Gaming machine
Patent Information
- Application Number
- JP2025086947
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-05-26
- Publication Date
- 2026-09-04
- Estimated Expiration
- 2045-05-26
AI Technical Summary
【0006】 本開示によれば、新規のゲーム性を有する遊技機を提供できる。
Smart Images

Figure 0007915418000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a gaming machine. [Background Art]
[0002] A gaming machine is configured to be switchable between a game in a general gaming state (gaming) and a game in a special gaming state (such as AT or ART) that is more advantageous to a player than the general gaming state (see, for example, Patent Document 1). [Prior Art Literature] [Patent Literature]
[0003] [Patent Document 1] Japanese Unexamined Patent Publication No. 2018-034063 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] The present disclosure provides a gaming machine having novel game characteristics. [Means for Solving the Problem]
[0005] The first aspect is capable of executing the following: the process of executing a game in a general game state; the process of deciding whether or not to transition to a game in one of several types of special game states that are more advantageous to the player than the general game state; the process of executing a game in the special game state; and the process of notifying the value of a parameter relating to the duration of the special game state being executed during the execution of the game in the special game state. The first aspect is capable of executing a game in which a first number of game values is bet, and a game in which a second number of game values different from the first number is bet. The first number corresponds to the first type of special game state among several types of special game states, and the second number corresponds to the second type of special game state among several types of special game states. The game machine corresponds to the game state, and after the end of a game in any of the multiple types of special game states, only games in which the number of game values corresponding to the type of special game state that was executed is bet are playable. In a game in which the first number of game values is bet, if the number of game values bet remains unchanged and the special game state is executed multiple times, a carryover notification process is possible in which the value of the parameter related to the duration of the special game state, which was notified in the previously executed special game state, is carried over to the value of the parameter related to the duration of the special game state executed later. In a game in which the second number of game values is bet, the carryover notification process is not executed. [Effects of the Invention]
[0006] According to this disclosure, it is possible to provide a gaming machine with novel gameplay. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of the slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions in the first game state. [Figure 5] This is an explanatory diagram regarding the game state and the limits on the number of bets for each game value. [Figure 6] This diagram illustrates the connection / communication relationships between the main control board, the game value control board, and the sub-control board. [Figure 7] This figure shows the first example of the notification process for parameters related to the duration of the special game state. [Figure 8] This figure shows a second example of the notification process for parameters related to the duration of the special game state. [Figure 9] This figure shows a third example of the notification process for parameters related to the duration of the special game state. [Figure 10] This figure shows the fourth example of the notification process for parameters related to the duration of the special game state. [Figure 11] This figure shows the fifth example of the notification process for parameters related to the duration of the special game state. [Figure 12] This is a flowchart showing the processes performed by a slot machine. [Modes for carrying out the invention]
[0008] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of this disclosure will be described with reference to the drawings. In the following description, "connection" includes cases where the connected objects are directly connected to each other, and cases where the connected objects are indirectly connected to each other via other circuit boards, devices, etc.
[0009] In this embodiment, we illustrate a case where slot machine 1 is a type of revolving game machine that handles the quantity of game value (number of tokens) as electronic data without using physically existing tokens. Unlike conventional slot machines, this slot machine 1 does not require the insertion and dispensing of physical tokens, and the game can proceed using a pseudo-game medium that has been converted into electronic data as data for game value. Such a slot machine 1 is called a tokenless machine, Smart Slot (registered trademark), or sealed revolving game machine.
[0010] A virtual game medium, i.e., game value, increases or decreases in accordance with the progress of a game. Therefore, a player can play a game without holding actual medals, and can also check the amount of game value currently owned during the game via the credit display of the slot machine 1.
[0011] FIG. 1 is a front view of the aforementioned slot machine 1. As shown in FIG. 2, this slot machine 1 is communicably connected to a card unit 9. Hereinafter, the card unit 9 will be described first.
[0012] The card unit 9 (corresponding to an external device) is a device capable of executing processing related to lending game value to the slot machine 1 and returning game value from the slot machine 1.
[0013] Although not shown in the figures, on the outer surface of the card unit 9, in addition to a cash insertion opening and a card insertion / ejection opening, there are provided a display panel capable of displaying PIN input instructions, remaining lending amount and the like, a game value lending button, and a card ejection button. Inside the card unit 9, in addition to a communication I / F for communicating with the slot machine 1, as shown in FIG. 2, a cash management mechanism 91, a card management mechanism 92, and a card unit-side control section 93 are provided.
[0014] The cash management mechanism 91 introduces, detects, and accumulates banknotes inserted through the cash insertion opening into the card unit 9.
[0015] The card management mechanism 92 introduces and stores a card inserted through the card insertion / ejection opening, and ejects the card from the card insertion / ejection opening when the card ejection button is operated.
[0016] The card unit-side control section 93 is configured of a CPU, a RAM, a ROM, and the like. The card unit-side control section 93 performs operation control for each of the cash management mechanism 91 and the card management mechanism 92, game value lending processing, card authentication processing, data read processing and data write processing from and to the card, and the like.
[0017] The operation processing of the cash management mechanism 91 includes: processing for operating the cash management mechanism 91 such that inserted banknotes are introduced into the card unit 9; processing for issuing an error notification to that effect when an inserted banknote is jammed inside the cash management mechanism 91; and processing for adding a game value corresponding to the inserted banknote to a current lending balance and temporarily storing the sum in a RAM, among others.
[0018] The operation processing of the card management mechanism 92 includes: processing for operating the card management mechanism 92 such that an inserted card is introduced into the card unit 9; and processing for operating the card management mechanism 92 such that the card is ejected in accordance with an operation of a card eject button, among others.
[0019] The game value lending processing includes processing for transmitting data of a game value to be lent to the slot machine 1 in accordance with an operation of a lending button. At the time of this transmission, processing is also performed for subtracting the game value to be lent from the game value data of the lending balance that is temporarily stored in the RAM of the card unit 9.
[0020] The card authentication processing includes processing for, when a personal identification number is input via a display panel after a card is inserted into an insertion / ejection opening, determining whether or not the input personal identification number matches the personal identification number written on the card. When the card unit-side control unit 93 determines that the numbers match, the card unit-side control unit 93 allows continued use of the card that is the authentication target; however, when the card unit-side control unit 93 determines that the numbers do not match, the card unit-side control unit 93 may not allow continued use of the card that is the authentication target (may restrict use of the card).
[0021] The data read processing from a card includes processing for, when game value data is written on the card, reading said data and temporarily storing the data as a lending balance in a RAM, among others.
[0022] The process of writing to the card includes receiving game value data when it is transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card eject button. If game value data has already been written to the card when the card eject button is operated, the card unit control unit 93 adds the amount of game value received from the slot machine 1 to the data and writes it to the card (update process).
[0023] As a result, when the card ejection button is operated on the card unit 9, a card containing at least one of the game value and loan balance data owned by the player is ejected from the card insertion / ejection opening.
