Furthermore, the media management unit 620 calculates the remaining difference until the upper limit of the advantageous section difference at the time the ending display conditions are met. This information on the remaining difference is transmitted to the game state control unit 615, the performance control unit 630, and the like.

[0182] <Functional operating part 621> The function operating unit 621 receives information about the range (MY) transmitted from the media management unit 620.

[0183] Then, when the function activation unit 621 reaches a range (MY) of, for example, 18500 or higher, it generates information regarding a pre-notification indicating that the complete function is about to be activated.

[0184] 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).

[0185] 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.

[0186] 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.

[0187] 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.

[0188] 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 number of signals transmitted from the main control unit 610 to the sub-control unit 630.

[0189] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or higher, which is the second range.

[0190] 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.

[0191] <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).

[0192] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0193] The sub-control unit 63 functions as the performance control unit 630 through the operation of the memory unit by the CPU of the sub-control unit 63.

[0194] <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.

[0195] 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.

[0196] When AT is running, the performance control unit 630 executes AT performances using a performance lottery table specifically for AT. As a result, various patterns of performances can be executed while AT is running.

[0197] Furthermore, the AT of this embodiment includes a non-ending mode (an example of a first state) that is executed in games after transitioning during AT execution, and an ending mode (an example of a second state) that can be transitioned from the non-ending mode and in which an ending sequence can be executed.

[0198] An ending sequence is a sequence of events that suggests the end of the currently running AT (Attack Time), is related to the content (theme) of slot machine 1, and is designed so that the player can predict that the AT is ending. During the ending sequence, information related to the remaining time until the AT ends may continue to be displayed. This information may include the remaining difference until the AT ends, the remaining number of games until the AT ends, and the number of times the button-pressing assist may be displayed until the AT ends. This information may be displayed as, for example, "10 games remaining until the AT ends."

[0199] The performance control unit 630 uses a performance lottery table prepared for non-ending mode to select a performance (performance video) to be displayed during non-ending mode.

[0200] Furthermore, as shown in Figure 9(a), the performance control unit 630 executes the ending mode if the ending display conditions (an example of transition conditions) are met while the non-ending mode is being executed. Note that both the non-ending mode and the ending mode are modes that are executed when the AT is running, and therefore can be executed during the advantageous period.

[0201] In this embodiment, the conditions for displaying the ending are not fixed conditions such as "the remaining difference up to the upper limit of the advantageous section difference" as found in conventional gaming machines, but rather variable conditions.

[0202] The conditions for displaying the ending include, for example, while a non-ending mode is running, - Winning the lottery to enter Ending Mode - The predetermined conditions for transitioning to ending mode have been met (such as hitting the ordered bell 100 times during AT execution, hitting the ordered bell or any bell 5 times in a row, hitting the rare role 10 times, or reaching a predetermined value of points accumulated during AT, etc., achieving some kind of challenge). In an AT (Automatic Trigger) game where one set consists of a predetermined number of games (e.g., 30 games) and a continuation rate is set for each set, if the continuation check fails, but the total number of consecutive sets played up to that point exceeds a predetermined number (e.g., 25 times). • The remaining number of games in the AT (Automatic Trigger) has reached the predetermined number. - The remaining number of AT stocks has reached 0 (zero). • When using the remaining difference in tokens up to the upper limit of the advantageous section difference as a condition, for example, when the remaining difference in tokens falls below a predetermined value (150 tokens), the lottery to enter the ending is executed. These are some examples.

[0203] The conditions for displaying the ending may be determined by lottery from among the aforementioned multiple conditions, or the condition that is met first may be adopted as the condition for displaying the ending.

[0204] Thus, in this embodiment, the length of the ending mode (the number of games in which the ending mode is executed) may change depending on when the ending display conditions are met. That is, for example, even if the ending display condition is a win in the ending entry lottery, the number of games in which the ending mode is executed may change depending on whether the remaining difference to the upper limit of the advantageous section difference at the time of the win is 100 or 200.

[0205] Therefore, in the slot machine 1 of this embodiment, the following control is performed.

