Game machine
Patent Information
- Application Number
- JP2021136359
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-08-24
- Publication Date
- 2024-12-10
- Estimated Expiration
- 2041-08-24
AI Technical Summary
Existing gaming machines, such as slot machines, do not effectively display the number of unit game executions, leaving room for improvement in player information and engagement.
A gaming machine with a counting and display mechanism that tracks and displays the number of unit game executions, even in the event of power interruptions, using a production control system to ensure accurate counting and display on a liquid crystal display.
Enhances player engagement by providing clear and continuous display of game execution counts, ensuring transparency and maintaining player interest through improved game state tracking.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical field
[0001] The present invention relates to a game machine capable of playing games. [Background technology]
[0002] Conventionally, as a game machine, a variable display unit that can variably display multiple types of identification information that can be identified by each is provided, and after variably displaying the variable display unit, the variable display unit stops variably displaying the display result. There is a slot machine that can be derived and a prize can be awarded according to the display result. Among such gaming machines, there is known a gaming machine that counts the number of executions of a unit game and displays the counting result on a liquid crystal display (see Patent Document 1, for example). [Prior art documents] [Patent document]
[0003] [Patent document 1] Japanese Patent Application Laid-Open No. 2014-200512 [Outline of the invention] [Problems to be solved by the invention]
[0004] According to the gaming machine of Patent Document 1, it is possible to inform the player of the number of executions of the unit game. It was assumed that the results would be displayed, and there was room for further improvement.
[0005] SUMMARY OF THE INVENTION The present invention has been devised in view of such circumstances, and an object of the present invention is to provide a gaming machine with an improved display of the number of executions of unit games. [Means for solving the problem]
[0006] A gaming machine (for example, a slot machine 1) capable of playing games, display means (for example, liquid crystal display 51); A production control means (for example, a sub control unit 91) for controlling production, The production control means is Counting means capable of counting the number of executions of the unit game (for example, addition processing of the display counter by the sub control unit 91); counting display means for displaying the number of executions counted by the counting means on the display means (for example, a process of displaying the value of the display counter by the sub control unit 91 on the game number display unit 54), When the power supply to the gaming machine stops after the unit game starts but before the unit game ends, the counting means does not count the unit game as the number of executions (for example, as shown in FIG. 21). In addition, if the power supply is interrupted during the game, the sub-control unit 91 does not include the game after recovery in the value of the display counter). [Brief description of the drawing]
[0007]
Figure 1
Figure 2
[0008] [Embodiment] As a game machine according to the present embodiment, a slot machine will be described based on the following examples. A slot machine according to an embodiment will be described with reference to FIGS. 1 to 74. FIG.
[0009] [Slot machine configuration] FIG. 1 is a front view of a slot machine 1 according to this embodiment. FIG. 2 is a perspective view showing the internal structure of the slot machine. FIG. 3 is a diagram showing the pattern arrangement of each reel. As shown in FIG. 1, the slot machine 1 includes a front door 1b rotatably pivoted on a side end of a housing 1a having an open front. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter referred to as left reel, middle reel, and right reel) on which a plurality of mutually identifiable symbols are arranged in a predetermined order and in equal numbers are arranged horizontally. As shown in FIG. 3, three consecutive symbols among the symbols arranged on the reels 2L, 2C, and 2R are displayed in a see-through window 3 provided approximately in the center of the front of the slot machine 1. Each of them is displayed in the top, middle, and bottom three stages, and arranged so as to be visible from the player's side.
[0010] In the present embodiment, the configuration using three reels is exemplified, but the configuration using only one reel, the configuration using two reels, and the configuration using four or more reels. good. Further, in the present embodiment, the variable display portion is configured to variably display the symbols displayed on the see-through window 3 by rotating the reels 2L, 2C, and 2R. It may be possible to variably display the patterns by moving the belt on which the patterns are arranged. Further, in the present embodiment, the variable display section is configured with a physical reel, but the variable display section may be configured with an image display device such as a liquid crystal display.
[0011] On the front of the slot machine 1, as shown in FIG. 1, there are a medal insertion unit 4 into which medals can be inserted, a medal payout port 9 through which medals are paid out, credits (the number of medals stored as gaming value owned by the player). ) is used to set the maximum number of bets out of the specified number of bets (3 in this embodiment) determined according to the gaming state within that range MAXBET switch 6, 1 piece 1BET switch 65 operated when setting the number of medals to bet, start switch 7 operated when starting the game, stop switch 8L operated when reels 2L, 2C, and 2R stop rotating. , 8C, 8R, a production switch 56 operated by the player during production, and a cross key 70 are provided so as to be operable by the player. The cross key 70 includes a left switch 70L, a right switch 70R, an upper switch 70U, and a lower switch 70D, and is used to display a volume setting image, which will be described later, on the liquid crystal display 51, and to select each selection item on the menu screen. It is a switch that is operated to The left switch 70L and right switch 70R are collectively referred to as left / right keys, and the upper switch 70U and lower switch 70D are also referred to as up / down keys.
[0012] In the following, the operation on the start switch 7 (for example, the operation of pressing the start switch 7 by hand) is referred to as the "start operation", and the operation on the stop switch for stopping the rotation of the first reel (for example, pressing the stop switch). The operation to press the stop switch by hand) is the "first stop operation", the operation to the stop switch to stop the rotation of the second reel (for example, the operation to press the stop switch by hand) is the "second stop operation", and An operation on the stop switch for stopping the rotation of the third reel (for example, an operation of manually pressing the stop switch) is also called a "third stop operation" or a "final stop operation". Also, the first stop operation, the second stop operation, and the third stop operation are collectively referred to as "stop operation". Furthermore, releasing the press (first stop operation) on the first stop switch (for example, releasing the stop switch) is "first stop release", and pressing on the second stop switch (second stop operation) is released (i.e., releasing the stop switch) is referred to as "second stop release", and pressing down on the third stop switch (third stop operation) is released (i.e., stop switch ) is also referred to as "third stop release" or "final stop release". The order in which the player operates the reels 2L, 2C, and 2R is also called "operation procedure".
[0013] In front of the slot machine 1, side lamps 27 made up of a plurality of LEDs are provided beside the reels 2L, 2C, and 2R. In the vicinity of the reels 2L, 2C, and 2R, reels are provided corresponding to the reels 2L, 2C, and 2R, respectively, and irradiate the reels 2L, 2C, and 2R with light from the back side or side of the reels. Backlights 28L, 28C, 28R (hereinafter also simply referred to as "reel backlights 28") are provided. Furthermore, above the liquid crystal display 51, a speaker 53 for outputting sound is provided. A lower panel 55 is provided below the stop switches 8L, 8C, 8R. The lower panel 55 is configured to be capable of lighting or blinking. The lower panel 55 is notification means for notifying predetermined information using the largest area among the notification means provided in the slot machine 1 . For example, the notification means provided in the slot machine 1 include a liquid crystal display 51, a speaker 53, a side lamp 27 and a reel backlight 28, but the lower panel 55 has a larger area than any of these notification means. can be used to notify the given information. The lower panel 55 is configured such that the entire region forming the lower panel 55 emits light. The mode of light emission includes blinking and lighting.
[0014] On the front of the slot machine 1, as shown in FIG. 1, a credit display 11 for displaying the number of medals stored as credits, the number of medals paid out due to the occurrence of winning, and the content of the error when an error occurs are displayed. Game auxiliary display 12 that displays an error code, etc., 1BET LED 14 that lights up to indicate that 1 bet has been set, 2BET LED 15 that lights up to indicate that 2 bets have been set, and 3 sets of bets. 3BET LED 16 lights up to notify that it is ready, insert request LED 17 lights up to notify that medals can be inserted, and start valid LED 18 lights up to notify that the start operation of the game by operating the start switch 7 is valid. A game display unit 13 provided with a state LED 19 that notifies by lighting that it is controlled to a state such as an advantageous interval AT described later and a replaying LED 20 that notifies by lighting that a replay game is in progress is provided. there is In the slot machine 1 of the present embodiment, when the 1BET switch 65 is pressed while the maximum bet number (3) is set, the bet amount for 2 is canceled. That is, one medal is set as the number of bets. The process of canceling the number of bets for two coins in this manner is hereinafter referred to as "number-of-bet cancellation process".
[0015] FIG. 2(a) is a perspective view showing the internal structure of the slot machine, and FIG. 2(b) is a block diagram of an example of the main internal structure of the slot machine. Inside the front door 1b, as shown in FIG. 2(a), there is a reset switch 23 for detecting a reset operation for canceling the error state and stop state without opening the front door 1b by operating a predetermined key. , a set value display 24 that displays the set value at that point in time while the set value is being changed or is being checked, which will be described later; A stop switch 36a for selecting the enable / disable of the stop function that controls the state), automatic settlement processing (payment (return) of medals stored as credits without the operation of the player at a predetermined opportunity). process), the automatic checkout switch 36b for selecting the enable / disable of the automatic checkout function, the flow path of the medals inserted from the medal insertion unit 4, the hopper tank 34a provided inside the housing 1a side Alternatively, a flow path switching solenoid for selectively switching to either the medal payout port 9 side, an inserted medal sensor for detecting medals thrown from the medal inserting section 4 and flowing down to the hopper tank 34a side, upstream of the inserted medal sensor A medal selector 29 having an insertion slot sensor for detecting insertion of a foreign object on the side, and a door open detection switch for detecting the open state of the front door 1b are provided.
[0016] Inside the housing 1a, there is a reel unit 2 composed of the aforementioned reels 2L, 2C, 2R, reel motors, reel sensors capable of detecting the reel reference positions of the respective reels 2L, 2C, 2R, and an external output signal. , a hopper tank 34a for storing the medals inserted from the medal insertion unit 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal payout port 9, and payout by driving the hopper motor. A hopper unit 34 and a power supply box 100 are provided.
[0017] The hopper unit 34 side is provided with an overflow tank 35 in which medals overflowing from the hopper tank 34a are stored. Inside the overflow tank 35, a full tank sensor is provided to detect when the stored medals are full.
[0018] On the front of the power supply box 100, as shown in FIG. 2(a), a setting key switch 37 for switching to the setting change state or the setting confirmation state, and a reset key switch for canceling the error state or suspension state in normal times. A reset / setting switch 38 that functions as a switch and functions as a setting switch for changing the setting value of the medal payout rate (also referred to as the award rate or the payout rate) such as the probability of winning an internal lottery in the setting change state; A power switch 39 is provided to be operated when turning the power ON / OFF. In the following, changing settings is also referred to as setting change processing. The setting change process is a process accompanied by restarting by stopping the supply of power to the slot machine 1 and then turning on the power again. The slot machine 1 executes an initial setting process after being powered on. The main control unit 41 determines whether or not the setting key switch is turned on when executing the initial setting process. The main control unit 41 executes setting change processing when the setting key switch is turned on. During the setting change process, the main control unit 41 changes the setting value based on the operation of the reset / setting switch. Furthermore, during the setting change process, the main control unit 41 ends the setting change process by operating the start switch 7 while the setting key switch is turned off. Note that the setting change process includes a case where the same setting value as an already set setting value is set (that is, a case where the setting value is not changed).
[0019] The power supply box 100 is provided inside the housing 1a, and the front door 1b can be opened by operating a predetermined key possessed by a store clerk or the like. The setting key switch 37, the reset / setting switch 38, and the power switch 39 can be operated only by a store clerk or the like who has the keys, and cannot be operated by the player. The same applies to the reset switch 23 detected by a predetermined key operation. In particular, since the setting key switch 37 requires a further key operation after opening the front door 1b by key operation, only the store clerk who has the key to operate the setting key switch 37 can operate the setting key switch 37. operation is possible.
[0020] As shown in FIG. 2(a), a substrate case 200 in which a game control substrate is accommodated is provided on the upper inner surface of the housing 1a. The game control board is provided with a main control section 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in FIG. 2(b), the main control unit 41 includes a main CPU 41a that performs various controls relating to the progress of the game, and a ROM 41b and a RAM 41c that store various data relating to the progress of the game. The main control unit 41 detects the operation of the MAXBET switch 6, the start switch 7, the stop switches 8L, 8C, 8R, etc., and the insertion of medals into the medal insertion unit 4, and detects the reels 2L, 2C according to the detected operation. , Rotation / stop of 2R, turning on / off each LED in the game display unit 13, etc., control related to the progress of the game.
[0021] The main CPU 41a has a plurality of registers used for performing various calculations. These registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY registers), interrupt registers, refresh registers, and program counters. The main CPU 41a executes various instructions such as operation instructions and readout instructions included in the program, thereby updating the values of predetermined registers and storing data in the RAM 41c specified by the values (addresses) of predetermined registers. It is possible to update the values (data) stored in the area.
[0022] Among the registers, the flag register is configured so that its state changes so as to indicate the operation result of the instruction executed by the main CPU 41a. It is possible to cause the main CPU 41a to perform processing according to the calculation result of .
[0023] As shown in FIG. 2(a), an effect control board 90 is provided above the see-through window 3 in the front door 1b. The production control board 90 is connected with the production switch 56, and the detection signal of the production switch 56 is inputted. In addition, the liquid crystal display 51, the effect device such as the speaker 53 are connected, and these effect devices are driven based on the control by the sub-control section 91 mounted on the effect control board 90. As shown in FIG. 2(b), the sub-controller 91 controls the effects according to commands from the main controller 41. FIG. The sub control unit 91 includes a sub CPU 91a that performs various controls related to effects, and a ROM 91b and a RAM 91c that store various data related to effects. The sub-controller 91 controls image display on the liquid crystal display 51, sound output from the speaker 53, lighting / extinguishing of the side lamps 27 and reel backlights 28, etc. based on commands from the main controller 41. . The image display of the liquid crystal display 51, lighting and blinking of the lower panel 55, and effect data used for sound output of the speaker 53 are stored in the RAM 91c. Furthermore, the sub-controller 91 detects an operation on the performance switch 56, and controls image display on the liquid crystal display 51, lighting and blinking of the lower panel 55, and sound output from the speaker 53 according to the detected operation.
[0024] When playing a game on the slot machine 1, the player inserts medals into the medal inserting unit 4 or operates the 1BET switch 65 or the MAXBET switch 6 to set a prescribed number of bets. As a result, the winning line LN becomes valid, and the operation of the start switch 7 becomes valid, making it possible to start the game. The winning line LN is a line for determining whether or not the combination of symbols on the reels 2L, 2C, 2R displayed in the see-through window 3 matches the combination of winning symbols. In this embodiment, so-called hilly lines such as the bottom line of the reel 2L, the middle line of the reel 2C, and the bottom line of the reel 2R are determined as the winning lines. In addition, the winning line is not limited to the hill, and may be provided horizontally in the middle, such as the middle of the reel 2L, the middle of the reel 2C, and the middle of the reel 2R. A line may be provided. In addition, an invalid line may be provided to make it easier to recognize that the combination of symbols constituting a prize is aligned on the prize line LN.
[0025] When the start switch 7 is operated in a state where the game can be started, the reels 2L, 2C and 2R rotate. At this time, the internal lottery is performed by the main control unit 41 . The internal lottery is a process of determining symbol combinations (display result combinations) that allow derivation.
[0026] Specifically, in the internal lottery process, the main control section 41 determines whether or not each lottery target combination is won in a predetermined order. For example, in the internal lottery process, the main control unit 41 obtains random numbers from integers within a predetermined range (0 to 65535). Each lottery target combination is pre-assigned a judgment value corresponding to the gaming state from integers within a predetermined range (0 to 65535). The main control unit 41 adds the number of determination values of each lottery target combination in a predetermined order to the obtained random number, and when the addition result overflows (exceeds 65535), the addition target at that point. The lottery target role that has become is determined as the winning role. When a lottery target role is won by an internal lottery, derivation of a symbol combination corresponding to the lottery target role is allowed.
[0027] Note that the administrator can change the winning probability of the combination in the internal lottery by changing the settings. Specifically, by determining the winning probability used in the internal lottery according to the set value set by the administrator, the medal payout rate is changed. The set value consists of 6 levels of 1, 2, 4, 5, 6, and L. 6 has the highest payout rate, and the lower the value in the order of 5, 4, 3, 2, 1, and L, the lower the payout rate. . That is, when 6 is set as the set value, the advantage for the player is the highest, and the lower the value in the order of 5, 4, 3, 2, 1, and L, the lower the advantage in steps. The set value L is provided to comply with the type test, and the details will be described later. The set value L is hereinafter referred to as a "special set value". Furthermore, setting value 1, setting value 2, setting value 4, setting value 5, and setting value 6 are collectively referred to as "normal setting values".
[0028] When the stop switches 8L, 8C, 8R are operated, the rotation of the reel corresponding to the operated stop switch is stopped. As a result, the symbol combination is derived and displayed in the see-through window 3. FIG. When the symbol combination that matches the symbol combination of the winning combination stops on the winning line LN, a prize corresponding to the winning combination is generated.
[0029] As a winning combination, there are a special combination (bonus), a small combination, and a replay combination. A special combination (bonus) is a combination in which the game state is controlled to a bonus state in which the probability of winning a small combination is higher than in a non-bonus state by winning a prize. Special roles (bonuses) include first-class special bonuses such as RB (regular bonus) and BB (big bonus), and second-class special bonuses such as CB (challenge bonus). In this embodiment, BB is provided as a special role. A small winning combination is a winning combination for which a medal is awarded. A replay combination (replay) is a combination that enables the next game to be started without consuming medals owned by the player by winning a prize.
[0030] In order to generate a prize for each combination determined according to the game state, it is necessary to win the internal lottery and set the winning flag for the combination. In the internal lottery, the main control unit 41 determines whether or not to allow the winning of each combination before the display results of all the reels 2L, 2C, and 2R are derived (specifically, the start switch 7 is detected using random numbers.
[0031] Of the winning flags for each role, the winning flags for the small winning combination and the replaying combination are valid only in the game in which the flag is set, and are invalid in the next game, but the winning flag for the special combination is The flag is valid until the combination of roles allowed by the flag is completed, and is invalid in the game in which the combination of allowed roles is completed. That is, once the winning flag of the special role is won, even if the combination of roles allowed by the flag cannot be arranged, the winning flag is not invalidated and is carried over to the next game. ing.
[0032] In addition, in the internal lottery, when the stop operation is performed in a predetermined operation manner (for example, operation procedure (pressing order), operation timing), it is more advantageous than when the stop operation is performed in another operation manner. A small winning combination or a replaying combination (hereinafter also referred to as a "push order combination") can win a prize. For example, a winning combination is a combination in which a stopping mode is more advantageous than a stopping mode in which a stopping operation is performed in a predetermined operating mode, compared to a stopping mode in which a stopping operation is performed in another operating mode. , and a winning combination in which, when the stop operation is performed in a predetermined operation mode, the rate of stopping in an advantageous stop mode is higher than in the case where the stop operation is performed in another operation mode. In addition, the advantageous stop mode includes not only the stop mode accompanied by awarding of medals, but also the stop mode accompanied by transition to an advantageous game state, the stop mode in which transition to a disadvantageous game state is avoided, and the like.
[0033] In the slot machine 1, the procedure of operating the stop switch 8L first in one game is also called "normal procedure", and the procedure of operating the stop switch 8C or stop switch 8R first is also called "irregular procedure". In other words, the "normal procedure" is the procedure of operating the stop switches 8L, 8C, 8R in the order of stop switch 8L, stop switch 8C, stop switch 8R (in order from left to right), stop switch 8L, stop switch 8R, and a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8C (in the order of left and right). "Irregular procedure" is a procedure to operate stop switches 8L, 8C, 8R in the order of stop switch 8C, stop switch 8L, stop switch 8R (in the order of middle left and right), stop switch 8C, stop switch 8R, stop switch 8L Operate stop switches 8L, 8C, 8R in the order of (center right, left, left), and stop switches 8L, 8C, 8R in the order of stop switch 8R, stop switch 8L, stop switch 8C (right, left, center). It includes an operating procedure and a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8R, the stop switch 8C, and the stop switch 8L (in the order of right, center, left). Furthermore, in the slot machine 1 of the present embodiment, operating the stop switches 8L, 8C, 8R in the "normal procedure" is also referred to as "normal operation", and operating the stop switches 8L, 8C, 8R in the "irregular procedure". This operation is also called "irregular operation".
[0034] The main control unit 41 can perform navigation to report navigation information corresponding to the operation modes of the stop switches 8L, 8C, and 8R that are advantageous to the player when the player wins the pushing order by internal lottery. Specifically, the main control unit 41 can execute navigation notification for notifying the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player according to the result of the internal lottery by the lighting mode of the auxiliary game display 12. It is possible to control the assist time (advantageous section) that is a short notice period.
[0035] The main control unit 41 performs an advantageous zone transition lottery for determining whether or not to control to an advantageous zone when predetermined lottery conditions are satisfied in a normal zone, and wins the advantageous zone transition lottery. to start control in the advantageous section. Winning the advantageous section transition lottery is also referred to as "advantageous section winning". In the advantageous section, the main control unit 41 executes navigation notification when winning the push-up role, and determines the operation mode of the stop switches 8L, 8C, 8R (for example, operation procedure, operation timing, etc.) that is advantageous to the player. ) is notified using the game auxiliary display device 12, and a command (command "instruction number" described later) capable of specifying an operation mode advantageous to the player is transmitted to the sub-control unit 91, A navigation effect is executed in which the operation mode is notified using the liquid crystal display 51, the speaker 53, and the like. On the other hand, a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc. is hereinafter referred to as "a game in which the navigation effect is not executed". In other words, a game in which no navigation effect is executed is a game in which the relevant operation mode is not notified using the liquid crystal display 51, the speaker 53, etc., regardless of whether the advantageous section is normal or in the AT state.
