Gaming machine

A gaming machine with suggestive and notification effects in a second state enhances player engagement by transitioning to a first state based on symbol display, addressing the lack of engagement in existing machines.

JP7911258B2Active Publication Date: 2026-08-26ENTERRISE CO LTD
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Patent Information

Application Number
JP2022148120
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-16
Publication Date
2026-08-26
Estimated Expiration
2042-09-16

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Patent Text Reader

Abstract

To provide a game machine executing performance control that can enhance a player's interest.SOLUTION: A game machine includes a second state capable of executing a suggestive performance for suggesting a degree of expectation regarding a shift to a first state before shifting to the first state different from a bonus state, and completes the suggestive performance and can execute a notice performance to the effect that a shift to the first state is determined at the time of stopping and displaying of a predetermined pattern that gives notice of a shift to the first state other than a pattern permitting a shift to the bonus state during the second state in a reel window.SELECTED DRAWING: Figure 8
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Description

Technical Field

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

Background Art

[0002] Conventionally, as shown in Patent Document 1, there is known a gaming machine that, when a pseudo bonus is not won during a continuous effect, notifies the pseudo bonus in the non-winning game and ends the continuous effect.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Disclosure of the Invention

Problems to be Solved by the Invention

[0004] In Patent Document 1, since the continuous effect is ended by the non-winning of the pseudo bonus regardless of the symbols stopped and displayed in the reel window, there is room for improvement in enhancing the player's interest.

[0005] The present disclosure provides a gaming machine in which effect control for enhancing the player's interest is performed.

Means for Solving the Problems

[0006] A first aspect includes a second state capable of executing a suggestion effect that suggests the degree of expectation regarding the transition to the first state before transitioning to a first state different from the bonus state. When a predetermined symbol indicating the transition to the first state other than the symbol capable of transitioning to the bonus state is stopped and displayed in the reel window during the second state, the suggestion effect is ended, and a notification effect indicating that the transition to the first state has been confirmed is executable.

[0007] Also, in the first aspect, the second state is a state that transitions when it is determined that the transition to the first state is to be made.

[0008] Furthermore, in the first aspect, if the predetermined symbols are not stopped and displayed in the reel window during the second state, the game machine executes the notification effect when the second state ends and transitions to the first state.

[0009] Furthermore, in the first aspect, the game machine terminates the suggestive performance when the stopping pattern of the symbols on the first spinning reel to stop among the multiple spinning reels, or the stopping patterns of the symbols on the first and second spinning reels to stop among the multiple spinning reels, are a specific stopping pattern.

[0010] Furthermore, in the first aspect, the second state is provided in multiple types, and when a predetermined second state is selected from among the multiple types of second states, the predetermined symbols are stopped and displayed in the reel window, ending the second state and executing the notification performance.

[0011] Furthermore, in the first aspect, the second state is provided in multiple types, and in the second state in which the suggestive performance is performed over multiple games within the second state, even if predetermined symbols are stopped and displayed in the reel window, the notification performance is not performed until the predetermined game section of the second state ends. [Effects of the Invention]

[0012] According to this disclosure, it is possible to provide a gaming machine that incorporates performance control aimed at enhancing the player's enjoyment. [Brief explanation of the drawing]

[0013] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram that schematically shows the configuration of a slot machine. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions in the first game state. [Figure 5] This diagram illustrates the state transitions in the second game state. [Figure 6] This diagram illustrates the state transitions within the gameplay period. [Figure 7] This diagram illustrates an example of a specific stop type. [Figure 8] This is a flowchart illustrating the process of how the pre-bonus state of a slot machine progresses. [Figure 9] This diagram illustrates other examples of specific stop forms. [Modes for carrying out the invention]

[0014] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of this disclosure will be described with reference to the drawings. In this specification, unless a definition of direction is given in any given description, the direction from the slot machine 1 toward the player, as viewed from a player positioned facing the front of the slot machine 1, will be referred to as the "front" direction, and the opposite direction will be referred to as the "back" direction. Similarly, left and right directions such as "left" and "right," and up and down directions such as "up" and "down" will also refer to the left, right, up, and down directions as viewed from the player. Likewise, in the description of each component, unless a definition of direction is given, it will refer to the direction as viewed from the player when each component is fixed in a predetermined position on the slot machine 1.

[0015] <Slot machine configuration> As shown in Figure 1, the slot machine 1 has a casing 10. A front door 100 is provided on the front of the casing 10.

[0016] A transparent reel window 200 is provided in the center of the front door 100. The player can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later, through this reel window 200. In this embodiment, the multiple rotating reels 20 are arranged from left to right toward the housing 10, and consist of a left-rotating reel 20A, a middle-rotating reel 20B, and a right-rotating reel 20C.

[0017] Above the reel window 200, a liquid crystal screen 3, a speaker 102, and a lighting decoration part (not shown) for performing various effects during the game are provided.

[0018] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.

[0019] The speaker 102 outputs a predetermined BGM (background music), SE (sound effect), and voice.

[0020] The lighting decoration part lights up or goes out in a predetermined pattern, for example, when an effect screen with a high expectation level is displayed or a winning combination is achieved.

[0021] Below the reel window 200, an operation unit 4 is provided. The operation unit 4 includes a plurality of stop switches 40, a medal insertion unit 41 provided with an insertion slot, a bet switch 42, a lever 43, a medium display unit 44, a settlement switch 45, and an effect button 46, etc.

[0022] Each stop switch 40 is provided corresponding to each rotating reel 20. Each stop switch 40 accepts an operation for stopping the rotation of each rotating reel 20 while the rotating reel 20 is rotating.

[0023] Medals as game values used for the game are inserted into the insertion slot of the medal insertion unit 41. A medal sensor is provided near the insertion slot. The medal sensor detects the insertion of a medal into the insertion slot and outputs a detection signal to a control unit 6 (see FIG. 2) described later.