[0024] Furthermore, the card unit 9 is connected to devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown), and is capable of communicating with them. Various information related to the slot machine 1, such as the number of games played in a special game state (e.g., a state where a special role (bonus) is performed), the change in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.
[0025] <Slot machine configuration> As shown in Figure 1, the coinless slot machine 1 has a casing 10. A front door 100 is provided on the front of the casing 10.
[0026] A keyhole is provided near the right end of the front door 100 when viewed from the front. The keyhole allows a key to be inserted to lock or unlock the front door 100 and the cabinet 10. During gameplay, the front door 100 and the cabinet 10 remain locked, preventing players from accessing the inside of the cabinet 10. Furthermore, since the slot machine 1 is a coinless machine, there is no need to install a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish actual tokens during gameplay. Therefore, during gameplay, except in cases where an error occurs in the slot machine 1, there is generally no need for store staff to unlock the front door 100 and the cabinet 10. When store staff perform setting changes, setting value checks, maintenance work, etc., the front door 100 and the cabinet 10 are unlocked, and the front door 100 becomes rotatable relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.
[0027] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the player can see the multiple symbols displayed on the surfaces of the multiple rotating reels 20a, 20b, and 20c, which will be described later.
[0028] Above the reel window 200 are an LCD screen 3, a speaker 102, and an illuminated unit 103 for displaying various effects during gameplay. The LCD screen 3, speaker 102, and illuminated unit 103 constitute the notification unit.
[0029] LCD screen 3 displays various animation videos (animation screens) while the player is playing. A sub-LCD screen 30 capable of displaying various animations related to the game is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit 4 that can be operated by touch.
[0030] Speaker 102 outputs predetermined background music (BGM), sound effects (SE), and voice.
[0031] The lighting unit 103 lights up or turns off in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.
[0032] Below the reel window 200, an operating unit 4 is provided. The operating unit 4 is positioned so that it can be seen and touched by the player. The operating unit 4 includes multiple stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a media display unit 43, a game information display unit 44, a cancel button 45, a counting button 46, and a performance button 47, among others.
[0033] Each stop switch 40a, 40b, and 40c is provided corresponding to each rotating reel 20a, 20b, and 20c. Each stop switch 40a, 40b, and 40c accepts operation to stop the rotation of each rotating reel 20a, 20b, and 20c while they are rotating.
[0034] Lamps may be provided inside each stop switch 40a, 40b, 40c. The lamps can, for example, use color to indicate that the stop switches 40a, 40b, 40c are inoperable from the time the lever 42 is operated until each rotating reel 20a, 20b, 20c reaches a steady rotation state. The lamps can also use a different color to indicate that the stop switches 40a, 40b, 40c are operational from the time each rotating reel 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.
[0035] The bet switch 41 is used when betting game value. In this embodiment, an example is shown in which pressing the bet switch 41 once automatically places a predetermined number of game value (the number determined by the bet quantity control unit 615, which will be described later) that can be used for one game.
[0036] Lever 42 functions as a start switch that accepts input to rotate each of the spinning reels 20a, 20b, and 20c. Note that for the spinning reels 20a, 20b, and 20c to start, a "wait condition" must be met, which is an interval of at least the minimum game time (approximately 4.1 seconds) between the start of the spinning reels 20a, 20b, and 20c in the previous game and the start of the spinning reels 20a, 20b, and 20c in the next game. Therefore, when lever 42 is operated, each of the spinning reels 20a, 20b, and 20c will start only after this wait condition has been met.
[0037] The media display unit 43 displays the quantity of game value (hereinafter also referred to as the number of credits) and the number of game value payouts managed by the media management unit 620 of the slot machine 1, and is composed of, for example, multiple 7 segments.
[0038] In this embodiment, "the number of game value payouts" does not refer to the action of dispensing actual tokens to the outside of slot machine 1, but rather to an increase in game value based on the winning combination determined by the internal lottery. In other words, the number of game value payouts is an increase in the numerical value of the digitized pseudo-game medium.
[0039] In this embodiment, the above number of credits is subject to a credit limit. This credit limit is unrelated to the operation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Media Management Unit 620-".
[0040] The game information display unit 44 displays information related to the game other than the information displayed on the media display unit 43, and is composed of LEDs, lamps, 7-segment displays, etc. The information displayed by the game information display unit 44 includes the number of bets for the game value in one game, whether or not a special role has been achieved, and whether or not a replay (re-play) has been won.
[0041] The cancel button 45 can accept an operation to change the game value that is currently bet to an unbetted state. For example, if the cancel button 45 is pressed while the game value is bet and is 1 or more, the media management unit 620 (described later) updates the bet game value to "0" and adds the amount of the game value that was bet just before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the bet game value. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process that returns the bet game value to the number of credits by transitioning from a bet state to an unbet state.
[0042] The bet cancellation process based on the operation of the cancel button 45 is effective when a bet is placed but the lever 42 has not yet been operated, and is ineffective from the time the lever 42 is operated until the game based on that lever 42 operation is completed. In this embodiment, the cancel button 45 is located near the bet switch 41.
[0043] The counting button 46 can receive an operation to transfer game value data, which is managed by the media management unit 620 of the slot machine 1, from the media management unit 620 to the card unit 9. For example, if the counting button 46 is operated while the managed game value is 1 or greater, the media management unit 620 subtracts the managed game value towards 0. The data of the subtracted game value is then transmitted to the card unit 9.
[0044] The amount of the game value being managed that is deducted when the counting button 46 is operated once may be predetermined, for example, "1" or "50". Also, the game value being managed may continue to be deducted while the counting button 46 is operated continuously.
[0045] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until a card is ejected from the card unit 9 smoother.
[0046] Furthermore, the counting button 46 may be equipped with a lamp inside or around the button 46 that changes its illuminated color before and after operation.
[0047] The performance button 47 is used by players to adjust volume settings, check game data, and configure various other game-related menus while playing. The performance button 47 may also be pressed by the player during gameplay in response to the game's effects. If the performance button 47 is pressed during gameplay, the game's effects will change.
[0048] Furthermore, the performance button 47 may be equipped with a lamp capable of emitting light in various colors and patterns. This lamp lights up when the performance button 47 is operational and remains off when it is inoperable. Additionally, when the performance button 47 is operated, a special game state notification animation, such as a special role win, is output, the lamp can flash rapidly in a different color than when it is normally lit, such as red or rainbow colors.
[0049] Sensors are provided near each switch in these control units 4 to detect the player's actions and output an operation signal to the control unit 6.
[0050] As shown in Figure 2, the slot machine 1 comprises a rotating reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The rotating reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are located inside the housing 10, along with a power supply unit (not shown) that turns the main power of the slot machine 1 on and off.
[0051] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the rotary reels 20a, 20b, and 20c has multiple patterns (symbols) arranged at intervals along the circumferential direction of the rotary reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to each rotary reel 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.
[0052] Stepping motors 21a, 21b, and 21c stop the rotation of the rotating reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds after the stop switch 40a, 40b, and 40c is operated while the rotating reels 20a, 20b, and 20c are rotating. Stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127.