[0036] In a game in which a winning hand-in-order role is won, when the player's operation mode matches the operation mode (hereinafter also referred to as "correct answer procedure") corresponding to the winning hand-in-hand hand, a hand that is advantageous to the player (this implementation In the form of Plum) wins.
[0037] By operating the stop switches 8L, 8C, and 8R in the correct order according to the navigation, the player can win the combination with the higher number of medals to be paid out of the combinations included in the pushing order combination. Alternatively, the player can win a winning combination that is unlikely to miss out of the winning combinations by operating the stop switches 8L, 8C, 8R according to the correct procedure according to the navigation. In addition, among the roles included in the pushing order, the role that can win when the stop switches 8L, 8C, 8R are operated in the correct procedure is "leader", and the stop switch 8L, A winning combination that can be won when 8C and 8R are operated is also called a "secondary combination".
[0038] By operating the stop switches 8L, 8C, 8R in the operation mode notified by the navigation notification and navigation effect, the main character included in the pushing order winning in the internal lottery can surely win the prize. It's becoming
[0039] [state change] FIG. 4 is a diagram for explaining the transition of game states. As shown in FIG. 4, the states managed by the main control unit 41 include game states related to the payout rate.
[0040] Playing states include non-internal, internal, and BB. The internal state is a state in which a game can proceed and a payout rate of medals based on a predetermined design value is ensured. In the slot machine 1 of the present embodiment, most of the games are played internally by the players.
[0041] On the other hand, during the non-internal state, the player does not play the game, or if the player does play the game, the time is extremely short. In the non-internal mode, when the BB is won and the winning of the BB is missed, the game state shifts to the internal mode from the next game. That is, inside, the winning of BB is carried over.
[0042] A game that can win a BB (hereinafter also referred to as a "game that can win a BB") may be played both during non-inside and inside. Specifically, in the non-internal game, if the BB symbol combination can be derived according to the operation of the stop switches 8L, 8C, 8R in the game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in the non-internal game, the game that wins the BB becomes the game that can win the BB.
[0043] Inside, the BB win is carried over. Here, when the BB and the minor combination are won at the same time, the reel control is performed so as to preferentially derive the symbol combination of the minor combination. Furthermore, if the small win is a role that does not fall out, in a game in which BB and a small win are won at the same time, the small win always wins and the BB wins regardless of the operation of the stop switches 8L, 8C, 8R. can't Similarly, when the BB and the replay combination are elected at the same time, the reel control is performed so as to preferentially derive the symbol combination of the replay combination. In general, the replay role is a role that does not fall out, so in a game where the BB and the replay role are won at the same time, the replay role always wins regardless of the operation of the stop switches 8L, 8C, 8R, and the BB cannot win. Therefore, inside the internal lottery, only in games where the internal lottery was lost (games in which no role is won), if the combination of BB symbols can be derived according to the operation of the stop switches 8L, 8C, 8R , to win the BB. In this case, the game state is controlled to BB from the next game. In other words, in the internal game, the game that is lost in the internal lottery becomes the BB winning game.
[0044] During the BB, games are played over a predetermined number of games (for example, 60 G), but since the payout rate during the BB is about 101%, the net increase in the number of balls hardly increases. Therefore, for the player, BB is merely a state in which a predetermined number of games (for example, 60 G) have been completed. When BB ends, the game state shifts to non-internal again.
[0045] The states in the interior include normal intervals and advantageous intervals. The normal section is a state in which navigation is not executed, and is a non-notification state in which navigation information cannot be notified. The advantageous section is a state in which navigation can be performed, and is a notification state in which navigation information can be notified. In the present embodiment, navigation is not normally executed in advantageous sections among the advantageous sections, but navigation can be executed in any of the first state, the second state, and the ending state. In addition, although navigation may be executed even in the normal advantageous section, in the first state, the second state, and the ending state, the main character wins when winning the order in the order than in the normal advantageous section. The execution probability of navigation is high. Thus, in the AT state in the advantageous section such as the first state, the second state, and the ending state, navigation is performed with a higher probability than in the advantageous section or in the normal advantageous section.
[0046] In the normal section, when winning (advantageous section winning) in the advantageous section transition lottery, the state is controlled to the advantageous section. In the present embodiment, winning of most of the combinations that can be won normally is a condition for winning an advantageous section, so the normal stay in the game is about 1G. Note that the condition for winning the advantageous section may be established when one of all winning combinations that can be won normally is won.
[0047] In the normal section, navigation is not executed in the game in which the winning order is won, so the net increase in the number of medals that the player can obtain per game is 0 or become negative. The net increase in number per game is the number of medals paid out per game minus the number of medals used for setting the bet amount per game. In this embodiment, the normal payout percentage is set to 40%. In this way, the ball output rate is usually 1 or less (100% or less) or less than 1 (less than 100%).
[0048] The advantageous section usually includes a first state, a second state, and an ending state. Hereinafter, the first state, the second state, and the ending state are collectively referred to as an "AT state". Advantageous Zone Normally, navigation is not executed in the game in which the winning order is won, so the net increase in the number of medals that the player can obtain per game is 0, considering the number of medals used to set the bet amount. or become negative. In the present embodiment, the normal ball payout rate in the advantageous section is set to 40%. Thus, in the normal advantageous section, the ball output rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0049] In the normal advantageous section, an AT continuous effect suggesting a shift to the first state is executed. The AT continuous effect is an effect that continues for 3 to 5 games after starting, and is an effect that informs the player whether or not to shift to the first state in the final game.
[0050] In the first state of the advantageous section, the number of games (hereinafter also referred to as the number of AT games) is fixed. For example, in the present embodiment, the number of AT games in the first state is preset to 30G or 50G. In the first state of the advantageous section, a life-specialized continuous effect suggesting a shift to a life-specialized zone is executed. The life specializing continuous effect is an effect that continues for 3 to 5 games from the start, and is an effect that informs the player whether or not to shift to the life specializing zone in the final game. A life-specialized zone indicates a state in which there is a high possibility of acquiring a life, which will be described later. 3 to 5 games of the life-specific continuous effect in the first state are included in the number of AT games predetermined when shifting to the first state. That is, within the number of AT games of 30 games or 50 games, the life specialized continuous effect is executed. Hereinafter, the AT continuous effect and the life-specific continuous effect may be collectively referred to simply as “continuous effect”.
[0051] In the first state, when a predetermined number of AT games have been completed, the state transitions from the first state to the second state (hereinafter also referred to as AT second state). In the second state, the number of AT games is undefined. Specifically, in the second state, the friendly character battles with the enemy character, and when the friendly character wins the battle, the state shifts to the first state, and on the other hand, the friendly character is defeated in the battle. Sometimes the AT state ends and the state transitions to the non-AT state.
[0052] In order for the ally character to battle with the enemy character in the second state, life is required as the right to perform the battle. In this embodiment, life can be acquired in the first state, but life cannot be acquired in the second state. That is, the player gains life while staying in the first state, and by consuming the life acquired in the first state in the second state, the ally character can battle with the enemy character. In the second state, you can battle as many lives as you have, and even if your ally character is defeated by the enemy character in battle, if you still have lives left, your ally character will battle with the enemy character again. can be done. If the ally character has no life remaining when defeated by the enemy character, the AT state ends and the state shifts to the non-AT state. In this embodiment, a life acquisition lottery is executed to determine whether or not a life is awarded. Life is granted by the life acquisition lottery, and the AT state is extended.
[0053] In the second state, when a friendly character defeats an enemy character and shifts to the first state, life can be gained again in the first state. For this reason, as long as there is life remaining, it is possible to continue to repeatedly transition between the first state and the second state, and during that time, when the push order bell (213 choice A, etc. described later) is won Navigation is performed, and the player operates the stop switches 8L, 8C, 8R according to the navigation, thereby increasing the net increase in the number of medals.
[0054] In addition, the first state includes a first section and a second section as sections in which the number of net increase in medals differs. The first interval is the first half interval in the first state in which the number of AT games is fixed (for example, 1G to 15G if the first state is 30G). In the first section, navigation is performed less frequently than in the second section, and the net increase in the number of medals is lower than in the second section. For example, the net increase in number per 1G in the first section is 1.
[0055] On the other hand, the second interval is the latter half of the first state in which the number of AT games is fixed (for example, 16G to 30G if the first state is 30G). In the second section, navigation is performed more frequently than in the first section, and the net increase in the number of medals is higher than in the first section. For example, the net increase in the number of sheets per 1G in the second section is 5 sheets. Thus, even in the AT state, navigation is performed with a higher probability in the second section than in the first section.
[0056] Thus, in the first section in the first state, the net increase in the number of medals is lower than in the second section. As a result, it is more advantageous for the player to stay in the second section in terms of obtaining more medals.
[0057] Note that, in the second state, as in the second section, the frequency of navigation is higher than in the first section, and the net increase in the number of medals is high. For example, the net increase number per 1G in the second state is 5, as in the second section in the first state. Therefore, the player can obtain more medals during the battle in the second state. Thus, even in the AT state, navigation is performed with a higher probability in the second state than in the first section in the first state.
[0058] In the present embodiment, winning a specific symbol (watermelon, strong cherry) increases the player's advantage. Specifically, in the first section in the first state, if the strong cherry wins, the grant of life is confirmed, and in the second state, if the strong cherry wins, it is confirmed that the ally character will win the battle. do.
[0059] In the normal advantageous section, processing such as lottery related to control to the first state is performed. Specifically, in the normal advantageous section, the main control unit 41 performs a point acquisition lottery, which will be described later. The points updated by the point acquisition lottery are managed by the main control unit 41. FIG. The main control unit 41 includes a point counter (not shown) for counting points inside. Also, when the value of the point counter reaches a specified value, the main control section 41 executes an AT lottery, which will be described later.
[0060] In the advantageous section, the ending state is controlled when the total number of medals generated by winning during the advantageous section, which is updated based on the progress of the game, reaches a predetermined ED transition number. The number of ED transitions is updated during the advantageous section, and is not updated in the normal section or BB. The ending state is, for example, until the total net increase number reaches the upper limit number (for example, 2400), or until the number of games played during the advantage section reaches the upper limit number of games (for example, 1500G). It is a state in which it is determined that the control of is continued. In the ending state, as in the second state and the second section, the frequency of navigation is higher than in the first section, and the net increase in the number of medals is higher. Thus, even in the AT state, navigation is performed with a higher probability in the ending state than in the first section in the first state. The number of ED transitions is set when the normal section transitions to the advantageous section. In addition, the ED transition number may be determined by lottery, or may be determined in advance. The ED transition number is managed by the main control unit 41 . That is, the RAM 41c of the main control section 41 stores the ED shift number. The main control unit 41 accumulatively counts the ED transition number, and terminates the advantageous section in accordance with the counting process.
[0061] When the limiter condition is satisfied in the advantageous section, the advantageous section is controlled to the normal section. Specifically, when the number of sheets in the advantageous section (the net increase in the number of sheets in the advantageous section) reaches 2400, the advantageous section ends and the normal section is controlled. Note that the number of advantageous section cards is counted by an advantageous section number counter stored in the RAM 41c. That is, it is said that the "limiter condition" is met when the number of sheets in the advantageous section reaches the upper limit number of sheets. Alternatively, in the advantageous section, when the total number of games played (advantageous section G number) updated based on the progress of the game reaches a predetermined upper limit G number (for example, 1500 G), the advantageous section ends and normal controlled in intervals. In addition, the number of advantageous sections G is counted by a net increase number counter stored in the RAM 41c.
[0062] When the advantageous interval is changed to the normal interval, the sum of the number of games played and the number of net increase counted in the advantageous interval and the points obtainable during the game are initialized. The number of G in the advantageous section and the number of net increases in the advantageous section are updated not only during the advantageous section but also during the BB, and are not updated in the normal section.
[0063] If the setting is changed during the advantageous section, it is controlled to the normal section. At this time, the total value of the number of games played and the number of net increase counted in the advantageous section, and the points obtainable during the game are also reset. The slot machine 1 of the present embodiment changes the medal payout rate according to the set value. Specifically, the payout rate of medals can be changed by changing the winning probability in a predetermined lottery such as a point acquisition lottery, which will be described later, according to the set value (for example, 1, 2, 4, 5, 6, L). It has become. A game store clerk or the like can change the setting value by changing the setting.
[0064] In this way, the conditions for transitioning the state from the advantageous interval to the normal interval include limiter conditions and arbitrary end conditions that are established based on the progress of the game, and conditions that the settings are changed.
[0065] Further, in the slot machine 1 of the present embodiment, the upper limit of the number of games is set in the normal advantageous section. By reaching the predetermined upper limit of the number of games in the normal advantageous section, AT rights are granted to force the player to transition to the AT state regardless of the points reached. The upper limit of the number of games in the normal advantageous section is, for example, 1280 games. The upper limit of the number of games is called a so-called "ceiling". The main control unit 41 has a lottery counter in the RAM 41c in order to determine whether or not the ceiling has been reached. That is, the main control unit 41 stores the number of games executed in the normal advantageous interval in the lottery counter in the RAM 41c. The main control unit 41 increments the value of the lottery counter each time the game is executed in the normal advantageous interval. For example, if the upper limit of the number of games in the normal advantageous interval is set to 700 games, when the value of the lottery counter reaches 700, the main control unit 41 grants the AT right. The upper limit of the number of games in the normal advantageous interval is not limited to 700 games, and may be, for example, 1280 games.
[0066] [Winner] 5 to 8 are diagrams for explaining the types of winning combinations, symbol combinations for winning combinations, and awarding at the time of winning. 5 to 8 show the names of the winning combinations, and the symbol combination columns show combinations of symbols that make the winning combination a prize. In addition, the value given at the time of winning (number of medals paid out, replay given, etc.) is indicated in the given column.
[0067] As shown in FIG. 5, Lip 1 to Lip 6 are provided as replay hands. As shown in FIG. 6, BB is provided as a special role. As shown in FIGS. 6 to 8, plums 1 to 6, watermelon, and one-piece hands 1 to 33 are provided as small wins. Plums 1 to 6 are the leading characters who can win prizes when they win a push-up role, and when they win a prize, 9 medals, which is more than the number of medals (3 medals) used for betting, are paid out. Plums 1 to 6 are also collectively referred to as "plum role". 1-card hands 1 to 33 are sub-parts that can be won when the first hand is won, and when winning, one medal is paid out, which is less than the number of medals (three) used for the number of bets. 1 piece role 1 to 33 are collectively referred to as "1 piece role".
[0068] As shown in FIG. 7, when "character-character-black 7" is derived from the reels 2L, 2C, and 2R among the symbol combinations that generate a winning prize of 1-card role 22, three character symbols line up on the reels. placed. Specifically, the character symbols are drawn out from the lower stage of the left reel 2L, the middle stage of the middle reel 2C, and the upper stage of the right reel 2R, respectively, so that the character symbols are arranged side by side upward to the right. It should be noted that arranging the character patterns side by side is also referred to as "character matching".
[0069] As shown in FIG. 8, among the symbol combinations that generate 23 winning prizes, when "character-character-plum" or "character-plum-plum" is derived from reels 2L, 2C, and 2R, 7 symbols are obtained. 3 are placed on the reels side by side. Specifically, 7 symbols are derived from each of the upper stage of the left reel 2L, the upper stage of the middle reel 2C, and the upper stage of the right reel 2R, so that the 7 symbols are arranged side by side on the upper stage. In addition, it is also called "7 matching" that 7 patterns are arranged side by side.
[0070] [Lottery target role] FIG. 9 is a diagram for explaining a combination of winning combinations read out as a lottery target combination for each gaming state. FIG. 10 is a diagram showing lottery winning combinations arranged for each flag category. 9 and 10, the winning combination number determined for each lottery winning combination is indicated, and the flag category column indicates the flag category assigned to each type of the winning combination for the lottery. The column of wins indicates the name of the winning combination, the column of game states indicates that the lottery target combination is the target of the lottery with a circle mark for each game state, and the column of advantageous section winning indicates whether or not the advantageous section is won. It is shown. In addition, in the winning combination column in FIG. 9, combinations of winning combinations included in each lottery target combination are shown.
[0071] As shown in FIG. 9, BB is provided as a lottery target role for a special role. As the lottery target roles for the replay role, there are normal replays, 7 matching reps, 7 irregular replays, character matching reps, and character non-matching reps. The lottery target roles for the small roles are: Common Plum, 213 Choices A to D, 231 Choices A to D, 312 Choices A to D, 321 Choices A to D, Watermelon, 7 Matches 1 Card 1, 2, One character matching, weak cherry, strong cherry, and chance eyes A and B are provided. As a small role in the BB, a BB medium and small role and one in the BB are provided. In addition, 213 choices A to D, 231 choices A to D, 312 choices A to D, and 321 choices A to D are roles in which navigation can be executed when winning, so It is one kind. The 213-choice hands A to D, the 231-choice hands A to D, the 312-choice hands A to D, and the 321-choice hands A to D are also collectively referred to as "push order bells". In addition, 1 sheet of 7 matching sheets 1 and 2 is collectively referred to as "1 sheet of 7 matching sheets".
[0072] In the non-internal mode, it is possible to win a role other than the BB medium and small role and 1 in the BB, but in the internal mode, the winning of the BB has already been carried over, so the BB, BB medium and small role, and 1 in the BB The ticket has become unwinnable.
[0073] Common flag categories are assigned to each hand in non-internal, internal, and BB. Further, the winning combination number is determined for each lottery-targeted combination, whereas the flag category is assigned for each type of the lottery-targeted combination. Therefore, the number of flag categories is smaller than the number of winning numbers. Also, the point acquisition lottery in the normal advantageous section and the privilege lottery in the advantageous section (hereinafter collectively referred to as "lottery related to AT control") are both performed based on the flag category. For this reason, it is possible to reduce the processing load rather than performing a lottery related to the control of these AT states based on the win number.
[0074] In the present embodiment, a flag category is assigned to a loser and a BB, and the same FC1 as other roles such as a normal reply is assigned to a BB. Also, common plums are assigned the same FC4 as watermelons.
[0075] [Reel control for push order] FIG. 11 is a diagram for explaining reel control at the time of winning a pushing first hand. As described above, in the present embodiment, in a game in which a winning hand is won in an advantageous section, navigation is executed and the correct answer procedure is notified to the player. By operating the stop switches 8L, 8C, and 8R according to the correct procedure according to the navigation, the player can win a winning combination (leading role) that is advantageous to the player.
[0076] For example, as shown in FIG. 11, in a game in which one of 213-choice A to D, 231-choice A to D, 312-choice A to D, and 321-choice A to D is won, stop in the correct answer procedure. When the switches 8L, 8C, and 8R are operated, the leading plum role wins, while when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, the secondary role of one piece wins. In addition, when the stop switches 8L, 8C, 8R are operated in the incorrect answer procedure, if the winning of the one-piece role, which is the secondary role, is missed, no winning may be generated.
[0077] As shown in FIG. 11, the 'normal procedure' may not be set as the 'correct procedure', while the 'irregular procedure' may be set as the 'correct procedure'. That is, the player can use the stop switches 8L, 8C, and 8R in a game in which one of the 213-choice hands A to D, the 231-choice hands A to D, the 312-choice hands A to D, and the 321-choice hands A to D is won. As long as the is operated in the normal procedure, it is not possible to win the role of plum, which is the leading role. This can be a factor that induces the player to operate the stop switches 8L, 8C, 8R in an irregular procedure. When operated, a penalty that is disadvantageous to the player is imposed on the player. Therefore, the player is prompted to operate the stop switches 8L, 8C, 8R in a normal procedure in a game in which navigation is not executed.
[0078] FIG. 12 is a diagram showing a game start command that the main control section 41 transmits to the sub-control section 91 when the start switch 7 is operated. The main control unit 41 executes an internal lottery process when the start switch 7 is operated (start operation), and outputs a command group including predetermined information to the sub-control unit according to the result of the internal lottery process. Send to 91. Hereinafter, the command group No. 1 to No. 13 shown in FIG. 12 is simply referred to as "game start command". The main control unit 41 transmits each command in order from No. 1 to No. 13 as a game start command. Each command is assigned a serial number as a "set serial number", which is the same number as the number. Each command stores various information managed by the main control unit 41 .
[0079] For example, the No. 2 command "instruction number" stores information about navigation. That is, the No. 2 command stores information that can specify the pressing order in the game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order of pressing the stop switch 8L, the stop switch 8C, and the stop switch 8R. When receiving the No. 2 command "instruction number", the sub-control unit 91 executes a navigation effect on the liquid crystal display 51 based on the operation procedure that can be specified from the command "instruction number". Note that the sub-control unit 91 causes the speaker 53 to output a sound for informing the player of the operation procedure, based on the operation procedure that can be specified from the command "instruction number".