[0206] The performance control unit 630 selects two or more performance parts (an example of a performance unit) from among several performance parts prepared for the ending mode, and constructs the ending performance in real time at that point based on the remaining difference up to the upper limit of the advantageous section difference (information indicating the state until the termination condition of the advantageous section is met / an example of information indicating the state until the termination condition is met) at the time the ending display conditions are met.

[0207] In this embodiment, four types of effect parts are provided, as shown in Figure 9(b): Part A (an example of a starting unit), Part B (an example of an intermediate unit), Part C (an example of an intermediate unit), and Part D (an example of an ending unit).

[0208] Note that these parts do not refer to layers containing only the characters or only the background, but rather consist of a video for one game, or a video for several games.

[0209] Part A is the first animation unit that is announced after the ending mode is entered, and it is pre-prepared. Part A is, for example, a video that is displayed while approximately 30 game value is obtained (displayed over approximately 10 games).

[0210] Furthermore, Part D is a pre-prepared visual unit that is announced at the end of the ending mode. Part D is, for example, a video that is displayed while approximately 30 game value points are obtained (displayed over approximately 10 games).

[0211] Furthermore, Part B and / or Part C are pre-prepared performance units that may be displayed between Part A and Part D. Part B and Part C are, for example, videos that are displayed while a game value of approximately 45 is obtained (displayed over approximately 15 games).

[0212] Part B is a part that may be announced after Part A.

[0213] Furthermore, part C is a part that may be announced after part A (only if part B is not announced), or after part B.

[0214] As described above, in this embodiment, the conditions for displaying the ending change from time to time. Therefore, the number of games until the advantageous period ends changes depending on the fulfilled ending display conditions. In other words, in slot machine 1, the length of the ending mode (the number of games played in the ending mode) also changes from time to time depending on the fulfilled ending display conditions.

[0215] Furthermore, in this embodiment, when the ending mode is started (or when the start of the ending mode is determined), the slot machine 1 can change the configuration of the ending sequence according to the state until the end of the advantageous period, as shown in Figures 9(c) to 9(e).

[0216] Specifically, the performance control unit 630 selects two or more parts from parts A to D according to the remaining difference from the start of the ending to the upper limit of the difference in the advantageous section, and constructs the ending performance in real time (assembles and builds the elements).

[0217] When the remaining difference to the upper limit of the advantageous interval difference is small (for example, when the remaining difference is between 55 and 65), the performance control unit 630 will always select parts A and D, as shown in Figure 9(c), and construct the performance configuration in the order of parts A and then parts D. Note that when parts A and D are selected, no lottery is performed to select the parts (hereinafter referred to as "part lottery").

[0218] Furthermore, when the remaining difference to the upper limit of the advantageous interval difference is moderate (for example, the remaining difference is 100 to 110), the performance control unit 630 constructs the performance configuration in the order of part A, part B (or part C), and part D, as shown in Figure 9(d). In this case, whether part B or part C is selected is determined by a part lottery.

[0219] Furthermore, if the remaining difference to the upper limit of the advantageous section difference is large (for example, the remaining difference is 145 to 155), the performance control unit 630 selects all of parts A to D, as shown in Figure 9(e), and constructs the performance configuration in the order of part A, part B, part C, and part D. Note that no part selection is performed when parts A to D are selected.

[0220] Furthermore, in order to ensure that there is no inconsistency in the content or video at each part, especially at the transitions between parts (for example, the first three games and / or the last three games), at least one of the following elements displayed within each part—such as the characters, background screen, font / size of the text, image type / size, or color—is unified.

[0221] At least for the last few games of Part A and the first few games of Part D, for example, the character's appearance position and background are the same. This allows for a smooth transition between Part A and Part D in the ending mode, especially when the remaining difference to the upper limit of the advantageous section difference is small, provided the story flow in the ending mode is seamless. Furthermore, Parts B and C can also have the same character appearance positions and background types as Parts A and D.

[0222] Furthermore, during the ending mode, the length of the ending mode may change slightly depending on the type of winning combination, or if the operator operates the stop switches 40a to 40c in an incorrect manner (incorrect button sequence). In this case, the performance control unit 630 can adjust the progress of the video for each part (playback speed, or where to move to the next frame, etc.) according to at least one of the following: the remaining difference in the number of winning combinations up to the upper limit of the advantageous section difference, the winning combination, or whether or not a button sequence error has occurred.