[0053] The rotation and stopping of these rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by the rotating reel control unit 611 (described later) in the control unit 6.
[0054] The reset button 71 is operated to clear various errors and to initialize the RAM that makes up the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 71 is pressed, the amount of game value managed by the media management unit 620 of the slot machine 1 is cleared to "0", and the first game state of the slot machine 1 is set to "no special role carryover state".
[0055] The setting change button 72 is a button that is pressed by store staff when setting one of several setting values for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 72 becomes operational, and by operating the setting change button 72 in this state, it becomes possible to set a setting value.
[0056] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, making it impossible for anyone other than those authorized to unlock them (e.g., store staff with a key) to access the reset button 71 and the setting change button 72. Unlocking is generally limited to cases where an error occurs in the slot machine 1. Therefore, players cannot access the reset button 71 and the setting change button 72.
[0057] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the setting value. The setting value is set by the store staff before the store opens.
[0058] <How the game is played by the player> The player can adjust the volume output from speaker 102 and the brightness of LCD screen 3 by pressing the effect button 47 as needed.
[0059] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value managed by the media management unit 620. Once a predetermined number of game values have been bet on the slot machine 1, the active line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.
[0060] Figure 1 illustrates only one of the multiple active lines L, specifically the upward-sloping line. An active line L is a virtual line used to determine winning combinations. In this embodiment, when a 3-coin bet is made, all of the multiple active lines L are activated. When a 2-coin bet is made, some of the multiple active lines L are activated. The number of activated active lines L varies depending on the number of coins of game value bet.
[0061] In the following, "winning" refers not only to the alignment of symbols that pay out medals, such as bells and watermelons, on the active payline L, but also to the alignment of symbols corresponding to specific roles, such as special replays, chance symbols, and special roles (bonuses), on the active payline L.
[0062] In this embodiment, one game (one play) refers to a series of actions by which a player operates the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c to obtain the result of a game, including internal drawing, prize determination processing, and processing to increase or decrease the game value.
[0063] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the rotation of each reel 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, or 40c is operated, the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, or 40c stop. Once all the reels 20a, 20b, and 20c have stopped, a predetermined amount of game value is paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.
[0064] The player repeatedly plays the above game. As the game is repeated, the game progresses, and the displays on LCD screen 3 and sub-LCD screen 30, the sound output from speaker 102, and the illumination of the lighting unit 103 change according to the progress of the game.
[0065] <Regarding the game status> During gameplay, various game states are set, and internal draws are conducted based on the set game states. As shown in Figure 4, the game states include the first game state.
[0066] The first game state, as shown in Figure 4, includes the state where special roles are not carried over (non-internal bonus state), the state where special roles are carried over (internal bonus state), and the state where special roles are performed (bonus state). The state where special roles are not carried over, the state where special roles are carried over, and the state where special roles are performed are mutually exclusive.
[0067] The "no special role carryover" state refers to a state in which no special roles (Type 1 BB and Type 2 BB) have been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set when the setting value is changed, when the RAM is initialized, or when condition A is met, such as when the payout of game value exceeds a predetermined number after transitioning to the special role execution state.
[0068] The "special role carryover" state refers to a situation where a special role has been selected through an internal draw, but the award for that special role has been carried over. In other words, the "special role carryover" state means that the flag for a special role has been selected through an internal draw, but the symbols indicating that special role have not yet lined up on the active payline L, and therefore the special role has not yet been awarded.
[0069] Here, Type 1 BB is a continuous activation device for a Type 1 special feature, and Type 2 BB is a continuous activation device for a Type 2 special feature. It is not possible to win another Type 1 BB while a Type 1 BB is being carried over.
[0070] If a special prize is won while the first game state is in the state where no special prizes are carried over, the first game state will transition from the state where no special prizes are carried over to the state where the winning special prize is carried over.
[0071] When a winning special role is achieved (Condition B), the first game state transitions from the special role carryover state to the special role implementation state. The special role implementation state is a state in which a special role (bonus) won through internal drawing has been achieved, and the payout of a predetermined number of game values has not yet been completed. For example, if the first game state transitions to the special role implementation state due to the achievement of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of game values paid out by the Type 1 BB or Type 2 BB exceeds a predetermined number.
[0072] More specifically, the special role implementation states include the Type 1 BB implementation state, the Type 2 BB implementation state, and the RB implementation state. If an RB is won through internal drawing while a Type 1 BB is being implemented, the special role implementation state transitions from the Type 1 BB implementation state to the RB implementation state. After 12 games have been played or a specific role has been won 8 times in the RB implementation state, the special role implementation state transitions to the Type 1 BB implementation state.
[0073] In this specification, the special role execution state shown in Figure 4 may be referred to as the special game state. The state of no special role carried over or the special role carried over state shown in Figure 4 may be referred to as the general game state.
[0074] In this embodiment, there is no assist function (instruction function) that notifies the correct target of operation for stop switches 40a, 40b, and 40c for roles other than special roles won by internal winning, via the LCD screen 3, speaker 102, and illuminated unit 103. There is no section transition processing that switches between a favorable section in which processing related to the instruction function can be executed and a normal section in which processing related to the instruction function cannot be executed. Therefore, the special game state does not include AT state or CZ (Chance Zone).
[0075] <Regarding bet quantity control> The number of game values to bet per game is not arbitrarily selected by the player; only games bet with the number of game values determined by the bet quantity control unit 615, described later, are playable. Figure 5 is an explanatory diagram regarding the game state and the restrictions on the number of game values to bet. As shown in Figure 5, in this embodiment, games can be played with either of two numbers of bets: a 2-coin bet state (a game bet with a first number of game values) or a 3-coin bet state (a game bet with a second number of game values). In the 3-coin bet state, a game bet with 2 game values cannot be played, and in the 2-coin bet state, a game bet with 3 game values cannot be played. As shown in Figure 5, there are multiple types (2 types) of special game states to which a player can transition from a general game state. The number of bets (number of game values) required for a game after a special game state has been executed and ended is determined according to the type of special game state that was most recently executed. For example, the first type of special game state corresponds to a 2-coin betting state (a game where the game value of the first number of coins is bet), and the second type of special game state corresponds to a 3-coin betting state (a game where the game value of the second number of coins is bet). After the execution of a game in the first type of special game state ends and the game transitions to the general game state, the game becomes a 2-coin betting state, and only games where the game value of the number of coins (2 coins; first number of coins) corresponding to the type of special game state executed (first type) can be bet can be executed. After the execution of a game in the second type of special game state ends and the game transitions to the general game state, the game becomes a 3-coin betting state, and only games where the game value of the number of coins (3 coins; second number of coins) corresponding to the type of special game state executed (second type) can be bet can be executed. Thus, after the execution of a special game state ends, there is a restriction on game execution where only games where the game value of the number of coins corresponding to the type of special game state executed can be bet. Gaming machines with this restriction are gaming machines based on a new standard called Bonus Trigger (BT) machines.