[0080] For example, the No. 3 command "minor role type" stores information that can specify whether the win won by internal lottery is a minor role, a replay role, or a special role. . Further, in the No. 6 command "interval state", information is stored that can specify which of the internal states shown in FIG. 4 the game in which the start switch 7 is operated is. Specifically, the No. 6 command "Section state" indicates whether the state currently under control is a normal section or an advantageous section, and whether it is a normal advantageous section among the advantageous sections. Information indicating whether it is the first section of one state, the second section of the first state, the second state, or the ending state is stored. The sub-control unit 91 can specify which interval state the game in which the start switch 7 is operated is based on the reception of the No. 6 command “interval state”. Also, in the No. 4 command "balls put out", information that can specify the playing state of the game in which the start switch 7 was operated can be stored. The number of games of AT continuous production is stored in the No. 9 command "ART precursor G number". The number of points acquired in the previous game is stored in the No. 10 command "point" in the game start command. In addition, in the No. 11 command "win number", information that can specify the win number of the win won by internal lottery is stored.
[0081] Further, when transmitting the game start command, the main control unit 41 stores information indicating that a medal has been betted in the No. 12 command “insert medal”. When information indicating that medals have been bet is stored in the No. 12 command "insert medals", the sub-control unit 91 can determine that the game start command has been received.
[0082] FIG. 13 shows a game end command that the main control section 41 transmits to the sub-control section 91 at the time of the third stop. The main control unit 41 sub-commands No. 1 to No. 13 in the order of No. 1 to No. 13 not only when the start switch is operated but also when the stop switch is stopped at the third stop. Send to control unit 91 . Hereinafter, the command group No. 1 to No. 13 shown in FIG. 13 is simply referred to as "game end command". In addition, among the commands transmitted at the time of the third stop, No. 11 is different from the No. 11 command transmitted when the start switch 7 is operated. No. 11 is a command for storing information on prize winning. That is, at the time of the third stop, the main control section 41 transmits not the information about the winning number but the information about winning.
[0083] The number of points acquired in the point acquisition lottery process at the time of the third stop, which will be described later, is stored in the No. 10 command "point" in the game end command. Further, when transmitting a game end command, the main control unit 41 stores information indicating that the reels are stopped in the No. 13 command "stop reel". When information indicating that the reels are stopped is stored in the No. 13 command "stop reel", the sub-control unit 91 can determine that the game end command has been received. That is, the sub-control unit 91 determines whether the received command group is a command at the start of the game or a command at the end of the game, based on the No. 12 command "insert medals" and the No. 13 command "stop reel". determine if there is The main control unit 41 does not transmit the No. 13 command "stop spinning" when transmitting the game start command, and does not transmit the No. 12 command "medal insertion" when transmitting the game end command. does not have to be sent.
[0084] [About main processing] The control contents of the main processing performed by the main control section 41 will be described with reference to FIG. FIG. 14 is a flow chart showing the control contents of the main processing performed by the main control section 41. As shown in FIG. The main process is repeatedly executed for each unit of game. One cycle of the main processing corresponds to one unit of the game. Main processing is also referred to as basic processing in the present embodiment.
[0085] As shown in FIG. 14, the main control unit 41 first performs a game start waiting process (S1), and performs processes from the end of the control of the previous one game to the start of the next one game. In the game start waiting process, the process of setting the number of bets according to the insertion of medals, etc. is performed, and when the operation of the start switch 7 is detected when the specified number of bets is set, the next game is started. Start processing.
[0086] Next, when the game starts, an internal lottery process (S2) is performed to determine (internal lottery) whether or not to allow the occurrence of a prize. In the internal lottery process, winnings are allowed based on the set values (1 to 6) preset in the slot machine 1 and the random number for the internal lottery obtained at the same time as the start of the game by detecting the start switch 7. An internal lottery is held to determine whether or not to allow the derivation of display results. Then, the winning number (general combination) corresponding to the winning combination is stored in the winning number setting area of the RAM 41c so that the winning result in the internal lottery can be specified. Also, when a special role is won, the winning number (special role) corresponding to the special role won is stored in the winning number setting area of the RAM 41c.
[0087] Next, an advantageous section transition flag generation process (S3) for converting the winning number (general combination) into an advantageous section transition flag, and a lottery flag generation process (S4) for converting the winning number (general combination) into a lottery flag. conduct. In the advantageous section transition flag generation process, the value of the advantageous section transition flag corresponding to the winning number (general combination) is acquired using the advantageous section transition flag conversion table and stored in a predetermined area of the RAM 41c. Further, in the lottery flag generation process, the lottery flag conversion table is used to acquire the values of the lottery flags 1 to 3 corresponding to the winning number (general role), and store them in predetermined areas of the RAM 41c.
[0088] Next, at the timing when the game is started, the ball output control process (S5) at the start of the game, which performs the process related to the advantageous section, the process related to the navigation notification, and the process related to the AT state, is performed. In the processing related to the advantageous section, if the advantageous section transition hand is won in the normal section, the process of moving to the advantageous section is performed.In the processing related to the navigation notification, the processing of setting the navigation number and the management of the advantageous section Related processing is performed, and in the processing related to the AT state, processing to shift to the AT state according to the winning combination in the normal advantageous section is performed. In the process of setting the navigation number, if the role to be notified of the navigation is won and the navigation notification is performed, the navigation number of "1" to "13" is set in the RAM 41c according to the operation mode to be notified. area, and if a winning combination for which navigation notification is to be performed is won, and navigation notification is not performed, or if a winning combination that is not subject to navigation notification is won, "0" is set in the navigation number setting area of RAM 41c. .
[0089] Next, the interrupt is disabled (S6), and operation signal setting processing is performed (S7). In the operation signal setting process, a process for transmitting an operation signal capable of specifying a recommended stop operation mode to the test apparatus is performed.
[0090] Next, after the operation signal setting process, the interrupt permission is set (S8), and the game start command transmission process (S9) shown in FIG. A control state command group including a plurality of commands capable of specifying various control states at the start of the game is set in the command queue and sequentially transmitted to the sub-controller 91 .
[0091] Next, after the game start command transmission process, a freeze process (S10) is performed to control the freeze state for delaying the progress of the game for a predetermined period of time. In the freeze process, it is determined whether or not it is decided to control to the frozen state when the start switch 7 is operated and the game is started, and if it is determined that it is decided to control to the frozen state , the progress of the game is delayed for a predetermined period of time. Further, in the case of carrying out the reel effect of varying the reels in the frozen state, a process of varying the reels in a variation mode according to the type of the reel effect is performed.
[0092] Next, after the freeze process is completed, the interrupt prohibition is set (S11), and a game start time setting process (S12) for setting a predetermined time to start rotation of the reels is performed. In the game start setting process, a reel rotation start process is performed at the start of a game, and the reels are started to rotate toward a constant speed rotation.
[0093] Next, after the game start setting process, the interrupt permission is set (S13), and an external output signal (for the game) is output from a predetermined output port to an external device such as a call lamp, a hall computer, or a test device. External signal processing (S14) at the start of rotation for outputting a medal IN signal indicating the number of medals used) is performed. Hereinafter, the external output signal at the start of rotation may be referred to as "starting external signal".
[0094] Next, after the external signal processing at the start of rotation, a reel stop processing (S15) for performing reel stop control is performed. In the reel stop processing, when the navigation notification is performed, the operation mode is notified by displaying the navigation number set in the navigation number setting area on the game auxiliary display 12 . Further, when all spinning reels are rotating at a constant speed, the reception of the stop operation of the spinning reels is validated, and the system waits until the player stops the reels. Then, when a valid stop operation is detected for the reel for which the stop operation is valid, reel stop control is performed to stop the reel for which the valid stop operation has been performed. Such reel stop control is repeatedly performed for the spinning reels to stop the rotation of all the reels, thereby ending the reel stop processing.
[0095] Next, after reel stop processing, winning search processing (S16) is performed. In the winning search process, a winning symbol combination is searched based on the symbol combinations stopped on the reels 2L, 2C, and 2R, and a winning flag indicating whether or not a winning has occurred and the number of medals to be paid out associated with the winning are stored in the RAM 41c. is set in a predetermined area.
[0096] Next, the interrupt is disabled (S17), and gaming machine information calculation processing (S18) is performed to calculate the gaming history used when calculating the gaming machine information displayed on the gaming machine information display 50. FIG.
[0097] Next, after the game machine information calculation process, the interrupt permission is set (S19), and the special game state end check process (S20) is performed. In the special game state end check process, it is determined whether or not the end condition is satisfied when the special game state is controlled. Next, a game state setting process (S21) is performed. In the game state setting process, the game state of the next game is set based on the prize data set by the prize search process and the result of the special game state end check process.
[0098] Next, at the timing of the end of the game, processing related to the advantageous section and processing related to navigation notification are performed, and based on predetermined conditions, point acquisition lottery processing, life acquisition lottery processing, and one-hit victory lottery processing are performed. Ball control processing (S22) is performed. In the process related to the advantageous section, it is determined whether or not the conditions for ending the advantageous section are satisfied in the advantageous section. In the processing related to , processing related to management of the advantageous section state is performed. The point acquisition lottery process, life acquisition lottery process, and one-hit win lottery process will be described later in detail.
[0099] Next, the game end command transmission process (S23) shown in FIG. 12 is performed, and a control state command group including a plurality of commands capable of specifying various control states at the end of one game is set in the command queue, The sub-controller 91 is made to transmit sequentially.
[0100] Next, after the command transmission process at the end of the game, based on the number of payouts set in the predetermined area of the RAM 41c by the prize search process (S16), the payout process of awarding the number of medals corresponding to the win generated as a result of the game. (S24). In the payout process, a predetermined number of medals are given to the player for each winning according to the winning, and the number of medals to be given is added to the credits, and the credits reach the upper limit (this implementation In the example, when 50) is reached, the medals not added to the credits are paid out from the medal payout port 9 .
[0101] After the payout process, an external output signal at the end of the game (a medal OUT signal indicating the number of awarded medals, etc.) is output from a predetermined output port to an external device such as a call lamp, a hall computer, or a test device. At the end of the game, external signal processing (S25) is performed. Hereinafter, the external output signal at the end of the game may be referred to as "end time external signal".
[0102] Next, a game end time setting process is performed (S26). In the game end setting process, it is determined whether or not the symbol combination of the replay role is stopped on the reels 2L, 2C, and 2R. Processing of setting the number of bets for playing a game, processing of setting a replaying flag in a predetermined area of the RAM 41c, processing of controlling the replaying LED 20 to the ON state (lighting state), and the like are performed.
[0103] Next, advantageous section end processing is performed (S27). In the advantageous interval end processing, it is determined whether or not an advantageous interval end flag indicating that the advantageous interval is to end is set in a predetermined area of the RAM 41c. Advantageous interval data initialization processing is performed to initialize the advantageous interval related area in which the data related to the control of the advantageous interval is stored in the storage area of the RAM 41c and terminate the advantageous interval. In the advantageous section data initialization process, the advantageous section flag indicating that the section is in an advantageous section and the navigation number set in the navigation number setting area are initialized. The signal buffer is turned off during the advantageous section for outputting
[0104] Next, after the advantageous section end processing, the advantageous section signal control processing (S28) is performed. In the advantageous section signal control process, when the advantageous section flag is set in the RAM 41c, control is performed to turn on the advantageous section signal buffer of the RAM 41c.
[0105] Next, after the signal control processing during the advantageous interval, the advantageous interval notification end processing (S29) is performed. In the advantageous section notification end processing, it is determined whether or not the advantageous section signal buffer of the RAM 41c is OFF, and when it is determined that the advantageous section signal buffer is OFF, the section display LED 19 is controlled to be turned off.
[0106] Next, after the advantageous interval notification end process, the game end initialization setting process (S30) is performed. In the game end initialization setting process, an area of the RAM 41c to be initialized in the game is set in the initialization process to be described later. The size of the area initialized at the end of each game is set except at the end of the special game state, and the size of the area initialized at the end of the special game state is set at the end of the special game state.
[0107] Next, the interrupt is disabled (S31), and the initialization process (S32) is performed. In the initialization process, from the initialization end address of the game RAM area allocated to RAM 41c, by initializing the area for the size set in the initialization setting process at the end of the game, For example, the area initialized at the end of each game is initialized, and at the end of the special game state, the area initialized at the end of the special game state is initialized. After the initialization process, the interrupt permission is set (S33), and the process returns to the initialization process described later.
[0108] After that, the processes of S1 to S33 are repeated. When the main process completes one unit of game control, the main process is repeatedly executed for each unit of game.
[0109] [Regarding the counter related to the number of games] Below, the counter related to the number of games will be described. Each of the main control section 41 and the sub-control section 91 has a counter associated with the number of games. The main control unit 41 has a lottery counter. A lottery counter is implemented using a partial area in the RAM 41c. The sub-controller 91 has a display counter and a display counter. The display counter and the offset counter are implemented using a partial area of the RAM 91c. The lottery counter is a counter for determining whether or not the ceiling has been reached. The display counter is a counter for causing the liquid crystal display 51 to display the number of games that have been played. The fanning counter is a counter for executing a fanning effect suggesting that the AT right is granted in the game before reaching the ceiling.
[0110] The lottery counter included in the main control unit 41 will be described below. In the slot machine 1 according to the present embodiment, the upper limit is set for the number of games in the normal advantageous section. The upper limit of the number of games is referred to as a so-called "ceiling". The main control unit 41 counts the value of the lottery counter every time the game is executed in the normal advantageous interval in order to determine whether or not the ceiling has been reached.
[0111] The main control unit 41 controls to the AT state based on the value of the lottery counter reaching a specific value (eg, 700). That is, the main control unit 41 increases the value of the lottery counter as the game is executed, and grants the AT right based on the value of the lottery counter reaching a specific value. As a result, the player can be made to pay attention to the number of times the game is executed, and the interest in the game is improved. That is, the main control unit 41 counts the number of games during the normal advantageous section using the lottery counter, and determines whether or not the ceiling has been reached. The lottery counter does not count the number of games played in the normal section. Also, the value of the lottery counter is reset to the initial value (0) when the gaming state shifts to the normal section.
[0112] Next, the display counter and the counter for tilting which the sub-controller 91 has will be described. First, the drawing counter of the main control unit 41 and the related counter for bias will be described. The fanning counter is a counter for executing a fanning effect suggesting that the AT right is granted in the game before reaching the ceiling.
[0113] When reaching the ceiling, the main control unit 41 grants the AT right. At this time, the sub-control unit 91 executes a stimulating effect such as a continuous effect in the game before granting the AT right. In order to execute the fan effect at an appropriate timing, the sub-control section 91 needs to grasp the timing of reaching the ceiling. The sub-controller 91 acquires the timing of reaching the ceiling by synchronizing the swaying counter with the lottery counter of the main controller 41 .
[0114] Specifically, the main control unit 41 includes the value of the lottery counter in the starting command described with reference to FIG. The sub-control unit 91 synchronizes the value of the counter for bias with the value of the counter for lottery based on the received start time command. As a result, the sub-control unit 91 acquires the timing at which the number of ceiling games is reached, that is, the timing at which the AT right is granted, based on the value of the counter for the stimulus, and executes the stimulus effect at an appropriate timing. can. That is, since the incentive counter is synchronized with the lottery counter, the incentive counter counts the number of games during the normal advantageous section, and does not count the number of games executed in the normal section. In addition, the value of the swaying counter is reset to the initial value (0) when the gaming state shifts to the normal section.
[0115] Next, the display counter of the sub-controller 91 will be explained. The display counter is a counter for causing the liquid crystal display 51 to display the number of games that have been played. In the slot machine 1 of the present embodiment, the sub-controller 91 counts the value of the display counter except for a predetermined period. The predetermined period of time is a period of time during which the game store clerk or the like checks the operation, and will be described in detail later. The value of the display counter is reset to the initial value (0) when the power supply to the slot machine 1 is restarted after being stopped. Also, the value of the display counter is reset to the initial value (0) when the game state shifts to the normal section.
[0116] [Addition processing flow of the lottery counter of the main control unit] FIG. 15 is a flowchart showing a process of adding the value of the lottery counter by the main control unit 41. As shown in FIG. The main control section 41 executes the flowchart shown in FIG. 15 based on the start switch 7 being operated. The main control unit 41 determines whether or not the advantageous section is normal (step SM1). If the advantageous section is not normal (NO in step SM1), the main control unit 41 ends the process without adding the value of the lottery counter. If the advantageous section is normal (YES in step SM1), the main control unit 41 adds the value of the lottery counter (step SM2). After that, the main control unit 41 transmits the added lottery counter value to the sub-control unit 91 (step SM3). That is, the main control unit 41 transmits the value of the lottery counter to the sub-control unit 91 by including the value of the lottery counter in the game start command shown in FIG. As a result, the main control unit 41 can count the number of games executed in the normal advantageous interval, manage the ceiling number of games, and synchronize the value of the lottery counter with the counter for the incentive.
[0117] [Addition processing flow of sub-controller's offset counter and display counter] FIG. 16 is a flow chart showing a process of adding the value of the counter for inflection and the value of the counter for display by the sub-controller 91. In FIG. The sub-controller 91 executes the flowchart of FIG. 16 based on the start switch 7 being operated. The sub-control unit 91 determines whether or not the gaming state is normal in the advantageous section (step SS1). When the gaming state is normal in the advantageous section (YES in step SS1), the sub-control section 91 synchronizes the value of the counter for boosting with the value of the counter for lottery (step SS2). Subsequently, the sub-control section 91 determines whether or not it is the predetermined period (step SS3). If it is not the predetermined period (NO in step SS3), the sub-controller 91 adds the value of the display counter (step SS4), and ends the process. If it is within the predetermined period (YES in step SS3), the sub-controller 91 ends the process without adding the value of the display counter. The predetermined period will be described later in detail.
[0118] In this way, the lottery counter, the display counter, and the sway counter add their respective values when the start switch 7 is operated. It is not incremented unless it is normal, and the display counter is not incremented during a predetermined period. That is, when the period during which the value of the lottery counter is not counted and the period during which the value of the display counter is not counted are the same period, the value of the lottery counter and the value of the display counter are the same. . FIG. 17 shown below shows an example in which the value of the display counter and the value of the lottery counter are the same and the game progresses.
[0119] [Screen transition where the number of games is displayed] FIG. 17 is a diagram showing screen transitions of the liquid crystal display 51 in the normal advantageous section. In FIG. 17, the screen transition of the liquid crystal display 51 in the normal advantageous section is shown together with the action of the player. Screen transitions of the liquid crystal display 51 are controlled by a sub-controller 91 that controls effects. FIG. 17 shows the progress of the game in the normal advantageous section and not in the predetermined period. That is, in FIG. 17, when the start switch 7 is operated, each value of the lottery counter, the display counter, and the swaying counter is added.
[0120] In FIG. 17(a), the liquid crystal display 51 displays a game number display section 54, a character 57, and a background image 58. In FIG. Background image 58 is an image containing clouds, mountains, and the sun. A character 57 is superimposed on a background image 58 and displayed. Background image 58 and character 57 are images used for presentation. Hereinafter, the background image 58 and the character 57 are collectively referred to as a "drawing image". The sub-controller 91 superimposes the number-of-games display section 54 on the effect image and displays it on the liquid crystal display 51 . The game number display section 54 is a display for informing the player of the number of games that have been played. The sub control unit 91 causes the number-of-games display unit 54 to display the value of the display counter.
[0121] FIG. 17(a) shows the display screen of the liquid crystal display 51 after 21 games have already been played in the normal advantageous section. Therefore, the number-of-games display section 54 displays "21G", which means that 21 games have been completed. When the start switch 7 is operated, the sub-controller 91 changes the display screen of the liquid crystal display 51 from FIG. 17(a) to FIG. 17(b). As shown in FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 based on the operation of the start switch 7, and the number of games displayed by the number-of-games display unit 54 is changed. add 1 to That is, the number of games displayed by the number-of-games display unit 54 is updated from "21G" to "22G".
[0122] In this way, the sub-control section 91 counts the number of games displayed on the game number display section 54 based on the start switch 7 being operated. Thereby, the slot machine 1 of the present embodiment can notify the player of the game executed in the normal advantageous section. As described above, FIG. 17 shows an example in which the value of the display counter and the value of the lottery counter are the same. Therefore, when the start switch 7 is operated from the state shown in FIG. 17(a), the values of all the lottery counters, the display counters, and the fanning counters are updated from "22 games" to "23 games." be.
[0123] Furthermore, the main control unit 41 transmits an external signal at the time of start based on the start switch 7 being operated. The external signal at the start is an external output signal at the start of rotation (a medal IN signal indicating the number of medals used in the game) that is sent from a predetermined output port to an external device such as a call lamp, hall computer, test equipment, etc. etc.). The start external signal corresponds to the signal output in the rotation start external signal processing (S14) in FIG.
[0124] FIG. 17(c) shows the display screen of the liquid crystal display 51 after the first stop operation is performed from the state shown in FIG. 17(b). FIG. 17(d) shows the display screen of the liquid crystal display 51 after the second stop operation is performed from the state shown in FIG. 17(c). In the example of FIG. 17, the sub-control unit 91 does not change the display mode of the effect image even when the first stop operation and the second stop operation are performed, but the effect image is displayed each time the stop operation is performed. You may change the display mode.