[0223] Specifically, if the length of the ending sequence constructed by the combination of parts (hereinafter referred to as "the number of games by the combination of parts") is greater than the length allocated as the duration for which the ending sequence is output (hereinafter referred to as "the number of games for which the ending mode should be executed"), the sequence control unit 630 can skip some of the components (for example, some frames of the video; the same applies hereinafter).

[0224] On the other hand, if the number of games resulting from the combination of parts is less than the number of games for which the ending mode should be executed, the performance control unit 630 can change the frame division of some of the intermediate parts to prevent the same performance configuration from being endlessly repeated after the ending sequence has completed one cycle, as has been done in the past. This allows the display time of the ending mode to be adjusted in real time.

[0225] As described above, the presentation configuration announced in the ending mode changes in various ways based on the remaining difference in the advantageous section difference when transitioning to the ending mode, allowing players to see various types of ending presentations. Thus, in this embodiment, since the presentation configuration of the ending presentation is variable, it is possible to prevent players from becoming bored with the ending presentation.

[0226] <Basic operation flow of slot machine 1> Figure 10 will be used to explain the basic operation flow of slot machine 1.

[0227] 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).

[0228] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0229] 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).

[0230] 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.

[0231] Next, the section control unit 614 proceeds with the game in the normal section (step S104).

[0232] The game state control unit 615 proceeds with the game in the general game state (step S105).

[0233] 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).

[0234] If the game period is not a favorable period (S106: NO), the process returns to step S104.

[0235] 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).

[0236] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).

[0237] If the second game state does not transition to AT (S108: NO), the process returns to step S105.

[0238] 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).

[0239] 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.

[0240] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0241] 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).

[0242] 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 617 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.

[0243] On the other hand, if the difference in the advantageous section is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to terminate the AT (step S112).

[0244] If AT terminates (S112:YES), the process returns to step S105.

[0245] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.

[0246] 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).

[0247] 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).

[0248] 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.

[0249] 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.

[0250] <Ending Construction Process Flow> Next, we will explain the flow of the ending construction process using Figure 11.

[0251] First, the performance control unit 630 executes a non-ending mode during AT execution (step S201).

[0252] Next, the performance control unit 630 determines whether or not the conditions for displaying the ending have been met while the non-ending mode is being executed (step S202).

[0253] If the conditions for displaying the ending are not met (S202:NO), the process returns to step S201.

[0254] On the other hand, if the conditions for displaying the ending are met (S202: YES), the performance control unit 630 obtains information from the media management unit 620 regarding the remaining difference up to the upper limit of the advantageous section difference at that time (step S203).

[0255] Next, the performance control unit 630 selects two or more parts from the four parts A to D based on a predetermined rule (part lottery if necessary) according to the information obtained regarding the remaining difference (step S204). At this time, the performance control unit 630 always selects parts A and D.

[0256] Next, the performance control unit 630 constructs the performance configuration in real time using the selected parts (step S205).

[0257] Next, the performance control unit 630 executes the ending mode according to the constructed performance configuration (step S206).

[0258] Next, it is determined whether or not the advantageous period has ended (step S207).

[0259] If the advantageous period has not ended (S207:NO), the process returns to step S206.

[0260] On the other hand, if the advantageous period ends (S207: YES), the performance control unit 630 terminates the ending mode and the AT performance (step S208). The ending construction process of the present invention is executed by following the above procedure.

[0261] In summary, the slot machine 1 of the present invention is: The game state control unit 615 is capable of controlling the game's progress in one of the following game states related to payout performance: a normal game state, a CZ (Chance Zone) which is more advantageous than the normal game state, and an AT (Attack Time) which is more advantageous than the normal game state. An effects control unit 630 that can display effects on the LCD screen 3 according to the progress of the game, Equipped with, The AT includes at least a first state (non-ending mode) and a second state (ending mode) that can be transitioned from the non-ending mode and in which the ending sequence can be executed. The performance control unit 630 is, During AT execution after a game has been decided to transition to ending mode, or during AT execution after a game has transitioned to ending mode, it is possible to execute a construction process to construct the performance configuration (combination of parts) that is announced by the performance processing executed in ending mode, and It is possible to display the constructed production sequence on LCD screen 3.