[0024] The bet switch 42 is used when betting medals.

[0025] The lever 43 functions as a start switch that accepts an operation for rotating each rotating reel 20.

[0026] The media display unit 44 displays the number of medal credits, the number of medals dispensed, the number of medals bet, etc., and is composed of, for example, multiple 7-segment displays.

[0027] The settlement switch 45 is used when the player finishes playing and the tokens are dispensed from the payout opening 51.

[0028] The performance button 46 is used by players to adjust volume settings, check game data, and perform other actions while playing the game. Additionally, the performance button 46 may be pressed by the player during gameplay in response to the game's effects. If the performance button 46 is pressed during gameplay, the game's effects will change.

[0029] Sensors are provided near each switch in the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.

[0030] Below the operating section 4 of the housing 10, there is a medal dispensing port 51 and a lower tray 52 for storing the medals dispensed from the dispensing port 51. Inside the housing 10, there is a hopper unit 50 for receiving and dispensing medals (see Figure 2).

[0031] As shown in Figure 2, the slot machine 1 comprises a rotating reel unit 2, a control unit 6, a RAM clear button 71, and a setting change button 72. The rotating reel unit 2, the control unit 6, the RAM clear button 71, and the setting change button 72 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.

[0032] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20 and three stepping motors 21. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each rotary reel 20 has multiple patterns arranged at intervals along the circumferential direction of the rotary reel 20. The stepping motors 21 are provided for each rotary reel 20 and drive the corresponding rotary reel 20.

[0033] The stepping motor 21 stops the rotation of the rotating reel 20 corresponding to the operated stop switch 40 within 190 milliseconds after the stop switch 40 is operated while the rotating reel 20 is rotating. The stepping motor 21 completes one rotation in 504 steps. As a result, the rotating reel 20 rotates at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127.

[0034] The rotation and stopping of these rotating reels 20 and stepping motors 21 are controlled by the rotating reel control unit 611 (described later) in the control unit 6.

[0035] The RAM clear button 71 is a button that accepts an operation to initialize the RAM that constitutes the control unit 6. The setting change button 72 is a button that is pressed by store staff when setting one of several setting values ​​to the slot machine 1.

[0036] The setting value represents the payout rate, which is the ratio of the total number of tokens dispensed from the hopper unit 50 to the total number of tokens inserted into slot machine 1. The set value affects the internal lottery. This is because the probability of winning various combinations, such as replays and bells, differs depending on the setting value. The setting value is set by the store staff before the store opens.

[0037] <How the game is played by the player> The player can adjust the volume output from speaker 102 and the brightness of LCD screen 3 by pressing the effect button 46 as needed.

[0038] The player bets tokens on the slot machine 1 by inserting tokens into the token slot 41 or by operating the bet switch 42, using the tokens that have been stored (credited). Once a predetermined number of tokens have been bet on the slot machine 1, the active payline L is activated. After that, the player can operate the lever 43, i.e., start playing.

[0039] Figure 1 illustrates a case where the active lines L consist of three lines: a downward-sloping line, an upward-sloping line, and a middle line. The active lines L are virtual lines used to determine winning combinations. In this embodiment, the three active lines L are activated when a MAX BET (3-coin bet) is made.

[0040] In the following, "winning" refers not only to the alignment of symbols that pay out medals, such as bells and watermelons, on the active payline L, but also to the alignment of symbols corresponding to specific roles, such as special replays, chance symbols, and bonuses, on the active payline L.

[0041] In this embodiment, one game (one play) refers to a series of actions by which a player operates the bet switch 42, lever 43, and stop switch 40 to obtain the result of the game, including the payout of tokens.

[0042] Specifically, when the lever 43 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the rotation of each reel 20 begins. In this state, if any of the stop switches 40 are operated, the reel 20 corresponding to the operated stop switch 40 stops. Once all the reels 20 have stopped, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that lined up (won) on the active line L. This completes one game.

[0043] The player repeatedly plays the above game. As the game is repeated, the game progresses, and the display on LCD screen 3 and the sound output from speaker 102 change accordingly.

[0044] <Regarding the game status> During gameplay, various types of game intervals and game states are set, and internal draws are conducted based on the set types of game intervals and game states. As shown in Figures 4 and 5, the game states include the first game state and the second game state. Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the sake of explanation.

[0045] The first game state, as shown in Figure 4, includes the state where no special role is carried over, the state where a special role is carried over, and the state where a special role is performed. The state where no special role is carried over, the state where a special role is carried over, and the state where a special role is performed are mutually exclusive.

[0046] The "No Special Role Carryover" state refers to a state in which the winnings of special roles (Type 1 BB and Type 2 BB) obtained through internal lottery are not carried over. The "No Special Role Carryover" state is set when predetermined conditions are met, such as when the RAM is initialized using the RAM clear button 71, or when the number of payout medals exceeds a predetermined number (for example, 180 medals) after transitioning to the special role execution state. If a special role is won in the "No Special Role Carryover" state (i.e., predetermined conditions are met), the first game state is temporarily set to the "No Special Role Carryover" state.

[0047] The "special role carryover" state refers to a situation where a special role has been selected through an internal draw, but the award for that special role has been carried over. In other words, the "special role carryover" state means that the flag for a special role has been selected through an internal draw, but the symbols indicating that special role have not yet lined up on the active payline L, and therefore the special role has not yet been awarded.

[0048] Here, Type 1 BB refers to a continuous activation device for a special type 1 feature, such as a Big Bonus. Type 2 BB is a special feature that can be won when betting 3 coins. Type 2 BB is a continuous activation device for a special type 2 feature, such as a special feature that can be won when betting 2 coins. In the case of special features, if a win of any special feature (e.g., Type 1 BB) is carried over, the drawing for other special features (e.g., Type 2 BB) will not be conducted.