[0125] FIG. 17(e) is the display screen of the liquid crystal display 51 after the third stop operation is performed. As shown in FIG. 17(e), the sub-controller 91 changes the display mode of the effect image based on the fact that the third stop operation has been performed. Further, the main control unit 41 transmits an end-time external signal based on the fact that the third stop operation is performed. An external signal at the end of a game is an external output signal (indicating the number of medals given medal OUT signal, etc.). The termination external signal corresponds to the signal output in the game termination external signal processing (S25) in FIG.
[0126] As described above, in the slot machine 1, one game is started by operating the start switch 7, and the one game is finished by performing the third stop operation. That is, the period of one game in the slot machine 1 is the period from when the start switch 7 is operated to when the third stop operation is performed. One game is also called a "unit game". The player plays the slot machine 1 by repeating the unit game. As shown in FIG. 17(f), when the player operates the start switch 7 again, the sub-controller 91 switches the display screen of the liquid crystal display 51 again. In FIG. 17(f), as in FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 to change the number of games displayed by the number-of-games display unit 54 from "22G" to "23G". Update. Further, the main control unit 41 transmits an external output signal at the start based on the start switch 7 being operated. In addition, the values of all the lottery counters, the display counters, and the fanning counters are updated from "23 games" to "24 games".
[0127] [Regarding the prescribed period] A predetermined period during which the value of the display counter is not counted will be described below. The predetermined time period is a time period provided for the operation check by a store clerk or the like. The sub-control unit 91 does not count the value of the display counter even if the game is executed until a predetermined period of time has elapsed since the power of the slot machine 1 was turned on.
[0128] In the slot machine 1, even if the clerk operates the start switch 7 to check the operation after the power of the slot machine 1 is turned on after the opening of the amusement arcade, a predetermined period of time starts from when the power of the slot machine 1 is turned on. The number of games played until elapses is not counted in the display counter and is not reflected in the game number display section . If the number of games played by the clerk is displayed to confirm the operation after the opening of the amusement arcade, the game has already been played at the slot machine 1 where no one should have played the game immediately after the opening. This may cause the player to be confused. Therefore, it is possible to prevent the player from being confused by not counting the value of the display counter even if the store clerk checks the operation during the predetermined period.
[0129] The start and end of the predetermined period can be determined by the sub-controller 91 at various timings. Below, two examples of an example based on the end of the predetermined period based on the end of the game and an example based on the completion of preparations for controlling the effect will be shown.
[0130] An example of a predetermined period during which the value of the display counter is not counted will be described with reference to FIG. FIG. 18 is a diagram showing an example of screen transition of the liquid crystal display 51 after the power is turned on. In the example of FIG. 18, the predetermined period is the period from when the power of the slot machine 1 is turned on until one game is executed. That is, the predetermined period ends when the game ends. Note that the predetermined period is not limited to the period from when the power is turned on until one game is played, and may be, for example, the period until two or three games are played. As a result, the period in which the number of game executions is not counted for display purposes can be set to the period from when the power of the slot machine 1 is turned on until the unit game is executed a predetermined number of times.
[0131] FIG. 18 shows an example in which the power supply is interrupted after the 23rd game is completed after the first stop operation to the third stop operation are performed from the state shown in FIG. 17(f). . FIG. 18 shows an example in which setting change processing is not performed upon power-on. After the power of the slot machine 1 is restored, the clerk plays one game to check the operation.
[0132] In FIG. 18(a), the power supply to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. FIG. The slot machine 1 in the state shown in FIG. 18(a) is turned on by the clerk, and shifts to the state shown in FIG. 18(b). Triggered by the fact that the slot machine 1 is powered on, the sub-controller 91 prepares to control the effect. That is, the sub-control unit 91 reads display data and the like used for presentation. As shown in FIG. 18(b), the sub-controller 91 causes the liquid crystal display 51 to display the words "preparing for return" while the display data and the like used for the effect are being read.
[0133] As shown in FIG. 17(f), before the power supply is stopped, the game state is normal in the advantageous interval. Therefore, in FIG. 18 as well, the main control unit 41 starts the game state from normal in the advantageous interval. The sub-controller 91 resets the value of the display counter to the initial value (0) when the power is turned on. As a result, the sub-controller 91 can display the number of game executions counted after the power of the slot machine 1 is turned on. The sub-controller 91 starts the predetermined period when the power is turned on.
[0134] When the sub-control unit 91 has finished reading the display data and the like and is ready to control the effect, the sub-control unit 91 displays the effect image and the game number display unit 54 on the liquid crystal display as shown in FIG. 17(c). display on the display 51. Since the value of the display counter has been reset to the initial value (0), the number-of-games display section 54 displays "0G". Further, the value of the lottery counter of the main control unit 41 does not return to the initial value even when the power is turned on, and retains the value in FIG. . Similarly, the value of the raffle counter that is synchronized with the value of the lottery counter remains "23".
[0135] Subsequently, after the effect image is displayed in FIG. 17(c), the clerk operates the start switch 7 to confirm the operation. When the clerk operates the start switch 7, the sub-controller 91 switches the display screen of the liquid crystal display 51 to the screen shown in FIG. 18(d). The sub-control unit 91 changes the display mode of the character 57, but does not update the number of games displayed by the number-of-games display unit 54 from "0G" to "1G" because the predetermined period is still in progress. That is, the number of games displayed by the number-of-games display unit 54 is held at the initial value of "0G". On the other hand, the main control unit 41 updates the value of the lottery counter from "23" to "24" based on the operation of the start switch 7 during the normal advantageous section. Based on the addition of the value of the lottery counter, the sub-control unit 91 synchronizes the value of the swaying counter with the value of the lottery counter of "24". Therefore, as shown in FIG. 18, after the start switch 7 is operated after the power is turned on, the value of the lottery counter is "24G", the value of the display counter is "0G", and the value of the counter is "0G". The value is "24G".
[0136] In addition, the main control unit 41 transmits the external output signal at the start even when the start switch 7 is operated within the predetermined period. That is, the main control unit 41 outputs the external output signal at the start when the unit game is executed, regardless of whether or not the predetermined period has passed since the power of the slot machine 1 was turned on. As a result, the main control unit 41, regardless of whether or not a predetermined period of time has passed since the power of the slot machine 1 was turned on, sends the execution count of the unit game to an external device or the like based on the output signal. can be counted.
[0137] After the start switch 7 is operated by the store clerk, as shown in FIG. 18(d), the first stop operation to the third stop operation are performed as operation confirmation. The sub control unit 91 changes the display mode of the effect image as shown in FIG. 18(e) based on the fact that the third stop operation has been performed. Further, the main control unit 41 transmits an end-time external signal based on the fact that the third stop operation is performed within the predetermined period. When the third stop operation is performed and the game ends, the sub-control unit 91 terminates the predetermined period during which the value of the display counter is not counted.
[0138] As shown in FIG. 18, after the power is turned on, the number of games played by the clerk to confirm the operation is not displayed by the number-of-games display section 54 as the number of times of execution. As described above, in the slot machine 1 of the present embodiment, even if the clerk plays a game to confirm the operation before the opening of the amusement arcade, the sub-control unit 91 displays the game number of the game for confirming the operation. It is possible to prevent the player from being confused by not displaying it on the part 54. - 特許庁
[0139] Continuing on, FIG. 18 shows an example in which the game is started by a player rather than by a store clerk. After completing the operation check in FIG. 18(e), the player operates the start switch 7 in the slot machine 1. FIG. At this time, as shown in FIG. 18, the predetermined period has ended when the third stop operation is performed in FIG. 18(d). Therefore, the sub control unit 91 updates the value of the display counter from "0" to "1" based on the operation of the start switch 7 by the player. As a result, the number-of-games display unit 54 displays "1G" as shown in FIG. 18(f). Thus, in the slot machine 1, the number of games started by the player is displayed by the number-of-games display unit 54, and the number of games can be displayed naturally for the player.
[0140] In addition, since the start switch 7 is operated by the player during the normal advantageous section, the main control unit 41 updates the value of the lottery counter from "24" to "25", and the sub-control unit 91 Synchronize the value of the counter for lottery with the value of the lottery counter.
[0141] Further, the sub-control unit 91 displays the effect mode including the effect image and the like until the predetermined period elapses from when the slot machine 1 is turned on and after the predetermined period elapses without changing the effect mode. do. As a result, even if the player plays the game within the predetermined period, the mode of performance does not change before and after the predetermined period passes, so that the player can be prevented from feeling uncomfortable.
[0142] Next, with reference to FIG. 19, an example based on the completion of preparations for controlling the effect at the end of the predetermined period will be described. FIG. 19 is a diagram showing an example of screen transition of the liquid crystal display 51 after the power is turned on. As in FIG. 18, FIG. 19 shows an example in which the power is turned off after the 23rd game is completed after the first to third stop operations are performed from the state shown in FIG. 17(f). ing. In FIG. 19 as well, after the slot machine 1 is powered back on, the clerk plays a game to check the operation.
[0143] In FIG. 19(a), the power supply to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. In FIG. The sub-controller 91 resets the value of the display counter to the initial value (0) when the power is turned on. As described above, when the slot machine 1 is powered on, the sub-controller 91 reads display data and the like to control effects. As shown in FIGS. 19(b) to 19(d), the sub-controller 91 causes the liquid crystal display 51 to display the words "preparing to return" until preparations for controlling the effect are completed.
[0144] In the example shown in FIG. 19, the period during which the characters "preparing for return" are displayed is the predetermined period. That is, the predetermined period is a period from when the power of the slot machine 1 is turned on until the time when preparations for controlling the effect are completed has passed. More specifically, the predetermined time is the time for the sub-controller 91 to read the display data and the like. Hereinafter, the time during which the sub-controller 91 reads the display data and the like is referred to as "specific time". The specific time for the sub-controller 91 to read the display data or the like is, for example, 1 to 2 seconds or 10 to 20 seconds.
[0145] As shown in FIG. 19, between FIG. 19(b) and FIG. 19(c), even if the start switch 7 is operated by the clerk, the value of the display counter is not incremented and is the initial value. It remains '0'. On the other hand, since the start switch 7 is operated during the normal advantageous section, the main control unit 41 updates the value of the lottery counter from "23" to "24", Synchronize the value of Therefore, as shown in FIG. 19, after the start switch 7 is operated after the power is turned on, the value of the lottery counter is "24G", the value of the display counter is "0G", and the value of the counter is "0G". The value is "24G".
[0146] At this time, the main control unit 41 transmits the start time external signal based on the operation of the start switch 7 within a predetermined period. Further, as shown in FIG. 19(d), the main control section 41 transmits an end-time external signal based on the fact that the third stop operation is performed within the predetermined period. In other words, the main control section 41 outputs an end-time external signal when the unit game ends, regardless of whether or not a predetermined period of time has passed since the power of the slot machine 1 was turned on. As a result, regardless of whether or not a predetermined period of time has passed since the power of the slot machine 1 was turned on, it is possible to cause the external device or the like to aggregate the data regarding the game results based on the output signal. .
[0147] As shown in FIG. 19(e), the sub-control unit 91 terminates the display of the characters "preparing for return" and terminates the predetermined period. As shown in FIG. 19(f), the value of the display counter is updated from "0" to "1" by the player's operation of the start switch 7 after the end of the predetermined period. That is, the number-of-games display unit 54 displays "1G". Thus, in the example of FIG. 19, the predetermined period is the period from when the power of the slot machine 1 is turned on until the sub-control section 91 reads the display data and the like for a specific period of time. As a result, the period from when the power of the slot machine 1 is turned on until the sub-control section 91 reads display data and the like can be set as the period in which the number of game executions is not counted for display purposes. In the example of FIG. 19, unlike the example of FIG. 18, the number of games for operation confirmation is not limited to a predetermined number of games (for example, one game as in the example shown in FIG. 18). Therefore, if the start switch 7 is operated within a period until the specific time elapses, the clerk can play the game any number of times as confirmation of the operation. Thus, in the slot machine 1 of the present embodiment, the end of the predetermined period may be based on the end of the game as shown in FIG. Alternatively, both may be adopted, and whichever is earlier may be the end of the predetermined period.
[0148] [Setting change processing] FIG. 20 is a diagram showing an example of screen transitions on the liquid crystal display 51 after the setting has been changed. In the example shown in FIG. 20, an example will be described in which the predetermined period starts based on the setting change process being set. In the example shown in FIG. 20, the predetermined period is the period from when the setting is changed until one game is played. Note that the predetermined period in FIG. 20 may be a period from when the setting is changed until a specific period of time elapses.
[0149] As described above, the main control unit 41 shifts the game state to the normal section when the setting is changed. Hereinafter, the transition of the game state to the normal section is also referred to as "initialization of the game state". After at least one game is executed in the normal section, the main control unit 41 shifts the game state from the normal state to the normal advantageous section. As a result, the game state is initialized when the setting value is set, so that the state advantageous to the player does not continue, and it is possible to prevent an excessively advantageous state.
[0150] After the setting has been changed, the sub-controller 91 causes the liquid crystal display 51 to display the words "Setting being changed" as shown in FIG. 20(a). After the setting change process ends, the sub-controller 91 starts a predetermined period during which the value of the display counter is not counted. Further, after the setting change is completed, the sub-control section 91 causes the effect image and the number-of-games display section 54 to be displayed.
[0151] Since the setting has been changed, the main control unit 41 shifts the game state to the normal section. Based on the game state shifting to the normal section, the main control unit 41 returns the value of the lottery counter to the initial value (0). As a result, the value of the bias counter of the sub-controller 91 is also synchronized with the initial value. As described above, the setting change process is a process that involves restarting by stopping the supply of power and then turning on the power again. Therefore, the sub-controller 91 returns the value of the display counter to the initial value (0). Therefore, the number-of-games display section 54 displays "0G" in FIG. 20(b). That is, the sub-control section 91 counts the value of the display counter from the initial value after being controlled to the advantageous section. As a result, in the slot machine 1, the game number display section 54 can display the number of times the number of games played during the advantageous period is counted.
[0152] After the screen shown in FIG. 20(b) is displayed, the clerk operates the start switch 7 to confirm the operation. At this time, the sub-control unit 91 does not add the value of the display counter because it is in the predetermined period, and keeps the initial value "0". Also, in the main control unit 41, since the start switch 7 is operated in the normal section, which is not the normal section in the advantageous section, the value of the lottery counter is not incremented, and the initial value "0" is maintained. In addition, the value of the swaying counter is also synchronized to the initial value of "0". Therefore, as shown in FIG. 20(c), the value of the lottery counter after the setting change process is performed and the start switch 7 is operated is "0G", and the value of the display counter is "0G". As a result, the value of the inflection counter becomes "0G".
[0153] As shown in FIG. 20(c), the predetermined period ends when the start switch 7 is operated and then the third stop operation is performed. The main control unit 41 sets a flag indicating that the next game is shifted to the advantageous section according to the winning result. FIG. 20 shows an example in which, in the third stop operation after the screen of FIG. ing.
[0154] The player operates the start switch 7 from the state of the screen shown in FIG. 20(d). Since the flag for shifting to the advantageous section is set, when the start switch 7 is operated by the player, the main control section 41 controls the game state from the normal section to the normal advantageous section. In the state of the screen shown in FIG. 20(d), since the predetermined period has already ended, the sub-control unit 91 updates the value of the display counter from "0" to "1", and the number-of-games display unit 54 to display “1G”. In addition, since the advantageous section is normally controlled, the main control unit 41 updates the value of the lottery counter from "0" to "1", and the bias counter synchronizes with the value of the lottery counter.
[0155] Thus, in the example of FIG. 20, the sub-controller 91 does not count the value of the display counter until a predetermined period of time has passed since the setting change process was performed. As a result, even after the setting change process, the number of games for operation confirmation by the store clerk is not counted, so that the player can be prevented from being confused.
[0156] [Suspension of power supply during the game] FIG. 21 is a diagram showing an example of screen transition of the liquid crystal display 51 after the power is turned on. FIG. 21 shows an example in which the first stop operation and the second stop operation are performed from the state shown in FIG. 17(f) and the power supply is cut off before the 23rd game ends. In FIG. 21, the power supply is cut off before the third stop operation is performed, and in FIG. 18, the power supply is cut off after the third stop operation is performed. Differs from 18(a). That is, the example of FIG. 21 shows the state after the supply of power is stopped in the middle of the 23rd game without finishing the game. In FIG. 21 as well, after the slot machine 1 is powered back on, the clerk plays a game to check the operation.
[0157] The slot machine 1 in the state shown in FIG. 21(a) is turned on by the clerk, and shifts to the state shown in FIG. 21(b). When the power is turned on, the reel corresponding to the stop switch for which the third stop operation has not yet been performed starts rotating. The sub-controller 91 reads display data and the like used for the effect, and causes the liquid crystal display 51 to display the words "preparing for return". As shown in FIG. 17(f), before the power supply is stopped, the game state is normal in the advantageous interval. Therefore, in FIG. 21 as well, the main control unit 41 starts the game state from normal in the advantageous interval.
[0158] Further, when the power supply to the slot machine 1 is stopped before the unit game ends after the unit game starts, the sub-control section 91 counts the unit game next to the unit game from the initial value. That is, as shown in FIG. 17(b), the sub-controller 91 resets the value of the display counter to the initial value (0) when the power is turned on. As a result, when the power supply to the slot machine 1 is stopped during the unit game and the unit game is not performed normally, the execution count counted by the display counter can be returned to the initial value.
[0159] When the sub-control unit 91 finishes reading the display data and the like and is ready to control the effect, the character "returning to the game" is displayed as shown in FIGS. 21(c) and (d). display. The period during which the characters "Returning to game" is displayed is a period for the main control unit 41 to read the content of the game that ended in the middle of the previous time from the backup. Specifically, the main control unit 41 reads the content of the 23rd game shown in FIG. 17(f) from the backup.
[0160] In this way, the sub-control unit 91, after the power supply to the slot machine 1 is stopped before the unit game ends, starts the power supply to the slot machine 1, and when the unit game is restarted, the "game return Display the text "medium". Thereby, it is possible to make the outside recognize that the power supply to the gaming machine is stopped during the unit game and the unit game is not normally performed.
[0161] The store clerk stops the reel, which has started rotating when the power is turned on, by performing a third stop operation to check the operation. When the power supply to the slot machine 1 is stopped before the unit game ends after the unit game shown in FIG. does not count the value of That is, even if the effect image and the number-of-games display section 54 are displayed after the display of "returning to the game" ends, the number-of-games display section 54 displays "1G" as shown in FIG. 21(f). becomes. In short, the sub-control unit 91 does not update the value of the display counter from the initial value "0" to "1" because the previous game was continued after the power was turned on again. As a result, when the power supply to the slot machine 1 is stopped during the unit game, the sub-control unit 91 does not include the unit game in which the game was not played normally, and as shown in FIG. The display of the number-of-games display section 54 can be set to "1G" based on the operation of the start switch 7 for the first time after being turned on.
[0162] [Volume setting and menu screen] FIG. 22 is a diagram for explaining volume settings and a menu screen. FIG. 22(a) is a screen showing a display example of the setting operation display 330. FIG. FIG. 22(b) is a screen showing a display example of the volume setting display 340. As shown in FIG. FIG. 22(c) is a screen showing a display example of the menu screen 350. As shown in FIG.
[0163] In the slot machine 1 of the present embodiment, the player can set the volume of the effect. As shown in FIG. 22(a), the sub-controller 91 displays a setting operation display 330 on the liquid crystal display 51 to notify that the volume can be set. As shown in FIG. 22, in the upper part of the setting operation display 330, an image showing the cross key 70 and characters "to volume setting" are displayed. In addition, in the lower part of the setting operation display 330, an image showing the effect switch 56 is displayed together with characters "to the menu screen". In the slot machine 1, the setting operation display 330 is displayed, so that the player can set the volume by operating the cross key 70, and the menu screen 350 can be displayed by operating the effect switch 56. It can be made to recognize that it is possible to display.
[0164] The sub-controller 91 displays the setting operation display 330 based on the establishment of a specific condition. A specific condition is, for example, a condition that a period during which no operation from a player is accepted continues for a predetermined period of time. Alternatively, the specific condition may be that the sub-controller 91 has received an instruction to display the setting operation display 330 from the player. The example of FIG. 22 shows an example in which the setting operation display 330 is displayed during the normal advantageous section, but the setting operation display 330 may be displayed during the AT state.
[0165] When the cross key 70 is operated, the sub-controller 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(b). 22(b), the liquid crystal display 51 displays a volume setting display 340 instead of the setting operation display 330. In FIG. Volume setting display 340 is an image including volume bar 341 . The sub-controller 91 displays the volume setting display 340 for five seconds, for example. In the example of FIG. 22, a volume bar is displayed that allows setting up to six levels of volume. The sub-control unit 91 executes effect control with a volume according to the set level of volume. Note that the volume setting possible stages of the volume bar are not limited to six stages.
[0166] The sub-control unit 91 lowers the set volume by one step in response to accepting the operation of the left switch 70L or the down switch 70D of the cross key. The sub-control unit 91 raises the set volume by one step in response to receiving the operation of the right switch 70R or the upper switch 70U of the cross key. Further, the sub-control unit 91 can display the volume setting display 340 by operating the cross key 70 even when the setting operation display 330 is not displayed.