[0262] <Effects of the invention> In conventional gaming machines, only one ending sequence was available, and when the conditions for displaying the ending were met, only that single ending sequence would be shown. As a result, players were at risk of quickly becoming bored with the ending sequences.

[0263] Furthermore, it is conceivable that an ending sequence could be constructed in which multiple types of videos (production compositions) with nearly identical content, although each video differs in length, are prepared in advance, and one consecutive pattern is selected from these multiple types depending on the remaining number of games in the advantageous period.

[0264] In this case, for example, Pattern 1 is prepared, consisting of Video A for 5 games, Video B for 5 games, and Video C for 5 games, and Pattern 2 is prepared, consisting of Video a for 4 games (almost the same content as Video A), Video b for 4 games (almost the same content as Video B), and Video c for 4 games (almost the same content as Video C), and it is assumed that either Pattern 1 or Pattern 2 is selected depending on the number of games remaining in the advantageous period.

[0265] However, even in this case, only one pattern (with almost identical content) is selected from among several available patterns, which is likely to cause players to get bored easily.

[0266] Furthermore, with conventional methods, it is necessary to prepare all possible endings in advance, which increases development time and results in excessive file size.

[0267] Furthermore, if the conditions for transitioning to the ending sequence are related to the remaining difference in the advantageous section until the upper limit, as in conventional gaming machines, the following problems may arise. Specifically, if the remaining difference until the upper limit is not 0 even after the ending sequence has finished, the same sequence will be played indefinitely. This may cause players to become bored easily.

[0268] In contrast, in the slot machine 1 of the present embodiment, according to the remaining difference up to the upper limit of the advantageous interval difference at the time when the ending display condition is satisfied, any two or more of the plurality of prepared production configurations are selected based on a predetermined rule (if necessary, parts extraction). Therefore, even if the remaining difference is the same, the production configurations selected each time are different, and the patterns of the ending mode can be diversified.

[0269] In particular, in the slot machine 1, as described above, the ending display condition is not fixed but variable. Therefore, the length of the ending mode can vary depending on the type of the ending display condition. According to the function of the present invention, it is possible to easily change the length of the ending mode according to the established ending display condition.

[0270] Thereby, it is possible to provide a gaming machine capable of executing an ending effect that is difficult for a player to get tired of.

[0271] [Other Embodiments] The various control means and processing procedures described in the above embodiment 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 appropriately designed and changed without changing the gist of the present invention. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured alone or combined as appropriate.

[0272] Also, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.

[0273] The above embodiment describes an example in which the ending mode is executed until the advantageous period ends, but the present invention is not limited thereto. For example, the ending mode may be displayed for a period of time until the AT ends, depending on the number of games from the game after it is determined that the AT will end (an example of an ending display condition) until the AT actually ends (or the maximum number of wins within the AT). In this case, even if the AT ends, the section control unit does not have to end the advantageous period.

[0274] Furthermore, in a gaming machine equipped with an AT (for example, a set consisting of 30 games in which the AT is executed) that continues according to a continuation rate, even if the AT continuation check fails, an ending mode may be executed if the AT that has continued up to that point has met certain conditions (for example, if the number of sets that have continued up to that point is several sets or more, if it has gone through the highest-level AT bonus zone or special zone, or if a special effect was displayed during the AT).

[0275] Furthermore, in this invention, the composition of the ending sequence can be varied in various ways. For example, multiple video segments spanning three games, two games, and one game are prepared in advance, and the performance control unit can determine a combination of segments that meets the condition of the length until the end of the advantageous period by drawing lots or by a selection process that uniquely selects the segments. In this way, it is possible to construct ending sequences with completely different stories.