[0049] If a special prize is won while the first game state is in the state where no special prizes are carried over, the first game state will transition from the state where no special prizes are carried over to the state where the winning special prize is carried over.

[0050] When a winning special role is achieved, the first game state transitions from the special role carryover state to the special role implementation state, via a temporary transition to the non-carryover special role state. When the first game state transitions to the special role implementation state due to the achievement of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of medals paid out by the Type 1 BB or Type 2 BB exceeds a predetermined number.

[0051] More specifically, the special bonus state includes the Type 1 BB state, the Type 2 BB state, and the RB state. If an RB is won through internal drawing while a Type 1 BB is in progress, the special bonus state transitions from the Type 1 BB state to the RB state. After 12 games have been played or a specific bonus has been won 8 times in the RB state, the special bonus state transitions back to the Type 1 BB state. The special bonus state is an example of a "bonus state".

[0052] The second game state is a state that determines the effects performed during gameplay, and as shown in Figure 5, it includes the general game state, the pre-announcement state, and the AT state. The general game state, the pre-announcement state, and the AT state are mutually exclusive. The AT state is an example of the first state.

[0053] The general game state is a state that is not in AT mode, that is, a state in which no assist functions are activated. For example, after a RAM clear or after the end of AT mode, until an AT lottery is won, the second game state is set to the general game state. As an example, when the game period is in an advantageous period, the AT lottery is conducted according to the winning combination (rare combination, etc.) determined by the internal lottery.

[0054] The pre-announcement state is a state in which suggestive effects indicating the likelihood of transitioning to the AT state can be performed. In other words, in this embodiment, after it is decided to transition to the AT state, the pre-announcement state is played for a predetermined number of games before transitioning to the AT state. Here, the pre-announcement state may be played for a predetermined number of games, or for a number of games determined by lottery. In this embodiment, there are two types of pre-announcement states: a genuine pre-announcement state and a false pre-announcement state. The genuine pre-announcement state is an example of the second state.

[0055] The suggestive animations that indicate the likelihood of transitioning to the AT state are designed to give players the expectation that they might transition to the AT state. The suggestive animations performed during the genuine pre-announcement state and those performed during the false pre-announcement state are the same. By performing the same animations, the result of the AT win is unknown until the announcement animation is performed when a predetermined symbol that announces the transition to the AT state stops and is displayed in the reel window 200, or until the AT non-win announcement animation is performed at the end of the pre-announcement state. Therefore, the symbols that stop and are displayed in the reel window 200 enhance the gameplay experience.

[0056] The suggestive elements include the following: For example, unlike the usual effects that occur during normal gameplay, this includes effects that create anticipation for entering the AT state (such as continuous effects or effects that connect the effects that occur in the AT state with the normal effects). Furthermore, the game includes effects that increase anticipation by changing (ranking up) the frame of LCD screen 3 and the background color displayed on LCD screen 3 in a sequence such as "white ⇒ blue ⇒ green ⇒ red ⇒ rainbow" in accordance with predetermined timings in the progression of the premonition state. It is also possible to make it easier to change to rainbow (rank up) in the genuine premonition state and more difficult to change to rainbow (rank up) in the false premonition state. In addition, instead of changing the color, the game also includes changing (ranking up) the character displayed on LCD screen 3 to a rare character or increasing (ranking up) the number of characters displayed on LCD screen 3. Furthermore, for example, if there are two types of animations, A and B, which have a low and high probability of transitioning to the AT state, then animation B is more likely to be selected during the genuine pre-announcement state, and animation A is more likely to be selected during the false pre-announcement state.

[0057] The pre-bonus state is a state that is entered from the normal game state when, during a game period that is in a favorable period, it is determined that the game will transition to the AT state by winning the AT lottery. In this pre-announcement state, when a predetermined symbol indicating a transition to the AT state stops and is displayed in the reel window 200, the suggestive performance ends and an announcement performance confirming the transition to the AT state can be executed. After the announcement performance, the game transitions to the AT state. Here, the suggestive performance and the announcement performance are performed by the performance control unit 630 based on signals from the main control unit 61, which will be described later.

[0058] Furthermore, if the predetermined symbols indicating a transition to AT state are not displayed in the reel window 200, and the pre-announcement state ends after a predetermined number of games have been played, the game will then execute a notification that the transition to AT state has been confirmed in the game in which the predetermined number of games was reached, and then transition to AT state.

[0059] The false premonition state is a state that occurs when the AT lottery is unsuccessful while the game is in a favorable period, and the player transitions from the normal game state to this state.

[0060] In the false premonition state, even if a predetermined symbol indicating a transition to the AT state is displayed in the reel window 200, the suggestive effect does not end. Also, in the false premonition state, since the AT lottery has not been won, even if the predetermined number of games have been played, the notification effect indicating that the transition to the AT state has been confirmed will not be executed, and the game will return to the normal game state. Furthermore, at the end of the false premonition state after the predetermined number of games have been played, an AT non-winning notification effect will be performed to inform the player that the AT lottery has not been won and / or that the game was in the false premonition state.

[0061] Furthermore, during a false premonition state, an internal lottery is conducted in conjunction with the operation of lever 43, for example, during the completion of a predetermined number of games. If a specific role, such as a rare role, is won in this internal lottery, an AT lottery is held, and if an AT is won in this AT lottery, the game can transition to a genuine premonition state even if it is in the middle of a false premonition state. In other words, the content of the premonition is rewritten from the false premonition state to the genuine premonition state.