[0076] <Number of bets and probability of transition> As shown in Figure 5, when the game is limited to a 2-coin betting state (1st number of coins), the probability of transitioning from the general game state to the 1st type of special game state is R1. When the game is limited to a 2-coin betting state (1st number of coins), the probability of transitioning from the general game state to the 2nd type of special game state is R2. When the game is limited to a 3-coin betting state (2nd number of coins), the probability of transitioning from the general game state to the 1st type of special game state is R3. When the game is limited to a 3-coin betting state (2nd number of coins), the probability of transitioning from the general game state to the 2nd type of special game state is R4. In this embodiment, transition probability R1 > transition probability R3, and transition probability R2 > transition probability R4. Therefore, the game state in which the first number of tokens (2 tokens) is bet (2-token betting state) has a relatively higher probability of transitioning from the general game state to the special game state than the game state in which the second number of tokens (3 tokens) is bet (3-token betting state). Thus, it is possible to strongly motivate players to aim for the game state in which the first number of tokens (2 tokens) is bet rather than the second number of tokens (3 tokens). Note that transition probability R1 > transition probability R2, and transition probability R3 > transition probability R4.
[0077] <Configuration of each control unit> As shown in Figure 2, the control unit 6 mainly consists of a main control unit 61, a game value control unit 62, and a sub-control unit 63. The main control unit 61 performs interrupt processing such as timer interrupts, and controls the internal lottery and the rotating reels 20a, 20b, and 20c to advance the game. The game value control unit 62 manages and processes game value and controls communication with the card unit 9. The sub-control unit 63 performs control related to the effects based on signals transmitted from the main control unit 61 and when the effect button 47 is pressed.
[0078] The main control unit 61, the game value count control unit 62, and the sub-control unit 63 each consist of a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs necessary for game progression, and the RAM of the main control unit 61 stores game data necessary for game progression. The game data includes the current number of games, data indicating the state of each game, and setting values. The ROM of the game value count control unit 62 stores programs necessary for managing game values and communicating with the card unit 9, and the RAM of the game value count control unit 62 stores the total number of game values being managed. The ROM of the sub-control unit 63 stores programs necessary for controlling the effects, and the RAM of the sub-control unit 63 stores various data related to effect control.
[0079] Here, the connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained using Figure 6. 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.
[0080] The main control board P1, on which the main control unit 61 is mounted, and the game value control board P2, on which the game value count control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet switch 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation processing request signal when the cancel button 45 is operated, and a transfer request for game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated, information that the number of credits has reached the upper limit, information regarding whether or not there is a communication abnormality between the card unit 9 and the slot machine 1, and various responses to requests from the main control unit 61.
[0081] 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., betting / payout information for game value, total number of game values acquired during special game states), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, information related to various errors, and information related to the game state.
[0082] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value (described later), information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game value (e.g., that the transfer has started, that the transfer is in progress, that the transfer is complete, etc.), information indicating the number of credits and the number of acquired coins, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.
[0083] <Main Control Unit> Returning to Figure 2, the CPU reads and executes the program in ROM, causing the main control unit 61 to function as the internal lottery unit 610, the rotating reel control unit 611, the game result determination unit 612, the game progress control unit 614, the bet amount control unit 615, the game state control unit 616, and the error determination unit 617.
[0084] —Internal Lottery Department— The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of several winning flags as the winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. Based on the result of the internal lottery, the internal lottery unit 610 generates an internal lottery result signal. The internal lottery result signal can be used by the reel rotation control unit 611 and the game progress control unit 614, etc.
[0085] The internal lottery table shows information about possible winning combinations through internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state (not shown) when the lever 42 is operated, the type of special combination (during a bonus), and the setting value. The information about the winning combinations shown in the internal lottery table has one or more combinations of symbols associated with the winning combinations that match those combinations. These winning combinations include losing combinations that do not pay out any game value, as well as operation type combinations that pay out game value when the operation of the stop switches 40a, 40b, and 40c is in the correct operation type, and rare combinations.
[0086] —Rotating Reel Control Unit— The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.
[0087] Specifically, if the lever 42 is operated while all of the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start all of the rotating reels 20a, 20b, and 20c. If a stop switch 40a, 40b, or 40c corresponding to the rotating reel 20a, 20b, or 20c is operated while at least one of the rotating reels 20a, 20b, or 20c is rotating, the rotating reel control unit 611 will stop the rotation of the rotating reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.
[0088] In rotation stop control, the rotation reel control unit 611 can stop the rotation of the rotation reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c, so that the combination of symbols corresponding to the winning combination indicated by the winning flag is placed on the active line L of the rotation reels 20a, 20b, and 20c, thereby resulting in a win.
[0089] Furthermore, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reels 20a, 20b, and 20c when each stop switch 40a, 40b, and 40c is operated. Pull-in control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c so that the symbols corresponding to the non-winning combination do not line up on the active line L.
[0090] Furthermore, while a special role is being carried over (in-bonus mode), the reel control unit 611 stops the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c. However, if the conditions for granting a special role are not met, it is possible to control the system so that the winning special role (bonus) is not awarded.
[0091] —Game Result Determination Unit— The game result determination unit 612 determines the game result based on the results of the internal lottery and the rotation stop control of the rotating reels 20a, 20b, and 20c. The game result refers to the result of determining whether or not a winning combination has been awarded based on the symbols that lined up on the active line L. Specifically, the game result determination unit 612 determines that a winning combination has been awarded when the combination of symbols that stopped on the active line L matches a predetermined combination of symbols.
[0092] —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.
[0093] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61, thereby clearing game data such as the first game state. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.
[0094] —Bet Count Control Unit 615— The bet quantity control unit 615 controls the number of bets (the number of game value coins to bet) required to start a game. Specifically, the bet quantity control unit 615 determines the number of bets (the number of game value coins) required for one game according to the type of special game state that was most recently executed and completed. For example, if the type of special game state that was most recently executed and completed was type 1, the bet quantity control unit 615 controls the game to a 2-coin bet state where only games with a bet of 2 game value can be played. For example, if the type of special game state that was most recently executed and completed was type 2, the bet quantity control unit 615 controls the game to a 3-coin bet state where only games with a bet of 3 game value can be played.
[0095] —Game State Control Unit— The game state control unit 616 sets the first game state.
[0096] Specifically, the game state control unit 616 sets the first game state to one of the following: a state where no special role is carried over, a state where a special role is carried over, or a state where a special role is performed.
[0097] As an example, as shown in Figure 4, the game state control unit 616 sets the first game state to the no-special-win state when predetermined conditions such as RAM clearing or setting changes of the main control unit 61 are met. Immediately after a special win is won by internal lottery, the game state control unit 616 sets the first game state to the special-win-win-carry state. If that special win is awarded, the game state control unit 616 sets the first game state to the special-win-execution state.
[0098] ―Error detection unit― The error determination unit 617 determines whether or not various errors exist. Examples of various errors include backup failures, communication failures between the main control board P1 and the game value control board P2, connection failures between the slot machine 1 and the card unit 9, and reaching the upper limit of the number of credits.