[0276] Furthermore, for example, with respect to part D, both a regular version of part D and a shortened version of part D (which has almost the same content as the regular version of part D, but with fewer frames / frames of video for several games than the regular version of part D) may be provided. In this case, the performance control unit can select either the regular version of part D or the shortened version of part D by drawing lots, or by a selection process that uniquely selects a part, in accordance with the timing of the end of the ending mode. This prevents the same performance (loop performance) from being repeated indefinitely after the ending performance has completed one cycle.

[0277] Furthermore, in the above embodiment, four types of performance units, parts A to D, were provided, but parts A to G (seven types) or parts A to J (ten types) may also be provided. When parts A to G (seven types) are provided as performance units, part A (an example of a starting unit) and part G (an example of an ending unit) are always selected, but parts B to F (an example of intermediate units) are arbitrarily selected by part lottery depending on the period until the ending performance is completed. This allows for the generation of even more diverse performance patterns.

[0278] In contrast, previously selected parts are excluded from the selection process, and parts may be selected from among the parts that have not been excluded.

[0279] Furthermore, the performance control unit is not limited to the above embodiment, and when it transitions to the ending mode, after selecting part A, it may also select other parts in real time according to the remaining difference up to the upper limit of the advantageous section difference (or whether a winning combination was achieved, whether a button-pressing error occurred, etc.). In other words, in this case, the performance control unit does not need to select all parts at once when it transitions to the ending mode.

[0280] Furthermore, as a variation, if the remaining difference in the advantageous section difference becomes small due to consecutive wins of the selected combination of parts, the performance control unit can also exclude parts that have already been selected from the selection target. In this case, for example, if parts A, B, and D were selected when transitioning to the ending mode, the performance control unit can exclude part B from the selection target depending on the remaining difference.

[0281] Furthermore, in this case, as mentioned above, connecting parts for 1 to 3 games are provided in case the player misses an action, and the performance control unit may appropriately select these connecting parts according to the remaining difference up to the upper limit of the advantageous section difference.

[0282] Furthermore, the embodiment is not limited to the above-described embodiment, and the time required for each part from the start to the end of notification may be fixed.

[0283] 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.

[0284] 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).

[0285] 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.

[0286] Furthermore, the invention is not limited to the above-described embodiment. 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. Also, the slot machine does not necessarily have to have game periods (advantageous period and normal period).

[0287] 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.

[0288] Furthermore, the setting value may also be a factor in the part selection process. For example, if the setting value is odd, part B is more likely to be selected, and if the setting value is even, part C is more likely to be selected. This allows for hints about the setting based on the type of part that appears.

[0289] During the non-ending mode in AT mode, multiple scenarios are pre-prepared, and the probability of winning a part may be changed depending on which scenario is followed. For example, if scenario A is followed in AT, part B is more likely to be selected, and if scenario B is followed in AT, part C is more likely to be selected.

[0290] Furthermore, the type of part selected last may allow for the determination of which scenario was chosen. Also, if the likelihood of a scenario being selected changes depending on the settings, the selected part can indirectly serve as a setting indicator, such as selected part = selected scenario = setting indicator.

[0291] In addition, in the above-described embodiment, an example is described in which when the ending display condition is satisfied, the effect control unit acquires from the medium management unit information regarding the remaining difference up to the upper limit of the number of advantageous intervals at that time. However, the present invention is not limited to this. For example, regardless of whether the ending display condition is satisfied or not, the effect control unit can also acquire information regarding the remaining difference up to the upper limit of the number of advantageous intervals for each game.

[0292] In addition, the slot machine of the above-described embodiment is a medal-less machine having a game section (i.e., an advantageous section and a normal section). However, the slot machine to which the present invention is applied may not have a game section, and may not be a medal-less machine.

[0293] In addition, the above-described embodiment describes an example of so-called smart slots. However, the present invention is not limited to this. In the slot machine in this case, an upper limit (for example, 4000 games) may be provided for the number of games in which an advantageous section can be executed.

[0294] In addition, the above-described embodiment describes an example of a slot machine. However, the present invention is not limited to this. The gaming machine to which the present invention can be applied can also be a so-called enclosed pachinko machine, that is, a smart pachinko (registered trademark) including a handle, a pachinko ball launching device, a game board, an electric tulip, and the like. This is because the smart pachinko (registered trademark) also has the same problems as a medal-less slot machine.