[0062] Furthermore, during the pre-announcement state, if the internal lottery unit 610 wins a prize (for example, a push-order replay) that allows a predetermined symbol indicating a transition to the AT state to be stopped in the reel window 200, the player is notified of the operation method of the stop switch 40 that can stop the predetermined symbol. It is desirable that whether or not to perform such notification be determined by lottery. Furthermore, during the false pre-announcement state, if the internal lottery unit 610 wins a prize that allows a predetermined symbol indicating a transition to the AT state to be stopped and displayed in the reel window 200, the player is notified of the operation method of the stop switch 40 that cannot stop the predetermined symbol. Here, the operation method of the stop switch 40 that can stop the predetermined symbol includes notifying the order in which to press the stop switch 40 that can stop the predetermined symbol (for example, middle, right, left) and notifying the timing for visually pressing the stop switch 40 that can stop the predetermined symbol. Furthermore, the operation of the stop switch 40, which cannot stop a predetermined pattern, includes notifying the order in which to press the stop switch 40 that cannot stop a predetermined pattern (for example, in the order of middle, right, left) and notifying the timing for pressing the stop switch 40 that cannot stop a predetermined pattern.

[0063] The AT state is a state in which the assist function (AT function) is active, which notifies the player of the correct pressing order (correct operation order) of the stop switch 40 for roles other than special roles that have been won by internal lottery, via the LCD screen 3 and speaker 102. When a predetermined number of games have elapsed since the start of gameplay in the AT state, or when the total number of medals paid out since the start of gameplay in the AT state reaches a predetermined number, the second game state transitions from the AT state to the general game state. At this point, the AT state ends.

[0064] <About the gaming area> The aforementioned gameplay section is the section used to determine whether or not processing related to the assist function will be performed. As shown in Figure 6, the gameplay section has a normal section and an advantageous section. The normal section and the advantageous section are mutually exclusive, and the gameplay section can be either a normal section or an advantageous section.

[0065] The normal section is a section in which processing related to assist functions and AT lottery cannot be performed, but a lottery for transitioning to the advantageous section is performed. As a result of playing in the normal section, the game section transitions from the normal section to the advantageous section depending on the winning combination internally. Note that the game section can be the normal section while the second game state is the general game state.

[0066] The advantageous period is a period in which processing related to assist functions and AT lottery can be performed. The advantageous period includes an advantageous period in which the second game state proceeds in the general game state and an advantageous period in which the AT state proceeds. 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.

[0067] <Configuration of the control unit> As shown in Figure 2, the control unit 6 mainly consists of a main control unit 61 and a sub-control unit 63. The main control unit 61 performs controls to advance the game, such as internal drawing and control of the rotating reels 20. The sub-control unit 63 performs controls related to the effects based on signals transmitted from the main control unit 61 and when the effect button 46 is pressed.

[0068] The main control unit 61 and the sub-control unit 63 each consist of a CPU, RAM, and ROM. The ROM of both the main control unit 61 and the sub-control unit 63 stores the program necessary for game progression. The RAM of the main control unit 61 stores game data necessary for game progression. This game data includes the current game count, data indicating the state or section of each game, and the results of internal draws. The RAM of the sub-control unit 63 stores various data related to performance control.

[0069] The CPU reads and executes the program in ROM, causing the main control unit 61 to function as the internal lottery unit 610, the rotating reel control unit 611, the game result determination unit 612, the media management unit 613, the game progress control unit 614, the section control unit 615, and the game state control unit 616. The sub-control unit 63 functions as the performance control unit 630.

[0070] —Internal Lottery Department— The internal lottery unit 610 performs an internal lottery based on the operation of the lever 43 and selects one of several winning flags as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery based on the first game state when the lever 43 is operated, etc., according to an internal lottery table (not shown) and a random number acquired when the lever 43 is operated. Based on the result of the internal lottery, the internal lottery unit 610 generates an internal lottery result signal. The internal lottery result signal is transmitted from the internal lottery unit 610 to the reel rotation control unit 611 and the game progress control unit 614, etc.

[0071] The internal lottery table displays information about 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 the RT state at the time of lever 43 operation, whether or not a special combination (bonus) is active, and the set value. The information about winning combinations shown in the internal lottery table has one or more combinations of symbols associated with the winning combinations that correspond to those combinations. These winning combinations include not only losing combinations that do not pay out medals, but also push-order combinations that do pay out medals.

[0072] When the game is played in AT mode, a specific button sequence may be awarded through an internal lottery. If a specific button sequence is awarded and the stop switch 40 is pressed in the correct order, that specific button sequence is awarded, and multiple tokens (for example, 8 tokens) corresponding to that prize are paid out. If a specific button sequence is awarded but the stop switch 40 is not pressed in the correct order, that specific button sequence is not awarded, or another prize (such as a 1-coin prize) is awarded.

[0073] Note that button-pressing combinations can also be won during normal gameplay. If a button-pressing combination occurs during normal gameplay, the correct button sequence is not announced, so the combination may be missed or only one coin may be paid out. During AT mode, the correct button sequence is announced, so multiple coins (for example, 8 coins) are paid out.

[0074] —Rotating Reel Control Unit— The rotary reel control unit 611 controls the drive of the stepping motor 21 based on the operation of the lever 43 or each stop switch 40, and performs rotation start control to start the rotation of each rotary reel 20 or rotation stop control to stop the rotation.

[0075] Specifically, if the lever 43 is operated while all of the rotating reels 20 are stopped, the rotating reel control unit 611 will start all of the rotating reels 20. If the stop switch 40 corresponding to the rotating reel 20 is operated while at least one of the rotating reels 20 is rotating, the rotating reel control unit 611 will stop the rotation of the rotating reel 20 corresponding to the operated stop switch 40.