[0167] The sub-controller 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(c) in response to the operation of the effect switch 56. FIG. In FIG. 22(c), the liquid crystal display 51 displays a menu screen 350 instead of the setting operation display 330. In FIG. Menu screen 350 is a screen including a plurality of selection items. In the example of FIG. 22, the menu screen 350 includes a payout table 351, game history 352, login 353, and end 354 as selection items. The player can select any of the selection items by operating the cross key 70 while the menu screen 350 is displayed.
[0168] When the payout table 351 is selected, the sub-control unit 91 displays a table representing the correspondence relationship between the game result and the award of the game value. When the game history 352 is selected, the sub-control unit 91 displays the game history such as the number of control times in an advantageous state and the total number of given game values. When the login 353 is selected, the sub-control unit 91 displays a screen prompting the player to login. The sub-control unit 91 ends the display of the menu screen 350 by selecting the end 354 . Further, the sub-control unit 91 displays the menu screen 350 by operating the effect switch 56 even when the setting operation display 330 is not displayed.
[0169] In the example of FIG. 22, the menu screen 350 is displayed by operating the effect switch 56, and the example in which the volume setting display 340 is displayed by operating the cross key 70 has been described. is operated to display the volume setting display 340, and the cross key 70 is operated to display the menu screen 350, or based on other operations, the volume setting display 340 and the menu screen 350 are displayed. may be displayed.
[0170] [About power-on sound] FIG. 23 is a diagram for explaining a specific sound that is output when power is turned on. FIG. 23 shows an example in which the power is turned on after the power supply has been stopped. In FIG. 23(a), the power supply to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. In FIG. The slot machine 1 in the state shown in FIG. 23(a) is turned on by the clerk, and shifts to the state shown in FIG. 23(b). As shown in FIG. 23(b), the main control unit 41 causes the speaker 53 to output a power-on sound as a specific sound when the power is turned on.
[0171] The specific sound is a sound that is output when the power is turned on, and includes multiple types of sounds corresponding to the state of the slot machine 1 when the power is turned on. In the example of FIG. 22, a power-on sound indicating that power has been turned on is output as the specific sound. In the slot machine 1, for example, by outputting a power-on sound, the clerk can be made to recognize that there is a slot machine that is powered on in the amusement arcade, and unauthorized power-on can be prevented. can be prevented. The main control unit 41 outputs a power-on sound for 10 seconds, for example. The main control unit 41 can progress the game while the power-on sound is output.
[0172] FIG. 23(c) shows an example in which the sub-controller 91 finishes reading the display data and the like used for the effect, and the effect image and the number-of-games display 54 are displayed on the liquid crystal display 51. ing. In FIG. 23(c), the player operates the cross key 70 after the effect image and the number-of-games display portion 54 are displayed. As shown in FIG. 23(c), when the player operates the cross key 70, the speaker 53 outputs the power-on sound. The sub-control unit 91 does not perform volume setting when receiving the operation of the cross key 70 while the power-on sound is output. That is, the sub-controller 91 does not display the volume setting display 340. FIG. As a result, it is possible to prevent the volume of the power-on sound from changing due to the volume being set while the power-on sound is being output.
[0173] Also, the sub-controller 91 does not display the setting operation display 330 when the power-on sound is output. As described above, the setting operation display 330 is displayed based on, for example, a period in which no operation from the player is accepted continues for a predetermined period of time. Even if the period during which the operation is not accepted continues for a predetermined time, the setting operation display 330 is not displayed while the power-on sound is output. As a result, the slot machine 1 can prevent the player from misunderstanding that the volume can be set while the power-on sound is being output.
[0174] Furthermore, the main control unit 41 does not change the volume of the power-on sound when outputting the power-on sound. As a result, the main control unit 41 can appropriately notify the power-on sound at a constant volume. That is, by outputting the power-on sound at a constant volume, it is possible to make the store clerk aware that there is a slot machine that is powered on in the game arcade, and to prevent unauthorized power-on. can.
[0175] After the state shown in FIG. 23(c), the output of the power-on sound stops. After that, the sub-control unit 91 displays the setting operation display 330 as shown in FIG. 23(d) based on the fact that the period during which no operation from the player is accepted has continued for a predetermined period of time. Further, the sub-control unit 91 displays the volume setting display 340 shown in FIG. 23(e) in response to the player's operation of the cross key . Further, the sub-control unit 91 changes the display of the volume bar 341 as shown in FIG. 23(f) in response to the player's operation of the right switch 70R of the cross key 70. Specifically, the sub-controller 91 raises the set volume by one step. At this time, the sub-controller 91 outputs a volume confirmation sound. The volume confirmation sound is an exemplary sound indicating the volume after the volume is set, such as a beep sound. In the slot machine 1, the player can set the desired volume on the volume setting display 340 by outputting the volume confirmation sound. The sub-controller 91 does not output the volume confirmation sound while the power-on sound is being output. As a result, it is possible to prevent the output of the power-on sound from being hindered due to the volume confirmation sound being output when the power-on sound is being output.
[0176] [About setting change sound] FIG. 24 is a diagram for explaining a specific sound that is output when changing settings. In FIG. 24, the setting change sound is displayed along with the screen transition after the setting change process. The main control unit 41 causes the speaker 53 to output a setting change sound as a specific sound during the setting change process and during a specific period after the setting change process ends.
[0177] The setting change sound is a specific sound indicating that the setting will be changed. In the slot machine 1, by outputting the setting change sound, it is possible to make the clerk recognize that there is a slot machine whose setting has been changed in the game arcade, and to prevent the setting from being illegally changed. The main control unit 41 outputs a setting change sound, for example, for 10 seconds after the setting change is completed.
[0178] As shown in FIG. 24(c), as in FIG. 23(c), the sub-control unit 91 maintains the volume even if the operation of the cross key 70 is accepted when the setting change sound, which is the specific sound, is output. Do not set. Further, the sub-controller 91 does not display the setting operation display 330 when the setting change sound is output. Furthermore, the main control unit 41 does not change the volume of the setting change sound when outputting the setting change sound.
[0179] After the state shown in FIG. 24(c), the output of the setting change sound stops. After that, the sub-control unit 91 displays the setting operation display 330 as shown in FIG. 24(d) based on the fact that the period during which no operation from the player is accepted has continued for a predetermined period of time. In addition, the sub-control unit 91 displays the volume setting display 340 shown in FIG. 24(e) in response to the player's operation of the cross key 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in FIG. 24(f) in response to the player's operation of the right switch 70R of the cross key 70. FIG. At this time, the sub-controller 91 outputs a volume confirmation sound.
[0180] Thus, the main control unit 41 can output the power-on sound and the setting change sound as the specific sounds. Furthermore, the main control unit 41 can output a restoration sound as a specific sound when the slot machine 1 is powered on and restored from backup. Further, the main control unit 41 can output an initialization sound as a specific sound when the backup data is initialized when the power of the slot machine 1 is turned on. That is, the specific sound includes power-on sound, setting change sound, recovery sound, and initialization sound. The power-on sound, setting change sound, recovery sound, and initialization sound are all different sounds. As a result, the specific sound can be output according to the situation, and the situation can be favorably recognized. That is, the slot machine 1 allows the clerk to recognize the state of the slot machine 1 depending on which specific sound is being output.
[0181] [Regarding door opening sound] FIG. 25 is a diagram explaining the door opening sound that is output when the front door 1b is opened. FIG. 25(a) shows the display screen of the liquid crystal display 51 when the game state is normal in the advantageous section. In FIG. 25(a), a setting operation display 330 is displayed. From FIG. 25(a), the front door 1b of the slot machine 1 is in an open state. The main control unit 41 outputs a door opening sound based on the fact that the front door 1b is opened. In addition, the main control unit 41 can proceed with the game even while the door opening sound is being output.
[0182] As shown in FIGS. 25(b) and 25(c), the sub-controller 91 does not perform volume setting when receiving the operation of the cross key 70 while the door opening sound is output. As a result, in the slot machine 1, it is possible to prevent the volume of the door opening sound from changing due to the volume being set while the door opening sound is being output. Further, the sub-control unit 91 does not display the setting operation display 330 even if the period during which the operation from the player is not accepted continues for the predetermined time while the door opening sound is being output. As a result, the slot machine 1 prevents the player from misunderstanding that the sound volume can be set while the door opening sound is being output. Furthermore, the main control unit 41 does not change the volume of the door opening sound when outputting the door opening sound. As a result, the door opening sound can be appropriately notified at a constant volume.
[0183] Further, the sub-control unit 91 does not output the volume confirmation sound when receiving the operation of the cross key 70 while the door opening sound is being output. As a result, in the slot machine 1, it is possible to prevent the output of the door opening sound from being hindered by outputting the volume confirmation sound when the door opening sound is being output.
[0184] FIG. 26 is a diagram showing screen transitions when the front door 1b is opened while the volume setting display 340 is displayed. In FIG. 26(a), a setting operation display 330 is displayed. In FIG. 26(b), the volume setting display 340 is displayed based on the cross key 70 being operated. As described above, the sub-controller 91 displays the volume setting display 340 for 5 seconds. When the volume setting display 340 is displayed, the main control section 41 causes the speaker 53 to output the door opening sound based on the fact that the front door 1b is opened. As shown in FIG. 26(c), the sub-control unit 91 displays the volume setting display 340 based on the start of the output of the door opening sound while the volume setting display 340 is being displayed. finish. As a result, in the slot machine 1, even when the volume setting display 340 is displayed before the door opening sound is output, the display of the volume setting display 340 is ended, so that the volume can be set. If there is, the player can be prevented from misunderstanding.
[0185] Further, the sub-control unit 91 displays the characters "door open" based on the fact that the front door 1b is open. This allows the slot machine 1 to preferably recognize that the door is open. Further, as shown in FIGS. 26(e) and (f), the liquid crystal display 51 indicates that the front door 1b is closed after the output of the door opening sound is started and the display of the volume setting display 340 is ended. If so, the volume setting display 340 is displayed based on the fact that the cross key 70 has been operated. As a result, the volume setting display 340 can be displayed by operating the cross key 70 again after the front door 1b is closed.
[0186] [About special music] FIG. 27 is a diagram showing an example in which display of the menu screen 350 ends based on the first end condition while the special music is being output. FIG. 27 shows the display screen of the liquid crystal display 51 when the game state is the first state of the advantageous section. In the slot machine 1 of the present embodiment, the sub-control section 91 outputs a special music piece corresponding to a specific game state from the speaker 53 when the game state is in a specific game state. The special music is, for example, music during AT that flows only in the AT state. For example, in the first state of the advantageous section shown in FIG. 27, the sub-control section 91 outputs the first special music piece corresponding to the first state. The sub control unit 91 outputs the special music in the first output mode while the effect image is being displayed. The production image in the first state is an image including a character 57 and a background image 58 including planets and stars. The first output mode is a mode in which the sound is output at a volume higher than the volume of the effect sound that is output during the normal advantageous section.
[0187] As shown in FIG. 27(a), the sub-controller 91 displays a setting operation display 330. As shown in FIG. As shown in FIG. 27(b), the sub-controller 91 displays the menu screen 350 when the effect switch 56 is operated. The sub-controller 91 changes the output mode of the first special music based on the menu screen 350 being displayed. Specifically, the sub-controller 91 changes from the first output mode to the second output mode. The second output mode is a mode in which the sound is output at a volume smaller than the volume when output in the first output mode. In this way, when the menu screen 350 is displayed, the sound is output at a low volume, so that the player's operation of the menu screen 350 is not hindered.
[0188] As described with reference to FIG. 22, the sub-control unit 91 terminates the display of the menu screen 350 by selecting the end 354 among the selection items included in the menu screen 350. FIG. Hereinafter, the selection of end 354 will be referred to as the “end operation”.
[0189] Further, the sub-control unit 91 terminates the display of the menu screen 350 in response to the operation of the start switch 7 while the menu screen 350 is being displayed. As a result, in the slot machine 1, the reels can be directly rotated from the state where the menu screen 350 is displayed, without the ending operation. Hereinafter, the operation of the start switch 7 will be referred to as "progress operation". The advancing operation may also include operating the stop switches 8L, 8C, 8R.
[0190] Furthermore, the sub-control unit 91 terminates the display of the menu screen 350 when a predetermined time has passed since the display of the menu screen 350 started. As a result, in the slot machine 1, for example, when the player leaves the seat while the menu screen 350 is being displayed, the display screen of the liquid crystal display 51 is returned to a playable screen after a predetermined period of time has elapsed. be able to. The predetermined time is, for example, 3 minutes.
[0191] As described above, in the slot machine 1 of the present embodiment, the display of the menu screen 350 is terminated when the end operation is performed, when the progress operation is performed, and when the predetermined time elapses. When the end operation and the progress operation are performed, the slot machine 1 accepts some kind of operation, so the player intentionally terminates the display of the menu screen 350 . On the other hand, when the display of the menu screen 350 ends based on the lapse of the predetermined time, the display of the menu screen 350 may end against the player's intention.
[0192] Hereinafter, the condition that the player intentionally performs an end operation or a progress operation, which is an operation for ending the display of the menu screen 350, will be referred to as a “first end condition”. On the other hand, the condition that the display of the menu screen 350 ends after a predetermined period of time regardless of the player's intention is referred to as a "second termination condition".
[0193] FIG. 27 shows an example in which the display of the menu screen 350 ends according to the first end condition. When the sub-control unit 91 terminates the display of the menu screen 350 according to the first termination condition that the termination operation or the progress operation is performed, the output mode of the first special music is compensated. Specifically, the sub-controller 91 changes from the second output mode to the first output mode.
[0194] FIG. 28 is a diagram showing an example in which the display of the menu screen 350 ends based on the second end condition while the special music is being output. Unlike the example shown in FIG. 27, the example shown in FIG. 28 ends the display of the menu screen 350 after the predetermined time has elapsed. The sub control unit 91 does not change the output mode of the first special music when the display of the menu screen 350 ends based on the second end condition regardless of the intention of the player. That is, the sub-control section 91 keeps the second output mode and outputs the first special music. As a result, even if the display of the menu screen 350 ends without the player's intention, the player is prevented from being surprised because the output mode of the special music is not changed. .
[0195] Further, as shown in FIGS. 27(c) and 28(c), when ending the display of the menu screen 350, the sub-control unit 91 changes the state of FIG. The effect image shown in (a) and FIG. 28(a) is displayed. This allows the slot machine 1 to favorably recognize that the display of the menu screen 350 has ended.
[0196] FIG. 29 is a diagram showing an example of displaying the menu screen 350 in the second state of the advantageous section. FIG. 29 shows the display screen of the liquid crystal display 51 when the game state is the second state of the advantageous section. The sub-control section 91 outputs the second special music corresponding to the second state of the advantageous section shown in FIG. 29(a). That is, the special music includes the first special music and the second special music. The sub-controller 91 outputs the second special music in the first output mode while the effect image is being displayed. As shown in FIG. 29(a), the effect image in the second state is an image in which characters 57 and 59 face each other.
[0197] As shown in FIG. 29(b), the sub-controller 91 displays the menu screen 350 in response to the operation of the effect switch 56. FIG. The sub-controller 91 changes the output mode of the second special music from the first output mode to the second output mode based on the menu screen 350 being displayed. Thus, in the slot machine 1, in either the first state or the second state, if the menu screen 350 screen is displayed, the output mode of the special music can be changed.
[0198] Subsequently, in the slot machine 1, login 353 is selected from the selection items on the menu screen 350. FIG. The sub-controller 91 outputs a response sound in response to the login 353 being selected. That is, when the sub-control unit 91 receives a specific operation such as an operation of selecting a login 353 different from the end operation while displaying the menu screen 350, it outputs a response sound. As a result, the slot machine 1 can suitably notify the player that the operation has been accepted normally.
[0199] In FIG. 29(c), the sub-controller 91 displays a login screen 355. In FIG. A login screen 355 prompts the player to enter a login ID. The specific operation may also include an operation of entering a login ID. That is, the sub-control unit 91 outputs a response sound each time the player inputs one character of the login ID.
[0200] [Regarding setting value L] FIG. 30 is a diagram for explaining the set value L. FIG. As described above, in the slot machine 1 of the present embodiment, it is possible to set six levels of 1, 2, 4, 5, 6, and L as setting values. In a general slot machine, set values 1, 2, 3, 4, 5, and 6 are set, but in slot machine 1 of the present embodiment, set value L can be set instead of set value 3. It seems that there is. The setting value that can replace the setting value L is not limited to the setting value 3, and may be any one of the setting values 1, 2, 4, 5, and 6. FIG. 30 shows the expected ball payout value for the entire period, the expected ball payout value in an advantageous state, the base and the AT winning probability for each set value in six stages.
[0201] The expected number of balls to be paid out in the entire period is the expected number of balls (number of medals) to be paid out when a predetermined number of games (for example, 175,000 games) are played, regardless of the period in which the game is played. means value. More specifically, it is the expected value of the number of medals to be paid out when a predetermined number of games are played in the non-internal medium, internal medium, and BB shown in FIG. The expected ball payout value in the advantageous state means the expected value of the number of medals to be paid out when the slot machine 1 is played during the period from the start of the AT state to the end of the AT state. The expected number of balls to be paid out in an advantageous state is not only the period from the start of AT to the end of AT, but also the expected number of medals to be paid out during the period of BB or the period including AT and BB. may The base means the average number of games that can be played when a predetermined number of medals are inserted in the normal advantageous section. The AT winning probability is the probability of winning the AT state per game. In the slot machine 1 of the present embodiment, when points are added, a lottery is conducted to determine whether or not to shift to the AT state. For example, the probability of winning the AT state per game may be varied by varying the probability of awarding high points according to the set value.
[0202] As shown in FIG. 30, in the slot machine 1 of the present embodiment, when the set value 1 is set, the expected ball payout value in the entire period is A1, and the expected ball payout value in an advantageous state is B1. , the base is C1, and the AT winning probability is designed to be D1. When set value 2 is set, the expected ball payout value for the entire period is A2, the expected ball payout value in an advantageous state is B2, the base is C2, and the AT winning probability is designed to be D2. . When the set value 4 is set, the expected ball payout value for the entire period is A4, the expected ball payout value in an advantageous state is B4, the base is C4, and the AT winning probability is designed to be D4. . When the set value is set to 5, the expected value of ball output in the entire period is A5, the expected value of ball output in an advantageous state is B5, the base is C5, and the AT winning probability is designed to be D5. . When the set value is set to 6, the expected ball output value for the entire period is A6, the expected ball output value in an advantageous state is B6, the base is C6, and the AT winning probability is designed to be D6. . When the set value L is set, the expected ball payout value for the entire period is AL, the expected ball payout value in an advantageous state is BL, the base is CL, and the AT winning probability is designed to be DL. .
[0203] AL is the smallest and A6 is the largest in terms of expected ball payout values for the entire period of each set value, and a relationship of AL<A1<A2<A4<A5<A6 is established. That is, the set value L is the set value with the smallest expected ball output value that can be given in all games including the game in an advantageous state among the set values 1, 2, 4, 5, 6, and L. In addition, the expected ball output value in the advantageous state of each setting value is the smallest for BL and the largest for B6, and the relationship of BL<<B1<B2<B4<B5<B6 is established. That is, the set value L is the set value with the smallest expected ball output value that can be granted in an advantageous state among the set values 1, 2, 4, 5, 6, and L. Further, the slot machine 1 of the present embodiment is designed so that the difference between BL and B1 becomes large when comparing the difference between BL and B1 and the difference between B1 and B2. For example, when 100 games are played from the start of AT state to the end of A state, the expected value B1 is 900 cards (net increase number 6), and the expected value B2 is 910 cards (net increase number 6.1). At some point, BL, which is the expected value, may be 310 sheets (0.1 sheets of net increase). That is, the difference between B1 and B2 is 10 sheets, while the difference between BL and B1 is 590 sheets. The difference between BL and B1 is similarly greater than the difference between B2 and B4, the difference between B4 and B5, and the difference between B5 and B6. In other words, the set value L is a set value in which the number of medals paid out during the period from the start of the AT state to the end of the AT state is extremely small compared to other set values.
[0204] Furthermore, the base of each set value is CL the smallest and C6 the largest, and the relationship CL<C1<C2<C4<C5<C6 is established. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, and L. As for the base, the set value L may not be the smallest set value. Also, the AT winning probability of each set value is the lowest for D1 and the highest for D6, and the relationship D1<D2<D4<DL<D5<D6 is established. In the AT winning probability, the set value L is not designed to be the lowest among the set values 1, 2, 4, 5, 6 and L, and the probability of shifting to the AT state is relatively high. However, as described above, the set value L has an extremely small expected value for the number of medals paid out during the period from the start of the AT state to the end of the AT state. gender is established.