[0099] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that occurred is sent from the main control unit 61 to the game value control unit 62 and the sub-control unit 63 as information about the error. As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 performs processing to notify the content of the error that occurred on the LCD screen 3, the sub-LCD screen 30, the speaker 102, etc.
[0100] <Game Value Control Unit> When the CPU reads and executes the program in the ROM, the game value control unit 62 functions as a media management unit 620 and a complete operation control unit 621.
[0101] -Media Management Department- The media management unit 620 performs processing and management of increases and decreases in game value (number of credits). For example, the media management unit 620 increases the managed game value in response to the transfer of game value from the card unit 9. When it receives a bet request for game value from the main control unit 61, the media management unit 620 determines whether betting is possible based on the managed game value and the bet request. If the managed game value is equal to or greater than the number of bets, the media management unit 620 determines that betting is possible and subtracts the bet amount from the managed game value. If the managed game value is less than the number of bets, the media management unit 620 determines that betting is not possible and performs processing to send a message to the main control unit 61 to that effect. If betting is not possible, the amount of managed game value is maintained.
[0102] If a payout-generating combination is drawn through an internal lottery and that combination is awarded, the media management unit 620 performs a process to increase the game value being managed by an amount corresponding to the type of combination awarded.
[0103] Furthermore, if the cancel button 45 is pressed, the media management unit 620 increases the game value being managed by the amount that was bet. If the counting button 46 is pressed, the media management unit 620 transfers the game value data being managed to the card unit 9.
[0104] Furthermore, the media management unit 620 calculates the difference in game value, which is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. Using this difference, the media management unit 620 calculates the following: The range (hereinafter referred to as MY value) is the difference between the maximum and minimum values of the difference after the power of slot machine 1 has been turned on.
[0105] The above MY value is used to control the operation of the following complete function. The above MY value is calculated continuously as long as the power to slot machine 1 is on, regardless of the various game states. The above MY value is cleared when the power to slot machine 1 is turned off and calculation starts again when it is turned on again.
[0106] Furthermore, the media management unit 620 determines whether the game value being managed, i.e., the number of credits, has reached the credit limit. If the number of credits reaches the credit limit, this fact is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 uses the LCD screen 3, speaker 102, and illuminated unit 103 to perform notification processing, prompting the player to operate the counting button 46 to transfer the credit count data to the card unit 9. While this notification processing is in progress, the main control unit 61 performs game stop processing, such as disabling the bet switch 41 and lever 42, to halt the progress of the game. This notification processing and game stop processing can be released when the number of credits falls below the credit limit by transferring the credit count data through the operation of the counting button 46.
[0107] Furthermore, if the number of credits is lower than the credit limit but close to the credit limit, the game may not be stopped, and instead a notification prompting the player to operate the counting button 46 may be issued.
[0108] —Complete Operation Control Unit— The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes greater than or equal to the upper limit of MY (for example, 19000 or more).
[0109] The complete function is a stop function that renders slot machine 1 unplayable. When the complete function is activated, the parts of slot machine 1 necessary for playing, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, become unresponsive. Therefore, even if the bet switch 41 is operated while slot machine 1 is activated, no bet will be processed. This complete function remains active unless the power to slot machine 1 is turned off by store staff. After the power to slot machine 1 is turned on again, the complete function is deactivated (the complete function is inactive).
[0110] Furthermore, if the complete operation control unit 621 becomes lower than the MY upper limit but close to or greater than the MY upper limit (for example, 18500 or more), it performs processing to send a pre-notification command to the sub-control unit 63 indicating that the complete function is about to be activated.
[0111] <Sub-control Unit> The CPU reads and executes the program in ROM, causing the sub-control unit 63 to function as the performance control unit 630 (corresponding to the notification control unit).
[0112] —Production Control Unit— The performance control unit 630 displays a selected performance video from among several types of performance videos on the LCD screen 3 or sub-LCD screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the performance video from the speaker 102, and illuminates the lighting unit 103 with a lighting pattern corresponding to the performance video. For example, if a bonus (special role) is won, the performance control unit 630 selects a performance pattern to display that fact on the LCD screen 3 or sub-LCD screen 30, and controls the display of the LCD screen 3 or sub-LCD screen 30, the sound output of the speaker 102, and the illumination of the lighting unit 103 according to the performance pattern.
[0113] Furthermore, if the notification conditions for an effect that suggests the setting value are met during gameplay, the effect control unit 630 will cause at least one of the LCD screen 3, speaker 102, and illuminated unit 103 to display the notification for the effect. This effect can be used by the player as one of the means to understand what the setting value of the slot machine 1 currently being played is. Notification conditions include when a rare role is won, when a special role (bonus) is performed, etc.
[0114] [Notification processing of parameters related to the duration of special game states; Example 1] Figure 7 shows a first example of the notification process for parameters related to the duration of the special game state. In this embodiment, the special game state (special role execution state) is the state in which the continuous role operation device is operating. The parameter values related to the duration of the special game state (special role execution state) are managed by the difference in the number of tokens. The duration management process for the special game state is token difference management. In token difference management, the termination condition for the special game state (special role execution state) is when the number of tokens in the special game state (special role execution state) reaches a predetermined value. The first type of special game state is a type 1 BB, which ends when the number of tokens from the start of the special game state reaches +200 tokens. The second type of special game state is a type 2 BB, which ends when the number of tokens from the start of the special game state reaches +150 tokens. In other words, the parameters related to the duration of multiple types of special game states are predetermined. In this embodiment, two types of parameters related to the duration of the special game state are managed (current value and end value).
[0115] The difference in tokens (or tokens) is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. In this specification, the quantity of game value (e.g., the number of medals) may be expressed as "tokens," and the difference between the quantity of game value bet and the quantity of game value obtained as a result of the game may be expressed as "difference in tokens." However, these expressions are not limited to gaming machines that use game media such as medals, and for the sake of explanation, the term "tokens" is also used in gaming machines that use the quantity of a pseudo-game media digitized as data as the quantity of game value.
[0116] As shown in (1) of the first example in Figure 7, when the first type of special game state (first time) starts with a 2-coin bet, the number of coins acquired (difference in coins; current value), which is an example of a parameter related to the duration of the special game state, is 0 coins, and the termination condition (termination value), which is an example of a parameter related to the duration of the special game state, is 200 coins. The current value changes as the game progresses in the special game state. The termination value indicates the value at which the special game state ends when the current value is reached. If notification processing is performed at this time, as shown in (1) of the first example in Figure 7, the current value (0 coins) and the termination value (200 coins) are notified to the notification unit such as the LCD screen 3 as parameters related to the duration of the special game state. This makes it easy for the player to recognize that they are expected to obtain a game value of 200 coins in the special game state currently in progress. In this embodiment, the current value changes in the positive direction, but is not limited to this. For example, if the current value is the number of remaining tokens to be acquired, the initial value could be set to the planned number of tokens to be acquired (200), and the value could be subtracted (changed in the negative direction) towards the end value of 0.