[0076] In rotation stop control, the rotation reel control unit 611 can stop the rotation of the rotation reel 20 based on the operation of the stop switch 40, so that the combination of symbols corresponding to the winning combination indicated by the winning flag is placed on the active line L of the rotation reel 20, thereby resulting in a win.

[0077] Furthermore, in the rotation stop control, the rotation reel control unit 611 performs either pull-in control or kick-out control according to the winning combination and the position of the rotation reel 20 when each stop switch 40 is operated. Pull-in control is a control that stops the rotation of the rotation reel 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 rotation reel 20 so that the symbols corresponding to the non-winning combination do not line up on the active line L.

[0078] —Game Result Determination Unit— The game result determination unit 612 determines the game result based on the results of the internal lottery and the rotation stop control of the rotating reels 20. The game result refers to the result of determining whether or not a winning combination has been awarded based on the symbols that lined up on the active line L. Specifically, the game result determination unit 612 determines that a winning combination has been awarded when the combination of symbols that stopped on the active line L matches a predetermined combination of symbols.

[0079] Furthermore, the game result determination unit 612 determines whether a predetermined symbol indicating a transition to the AT state has stopped and been displayed in the reel window 200 during the pre-announcement state before transitioning to the AT state. Here, whether the symbol stopped and displayed in the reel window 200 is a predetermined symbol is determined by whether the stopping pattern of the symbol of the first rotating reel 20 to stop among the multiple rotating reels 20 is a specific stopping pattern. In the case where the first rotating reel 20 to stop is the left rotating reel 20A, the specific stopping pattern is, for example, as shown in Figure 7, when the symbols of replay, cherry, and bar on the left rotating reel 20A are stopped and displayed in the reel window 200.

[0080] -Media Management Department- The media management unit 613 controls the increase or decrease of the number of credits and the medal dispensing operation by the hopper unit 50.

[0081] Specifically, the media management unit 613 decreases the number of credits according to the number of medals bet when medals are placed, and increases the number of credits when medals are credited.

[0082] If a winning combination determined by an internal lottery is awarded based on the player's actions, the media management unit 613 increases the number of credits based on the number of medals paid out according to the type of winning combination.

[0083] Furthermore, the media management unit 613 controls the hopper unit 50 based on the game result determined by the game result determination unit 612, as well as the operation signals output by the operation of the settlement switch 45.

[0084] Specifically, medals obtained by winning a prize are first stored as credits. If the number of credits exceeds the upper limit (for example, 50 medals) as a result of storing medals, the excess medals are dispensed from the hopper unit 50. Also, if the settlement switch 45 is operated while there is one or more stored medals, at least a portion of the stored medals are dispensed from the hopper unit 50.

[0085] Furthermore, the media management unit 613 calculates the difference in medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, and / or the range (MY), which is the difference between the maximum and minimum values ​​of the difference in medals, during the advantageous period. The difference in medals and / or the range (MY) are transmitted to the section control unit 615. The media management unit 613 resets the difference in medals and / or the range (MY) after the advantageous period ends.

[0086] —Game Progression Control Unit— The game progress control unit 614 controls the game progress based on the player's actions. In doing so, the game progress control unit 614 controls the game progress by the player based on settings set by the store staff.

[0087] Furthermore, when the RAM clear button 71 is pressed, the game progress control unit 614 resets the game data by initializing the RAM of the main control unit 61. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting to another setting.

[0088] —Section Control Unit— The section control unit 615 sets one of several game sections (normal section and advantageous section) when a player is playing the game.

[0089] Specifically, the section control unit 615, when the game section is in a normal section, performs a section transition lottery to determine whether to maintain the normal section state or transition to a favorable section. When a predetermined target role is won, a lottery is held to determine whether or not to perform a section transition lottery, and if the result is a win, the section transition lottery is performed. If the section transition lottery is won, the section control unit 615 sets (transitions) the game section to a favorable section.

[0090] Furthermore, the probability of winning the section transition lottery may differ depending on the set value. For example, the probability of winning the predetermined target role may differ depending on the set value, or the probability of winning the section transition lottery, which is conducted when the predetermined target role is won, may differ.

[0091] Furthermore, the section control unit 615 forcibly transitions the game section from the advantageous section to the normal section if the number of games played in the advantageous section reaches 4000 games, or if the difference in the number of medals during the advantageous section reaches 2400 medals.

[0092] Furthermore, if the game data is reset, the section control unit 615 sets the game section to the normal section, regardless of the game section immediately before the reset.

[0093] —Game State Control Unit— The game state control unit 616 sets the first game state and the second game state, respectively.

[0094] Specifically, the game state control unit 616 sets the first game state to one of the following: no special role carried over, special role carried over, or special role performed, and sets the second game state to either a general game state or an AT state.

[0095] As an example, as shown in Figure 4, the game state control unit 616 sets the first game state to the no-special-win state when predetermined conditions such as RAM clearing of the main control unit 61 are met. Immediately after a special win is won by internal lottery, the game state control unit 616 sets the first game state to the special-win-carry state. If that special win is awarded, the game state control unit 616 sets the first game state to the special-win-executed state.

[0096] Furthermore, as shown in Figure 5, the game state control unit 616 determines whether or not to set the second game state to the AT state (i.e., whether or not an AT has been won) based on the result of the AT lottery. If an AT lottery is won during the advantageous period, the game state control unit 616 sets the second game state to the AT state. Conversely, if an AT lottery is not won, the game state control unit 616 can set the second game state to the general game state. Also, when the AT ends, the game state control unit 616 transitions the second game state from the AT state to the general game state.

[0097] —Production Control Unit— The performance control unit 630 displays a performance video selected from among several types of performance videos on the LCD screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the performance video from the speaker 102. For example, if an AT or bonus is won, the performance control unit 630 selects a performance pattern to display that fact on the LCD screen 3, and controls the display on the LCD screen 3 and the sound output of the speaker 102 according to the performance pattern.