[0205] FIG. 31 is a diagram for explaining variations in the number of balls released during the period from the start of AT to the end of AT when set value L is set. In the following, first, the variation in the number of balls released during the period from the start of the AT to the end of the AT will be explained. Fig. 31 shows the normalized variation of the number of balls (the number of medals) paid out during the period from the start of the AT state to the end of the AT state when the set value 1 and the set value L are set. Distributions are shown. In other words, FIG. 31 shows the probability distribution of the number of medals paid out from the start of the AT state to the end of the AT state. Since the expected value of set value 1 to be paid out from the start of AT state to the end of AT state is B1, the top of the normal distribution of set value 1 indicates the number of balls of expected value B1. . Since the expected ball payout value for the set value L paid out from the start of the AT state to the end of the AT state is BL, the vertex of the normal distribution of the set value 1 indicates the number of balls with the expected value BL. .
[0206] The normal distribution width SD1N of the setting value 1 indicates the variation (standard deviation) in the number of medals paid out, and the width SD1L of the normal distribution of the setting value L indicates the variation (standard deviation) in the number of medals paid out. That is, the wider the width SD1N and the width SD1L, the greater the variation in the number of medals to be paid out from the start of the AT state to the end of the AT state at each set value. As shown in FIG. 31, width SD1L is narrower than width SD1N.
[0207] In other words, the variation in the number of medals paid out when the set value L is set in the period from the start of the AT to the end of the AT is paid out when the set value 1 is set in the period from the start of the AT to the end of the AT. Smaller than the variation in medal counts. In other words, the probability that the number of medals paid out from the start of the AT state to the end of the AT state in the state where the set value L is set is close to the expected value BL is set to the set value 1. It is higher than the probability that the number of medals paid out from the start of the AT state to the end of the AT state in the state of being close to the expected value B1.
[0208] FIG. 32 is a diagram for explaining the variation in the number of paid balls in the entire period when the set value L is set. FIG. 32 shows a normal distribution showing variations in the number of balls (the number of medals) paid out during a predetermined number of games (for example, 17500 games) when the set value 1 and the set value L are set. there is That is, when the set value 1 and the set value L are set, the probability distribution of the number of medals paid out during the predetermined number of games is shown. Referring to FIG. 30, the expected value of balls to be released in a predetermined number of games with set value 1 is A1, so the vertex of the normal distribution of set value 1 indicates the number of balls to be released with expected value A1. The width SD2N of the normal distribution of the set value 1 indicates the variation (standard deviation) in the number of medals paid out when the set value 1 is set. Since the expected value of balls to be released in the predetermined number of games of the set value L is AL, the vertex of the normal distribution of the set value L indicates the number of balls to be released with the expected value AL. The width SD2L of the normal distribution of the set value L indicates the variation (standard deviation) in the number of medals paid out when the set value L is set. Width SD2L is narrower than width SD2N.
[0209] That is, referring to FIG. 32, the variation in the number of medals paid out when set value L is set is smaller than the variation in the number of medals paid out when set value 1 is set. In other words, the probability that the number of medals paid out during the predetermined number of games with the set value L is close to the expected value AL is This is higher than the probability that the number of medals to be paid out will be close to the expected value A1. In short, with the set value L, the variation in the number of medals paid out during the predetermined number of games is small. This is achieved by designing the expected ball output value in an advantageous state and the AT winning probability, as explained in FIG. In other words, BL, which is the expected ball output value when the set value L is in an advantageous state, is extremely small compared to other set values. Therefore, at the set value L, the number of medals to be paid out is small even after shifting to the AT state. On the other hand, in the AT win probability, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, L, and the transition to the AT state with a relatively high probability do.
[0210] At the set value L, since the game shifts to the AT state with a high probability, the period of playing in the normal advantageous section does not continue, and the game shifts to the AT state stably. However, the expected value of the number of medals to be paid out even after shifting to the AT state is low. As a result, as shown in FIG. 32, when a predetermined number of games are played in the entire period regardless of the advantageous state, the variation in the number of medals to be paid out can be reduced compared to other set values. . In FIG. 32, only setting value 1 and setting value L are compared. is designed to be the set value with the smallest variation in As a result, when the type test is executed with the set value L set, the number of payouts is stabilized, making it easier to pass the type test. Note that the expected value of the number of medals to be paid out when the set value L is in an advantageous state does not have to be extremely small compared to other expected values. In this case, the AT winning probability is designed to be the smallest. That is, even if the difference between BL and B1 is designed to be equivalent to the difference between B1 and B2, and the relationship of AT winning probability is designed to be DL<D1<D2<D4<D5<D6 good.
[0211] As described above, by adjusting the expected ball payout value and the AT winning probability in an advantageous state, the set value L is designed to be the set value with the smallest variation in the number of payouts in a predetermined number of games. However, the method of reducing variations in the number of payouts is not limited to this. For example, it is conceivable to adjust the number of payouts per game in an advantageous state. That is, the set value L fixes the number of payouts per game in an advantageous state, and the normal set value makes the number of payouts per game in an advantageous state variable.
[0212] More specifically, when the set value L is set, when one game is played in an advantageous state, 7 coins are paid out with a probability of 100%. On the other hand, when the normal setting value is set, if one game is played in an advantageous state, there is a 50% probability that the number of payouts will be 0, and a 50% probability that 15 will be paid out. designed to be As a result, it is possible to create a difference in the number of payouts per game in an advantageous state between the set value L and the normal set value. The set value can be set such that the variation in the number of payouts is smaller than any of the normal set values. Note that the number of payouts per game in an advantageous state when the set value L is set is not fixed. good. For example, at the setting value L, 7 cards are paid out with a probability of 50%, and 8 cards are paid out with a probability of 50%. It is designed so that 15 cards are paid out at .
[0213] Also, the length of the period during which control is performed in an advantageous state may be adjusted. The period of control in an advantageous state is, for example, the number of games from the start of the AT state to the end of the AT state. With the set value L, the period of control to be in an advantageous state is fixed, and with the normal set value, the period of control to be in an advantageous state is variable.
[0214] More specifically, when the set value L is set, the number of games from the start of the AT state to the end is fixed at 200 games. On the other hand, when the normal setting value is set, the period from the start of the AT state to the end is variable, such as 100 games or 1000 games, based on internal lottery. to design. As a result, it is possible to create a difference in the length of the period during which control is performed in an advantageous state between the set value L and the normal set value. The set value can be a set value whose variation in number is smaller than any of the normal set values. It should be noted that the period during which the advantageous state is controlled when the set value L is set is not fixed, and the variation in the length of the period during which the advantageous state is controlled varies depending on the game being played in the advantageous state when the normal set value is set. should be smaller than the variation in the length of the period.
[0215] In this way, by adjusting various conditions, the set value L has the largest variation in the number of payouts for all games, including games in an advantageous state, among the set values 1, 2, 4, 5, 6, and L. It can be set to a small value. These conditions can be used in combination. For example, by adjusting both the number of payouts for one game in an advantageous state and the period during which the game is played in an advantageous state, the variation in the number of payouts for the set value L is changed to set values 1, 2, 4, 5, 6, L can be the smallest. In addition, the expected ball payout value in the advantageous state, the AT winning probability, the number of payouts in one game in the advantageous state, and the period during which the game is played in the advantageous state are adjusted. , 2, 4, 5, 6, and L may be designed to be the smallest.
[0216] An example of the special suggestion control for suggesting that the set value L is set will be described below with reference to FIGS. 33 and 34. FIG. FIG. 33 is a diagram showing an example of special suggestion control suggesting that the set value L is set in the non-gaming state. FIG. 34 is a diagram showing the slot machine 1 in which normal set values other than the set value L in the non-gaming state are set.
[0217] 33 and 34 show the slot machine 1 in a non-playing state. The non-gaming state means a state in which no BET is made and the reels are stopped and no game is played. When a game has not been played for a certain period of time after entering the non-gaming state, the liquid crystal display 51 of the slot machine 1 displays a demo screen.
[0218] As shown in FIG. 33, when the set value L is set, a telop 120 is displayed superimposed on the demonstration screen. Also, when the set value L is set, the lower panel 55 blinks. Note that the lower panel 55 may be illuminated instead of blinking. On the other hand, as shown in FIG. 34, when a setting value other than the setting value L is set, the telop 120 is not displayed on the liquid crystal display 51. FIG. Also, the lower panel 55 does not light up or flash. As described above, in the slot machine 1 of the present embodiment, when the set value L is set and no game is played, the telop 120 is displayed and the lower panel 55 blinks, thereby causing a special Execute suggestive control. Special suggestion control is control that suggests to the player that the set value L is set.
[0219] The special suggestion control in the example of FIG. 33 is that the telop 120 is displayed and the lower panel 55 is blinking. In the special suggestion control, when a set value other than the set value L is set, if a suggestion distinguishable from when the set value L is set is performed, the suggestion is performed in another mode. good too. As a result, in the slot machine 1 of the present embodiment, it is possible for the player to recognize that the set value L is set when the player is not playing a game. A player can be prevented from playing a game. In addition, by performing special suggestion control using the lower panel 55, which has the largest area used for notification, it is possible to make the administrator and the player preferably recognize that the set value L is set.
[0220] As described above, in the slot machine 1 of the present embodiment, any one of set values 1, 2, 4, 5, 6, and L can be set. The set value L is the expected value of the number of medals that can be awarded in all games including the game in an advantageous state when the set value L is set among the set values 1, 2, 4, 5, 6 and L. The setting value that is the smallest and has the smallest expected number of medals that can be granted in an advantageous state when setting value L is set among setting values 1, 2, 4, 5, 6, and L. and, among the set values 1, 2, 4, 5, 6, and L, it is the set value with the smallest variation in the game value that can be granted in an advantageous state when the set value L is set.
[0221] As a result, by conducting the type test using the set value L, variations in the number of medals that can be awarded in an advantageous state are reduced, and the game is played as designed, making it easier to comply with the type test. On the other hand, when the set value L is set in the market, the expected value of the number of medals that can be awarded in all games including the game in an advantageous state becomes smaller, or the expected value of the number of medals that can be awarded in an advantageous state becomes smaller. However, by suggesting that the set value L has been set, the player can preferably recognize that the set value L has been set.
[0222] FIG. 35 is a diagram for explaining the order in which setting values are stored. As described above, the slot machine 1 is provided with the reset / setting switch 38 functioning as a setting switch for changing the payout rate in the setting change state. When the power is turned on in the setting change state, the currently set value is displayed on the credit display 11 or the game auxiliary display 12. FIG. For example, when the set value 1 is set, as shown in FIG. 35(a), the number " 1” is displayed.
[0223] By operating the reset / setting switch 38 in the state of FIG. 35(a), the main control unit 41 causes the credit indicator 11 or the game auxiliary indicator 12 to display 7 points as shown in FIG. 35(b). Display "2" as a segment. Furthermore, by operating the reset / setting switch 38, the main control unit 41 causes the credit indicator 11 or the game auxiliary indicator 12 to display "4", as shown in FIGS. Display the set values in order of ``5'', ``6'', ``L'', ``1'', ``2'', and so on. In this way, the main control unit 41 reads out the setting value data stored in the ROM 41b in the order of the setting values 1, 2, 4, 5, 6, and L, and displays the credit display 11 or the game auxiliary display 12. to display.
[0224] More specifically, the correspondence relationship between the setting values and the data stored in the ROM 41b or RAM 41c will be described. When "0" is stored as a data value in the ROM 41b or RAM 41c, it corresponds to the set value 1. If "1" is stored as the data value, it corresponds to setting value 2, if "2" is stored as the data value, it corresponds to setting value 4, and "3" is stored as the data value. If "4" is stored as the data value, it corresponds to the setting value 5. If "5" is stored as the data value, it corresponds to the setting value 6. When "6" is stored as the data value, it corresponds to the set value L. Further, the specific data associated with the setting value in the ROM 41b or RAM 41c includes not only the data value indicating the setting value itself, but also the numerical value for processing determination determined for each setting value. For example, the numerical value for process determination is the winning rate determined for each combination.
[0225] That is, the ROM 41b continuously stores a plurality of specific data corresponding to each of the setting values 1, 2, 4, 5, 6, and L in its storage area. Furthermore, among the plurality of specific data corresponding to each of the setting values 1, 2, 4, 5, 6, and L, the specific data corresponding to the setting value L is stored at the end of the arrangement order in the storage area of the ROM 41b. there is That is, the order of arrangement is "1, 2, 4, 5, 6, L". Note that the specific data corresponding to the set value L may be stored first in the order of arrangement in the storage area of the ROM 41b. When stored first, the order is "L, 1, 2, 4, 5, 6". This makes it easier to distinguish between set value L and set values 1, 2, 4, 5, and 6, which are normal set values.
[0226] In addition, the set value L provided to comply with the model test is displayed using a letter "L" other than a number. On the other hand, normal setting values to be set in the market are displayed using numbers. This makes it easier for the administrator of the slot machine 1 to distinguish between the set value L and the normal set value other than the set value L, and to easily recognize that the set value L is set.
[0227] [Shutter effect] FIG. 36 is a diagram for explaining the shutter effect. FIG. 36 shows an example of a shutter effect executed using the liquid crystal display 51. As shown in FIG. The shutter effect is that after the entire area displayed by the liquid crystal display 51 is covered once by closing the shutter or fusuma, etc., the shutter or fusuma opens and the area displayed by the liquid crystal display 51 is exposed again. It is a performance. The image displayed on the liquid crystal display 51 before and after the shutter or fusuma is closed can be partially or wholly changed. Also, the image displayed on the liquid crystal display 51 does not have to be changed before and after the shutter or fusuma is closed. Furthermore, the shutter effect can be used when the stage is changed. Thereby, it is possible to preferably display that the stage changes.
[0228] For example, in the example of FIG. 36(a), the liquid crystal display 51 displays the second section stage in the first state. By executing the shutter effect, the display area of the liquid crystal display 51 is gradually covered with the shutter as shown in FIG. 36(b). The shutter may be a physical shutter provided separately from the liquid crystal display 51, or may be an image displayed by the liquid crystal display 51. FIG. When the shutter is an image, the liquid crystal display 51 gradually superimposes the shutter on the image of the second interval stage in the first state shown in FIG. 36(a). In FIG. 36(c), the display area of the liquid crystal display 51 is covered with the shutter, and the second section stage in the first state cannot be visually recognized.
[0229] The shutter gradually begins to open in FIG. 36(d), and finishes opening in FIG. 36(e). As shown in FIG. 36(e), after the shutter effect is performed, an image showing a state of battling an enemy corresponding to the second state is displayed. Next, a method of suggesting to the player that the set value L has been set will be described using the shutter effect.
[0230] FIG. 37 is a diagram showing the rate at which the shutter effect is executed. As shown in FIG. 37, the frequency of execution of the shutter effect differs depending on the set value and the situation. When the normal set value is set, the shutter effect is not executed in the first situation. The first situation is a situation indicating normal section, normal advantageous section, and AT continuous production. Further, when the normal set value is set, the shutter effect is executed with a probability of 1 / 50 in the second situation. That is, in the second situation when the normal set value is set, the shutter effect is executed once every 50 games on average. When the set value L is set, the shutter effect is executed with a probability of 1 / 2 during the advantageous section normal and the AT continuous effect in the first situation. That is, the shutter effect is executed once every two games on average. When the set value L is set, the shutter effect is not executed in the normal section, the first state, and the second state.
[0231] FIG. 38 is a diagram showing an example of special suggestion control using a shutter effect. As shown in FIG. 38, in the present embodiment, when the set value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous section. At this time, a stage change or an effect related to the shutter effect when the shutter is opened is not executed. As a result, an image in which the shutter opens and closes is frequently displayed, making it possible for the player to feel uncomfortable.
[0232] Although the second situation has been described as being the first state and the second state, which are in an advantageous state, the second situation is not limited to being in an advantageous state. For example, the first situation may be the advantageous section normal state, and the second situation may be the AT continuous effect. In this case, for example, if the setting value L is set, the shutter effect is executed in the advantageous section normal state, which is the first situation, with a probability of 1 / 2, and if the normal setting value is set, the shutter The effect may be executed at least once during the AT continuous effect, which is the second situation.
[0233] In the slot machine 1 of the present embodiment, when the normal set value is set, the shutter effect is executed at a rate of 1 / 50 in the first state and the second state, which are advantageous states. On the other hand, when the set value L is set, the shutter effect is executed at a higher frequency than when the normal set value is set during the normal advantageous section and the continuous AT effect. As a result, in the slot machine 1, the shutter effect, which is executed only in the AT state if the set value L is not set, is executed with high frequency in the advantageous normal section. It is possible to have a sense of incongruity. This suggests to the player that the set value L is set.
[0234] In this way, the main control unit 41 uses the liquid crystal display 51 capable of executing the effects used in the game to execute special suggestion control that suggests that the set value L is set. According to such a configuration, it is possible for the player to recognize that the set value L is set while playing the game, and the player plays the game while the set value L is set. You can prevent it from continuing.
[0235] In this way, the sub-controller 91 can cause the liquid crystal display 51 to execute the shutter effect, and among the set values 1, 2, 4, 5, 6, and L, the set value L is set. The execution ratio of the shutter effect as the special suggestion control is made different between when and when the normal set value is set. This allows the player to recognize that the set value L is set according to the execution frequency of the shutter effect.
[0236] When the normal setting value is set, the sub-control unit 91 does not execute the shutter effect in the first situation indicating the normal section, the advantageous section normal, and the AT continuous effect, while the first state and the second state A shutter effect is executed in the second situation indicating . Further, when the setting value L is set, the main control unit 41 uses the liquid crystal display 51 to perform the shutter effect in the first situation as special suggestion control. This allows the player to recognize that the set value L is set by executing the shutter effect in the first situation.
[0237] The shutter effect is a effect of displaying an image of a shielding object such as a shutter or a sliding door over the entire display area of the liquid crystal display 51 . The area where the shutter effect is displayed is not limited to the entire display area of the liquid crystal display 51, and may be displayed only in the effect area 510 described later, for example. This makes it possible for the player to easily recognize that the set value L is set by means of an effect in which a shielding object such as a shutter or fusuma is displayed over the entire display area.
[0238] The main control unit 41 can perform navigation to report navigation information corresponding to the operation modes of the stop switches 8L, 8C, and 8R that are advantageous to the player when the player wins the pushing order by internal lottery. Also, the shutter effect is performed in a state in which navigation is not performed. That is, the shutter effect is not executed in a state where navigation is executed. Thus, the execution of the shutter effect does not hinder the display of the navigation effect.
[0239] [Set value suggesting effect] In the following, a setting value suggestion rendering that suggests the set value will be described. FIG. 39 is a diagram for explaining an example of setting value suggestion effect. In the slot machine 1 of the present embodiment, setting values 1, 2, 4, 5 and 6 can be set as normal setting values, and setting value L can be set as a special setting value.
[0240] The sub-control unit 91 can execute a setting value suggesting effect that suggests a setting value set in the slot machine 1 when executing the effect. The sub-controller 91 acquires a command indicating a set value from the main controller at the time of design change. The sub control unit 91 executes the set value effect based on the acquired set value. The setting value suggestion effect can be executed in various timings and in various manners. In FIG. 39, an example will be described in which a set value suggesting effect is executed together with a result screen displayed when the AT state ends. The result screen is a screen for reporting the number of medals paid out in the AT state, the number of games played, and the like.
[0241] Four types of result screens shown in FIG. 39 will be described below with reference to FIG. FIG. 40 is a diagram showing the execution ratio of the result screen for each set value. FIG. 39(a) is a character 1 result screen on which character Ch1 is displayed. Referring to FIG. 40, the character 1 result screen is displayed with a probability of 90% when the normal setting values are set. Also, the character 1 result screen is displayed with a 100% probability when the set value L is set. That is, when the setting value L is set, the character 1 result screen is always displayed when the AT state ends and the result screen is displayed.
[0242] FIG. 39(b) is a character 2 result screen on which character Ch2 is displayed. The character 2 result screen is a result screen for so-called odd setting suggestions. Referring to FIG. 40, the character 2 result screen is displayed with a probability of 10% when setting value 1 or setting value 5 is set. The character 2 result screen will not be displayed when setting values 2, 4, 6, and L are set. As a result, in the slot machine 1, by displaying the character 2 result screen, it is possible to suggest that either the set value 1 or 5 is set.
[0243] FIG. 39(c) is a character 3 result screen on which character Ch3 is displayed. The character 3 result screen is a result screen for so-called even setting suggestion. Referring to Figure 40, the character 3 result screen has a 10% chance of being displayed when setting value 2 or setting value 4 is set, and an 8% probability when setting value 6 is set. Is displayed. The character 3 result screen will not be displayed if the setting value 1, 5, or L is set. Thus, in the slot machine 1, by displaying the character 3 result screen, it is possible to suggest that one of the set values 2, 4, and 6 is set.
[0244] FIG. 39(d) is a character 4 result screen on which character Ch4 is displayed. The character 4 result screen is a result screen for so-called setting value 6 final suggestion. Referring to FIG. 40, the character 4 result screen is displayed with a probability of 2% when setting value 6 is set. The character 4 result screen will not be displayed when setting values 1, 2, 4, 5, and L are set. As a result, in the slot machine 1, by displaying the character 4 result screen, it is possible to suggest that the setting value 6 is set. A setting suggestion that suggests a setting value that has been set, instead of suggesting that multiple setting values are set, as in the character 4 result screen, is referred to as an individual setting suggestion. Individual setting suggestions may be made for a setting value of 5, for example, but are preferably suggested for settings where the payout rate exceeds 100%.