[0117] Furthermore, as gameplay in the first type of special game state progresses and the number of winning tokens increases, the current value will be displayed increasing from 0 tokens to +10 tokens, ..., +20 tokens, and so on. This makes it easy for players to recognize the remaining time in the special game state that is currently in progress.
[0118] As shown in (2) of the first example in Figure 7, when the first type of special game state (first time) ends with a 2-coin bet, the number of acquired coins (difference in coins; current value) is 200, and the termination condition (termination value) is 200 coins. The current value matches the termination value. If notification processing is performed at this time, these values will be notified on the notification unit such as the LCD screen 3. This makes it easy for the player to recognize that the game in the special game state that was in progress up to that point has ended. Now that the first type of special game state has ended, the game from here on will be the 2-coin bet game state corresponding to the first type of special game state (continues).
[0119] Subsequently, in a regular game state with two coins bet, a process is executed to determine whether or not to transition to the first type of special game state out of several types (two types). If the symbols related to the special role required to transition to the first type of special game state are matched, the game transitions to the second time the first type of special game state is played. As shown in (3) of the first example in Figure 7, when the second time the first type of special game state is played with two coins bet, the current and end values of the parameter related to the duration of the special game state are 0 coins and 200 coins, respectively. Here, in a two-coin game (a game where the game value of the first number of coins is bet), if the number of coins bet remains unchanged and multiple special game states are played, a carryover notification process is executed as shown in (3) of the first example in Figure 7. The carryover notification process is a process that carries over the value of the parameter related to the duration of the special game state, which was notified in the previously executed special game state, to the value of the parameter related to the duration of the special game state that is executed later. Specifically, as shown in (3) of the first example in Figure 7, when the internally managed current value is 0 coins, the current value at the end of the previously executed first type of special game state (1st time) (200 coins) is added to the subsequent current value, and the resulting 200 coins is reported. Also, when the internally managed end value is 200 coins, the end value at the end of the previously executed first type of special game state (1st time) (200 coins) is added to the subsequent end value, and the resulting 400 coins is reported. Furthermore, as shown in (4) of the first example in Figure 7, when the first type of special game state (2nd time) ends with a 2-coin bet, the internally managed current value is 200 coins, and through the handover notification process, the current value at the end of the previously executed first type of special game state (1st time) (200 coins) is added to the subsequent current value, and the resulting 400 coins is reported. The closing value will also be the same value carried over (400 coins).
[0120] Suppose the game then transitions to the third instance of the first type of special game state. As shown in (5) of the first example in Figure 7, the carryover notification process is executed. With the internally managed current value being 0 coins, the current value (400 coins) notified in the previously executed first type of special game state (second time) is added to the subsequent current value, and the resulting 400 coins is notified. Similarly, with the internally managed end value being 200 coins, the end value (400 coins) notified in the previously executed first type of special game state (second time) is added to the subsequent end value, and the resulting 600 coins is notified. In this way, by carrying over the value notified in the previous special game state with a bet of 2 coins and notifying the cumulative value, the player can easily know how much game value they can acquire in a 2-coin game, and how much they have acquired so far.
[0121] [Notification processing of parameters related to the duration of special game states; Example 2] Figure 8 shows a second example of the notification process for parameters related to the duration of the special game state. As shown in (1) of the second example in Figure 8, when the second type of special game state (first time) starts with a 3-coin bet, the number of acquired coins (difference in coins; current value), which is an example of a parameter related to the duration of the special game state, is 0 coins, and the termination condition (termination value), which is an example of a parameter related to the duration of the special game state, is 150 coins. If the notification process is executed at this time, as shown in (1) of the second example in Figure 8, the current value (0 coins) and the termination value (150 coins) are notified to the notification unit such as the LCD screen 3 as parameters related to the duration of the special game state. Furthermore, as the game in the second type of special game state progresses and the difference in coins increases, the current value is displayed as increasing from 0 coins to +10 coins, ..., +20 coins, and so on.
[0122] As shown in (2) of the second example in Figure 8, when the first type of special game state (first time) ends with a 3-coin bet, the number of acquired coins (difference in coins; current value) is 150, and the termination condition (termination value) is 150 coins. The current value matches the termination value. If notification processing is executed at this time, these values will be announced on the notification unit such as the LCD screen 3.
[0123] Subsequently, in a regular game state with 3 coins bet, a process is executed to determine whether or not to transition to the second type of special game state out of several types (2 types). If the symbols related to the special role required to transition to the second type of special game state are matched, the game transitions to the second type of special game state for the second time. As shown in (3) of the second example in Figure 8, when the second type of special game state (second time) starts with 3 coins bet, the current and end values of the parameters related to the duration of the special game state are 0 coins and 150 coins, respectively. Here, in a 3-coin game (a game where the game value of 2 coins is bet), even if the number of coins bet remains unchanged and multiple special game states are executed, the carryover notification process exemplified in Figure 7 is not executed. That is, the values notified in the previously executed second type of special game state are not carried over, and a notification process is executed to notify the internal current and end values managed for the currently executing special game state. As shown in (4) of the second example in Figure 8, the current value and ending value reported at the point when the second type of special game state (second time) ends with the subsequent three-coin bet are the same.
[0124] [Notification processing of parameters related to the duration of special game states; Example 3] Figure 9 shows a third example of the parameter notification process related to the duration of the special game state. The third example in Figure 9 shows that there are cases where the handover notification process is executed (3-1) and cases where it is not executed (3-2). If the game period (number of games) executed from the end of the first special game state, which was executed earlier as shown in (2) of the third example in Figure 9, to the start of the second special game state, which will be executed later, is within a predetermined period (within 100 games), then the handover notification process will be executed in the second special game state, as shown in the third example in Figure 9 (3-1). On the other hand, if the game period (number of games) from the end of the first special game state, as shown in (2) of the third example in Figure 9, to the start of the second special game state, exceeds a predetermined period (more than 100 games), then, as shown in (3-2) of the third example in Figure 9, the internal current value and end value managed for the currently running special game state are notified without performing the handover notification process in the second special game state. This makes it possible to provide a game element of challenge, such as whether the execution of the special game state can be continued, separately from the game element of whether the special game state can be repeatedly executed in a two-coin game.
[0125] [Notification processing of parameters related to the duration of special game states; Example 4] Figure 10 shows a fourth example of the notification process for parameters related to the duration of the special game state. The fourth example in Figure 10 shows that when notifying the value of the parameter related to the duration of the special game state, which is expressed in terms of the difference in the number of tokens, the number of tokens consumed in the general game state may be taken into account. As shown in (3) of the fourth example in Figure 10, the value of the parameter related to the duration of the special game state notified by the notification process is the value obtained by subtracting the number of tokens consumed (33 tokens) from the end of the first special game state that was executed earlier, as shown in (2) of the fourth example in Figure 10, to the start of the second special game state that will be executed later (the time shown in (3) in Figure 10). Specifically, the current value is 200 + 0 - 33 = 167 tokens, and the end value is 200 + 200 - 33 = 367 tokens. This means that the period from the end of the first special game state to the start of the second special game state can be considered a period in which the game value decreases, and it becomes possible to notify a value that takes into account the fluctuation in game value during this decreasing period. For example, if the current value changes in the negative direction, the number of game value tokens consumed can be added.