[0098] The performance control unit 630 causes at least one of the LCD screen 3 and speaker 102 to notify the correct button press sequence for the sequentially winning button press combinations during AT (assist function).

[0099] Furthermore, if the notification conditions for an effect that suggests the setting value are met during gameplay, the effect control unit 630 will cause the effect to be announced on at least one of the LCD screen 3 and speaker 102. This effect can be used by the player as one of the means to understand what the setting value of the slot machine 1 currently being played is. Notification conditions include when a rare role is won, at the end of a bonus game, at the end of an AT (Attack Time), etc.

[0100] Furthermore, during the pre-announcement state, the performance control unit 630 causes at least one of the LCD screen 3 and speaker 102 to perform an indicative performance that suggests the likelihood of transitioning to the AT state and an announcement performance that confirms the transition to the AT state. Then, during the pre-announcement state, if the performance control unit 630 determines that the stopping pattern of the symbols of the first rotating reel 20 to stop among the multiple rotating reels 20 is a specific stopping pattern, it terminates the indicative performance and performs an announcement performance that displays text such as "AT confirmed" on the LCD screen 3 while a freeze occurs that does not accept operation of the second stop switch 40.

[0101] Furthermore, if the pre-announcement state is completed up to a predetermined number of games without the stopping pattern of the symbols of the first spinning reel 20 among the multiple spinning reels 20 being determined to be a specific stopping pattern, the performance control unit 630 will execute a notification performance when the pre-announcement state ends.

[0102] Furthermore, the performance control unit 630 executes an AT non-winning notification performance that displays words such as "Too bad" on the LCD screen 3 when the false premonition state ends.

[0103] The process of progressing through the pre-bonus state of slot machine 1 will be explained using Figure 8. The process described below is carried out by the CPUs of the main control unit 61 and the sub-control unit 63 executing predetermined programs.

[0104] First, in step st1, the section control unit 615 determines whether or not it has been decided to transition to the AT state. In this embodiment, the transition to the AT state is decided when the AT lottery is won. If it is determined that it has been decided to transition to the AT state (YES in step st1), the process proceeds to the next step st2. On the other hand, if it is not determined that it has been decided to transition to the AT state (NO in step st1), this process ends, and although not shown in the diagram, the process transitions to a false premonition state, and the performance of the false premonition state can be executed. During the performance of the false premonition state, it is announced that the AT has not been won.

[0105] In step st2, the section control unit 615 initiates the pre-announcement state. Accordingly, the performance control unit 630 initiates the suggestive performance. Then, the process proceeds to the next step, st3.

[0106] In step st3, the game result determination unit 612 determines whether or not a predetermined symbol has stopped and been displayed in the reel window 200. If it determines that a predetermined symbol has stopped and been displayed in the reel window 200 (YES in step st3), the process proceeds to the next step st4. On the other hand, if it does not determine that a predetermined symbol has stopped and been displayed in the reel window 200 (NO in step st3), the process proceeds to the next step st5.

[0107] In step st4, the performance control unit 630 terminates the pre-announcement state midway. Accordingly, even if the suggestive performance in the pre-announcement state is still ongoing, the performance control unit 630 stops the suggestive performance when a predetermined symbol stops and is displayed in the reel window 200, and executes an announcement performance indicating that the AT has been won. Then, the player proceeds to the next step, st5.

[0108] In step st5, the section control unit 615 transitions from the pre-announcement state to the AT state. Then, it terminates the process.

[0109] On the other hand, if it is not determined in step st3 that a predetermined symbol has stopped and been displayed in the reel window 200 (NO in step st3), the process proceeds to step st10.

[0110] In step st10, the section control unit 615 determines whether a predetermined number of games have been played (reached the predetermined number of games) in the pre-announcement state. If it is determined that the number of games in the pre-announcement state has not been played (NO in step st10), the process returns to step st3 as described above. On the other hand, if it is determined that the number of games in the pre-announcement state has been played (reached the predetermined number of games) (YES in step st10), the process proceeds to the next step st11.

[0111] In step st11, the performance control unit 630 executes a notification performance indicating that an AT (Automatic Trigger) has been won. The content of the notification performance executed here is different from the notification performance executed in step st4 described above. Then, the process proceeds to step st5 described above.

[0112] In summary, slot machine 1 (gaming machine) is equipped with a pre-announcement state (second state) in which, before transitioning to an AT state (first state) that is different from the special role execution state (bonus state), an indicative performance can be executed that suggests the likelihood of transitioning to the AT state (first state). During the pre-announcement state (second state), when a predetermined symbol other than the symbol that can transition to the special role execution state (bonus state) stops and is displayed in the reel window 200, the indicative performance ends and an announcement performance can be executed that confirms the transition to the AT state (first state). Furthermore, the process described in this disclosure, which brings forward the notification animation that was supposed to be executed at the end of the pre-announcement state (second state) animation and terminates the suggestive animation of the pre-announcement state (second state) midway, is different from the process that terminates the suggestive animation of the pre-announcement state (second state) midway and transitions to the special role execution state (bonus state) when a special role is won by internal lottery during the pre-announcement state (second state). Here, in the process of bringing forward the notification animation described in this disclosure, after the AT state (first state) to which the player transitions after the notification animation ends, the pre-announcement state that was terminated midway does not resume, and the player transitions to the general game state. This is because the flag indicating that the player is in the pre-announcement state, which is held internally, is erased by the transition to the AT state, and the AT that was the cause of the transition to the pre-announcement state has ended. Furthermore, in the process where a special role is won through internal lottery during the pre-announcement state (second state), the suggestive performance of the pre-announcement state (second state) is terminated midway and the game transitions to the special role execution state (bonus state). After the transition to the special role execution state (bonus state) ends, the pre-announcement state that was terminated midway may be restarted. This is because the game has not yet transitioned to the AT that has already been won, and the flag indicating that the game is in the pre-announcement state, which is held internally, has not been erased.