[0295] In this case, for example, a control unit capable of controlling the progress of the game in any one of a general gaming state and a special gaming state that is more advantageous than the general gaming state and in which an end condition is defined, as a gaming state related to the performance of balls; an effect control unit capable of executing an effect process according to the progress of the game; are provided, The aforementioned special game state includes at least a first state (before rights are granted) and a second state (3 rights) which can be transitioned from the first state (before rights are granted) and which can be remained in until the termination condition is met and the special game state ends. The aforementioned performance control unit, During the execution of the special game state following a game in which it has been decided to transition to the second state (3 rights), or during the execution of the special game state following a game in which it has transitioned to the second state (3 rights), it is possible to execute a construction process that constructs the performance configuration output by the performance processing executed in the second state (3 rights) in real time at that moment, and It is possible to output the aforementioned effects of the constructed production configuration. It can be used as a pachinko machine. [Explanation of Symbols]

[0296] 1. Slot machine (amusement machine) 61 Main Control Unit 610 Internal drawing unit (control unit) 611 Rotating Reel Control Unit 612 Game result determination unit 613 Setting Value Control Unit 614 Section Control Unit (Control Unit) 615 Game State Control Unit (Control Unit) 616 RT State Control Unit (Control Unit) 617 Error detection unit 62 Game Value Control Unit 620 Media Management Department 621 Functional Operating Part 63 Sub-control unit (control unit) 630 Performance Control Unit

Claims

1. A control unit capable of controlling the progress of the game in either a normal game state or a special game state which is more advantageous than the normal game state, as game states related to payout performance, A performance control unit capable of notifying the performance device of performances corresponding to the progress of the game, A section control unit capable of controlling the progress of the game in either a section that is advantageous, in which it is possible to execute the instruction function and termination conditions are defined, or a normal section in which it is not possible to execute the instruction function but it is possible to execute the transition process to the advantageous section. A media management unit calculates the advantageous period difference, which is the cumulative value obtained by subtracting the number of bets for the game value from the number of payouts for the game value during the advantageous period. Equipped with, The aforementioned special game state includes at least a first state and a second state that can be transitioned from the first state and in which an ending sequence can be performed. The aforementioned performance control unit, During the execution of the special game state after a game in which it has been decided to transition to the second state, or during the execution of the special game state after a game in which it has transitioned to the second state, it is possible to execute a construction process to construct a performance configuration that is notified by the performance processing performed in the second state, and It is possible to notify the performance device of the performance configuration that has been constructed. The aforementioned production configuration is composed of multiple production units, Each of the aforementioned performance units is associated with parameters related to the aforementioned special game state, The performance control unit executes the construction process based on the difference in the advantageous interval, All of the multiple performance units constituting the performance configuration are determined by a single construction process. Gaming machine.

2. A control unit capable of controlling the progress of the game in either a normal game state or a special game state which is more advantageous than the normal game state, as game states related to payout performance, A performance control unit capable of notifying the performance device of performances corresponding to the progress of the game, A section control unit capable of controlling the progress of the game in either a section that is advantageous, in which it is possible to execute the instruction function and termination conditions are defined, or a normal section in which it is not possible to execute the instruction function but it is possible to execute the transition process to the advantageous section. A media management unit calculates the advantageous period difference, which is the cumulative value obtained by subtracting the number of bets for the game value from the number of payouts for the game value during the advantageous period. Equipped with, The aforementioned special game state includes at least a first state and a second state that can be transitioned from the first state and in which an ending sequence can be performed. The aforementioned performance control unit, During the execution of the special game state after a game in which it has been decided to transition to the second state, or during the execution of the special game state after a game in which it has transitioned to the second state, it is possible to execute a construction process to construct a performance configuration that is notified by the performance processing performed in the second state, and It is possible to notify the performance device of the performance configuration that has been constructed. In each of the aforementioned production configurations that can be constructed, the first production unit constituting the production configuration is the same, and the last production unit constituting the production configuration is also the same. The performance control unit executes the construction process based on the difference in the advantageous interval, All of the multiple performance units constituting the performance configuration are determined by a single construction process. Gaming machine.