[0126] [Notification processing of parameters related to the duration of special game states; Example 5] Figure 11 shows a fifth example of the notification process for parameters related to the duration of a special game state. In the fifth example of Figure 11, when notifying a value obtained by subtracting or adding the number of game value tokens consumed in the fourth example, if a predetermined numerical value is included in the current value or the end value, the process related to granting benefits related to the game can be executed. As shown in (1) of the fifth example of Figure 11, suppose the current value and the end value are reported as 597 tokens at the end of the third special game state. Next, as shown in (2) of the fifth example of Figure 11, suppose the number of game value tokens consumed from the end of the third special game state to the start of the fourth special game state is 20 tokens. In this case, the current value is 597 + 0 - 20 = 577 tokens, and the end value is 597 + 200 - 20 = 777 tokens, and these values are reported in the handover notification process. Because the reported end value includes the predetermined numerical value "777", the process related to granting benefits related to the game is executed. The process related to granting benefits in the game includes a benefit granting process that grants the benefit, or a benefit granting decision process that determines whether or not to grant the benefit. Examples of benefits in the game include the execution of processes such as notification processing for setting suggestion effects, effect unlocking processing that makes previously unnotified effects among multiple types of effects available for notification, and game state transition processing that transitions from the first state to the second state when the game state includes both the first state and the second state which is more advantageous to the player than the first state. The predetermined value is not limited to "777" and can be changed to any value such as a change in the number of digits, a change in the value, the presence or absence of repeating digits, or consecutive numbers. In addition, the benefit granting process or benefit granting decision process may be executed not only when the end value contains "77", but also when the current value contains "77". This makes it possible to provide a new gameplay experience based on the value of a parameter related to the period that is notified, taking into account the number of game value coins consumed. The process shown in Example 5 (benefit granting process or benefit granting decision process) is based on the process in Example 4 that takes into account the number of game value tokens consumed. However, even if the number of game value tokens consumed is not taken into account, the process shown in Example 5 (benefit granting process or benefit granting decision process) may still be executed.
[0127] [Notification processing of parameters related to the duration of special game states; Example 6] The sixth example demonstrates that when the value of a parameter related to the duration of a special game state, which is announced in the handover notification process, exceeds a predetermined value, processing related to granting benefits related to the game can be executed. For example, in the third instance of the first type of special game state with two coins bet, when the current value exceeds 500 coins, processing related to granting benefits related to the game, such as unlocking a new effect, can be executed. In another example, in the fifth instance of the first type of special game state with two coins bet, when the current value exceeds 1000 coins, processing related to granting benefits related to the game, such as an announcement of a setting suggestion effect, can be executed. This makes it possible to provide new gameplay based on the value of the parameter related to the duration that is carried over and announced.
[0128] <Operational Flow of Slot Machine 1> Figure 12 illustrates a part of the operation process of the slot machine 1 according to this embodiment. Figure 12 is a flowchart showing the processes executed by the slot machine 1. In step ST1, the performance control unit 630 determines whether the current game state is a special game state (special role execution state). Until it is determined in step ST1 that the current game state is a special game state (ST1:YES), the performance control unit 630 remains in the process of step ST1. If it is determined in step ST1 that the current game state is a special game state (ST1:YES), the performance control unit 630 determines in step ST2 whether the game is restricted to a 2-coin bet state. If it is determined in step ST2 that the game is restricted to a 2-coin bet state (ST2:YES), in the next step ST3, the performance control unit 630 determines whether the special game state has been executed multiple times without changing the number of coins bet. If it is determined in step ST3 that the number of bets has not changed and that this is the second time the special game state has been executed (ST3:YES), the performance control unit 630 executes a handover notification process in step ST4 and returns to the process of step ST1. On the other hand, if it is determined in step ST2 that the game state is not restricted to a 2-coin bet state (it is a 3-coin bet state) (ST2:NO), or if it is determined in step ST3 that the number of bets has not changed and that this is not the second time the special game state has been executed (ST3:NO), the performance control unit 630 executes a notification process in the next step ST5 without executing a handover notification process and returns to the process of step ST1.
[0129] [1] As in the embodiment described above, the slot machine 1 (gaming machine) is capable of performing the following: a process to perform a game in a general game state; a process to decide whether or not to transition to a game in one of several types of special game states that are more advantageous to the player than the general game state; a process to perform a game in a special game state; and a process to notify the value of a parameter related to the duration of the special game state being performed while the game is being performed in the special game state. It is capable of performing a game with a first number (2 coins) of game value bet and a game with a second number (3 coins) of game value different from the first number bet. The first number (2 coins) corresponds to the first type of special game state (Type 1 BB) among several types of special game states, and the second number (3 coins) corresponds to the second type of special game state (Type 2 It supports BB), and after the end of a game in any of the multiple types of special game states, only games in which the number of game values corresponding to the type of special game state that was executed is bet can be executed. In a game in which the first number of game values (2 coins) is bet, if the number of game values bet remains unchanged and multiple special game states are executed, a carryover notification process can be executed in which the parameter value related to the duration of the special game state, which was announced in the previously executed special game state, is carried over to the parameter value related to the duration of the later executed special game state. In a game in which the second number of game values (3 coins) is bet, the carryover notification process may not be executed.
[0130] <Effects of the invention> According to the gaming machine described in [1] above, by carrying over the value announced during the special game state after betting 2 coins and announcing the cumulative value, players can easily find out how much game value they can acquire in 2-coin games and how much they have acquired so far. This makes it possible to provide a gaming machine with a new gameplay feature that enables carryover notification processing in so-called bonus trigger (BT) machines.
[0131] [2] The gaming machine described in [1] above may be defined as the state in which the special game state is the state in which the continuous mechanism operation device is activated. It is a bonus trigger machine.
[0132] [3] The gaming machine described in [1] or [2] above may include at least one of the following parameters: a current value that changes as the game progresses in the special game state, and an end value that indicates the value at which the special game state ends when the current value is reached. In this way, by being notified of the current value and at least one of the closing values, players can recognize how long the special game state will last and can infer or recognize the expected value of the game that can be obtained by performing the special game state.
[0133] [4] In any of the above [1] to [3], the value of the parameter relating to the duration of the special game state may be expressed in terms of the difference in tokens or the number of games. This is a preferred example.
[0134] [5] In a gaming machine as described in any of [1] to [4] above, in a game in which a first number of game values (2 coins) has been bet, the handover notification process can be executed if the game period executed from the end of the previously executed special game state to the start of the later executed special game state is within a predetermined period, and the handover notification process may not be executed if the game period executed from the end of the previously executed special game state to the start of the later executed special game state exceeds the predetermined period. This configuration makes it possible to provide a game element of challenge—whether the special game state can be executed consecutively—separate from the game element of whether the special game state can be repeatedly and continuously executed in a two-coin game.