[0113] <Effects of the invention> According to this embodiment, it is possible to provide a gaming machine that performs performance control to enhance the player's enjoyment. The timing of announcing a win in the AT lottery can be changed by referring to the outcome of the reels. Furthermore, by ending the suggestive performance midway and executing the announcement performance, it is possible to create an engaging announcement performance. In addition, if a predetermined symbol stops and is displayed in the reel window 200 during the pre-announcement state, the suggestive performance of the pre-announcement state can be ended and an announcement performance can be executed to inform that the transition to the AT state has been confirmed, making it possible to create a performance that makes it seem as if the player suddenly obtained the transition to the AT state by operating the stop switch 40.

[0114] Furthermore, in this embodiment, if it is decided to transition to the AT state, and a predetermined symbol is displayed during the pre-announcement state, the suggestive performance is terminated midway and the notification performance is executed. This prevents the suggestive performance from being terminated midway or the notification performance from being executed in the case of a false pre-announcement state where it has not been decided to transition to the AT state.

[0115] Furthermore, in this embodiment, if a predetermined symbol is not displayed in the reel window 200, a notification animation is performed when the pre-announcement state ends. Also, in this embodiment, during the pre-announcement state, a notification animation is performed at the end of the animation of the pre-announcement state. However, the timing of the notification animation is brought forward, based on the symbol displayed in the reel window 200 during the game in the pre-announcement state, and the suggestive animation of the pre-announcement state is terminated midway. As a result, when a predetermined symbol is displayed in the reel window 200, it becomes possible to create an animation that makes it appear as if the player has suddenly entered the AT state by operating the stop switch 40.

[0116] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.

[0117] In the above embodiment, the explanation of the transition of the RT state was omitted. In an AT machine, the game is played in an AT state where a predetermined role has been won but has not been awarded, and in that state, the RT state does not transition. However, it goes without saying that the RT state can transition when the predetermined role has not been carried over.

[0118] In the above embodiment, a case in which a bed switch 42 is provided was illustrated, but the bed switch 42 may not be necessary.

[0119] The general game state of the above embodiment may include a CZ (Chance Zone). Furthermore, the first state of the above embodiment may be a CZ, and the second state may be a CZ transition premonition state that indicates the expected degree of transition to a CZ. Alternatively, the first state of the above embodiment may be an AT (Attack Time) state, and the second state may be a CZ. In addition, although AT and bonus were given as examples of advantageous game states in the above embodiment, ART (Advanced Replay Time) may also be included in the advantageous game state. A CZ is a game state in which the probability of entering an AT or the probability of a replay is higher than when it is not a CZ. ART is a game state in which the probability of a replay is higher than in the general game state, and the correct order of pressing the buttons for the button sequence is announced. Furthermore, the probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.

[0120] Depending on the specifications of slot machine 1, the advantageous game state or advantageous period, such as AT, may end at any time before the advantageous period reaches a maximum of 4000 games, or before the difference in the number of tokens during the advantageous period reaches 2400 tokens.

[0121] In addition to visual cues, the presentation that suggests the setting value may also include, for example, when the rotation of the spinning reel 20 stops, the symbols visible through the reel window 200 become special symbols.

[0122] In the above embodiment, the case where the gaming machine is an AT-type slot machine was given as an example. However, the gaming machine can also be a machine other than an AT machine, such as an ART-type slot machine.

[0123] Furthermore, the media display unit 44 may indicate that a game section is a favorable section when certain conditions are met. Specifically, the game section may be indicated as a favorable section by lighting up a portion of the 7 segments on the media display unit 44.

[0124] The notification animation indicating that the transition to the AT state has been confirmed, and the AT non-winning notification animation indicating that the AT lottery was a false premonition state in which the player did not win, may also serve as other notifications or suggestions to the player. For example, the character performing the notification animation may also provide a suggestion or confirmation of the setting value, or a suggestion or confirmation of the current mode.

[0125] If the notification animation indicating that the transition to the AT state is confirmed also serves as other notification or suggestion to the player, then in the genuine pre-announcement state to which the player has transitioned due to winning the AT in the AT lottery during the false pre-announcement state, such notification or suggestion to the player may be omitted. Conversely, if the notification animation indicating that the transition to the AT state is confirmed also serves as other notification or suggestion to the player, then in the genuine pre-announcement state to which the player has transitioned due to winning the AT in the AT lottery during the false pre-announcement state, such notification or suggestion to the player may be provided.

[0126] Multiple types of premonition states are provided, and the content of the suggestive effects may differ for each type of premonition state. Furthermore, instead of ending the suggestive effects midway through and performing a notification effect in all premonition states, in the case of a predetermined premonition state, the premonition state may end and the notification effect may be executed when predetermined symbols are displayed in the reel window 200. Moreover, whether the premonition state ends and the notification effect is executed when predetermined symbols are displayed in the reel window 200 may be set according to the type of suggestive effect. For example, if the suggestive effect is an effect that is executed according to a scenario that spans multiple games during the premonition state, even if predetermined symbols are displayed in the reel window 200, the suggestive effect may not end, and the notification effect may not be executed until a predetermined number of games of the premonition state have been played. By configuring it in this way, it is possible to allow the player to enjoy the content of the effects that are executed according to the scenario to the very end. On the other hand, if the suggestive performance is a collection of performances that are completed in one game, the suggestive performance may be terminated midway when predetermined symbols stop and are displayed in the reel window 200, and the suggestive performance may not be executed to the end.