[0245] Thus, in the slot machine 1 of the present embodiment, four types of result screens are displayed. By displaying the character 2 result screen, the character 3 result screen, and the character 4 result screen, the player can determine which of the set values 1, 2, 4, 5, 6, and L is set. On the other hand, when the character 1 result screen is displayed, it is difficult to guess which set value is set. As explained above, the setting value L is a setting value intended to be used in model tests, and the normal setting value intended to be used in the market is the character 1 result screen. This is because they are uniformly displayed with a probability of 90%. Therefore, the character 1 result screen is the most difficult result screen to recognize which set value is set. Below, the setting suggestion in which the character 1 result screen is displayed is referred to as the normal setting suggestion.
[0246] Using Figures 39 and 40, it was explained that setting values are suggested by changing the character type displayed on the result screen displayed when the AT state ends. The set value suggesting effect may be suggested not only by changing the type of character displayed, but also by changing the background color or pattern displayed as the result screen, for example. Furthermore, the timing at which the setting value suggesting effect is executed is not limited to the end of the AT state, and can be executed in various states and timings such as the effect during the normal advantageous section, the AT continuous effect, and the effect in the ending state.
[0247] As described above, in the slot machine 1 of the present embodiment, it is possible to perform setting suggestion for suggesting which setting value is set among the setting values. On the other hand, when the setting value L is set, the setting suggestions are not executed. That is, when the setting value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. As a result, when the setting value L is set, only the fact that the setting value L is set is suggested, and the normal setting value is not suggested, thereby causing confusion for the player. can be prevented.
[0248] In addition, in the slot machine 1 of the present embodiment, when the normal setting value is set on the result screen at the end of the AT state, it is most difficult to recognize which setting value is set. Suggestions, Odd Set Suggestions, Even Set Suggestions, and Set Value 6 Definite Suggestions can be performed. When the setting value L is set, the character 1 result screen is displayed while the character 2 result screen, character 3 result screen, and character 4 result screen other than the normal setting suggestions are not displayed. As a result, it is possible to prevent the player from being confused by a setting suggestion other than the normal setting suggestion when the set value L is set.
[0249] Furthermore, in the slot machine 1 of the present embodiment, if the setting value 6 is set among the setting values 1, 2, 4, 5, 6, and L, it suggests that the setting value 6 is set. Personalization suggestions can be performed. On the other hand, when setting value L is set, setting value 6 fixed suggestion, which is individual setting suggestion, is not executed. As a result, even though the set value L is set, it can be suggested that one of the normal set values is set, preventing the player from being confused. It is possible to prevent the individual setting suggestion individually suggesting that the setting value L is set from being displayed to confuse the player.
[0250] FIG. 41 is a flowchart showing the control contents of the initial setting process performed by the main control section 41. As shown in FIG. In the following, in order to describe the setting value changing process in more detail, the startup process and the initial setting process performed by the main control unit 41 will be described with reference to FIG. The start-up processing and initial setting processing are subroutines included in the game program.
[0251] When the power supply to the slot machine 1 is started, the main control unit 41 is activated in a state in which the timer interrupt is disabled due to the occurrence of a reset, and performs various processes according to the programs stored in the ROM 41b. After starting, first, the setting process at the time of starting included in the game program is performed, all the output ports 0 to 9 are initialized, and the internal register provided in the main control unit 41 is preset in a predetermined area of the ROM 41b. Initial setting processing included in the game program initialized based on the built-in register initialization table is performed.
[0252] The initial setting process starts with timer interrupts disabled. In the initial setting process, first, a predetermined area of the input port is referenced (Sa1), and the power failure detection signal output from the power failure detection circuit is turned on. (Sa2). Then, when the power failure detection signal is in the ON state, it waits until the power failure detection signal is in the OFF state. After that, after the power supply voltage of the slot machine 1 becomes normal and the power failure detection signal becomes OFF, the parity of the predetermined area of the RAM 41c is calculated (Sa3), and a predetermined initial address is set in the stack pointer. (Sa4). Then, it is determined whether or not the parity calculated in step Sa3 is normal (Sa5), and if the parity is normal, the fixed data for RAM destruction diagnosis set in a predetermined area of RAM 41c at the time of power failure is acquired. Then (Sa6), based on the fixed data for RAM destruction diagnosis, it is diagnosed whether or not the contents stored in the RAM 41c are destroyed (Sa7).
[0253] If the parity is determined to be normal in step Sa5, and if the memory contents of RAM41c are diagnosed in step Sa7, the parity in RAM41c calculated in step Sa3 and the result of the diagnosis in step Sa7 will be stored in RAM41c. It is determined whether or not there is an abnormality (Sa8). The case where the RAM 41c has an abnormality is the case where the parity is not normal, or the case where the parity is normal but the memory content is diagnosed as abnormal.
[0254] Then, when there is an abnormality in the RAM 41c, the value of the flag register in which the calculation result is stored among the registers provided in the main control unit 41 is saved by storing it in the game stack area of the game RAM area in a predetermined order. After that (Sa9), the non-game RAM area initialization process included in the non-game program is called (Sa10). Then, in the non-game RAM area initialization process, after initializing the non-game RAM area of the RAM 41c, it returns to the initial setting process. Then, when returning to the initial setting process, the value of the flag register saved in the game stack area in step Sa9 is read out sequentially from the game stack area in the reverse order of saving and set in the flag register. Then, the flag register is restored to the state before the RAM area initialization processing is performed (Sa11).
[0255] In the non-game RAM area initialization process, first, the value of the current address of the game stack area indicated by the stack pointer SP used by the calling game program is stored in a predetermined area of the non-game RAM area and saved. Let After that, set a predetermined value of the non-game stack area as the value of the stack pointer SP (the value stored in the predetermined area of the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program). By doing so, the stack pointer SP is set for the non-game program. Then, the values of all the registers provided in the main control unit 41 including the flag register described above are saved by storing them in a predetermined order in the non-game stack area of the non-game RAM area specified by the stack pointer SP. After that, specify the start address (first address of unused area 4) and end address (last address of non-game RAM area) of the RAM to be initialized, and use the start address as the initial value of the specified address. is cleared and then the specified address is updated to the next address until the specified address reaches the end address. Initialize the area from the beginning of the unused area 4 to the end of the non-game RAM area). Then, the values of the registers stored in the non-game stack area and saved when the non-game RAM area initialization process was started are read out sequentially from the non-game stack area in the reverse order of saving, and By setting the corresponding register, all registers are returned to the state when the non-game RAM area initialization process was started. After that, by setting the value of the stack pointer SP that was saved in a predetermined area of the non-game RAM area when the non-game RAM area initialization process was started, to the stack pointer SP, the non-game RAM area initialization process is started. The stack pointer SP is returned to the state when it was done, and the non-game RAM area initialization process is terminated.
[0256] In addition, in the non-game RAM area initialization process, by specifying the start address and end address of the RAM to be initialized, the capacity of the RAM to be initialized is calculated, and the RAM area corresponding to the capacity of the RAM to be initialized A configuration may be adopted in which the area from the start address to the end address of the initialization target RAM is initialized by sequentially clearing from the start address.
[0257] If it is determined that there is no error in RAM41c in step Sa8, and if the register is restored in step Sa11, the fixed data for RAM destruction diagnosis set in RAM41c is cleared (Sa12), and an error is detected in RAM41c. If there is, set the initialization start address at the time of RAM destruction for specifying the address of the game RAM area to be initialized (Sa13). After that, referring to the input port 2, it is determined whether or not the setting key switch 37 is in the ON state (Sa14).
[0258] If it is determined in step Sa14 that the setting key switch 37 is ON, setting change processing is performed. In the setting change process, the reset / setting switch 38 and the start switch 7 are operated in a predetermined procedure to confirm the set value, and the setting key switch 37 is detected to have been turned off, thereby executing the setting change process. is terminated, and the game is shifted to a state in which the game can be progressed. Further, in the setting change process, when starting the setting change process, a setting command (start) indicating the start of the setting change process is transmitted to the sub-controller 91, and when ending the setting change process, A setting command (end) indicating the end of the setting change process is to be issued. In the setting change process, when ending the setting change process, the start address of the RAM area to be initialized at the time of setting change is designated, and the process returns to the step of the main process. Then, by performing RAM initialization processing in the main processing step, the area from the start address of the RAM area to be initialized at the time of setting change to the end address of the game RAM area, that is, all game RAM areas are initialized. It is designed to be In addition, it is good also as a structure which initializes all game RAM areas except the stack area in use of RAM41c.
[0259] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, it is determined whether or not there is an abnormality in the RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa15). If it is determined that there is no abnormality in the RAM 41c, the output buffer for outputting the external output signal is cleared (Sa16). Also, a reel error counter, which is set in a predetermined area of the RAM 41c and counts the number of reel rotation errors detected in the main processing described later, is cleared (Sa17). After that, by setting the address at the time of the power failure to the stack pointer SP based on the memory contents of the RAM 41c, the stack pointer is restored to the state at the time of the power failure (Sa18), and the port input processing is performed twice consecutively (Sa19). , Sa20).
[0260] Port input processing includes input state data (input data indicating the current input state of various switches, input data indicating the current input This is a process of updating the confirmed data indicating that the current data is changed from the previous time). In a predetermined area of the game RAM area of RAM41c, port input buffers 0 to 2 for storing input state data of various switches are provided, and the input state data of various switches updated by port input processing are It is stored in predetermined bits of a port input buffer predetermined for each type. In the port input process, the detection states (ON state or OFF state) of various switches connected to input ports 0 to 2 of the parallel input port 511 are stored as input data in predetermined bits of the port input buffer. Also, if the detected state (ON state or OFF state) in the previous and current port input processing is compared, and if the state of the input data in this time and the previous time is the same, the detected state of the input data in this time is displayed. On the other hand, if the current input data and the previous input data are in different states, the previous determination data are maintained. Also, when the confirmed data changes from OFF to ON by comparing the current and previous confirmed data, ON edge data indicating that the confirmed data has changed from OFF to ON is sent to port input buffer 0. 2, and when the defined data changes from the ON state to the OFF state, OFF edge data indicating that the confirmed data has changed from the ON state to the OFF state is stored in the predetermined bits of the port input buffers 0 to 2. store in bits. The input data, fixed data, and edge data of various switches stored in the port input buffer can be referred to from game programs and non-game programs.
[0261] In addition, in the initial setting process, by performing the port input process twice in succession, when the port input process is subsequently performed, the input state of various switches after the initial setting process, that is, the slot machine 1 Since the input state data regarding the input state of the detection signals of the various switches is created based on the input state of the various switches after the power supply to the is resumed, the unintended input state may be specified. can be prevented. Further, in the port input process, the final data may be created based on the input data acquired by the port input process three times or more (for example, the input data of the current time, the previous time, and the time before last). In such a configuration, the initial setting process is performed by performing the port input process consecutively in the initial setting process a number of times less than the number of port input processes required to create final data. When the port input process is performed after the initial setting process, the input status data can be created based on the input status of the various switches after the initial setting process is performed.
[0262] After performing port input processing in steps Sa19 and Sa20, reference is made to a predetermined input port (Sa21) to determine whether or not the reset / setting switch 38 is ON (Sa22). When the switch 38 is ON, status data indicating that the reset / setting switch 38 is ON is set in a predetermined area of the RAM 41c (Sa23).
[0263] When it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, the sub-controller 91 issues a return command indicating that the control state before power failure has been restored. (Sa24), in the command transmission processing of the timer interrupt processing (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 is to be transmitted is set in a predetermined area of the RAM 41c. (Sa25). In command transmission processing, a door command is normally transmitted when the detection state of the door open detection switch 25 changes. A door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of has changed.
[0264] Then, after setting the door command transmission flag in step Sa25, all registers are restored to the state before power failure stored in RAM 41c (Sa26), timer interrupt is enabled (Sa27), After ending the initial setting process and shifting to the timer interrupt process (main), the main process executed before the power supply to the slot machine 1 was stopped is returned to.
[0265] On the other hand, in the step of Sa15, when it is determined that there is an abnormality in the RAM41c, the game RAM initialization process is performed (Sa28), and the game RAM area of the RAM41c from the RAM destruction initialization start address set in the step of Sa13 Initialize the area to the end of . After that, in the same way as the process from Sa9 to Sa11 steps, after saving the value of the flag register in which the flag is set among the registers to the game stack area of the game RAM area (Sa29), the non-game program included in the After calling the game RAM area initialization process (Sa30) and initializing all the non-game RAM areas of the RAM 41c, return to the caller and restore the register saved in the step of Sa29 (Sa31).
[0266] After restoring the register in step Sa31, set the door command transmission flag (Sa32), enable the timer interrupt (Sa33), and set the RAM abnormality error code (E8) indicating that there is an abnormality in RAM 41c. A predetermined register is prepared (Sa34), the initial setting process is terminated, and error processing is started.
[0267] In the error processing, the game is controlled to an error state in which progress of the game is disabled. Also, an error command capable of specifying the error code (E8) prepared in a predetermined register is transmitted to the sub-controller 91, and the error code (E8) is stored in a predetermined area of the RAM 41c for other processing (for example, It is set as an error flag that can be referred to in the sensor monitoring process, etc., which will be described later. Also, it controls to display the error code (E8) on the game auxiliary display 12. FIG. After that, the error state is controlled until it is specified that the condition for canceling the error state according to the error code (E8) prepared in the predetermined register is established. When the RAM abnormality error code (E8) is prepared in a predetermined register and the state is shifted to the error state, the setting change state is caused by turning on the power switch 39 while the setting key switch 37 is ON. By initializing all the game RAM areas, it is possible to reliably eliminate the abnormalities in the data of the RAM 41c and release the error state. On the other hand, when the power switch 39 is turned ON without turning the setting key switch 37 ON, the abnormality of the RAM 41c is detected again, and the error state occurs again.
[0268] In this way, the main control unit 41 first performs the initial setting process after power supply to the slot machine 1 is started. Depending on the state of the main control unit 41 when the process is started, the process is shifted to any one of timer interrupt processing (main), setting change processing, and error processing. Then, when shifting to these processes, a command capable of specifying the type of processing to be shifted is transmitted to the sub-controller 91. When shifting to timer interrupt processing (main), that is, slot When the control state before the power supply to the machine 1 is stopped is restored, a return command is transmitted to the sub-controller 91 to start the setting change process and shift to the setting change state. , a setting command (start) is sent to the sub-controller 91, and an error command is sent to the sub-controller 91 when error processing is started due to an abnormality in the RAM 41c and the state shifts to an error state.
[0269] After the transition from the initial setting process to the setting change process, the main control unit 41 goes through the setting change state and returns to the state in which the game can be progressed. When returning to the state, a setting command (end) that can specify that the setting change state is to be terminated is transmitted to the sub-controller 91, but the return command is not transmitted. Also, after shifting to error processing due to an abnormality in the RAM 41c, as described above, by shifting to the setting change processing and canceling the error state, the game returns to a state where progress can be made. The return command is not sent to the sub-controller 91 even when the error processing is terminated and the game is returned to a state in which the game can be progressed.
[0270] In this way, the main control unit 41 is activated when the power supply to the slot machine 1 is started, performs the activation setting process included in the game program, and all the output ports 0 to 0 are activated by the activation setting process. It is supposed to be initialized to 9.
[0271] Further, the main control unit 41 performs the initial setting process included in the game program after performing the setting process at startup. Then, in the initial setting process, when it is determined that there is an abnormality in the RAM41c, a non-game RAM area initialization process included in the non-game program is called to initialize a predetermined area of the non-game RAM area of the RAM41c. Also, in the initial setting process, the RAM initialization process included in the game program is called to initialize a predetermined area of the game RAM area of the RAM 41c. The RAM area is configured to be initialized by a non-game program.
[0272] [Specific increment processing during setting change processing] FIG. 42 is a flowchart showing the control details of the setting change process performed by the main control section 41. As shown in FIG. The main control unit 41 transmits a setting command (S112), and shifts to the setting change state (S113). By shifting to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current set value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. After that, the main control unit 41 converts the value of the A register into a display value (S115).
[0273] Specifically, when "0" is stored as a set value in the RAM 41c, it is converted to "1" which is a numerical value for display. When "1" is stored in the RAM 41c as a setting value, it is converted to "2" which is a numerical value for display. When "2" is stored in the RAM 41c as a setting value, it is converted to "4" which is a numerical value for display. When "3" is stored in the RAM 41c as a set value, it is converted to "5" which is a numerical value for display. When "4" is stored in the RAM 41c as a setting value, it is converted to "6" which is a numerical value for display. When "5" is stored in the RAM 41c as a set value, it is converted to "L" which is a character for display. As shown in FIG. 35, the main control unit 41 causes the credit indicator 11, which is a set value indicator, to display the converted set value (S116). After that, it is determined whether or not the reset / setting switch 38 has been operated (S117).
[0274] When the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes specific increment processing. The specific increment processing includes addition processing, determination processing, and regression processing. This is a process in which the load process is not executed. That is, the main control unit 41 prohibits the execution of the interrupt even if the specified time for generating the timer interrupt is reached or the condition for generating the interrupt is satisfied during the execution of the specific increment process. Also, the specific increment process is used for various purposes, and in the example of FIG. 42, it is used for addition of set values.
[0275] Specifically, the main control unit 41 executes addition processing for adding the value indicating the set value stored in the A register (S118). After that, the main control unit 41 executes determination processing for determining whether or not the value indicating the set value stored in the A register is the same as a specific value (S119). A specific value is a value determined according to the application in which the specific increment process is used, and is stored in the ROM 41b. The specific value in the specific increment process used for setpoint addition is 6. Further, in the specific determination process, a specific value of 6 is subtracted from the set value after addition, and it is determined whether or not the subtraction result is 0, so that the set value after addition and the specific value are determined. are the same. More specifically, when the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".
[0276] As a result of the determination process, if the subtraction result is 0, the main control unit 41 executes a regression process of correcting the set value stored in the A register to 0 (S120). The case where regression processing is executed is the case where the value stored in the A register is "6". The set values 1, 2, 4, 5, 6, and L set in this embodiment are associated with "0, 1, 2, 3, 4, 5" as data values stored in the RAM 41c or ROM 41b. It is That is, there is no set value corresponding to the data value "6". Therefore, the main control unit 41 executes regression processing to return the data value stored in the A register to "0". As a result, when the data value “5” indicating the setting value L is subjected to the addition process, it can be corrected to the data value “0” indicating the setting value 1. FIG. After executing the regression process, the main control unit 41 returns the process to S116. Further, when the subtraction result does not become 0, the main control unit 41 returns the process to S116 without executing the regression process.
[0277] More specifically, when the value stored in the carry flag C is "1", the main control unit 41 changes the value stored in each bit for all bits included in the A register. Calculates the exclusive OR between That is, since the exclusive OR between all bits and the same value is calculated, the value of all bits of the A register becomes "0".
[0278] As described above, in the slot machine 1 of the present embodiment, the execution of the specific increment process prevents the value of the A register from becoming a specific value or more. As a result, the credit indicator 11 can appropriately switch the display as shown in FIGS. 35(f) to 35(g). Further, the main control unit 41 prohibits interrupt processing when executing the specific increment processing even if the interrupt prohibition processing based on the interrupt prohibition instruction is not executed. That is, the main control unit 41 automatically prohibits interrupt processing based on execution of the specific increment processing. As a result, it is possible to automatically prevent the setting value from being updated to an unintended value due to the execution of the interrupt processing.
[0279] If the reset / setting switch 38 has not been operated in S117 (NO in S117), the main control section 41 determines whether or not the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. When the start switch 7 is operated (YES in S121), the main control section 41 determines whether or not the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control section 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control section 41 executes initialization processing (S123).
[0280] After executing the initialization process, the main control unit 41 converts the value of the A register into a setting value and stores it (S124), transmits a setting end command (S125), and sets a standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 terminates the setting change state (S127).
[0281] [Specific decrement processing during payout processing] In the above description, an example in which the specific increment process is executed in the setting change process has been described. Next, an example in which the specific decrement process is executed during the payout process will be described. FIG. 43 is a flow chart showing the control details of the payout process executed by the main control unit in the game process. The payout process in FIG. 43 is a process executed in S18 of the main process.
[0282] As a result of the prize determination, the number of medals to be given set when the occurrence of the prize is determined is compared with the number of medals to be paid out, which indicates the number of medals that have already been paid out, and it is confirmed whether or not the payout is completed (Si1). If the payout has not been completed, it is determined whether an insertion error (an error that is determined when the insertion of medals is detected outside the period in which insertion of medals is permitted) has occurred (Si11), and the If the step does not determine that an error has occurred, the process proceeds to step Si2. When it is determined in the step of Si11 that an input error has occurred, an error code indicating an input error during the payout process is set in the register (Si12), and the process proceeds to the step of Si2.
[0283] In the step of Si2, it is checked whether credits can be added to the credits based on whether the credits have reached the upper limit (Si2), and if the credits can be added, the credit payout interval time is waited ( After Si3), 1 credit is added (Si4). After the processing of Si3, 1 is added to the value of the medal OUT signal output counter indicating the number of remaining output of the medal OUT signal (Si5), and after executing the payout number subtraction processing (Si6), the process returns to the step of Si1 again.