[0135] [6] In any of the above [1] to [5], the value of the parameter relating to the duration of the special game state may be expressed in terms of the difference in the number of tokens, and the value of the parameter relating to the duration of the special game state, which is reported by the handover notification process, may be the value obtained by subtracting or adding the number of tokens of game value consumed from the end of the previously executed special game state to the start of the later executed special game state. With this configuration, the period from the end of the special game state that is executed first (e.g., the first time) to the start of the special game state that is executed later (e.g., the second time) can be considered a period in which the game value decreases. Therefore, it becomes possible to notify the player of a value that takes into account the fluctuation in game value during this decreasing period.
[0136] [7] In any of the above [1] to [6], if the value of the parameter relating to the period of the special game state notified in the handover notification process exceeds a predetermined value, the process relating to the granting of benefits related to the game can be executed. This configuration makes it possible to offer new gameplay based on the parameter values related to the period that is carried over and reported.
[0137] [8] In any of the above [1] to [7], if the value of the parameter relating to the period of the special game state, which is notified in the handover notification process, includes a predetermined value, then the process relating to granting benefits related to the game can be executed. This configuration makes it possible to offer new gameplay based on parameter values related to the period, which are reported taking into account the number of game value tokens consumed.
[0138] [9] In any of the above [1] to [8], the probability (R1) of transitioning to the first type of special game state being determined during a normal game state with a first number of game values (2 coins) bet is higher than the probability (R3) of transitioning to the first type of special game state being determined during a normal game state with a second number of game values (3 coins) bet. In this configuration, the game state in which the first number of tokens (2 tokens) is bet (2-token betting state) has a relatively higher probability of transitioning from the general game state to the special game state than the game state in which the second number of tokens (3 tokens) is bet (3-token betting state). Therefore, it is possible to strongly motivate players to aim for the game state in which the first number of tokens (2 tokens) is bet rather than the second number (3 tokens).
[0139] [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.
[0140] (A) In the third example of Figure 9 in the above embodiment, the game period and predetermined period are expressed in terms of the number of games, but are not limited to this. The game period and predetermined period may also be expressed in terms of the difference in the number of tokens.
[0141] (B) In the above embodiment, there are two types of betting amounts for the game value, but this is not limited to this. There may be multiple types of betting amounts. For example, it may be possible to play with 1 coin bet, 2 coin bet, and 3 coin bet. In this case, the number of special game states (special winning state) will also be the same as the number of betting amounts (3 types).
[0142] (C) In the above embodiment, the first type of special game state is a type 1 BB and the second type of special game state is a type 2 BB, but this is just an example and is not limited to this. For example, the first type of special game state and the second type of special game state may be two types 1 BBs with different amounts of winnings, or two types 2 BBs with different amounts of winnings.
[0143] (D) In the above embodiment, both the current value and the end value are reported as parameter values related to the duration of the special game state, but this is not limited to this. For example, at least one of the current value and the end value may be reported.
[0144] The bet switch 41 may also have a MAX bet switch for automatically betting a predetermined number of game values that allow the game to be played (for example, 3 coins if playing with 3 coins, or 2 coins if playing with 2 coins), and a separate bet switch for betting less than the predetermined number of game values (for example, 1 coin).
[0145] In the above embodiment, the case in which the bed switch 41 and the lever 42 are provided separately was illustrated, but the lever 42 may also perform the function of the bed switch 41.
[0146] In addition to visual cues, the presentation that suggests the setting value may also include, for example, when the rotation of the reels 20a, 20b, and 20c stops, the symbols visible through the reel window 200 become special symbols.
[0147] Furthermore, the gaming machine is not limited to slot machines; it can also be implemented with other types of ball games such as pachinko.
[0148] In the above embodiment, an example was given where the gaming machine is a coinless machine. However, the gaming machine is not limited to a coinless machine; it can also be a conventional slot machine that uses actual tokens.
[0149] In the above embodiment, the case where the card unit 9 and the slot machine 1 are separate was illustrated. However, at least some of the functions of the card unit 9 may be incorporated into the slot machine 1.
[0150] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of Symbols]
[0151] 1: Slot machine (amusement machine)
Claims
1. The system is capable of performing the following: a process to play a game in a normal game state; a process to decide whether or not to transition to a special game state, which is more advantageous to the player than the normal game state; a process to play a game in the special game state; and a process to notify the value of a parameter related to the duration of the special game state being played while the game is being played in the special game state. It is possible to play a game in which a first number of game values is bet, and a game in which a second number of game values different from the first number is bet. The first number corresponds to the first type of special game state among the multiple types of special game states, The second number corresponds to the second type of special game state among the multiple types of special game states, After the end of a game in any of the multiple types of special game states, only games in which the number of game values corresponding to the type of special game state that was executed are bet can be played. In a game in which the first number of game values is bet, if the number of game values bet remains unchanged and the special game state is executed multiple times, a carryover notification process can be performed in which the value of the parameter relating to the duration of the special game state, which was notified in the previously executed special game state, is carried over to the value of the parameter relating to the duration of the special game state executed later. A gaming machine that does not perform the handover notification process in a game in which the game value of the second number of tokens is bet.
2. The gaming machine according to claim 1, wherein the special game state is a state in which the continuous operation device for special features is in operation.
3. The gaming machine according to claim 1, wherein the value of the parameter relating to the duration of the special gaming state includes at least one of a current value that changes as the game progresses in the special gaming state and an end value that indicates the value at which the special gaming state ends when the current value is reached.
4. The gaming machine according to any one of claims 1 to 3, wherein the parameter value relating to the period of the special game state is expressed in terms of the difference in the number of tokens or the number of games.
5. In a game in which the value of the first number of games has been bet, the handover notification process can be executed if the game period executed from the end of the previously executed special game state to the start of the later executed special game state is within a predetermined period. The gaming machine according to any one of claims 1 to 3, wherein in a game in which the first number of game values has been bet, the game period executed from the end of the special game state executed earlier to the start of the special game state executed later exceeds the predetermined period, and the handover notification process is not executed.
6. The parameter values related to the duration of the aforementioned special game state are expressed in terms of the difference in the number of tokens. The gaming machine according to any one of claims 1 to 3, wherein the parameter value relating to the period of the special game state, which is notified by the handover notification process, is the value obtained by subtracting or adding the number of game value tokens consumed from the end of the previously executed special game state to the start of the later executed special game state.
7. The gaming machine according to any one of claims 1 to 3, wherein if the value of the parameter relating to the period of the special game state, which is notified in the handover notification process, exceeds a predetermined value, a process relating to the granting of benefits related to the game can be executed.
8. The gaming machine according to any one of claims 1 to 3, wherein if the value of the parameter relating to the period of the special game state, which is notified in the handover notification process, includes a predetermined value, a process relating to granting benefits related to the game can be executed.
9. The gaming machine according to any one of claims 1 to 3, wherein the probability of transitioning to the first type of special gaming state is determined during gameplay in the general gaming state with the first number of game values bet is higher than the probability of transitioning to the first type of special gaming state is determined during gameplay in the general gaming state with the second number of game values bet.
Citation Information
Patent Citations
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