[0127] In the above embodiment, whether a symbol is a predetermined symbol indicating a transition to the AT state is determined by whether the stopping pattern of the symbol on the first rotating reel 20 to stop among the multiple rotating reels 20 is a specific stopping pattern, but the embodiment is not limited to this. For example, whether a symbol is a predetermined symbol may be determined by whether the stopping patterns of the symbols on the first and second rotating reels 20 to stop among the multiple rotating reels 20 are specific stopping patterns. When the first rotating reel 20 to stop is the left rotating reel 20A and the second rotating reel 20 to stop is the right rotating reel 20C, the specific stopping pattern is, for example, as shown in Figure 9, when the symbols red 7, replay, and cherry on the left rotating reel 20A and watermelon A, bell, and red 7 on the right rotating reel 20C are displayed in the reel window 200. Alternatively, whether a symbol is a predetermined symbol may be determined by whether the stopping patterns of the symbols on all the rotating reels 20 to stop are specific stopping patterns. This configuration allows for the determination of whether a specific stop pattern is formed at various stages as the multiple rotating reels 20 stop. Furthermore, it allows for diverse timing for ending suggestive effects and executing notification effects.

[0128] In the above embodiment, if it is determined during the premonition state that the stopping pattern of the symbols on the rotating reels 20 is a specific stopping pattern, the suggestion performance is terminated, and while a freeze occurs that prevents further operation of the stop switch 40, a notification performance is executed that displays text such as "AT confirmed" on the LCD screen 3. However, the timing of the termination of the suggestion performance and the notification performance are not limited to this. For example, if it is determined during the premonition state that the stopping pattern of the symbols on the rotating reels 20 is a specific stopping pattern, the suggestion performance may continue until the last rotating reel 20 stops, and after the last rotating reel 20 stops, a notification performance that displays text such as "AT confirmed" on the LCD screen 3 may be executed. Furthermore, the notification performance is not limited to being executed in the game in which it is determined that the stopping pattern of the symbols on the rotating reels 20 is a specific stopping pattern, but may also be executed in the next game.

[0129] In the above embodiment, the pre-announcement state is entered when it is determined that the player will transition to the AT state by winning the AT lottery. However, the transition to the pre-announcement state may occur not only from the game following the AT win in the AT lottery, but also when further predetermined conditions are met after the AT win.

[0130] In the above embodiment, when a predetermined symbol stops and is displayed in the reel window 200 during the pre-announcement state, a process is executed to bring forward the notification effect that was supposed to be executed at the end of the pre-announcement state's performance. This process in the above embodiment is different from the process in which, during a false pre-announcement state, a rare role (a guaranteed role that guarantees a win in the AT lottery, such as a middle cherry) is hit, or a freeze effect occurs in conjunction with the hit of the rare role, and the player transitions to the AT state without rewriting to the pre-announcement state (so-called direct AT hit). In other words, the notification of a win in the AT that occurs during a direct AT hit in a false pre-announcement state is different from the notification effect in the above embodiment.

[0131] In the above embodiment, the transition to the AT state is via a pre-announcement state (true pre-announcement state), but there may also be cases where the transition to the AT state is from general gameplay without going through the pre-announcement state (so-called direct AT hit).

[0132] In the above embodiment, it is determined that the player will transition to the AT state when the AT is won in the AT lottery, and the player will transition to the pre-announcement state. However, even if the player does not win the AT in the AT lottery, it may be determined that the player will transition to the AT state when the so-called ceiling number of games is played, and the player will transition to the pre-announcement state.

[0133] In the above embodiment, the suggestive performance performed in the genuine premonition state and the suggestive performance performed in the false premonition state are the same; however, the embodiment is not limited to this, and suggestive performances with different content may be performed.

[0134] In the above embodiment, the notification performance performed in step st4 of Figure 8 and the notification performance performed in step st11 have different content, but the embodiment is not limited to this, and the performances may have the same content.

[0135] In the above embodiment, a slot machine 1 of the type that inserts and dispenses medals, which are a physical medium, was exemplified. However, it may also be provided to a slot machine of the type that does not insert or dispense medals, but instead manages the number of game values ​​corresponding to the number of medals in data (a medalless machine). In such a medalless machine, the number of game values ​​owned by each player is managed, and when the bet button is pressed, a bet is placed from the number of medals owned. Therefore, it does not need to include a hopper unit 50. The game values ​​owned by a player may be managed on the slot machine, or on a game value dispensing machine electrically connected to the slot machine. A medalless machine may be referred to as "Smart Pachislo" (registered trademark), "Managed Game Machine," or "Sealed Game Machine."

[0136] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. Moreover, any one of the multiple embodiments of this embodiment can be implemented on its own. The slot machine 1 according to this embodiment can be implemented using only the content described in claim 1 of the claims, or it can be implemented using a combination of claim 1 and other claims. [Explanation of Symbols]

[0137] 1. Slot machine (amusement machine) 20 spinning reels 200 Reel Window

Claims

[Claim 1] Before transitioning to a first state that is different from the bonus state, there is a second state in which an indicative performance can be executed that suggests the likelihood of transitioning to the first state. In the second state, when a specific stop pattern, which is a predetermined pattern other than a pattern that allows transition to the bonus state, is displayed in the reel window as the stop pattern of the first reel among the multiple reels that stops first, or as the stop pattern of the first and second reels among the multiple reels that stop, the suggestive effect can be terminated and an announcement effect indicating that the transition to the first state has been confirmed can be executed, even if the remaining reels among the multiple reels are still spinning. Multiple types of the aforementioned second state are provided. In a second state of which there are multiple types, in which the suggestive performance is performed over multiple games in the second state, even if the specific stop pattern is displayed in the reel window, the notification performance will not be performed until the predetermined game section of the second state ends.

Citation Information

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