3. A control unit capable of controlling the progress of the game in either a normal game state or a special game state which is more advantageous than the normal game state, as game states related to payout performance, A performance control unit capable of notifying the performance device of performances corresponding to the progress of the game, A section control unit capable of controlling the progress of the game in either a section that is advantageous, in which it is possible to execute the instruction function and termination conditions are defined, or a normal section in which it is not possible to execute the instruction function but it is possible to execute the transition process to the advantageous section. A media management unit calculates the advantageous period difference, which is the cumulative value obtained by subtracting the number of bets for the game value from the number of payouts for the game value during the advantageous period. Equipped with, The aforementioned special game state includes at least a first state and a second state that can be transitioned from the first state and in which an ending sequence can be performed. The aforementioned performance control unit, During the execution of the special game state after a game in which it has been decided to transition to the second state, or during the execution of the special game state after a game in which it has transitioned to the second state, it is possible to execute a construction process to construct a performance configuration that is notified by the performance processing performed in the second state. It is possible to notify the performance device of the performance configuration that has been constructed, and If certain conditions are met, it is possible to change the frame division of the production unit that constitutes the production configuration. The performance control unit executes the construction process based on the difference in the advantageous interval, All of the multiple performance units constituting the performance configuration are determined by a single construction process. Gaming machine.

4. A control unit capable of controlling the progress of the game in either a normal game state or a special game state which is more advantageous than the normal game state, as game states related to payout performance, A performance control unit capable of notifying the performance device of performances corresponding to the progress of the game, A section control unit capable of controlling the progress of the game in either a section that is advantageous, in which it is possible to execute the instruction function and termination conditions are defined, or a normal section in which it is not possible to execute the instruction function but it is possible to execute the transition process to the advantageous section. A media management unit calculates the advantageous period difference, which is the cumulative value obtained by subtracting the number of bets for the game value from the number of payouts for the game value during the advantageous period. Equipped with, The aforementioned special game state includes at least a first state and a second state that can be transitioned from the first state and in which an ending sequence can be performed. The aforementioned performance control unit, During the execution of the special game state after a game in which it has been decided to transition to the second state, or during the execution of the special game state after a game in which it has transitioned to the second state, it is possible to execute a construction process to construct a performance configuration that is notified by the performance processing performed in the second state, and It is possible to notify the performance device of the performance configuration that has been constructed. The aforementioned production configuration is composed of multiple production units, The aforementioned performance unit includes a standard performance unit and a shortened performance unit having fewer frames and / or frames than the standard performance unit. The performance control unit executes the construction process based on the difference in the advantageous interval, All of the multiple performance units constituting the performance configuration are determined by a single construction process. Gaming machine.

5. A control unit capable of controlling the progress of the game in either a normal game state or a special game state which is more advantageous than the normal game state, as game states related to payout performance, A performance control unit capable of notifying the performance device of performances corresponding to the progress of the game, A section control unit capable of controlling the progress of the game in either a section that is advantageous, in which it is possible to execute the instruction function and termination conditions are defined, or a normal section in which it is not possible to execute the instruction function but it is possible to execute the transition process to the advantageous section. A media management unit calculates the advantageous period difference, which is the cumulative value obtained by subtracting the number of bets for the game value from the number of payouts for the game value during the advantageous period. Equipped with, The aforementioned special game state includes at least a first state and a second state that can be transitioned from the first state and in which an ending sequence can be performed. The aforementioned performance control unit, During the execution of the special game state after a game in which it has been decided to transition to the second state, or during the execution of the special game state after a game in which it has transitioned to the second state, it is possible to execute a construction process to construct a performance configuration that is notified by the performance processing performed in the second state, and It is possible to notify the performance device of the performance configuration that has been constructed. In the aforementioned first state, multiple scenarios are available. The aforementioned production configuration is composed of multiple production units, In the first state, the probability of winning for the performance unit constituting the performance configuration is changed according to the scenario selected. The performance control unit executes the construction process based on the difference in the advantageous interval. Gaming machine.