[0284] If it cannot be added to the credit in the step of Si2, after performing the payout process of 1 (Si7), add 1 to the value of the medal OUT signal output counter (Si8), proceed to the step of Si9, and perform the payout number subtraction process. Execute and return to step Si1 again.
[0285] In the single payout process in step Si7, the hopper motor is driven to control the payout of one medal, and only when the payout sensor detects the payout of one medal normally, the process proceeds to step Si8. . It also monitors whether or not medals are jammed or run out, and when it is determined that medals are jammed or run out, the hopper motor is stopped and a payout error is registered. , and move to error handling. After the payout error is cleared, the process returns to the main process.
[0286] If the payout has been completed in the step of Si1, the drive of the hopper motor is stopped (Si10), and the processing at the time of termination is started. Thus, in the payout process, control is performed to add 1 to the value of the medal OUT output counter each time one payout sensor detects the payout of medals by one payout process or each time one credit is added. It's like
[0287] FIG. 44 is a flowchart showing the control contents of payout number subtraction processing executed by the main control unit. The one-card payout process in FIG. 44 is a process executed by Si7 and Si9 in FIG. The payout number subtraction process corresponds to the specific decrement process. The specific decrement processing includes subtraction processing, determination processing, and update processing. This is a process in which the load process is not executed. That is, the main control unit 41 prohibits the execution of the interrupt even if the specified time for generating the timer interrupt is reached or the condition for generating the interrupt is satisfied during execution of the specific decrement processing. Also, the specific decrement process is used for various purposes, and in the example of FIG. 44, it is used for the process of subtracting the payout number.
[0288] The main control unit 41 stores the address of the RAM 41c stored in the HL register in the A register (SD1). HL register means two registers, H register and L register which are auxiliary registers. The HL register stores the address of the RAM 41c that stores the remaining number of medals to be paid out by the bonus when it is determined that the bonus has been won during the winning determination process. That is, for example, if the prescribed number of medals to be paid out in the BB is 345, immediately after winning the BB, data indicating 345 is stored in the address of the RAM41c. After that, when 15 coins are paid out, the data stored at the address is reduced to 310 coins by the following method. The data stored at this address is hereinafter referred to as "remaining payout value". The prescribed number of payout medals is not limited to 345, and may be, for example, 17 medals. After storing the remaining payout value stored at the address indicated by the HL register in the A register, the main control unit 41 executes a specific decrement process.
[0289] Specifically, the main control unit 41 executes a subtraction process of subtracting 1 from the value indicating the remaining payout value stored in the A register (SD1). At this time, if the value of all the bits of the A register is "0", all the bits of the A register become the value indicating "F" by performing subtraction processing. That is, the value of the carry flag C of the flag register (F register) becomes "1" due to the occurrence of the carry-down. If no carry occurs, the value of the carry flag C of the flag register is "0".
[0290] The main control unit 41 executes determination processing to determine whether or not the value of the carry flag in the flag register is "1" (SD3). As a result of determination processing, if the value stored in the carry flag is "1", the main control unit 41 executes update processing for correcting the set value stored in the A register to 0 (SD4). The update process is executed when the value stored in all the bits of the A register becomes "F" due to a carry-down. The main control unit 41 can correct the value of the A register to "0" by update processing when a carry occurs. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).
[0291] As described above, in the slot machine 1 of the present embodiment, the execution of the specific decrementing process prevents the value of the A register from being decremented. Further, when executing the specific decrement processing, the main control unit 41 prohibits the interrupt processing even if the interrupt prohibition processing based on the interrupt prohibition instruction is not executed. That is, the main control unit 41 automatically prohibits interrupt processing based on execution of the specific decrement processing. As a result, it is possible to automatically prevent the remaining payout value from being updated to an unintended value due to the execution of the interrupt process.
[0292] [Specific decrement processing in time counter update processing] In the above description, an example in which the specific decrement process is executed during the payout process has been described. Next, an example in which a specific decrement process is executed in the time counter update process will be described. A timer counter for measuring the time interval used by the main control unit 41 to control the progress of the game will be described.
[0293] The main control unit 41 sets an initial value according to the clocking time as the timer value of the timer counter assigned to the RAM 41c, and periodically subtracts the timer value in the timer interrupt processing (main) so that the timer value becomes 0. By becoming, it is specified that the clocking time has passed. More specifically, when a condition for starting timekeeping is satisfied in the main process, the main control unit 41 stores the initial value of the timer value in accordance with the measured time in the area to which the timer counter corresponding to the condition is assigned. set.
[0294] The set timer value is decremented by 1 until it becomes 0 every approximately 2.24 ms in the time counter update process of the timer interrupt process (main). In the main processing, the address of the corresponding timer counter is obtained, the obtained value is read, and it is determined whether or not the read value is 0. If the read value is determined to be 0, the time has elapsed. Identify what you did. In this embodiment, multiple timer counters may be used. For example, a 1-byte timer with an initial value of 1 byte or less and a 2-byte timer with an initial value of more than 1 byte and 2 bytes or less may be used.
[0295] The timer counters used in this embodiment include a 1-byte timer A, a 1-byte timer B, a 1-byte timer C whose initial value is 1 byte or less, and a 2-byte timer whose initial value is greater than 1 byte and 2 bytes or less. . Note that the timer counter may include multiple 2-byte timers.
[0296] A 1-byte timer is a timer for measuring a relatively short period that can be measured with a timer value within 1 byte. For example, an external output signal timer that measures the output period of an external output signal, an LED output update period LED update timer that measures , a stop disable timer that measures the period until the stop operation is enabled again after the stop operation is detected, and a payout wait that measures the period until the payout of medals starts after the reel stops A timer, an insertion detection timer that measures the period after the inserted medal sensor is detected to be ON, an insertion slot detection timer that measures the period after the insertion sensor is detected to be ON, and a payout sensor that is detected to be ON. a payout detection timer that measures the period of the reel, a starting timer that measures the period from the start of reel rotation until the stop operation becomes effective, and the like.
[0297] A 2-byte timer is a timer for measuring a relatively long period that cannot be measured with a timer value within 1 byte. Among the output signals, there are a security signal timer that measures the minimum output period of the security signal, a standby time timer that measures the period from the end of the game, and a hopper empty timer that measures the period in which the payout sensor is not detected after the hopper motor is driven. .
[0298] The 1-byte timer A, 1-byte timer B, and 1-byte timer C are assigned to consecutive 3-byte areas of the RAM 41c by 1 byte. 1-byte timer A, 1-byte timer B, and 1-byte timer C are assigned to continuous areas of RAM 41c. A 2-byte timer is assigned to a continuous 2-byte area of the RAM 41c. Below, the area to which the 1-byte timer is allocated is called a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are assigned according to a predetermined rule. The area to which consecutive addresses are assigned according to a predetermined rule is, for example, an area to which a starting address and addresses added by N (N is a natural number) from the starting address are assigned.
[0299] FIG. 45 is a flowchart showing the control contents of time counter update processing executed by the main control unit. In the time counter update process, first, the number of 1-byte timer counters to be updated (3 in this embodiment) is set as the number of 1-byte processes (ST1), and the number of 1-byte timers is set in the HL register. Store the start address (ST2). In other words, by storing the start address of the 1-byte timer group in the HL register, a pointer is set to the start address of the 1-byte timer group.
[0300] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the A register stores the count value stored at the top address of the 1-byte timer group. The main control unit 41 executes specific decrement processing in ST4, ST5, ST7. The specific decrement processing includes subtraction processing, determination processing, and update processing. This is a process in which the load process is not executed.
[0301] The main control unit 41 subtracts 1 from the value of the A register as subtraction processing in the specific decrement processing (ST4). At this time, if the value of all the bits of the A register is "0", all the bits of the A register become the value indicating "F" by performing subtraction processing. That is, the value of the carry flag C of the flag register (F register) becomes "1" due to the occurrence of the carry-down. If no carry occurs, the value of the carry flag C of the flag register is "0".
[0302] The main control unit 41 executes determination processing to determine whether or not the value of the carry flag of the flag register is "1" (ST5). As a result of determination processing, if the value stored in the carry flag is "0", the main control section 41 stores the value of the A register to the address indicated by the HL register (ST6). As a result of determination processing, if the value stored in the carry flag is "1", the main control section 41 executes update processing for correcting the set value stored in the A register to 0 (ST7). After executing the update process, the main control unit 41 stores the value of the A register to the address indicated by the HL register (ST6).
[0303] The main control section 41 determines whether or not the number of times of processing after the subtraction is 0 (ST9). If the number of times of processing after subtraction is not 0 in step ST9, that is, if updating of all 1-byte timers has not ended, add 1 to the address indicated by the HL register (ST10), and return to step ST4. That is, the pointer is incremented to advance the address to be referenced. This moves the pointer to the address of the unprocessed 1-byte timer, and subtracts the 1-byte value of the specified address if it is not 0.
[0304] Thus, the specific decrement process can also be used for the time counter update process. As a result, the value of the A register will not be in a state after it has undergone a carry-down. Further, when executing the specific decrement processing, the main control unit 41 prohibits the interrupt processing even if the interrupt prohibition processing based on the interrupt prohibition instruction is not executed. That is, the main control unit 41 automatically prohibits interrupt processing based on execution of the specific decrement processing. As a result, it is possible to automatically prevent the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of interrupt processing.
[0305] Furthermore, as described above, in the present embodiment, a plurality of 1-byte timers are provided, and in order to simplify processing, counting (subtraction processing) is executed for all of the plurality of 1-byte timers. be done. The main control unit 41 does not always use all of the multiple 1-byte counters. For example, the main control unit 41 may want to use only the 1-byte counter A out of the 1-byte counter A, 1-byte counter B, and 1-byte counter C. At this time, if the time counter update process is executed, the 1-byte counter B and the 1-byte counter C are also decremented.
[0306] However, since the subtraction process is provided as a specific decrement process as in the present embodiment, even if the 1-byte counter B and the 1-byte counter C are subjected to subtraction and become "0", a digit will be decremented. do not have. As a result, in the time counter update process, it is possible to prevent the count value of the 1-byte timer from becoming an abnormal value while executing the subtraction process for a plurality of 1-byte timers.
[0307] [Specific increment processing in ceiling game count processing] An example in which the specific increment process is used in the ceiling game count process will be described below. As described above, in the slot machine 1 of the present embodiment, the upper limit of the number of games is set in the normal advantageous section. By reaching the upper limit of the predetermined number of games in the advantageous section normal, it will be forced to shift to AT state regardless of the reached point. A ceiling game number count value for determining whether or not the ceiling has been reached is stored in the RAM 41c. The main control unit 41 adds the ceiling game number count value using a specific increment process each time a game is executed in the normal advantageous interval. The main control unit 41 determines whether or not to shift to the AT state based on whether or not the ceiling game number count value has reached the ceiling. That is, the ceiling game number count value is a value for selecting data, and is hereinafter also referred to as a data selection value.
[0308] A more detailed description will be given of an example in which the specific increment process is used for the ceiling game count process. The ceiling game count process is executed in the game machine information calculation process (S18) in the main process of FIG. FIG. 46 is a flow chart showing the control contents of the gaming machine information calculation process executed by the main control section 41. As shown in FIG. As shown in FIG. 46, in the gaming machine information calculation process, first, the values of all registers are saved in the stack (SF1). Then, after executing the ceiling game number count process (SF2), after restoring the value of the register saved in SF1 (SF3), the game machine information calculation process is terminated and the process returns to the main process.
[0309] FIG. 47 is a flow chart showing the control contents of the ceiling game count process executed by the main control unit 41. FIG. In the ceiling game number count process, first, the address of the RAM 41c storing the ceiling game number count value is stored in the HL register (SI1). In other words, by storing the address of the RAM 41c in the HL register, the pointer is set to the address where the ceiling game number count value is stored.
[0310] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SI2). That is, the A register stores the ceiling game number count value. The main control unit 41 executes specific increment processing at SI3, SI4 and SI6. The specific increment processing is processing including addition processing, determination processing, and regression processing. During the period in which the specific increment process is executed, even if the interrupt prohibition process is not executed based on the interrupt prohibition instruction, the interrupt process is not executed.
[0311] The main control unit 41 adds 1 to the value of the A register as addition processing in the specific increment processing (SI3). That is, the game is added to the ceiling game number count value assuming that the game has been executed in the normal advantageous interval. After that, the main control section 41 executes determination processing for determining whether or not the ceiling game number count value stored in the A register is the same as the specific value (SI4). The specific value in the number-of-ceiling-games count process is the upper limit number of games in the normal advantageous section, and is, for example, 700 games. That is, the main control section 41 determines whether or not the ceiling game number count value has reached 700 or not.
[0312] In a more specific determination process, a specific value of 700 is subtracted from the value of the A register after addition, and it is determined whether or not the result of the subtraction is 0, whereby the ceiling game number count value and the specific value are determined. Determine if they are the same. When the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".
[0313] As a result of the determination processing, when the subtraction result is 0, the main control unit 41 executes regression processing for correcting the set value stored in the A register to 0 (SI5). A case where the regression process is executed is a case where the ceiling game number count value reaches the upper limit number of games. Therefore, the main control section 41 shifts to the AT state. When the AT state is terminated and the transition is made to the normal advantageous section, the main control unit 41 starts adding the ceiling game number count value again. At this time, the ceiling game count value has already been corrected to "0" in the regression processing of the ceiling game count processing.
[0314] As described above, in the slot machine 1 of the present embodiment, the execution of the specific increment process prevents the value of the A register from becoming a specific value or more. As a result, it is possible to prevent the number of ceiling games from being counted from an abnormal value. Further, the main control unit 41 prohibits interrupt processing when executing the specific increment processing even if the interrupt prohibition processing based on the interrupt prohibition instruction is not executed. That is, the main control unit 41 automatically prohibits interrupt processing based on execution of the specific increment processing. As a result, it is possible to automatically prevent the ceiling game number count value from being updated to an unintended value due to the execution of the interrupt process.
[0315] [Specific increment processing in bet number setting processing] An example in which the specific increment process is used in the bet number setting process will be described below. As described above, in the slot machine 1 of the present embodiment, when the 1BET switch 65 is pressed while the maximum bet number (three) is set, the bet number for two is canceled. That is, one medal is set as the number of bets. The number of bets is stored by RAM 41c.
[0316] FIG. 48 is a diagram for explaining that each time the 1BET switch 65 is pressed, the lighting mode of the BETLED changes. As shown in FIG. 48(a), none of the 1BETLED 14, 2BETLED 15, and 3BETLED 16 light up when no medals are bet. By pressing the 1BET switch 65, one medal is betted. That is, as shown in FIG. 48(b), 1BETLED 14 lights up. By pressing the 1BET switch 65 again, two medals are betted. That is, as shown in FIG. 48(c), 1BETLED 14 and 2BETLED 15 light up.
[0317] By pressing the 1BET switch 65 again, three medals are betted. That is, as shown in FIG. 48(d), 1BETLED 14, 2BETLED 15, and 3BETLED 16 light up. By pressing the 1BET switch 65 again, the bet amount for 2 coins is canceled from the bet amount for 3 coins. That is, as shown in FIG. 48(d), 1BETLED 14 lights up.
[0318] Each time the 1BET switch 65 is pressed, the main control section 41 adds the number of bets stored in the RAM 41c using a specific increment process. The main control unit 41 determines whether or not to execute the bet number cancellation process according to the number of bets stored in the RAM 41c. That is, the bet number stored in the RAM 41c is a numerical value for judging the bet amount cancellation process, and is hereinafter also referred to as a process judging numerical value.
[0319] A more detailed description will be given of an example in which the specific increment process is used in the bet number setting process. The bet number setting process is executed by the main control section 41 . FIG. 49 is a flowchart showing the control contents of the bet number setting process executed by the main control section 41. FIG. The main control unit 41 first determines whether or not the pressing of the 1BET switch 65 has been detected (SR1). If pressing of the 1BET switch 65 is not detected, the main control section 41 returns the process to SR1. The main control unit 41 stores the address of the RAM 41c storing the number of bets in the HL register (SR2). In other words, by storing the address of the RAM 41c in the HL register, the pointer is set to the address where the bet number is stored.
[0320] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SR3). That is, the A register stores the number of bets. The main control unit 41 executes specific increment processing at SI3, SI4 and SI6. The specific increment processing is processing including addition processing, determination processing, and regression processing. During the period in which the specific increment process is executed, even if the interrupt prohibition process is not executed based on the interrupt prohibition instruction, the interrupt process is not executed.
[0321] The main control unit 41 adds 1 to the value of the A register as addition processing in the specific increment processing (SR4). That is, it is added to the number of bets. After that, the main control section 41 executes determination processing for determining whether or not the number of bets stored in the A register is the same as a specific value (SR5). The specific value in the bet setting process is 4 because the maximum bet is 3. That is, the main control unit 41 determines whether or not the 1BET switch 65 has been pressed while the maximum bet number of 3 is set.
[0322] In a more specific determination process, a specific value of 4 is subtracted from the value of the A register after addition, and it is determined whether or not the result of the subtraction is 0. Determine whether it is When the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".
[0323] As a result of the determination processing, if the subtraction result is 0, the main control section 41 executes regression processing to correct the bet number stored in the A register to 1 (SR6). Here, the regression process corresponds to the bet amount cancellation process. Therefore, the main control unit 41 controls to a state in which one medal is bet.
[0324] As described above, in the slot machine 1 of the present embodiment, the execution of the specific increment process prevents the value of the A register from becoming a specific value or more. As a result, it is possible to prevent the number of bets from becoming an abnormal value. Further, the main control unit 41 prohibits interrupt processing when executing the specific increment processing even if the interrupt prohibition processing based on the interrupt prohibition instruction is not executed. That is, the main control unit 41 automatically prohibits interrupt processing based on execution of the specific increment processing. As a result, it is possible to automatically prevent the number of bets from being updated to an unintended value due to the execution of interrupt processing.
[0325] [Point map] An example of the point map used in the normal advantageous section will be described with reference to FIG. FIG. 50 is a diagram for explaining an example of a point map. As shown in FIG. 50(a), the display area of the liquid crystal display 51 includes an effect area 510 in which a game-related effect image such as a background image is displayed, and a map area 520 in which a point map is displayed. . The rendering area 510 is a display area located near the center of the screen of the liquid crystal display 51 and occupying most of the display area. The map area 520 is located at the upper edge of the screen of the liquid crystal display 51 (the lower and right edges of the screen in the present embodiment) and is a display area smaller than the rendering area 510 .
[0326] In the point map of the map area 520, an update image 520a that displays the updated value of the points accumulated based on the game, achievement icon images 520c, 520d, and 520e that decorate the goal points of the accumulated points, A final icon image 520f decorating the final point and a moving image 520b consisting of a character (hereinafter also referred to as a "moving character") moving toward the reaching point corresponding to the accumulated points are displayed integrally. . In this embodiment, a plurality of points such as 100p, 300p, and 600p are set as arrival points, and 1000p is set as the final point. Note that since the reaching point is not displayed in the updated image 520a, the player will pay attention to the reaching point decorated with the reaching icon image as well as the updated value in the updated image 520a.
[0327] In the normal advantageous section, when points are given by the point acquisition lottery, the updated value is updated by the given points, and the number corresponding to the updated points is reflected in the updated image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table to be described later. Furthermore, by moving the moving character to a position corresponding to the updated value, the target reaching point is approached. While the moving character is moving, the number of the reaching point and the reaching icon are always displayed, so the player can determine the number of points to reach the reaching point by the distance between the moving character and the target position of the moving character. Numbers are easy to recognize. When the moving character reaches the reaching point, an AT lottery is performed, and based on the lottery, the character can be shifted to the first state (AT winning).
[0328] As shown in FIG. 50(b), when the current update value is 50p, the moving character is stopped at a position of 50p on the map 520m. As shown in FIG. 50(c), when 10p is added thereafter, the update value is updated to 60p, and the moving character moves on the map 520m to the position of 60p. As shown in FIG. 50(d), when 50p is further added, the update value is updated to 110p and the moving character moves on the map 520m to the position of 110p, as shown in FIG. 50(d). In this case, since the moving character has reached the 100p position, an AT lottery will be held.
[0329] [Direction of point update] FIG. 51 is a diagram for explaining an example of the point update effect. The point update effect is a effect for showing the number of points given by the point acquisition lottery to the player. As shown in FIG. 51, near the center of the liquid crystal display 51, a character image PI indicating the number of awarded points is displayed. Such a point update effect is executed at the timing when the start switch 7 is pressed in the game following the game in which the point acquisition lottery was performed. That is, the sub-control unit 91 executes an update effect suggesting that the value of the point counter has been updated when the game following the game in which the point acquisition lottery was performed is started.
[0330] FIG. 52 is a diagram showing an example of the point acquisition lottery process. In FIG. 52, the point acquisition lottery process executed by the main control unit 41 will be described using a flowchart. The point acquisition lottery process is executed during the normal advantageous section shown in FIG. In the game end ball output control process (S22) shown in FIG. 14, the main control unit 41 can execute a point acquisition lottery process. The main control unit 41 determines whether or not the stop switch 8L (left stop switch) has been operated as the first stop operation in the reel stop processing (S15) (step Sp1). That is, it is determined whether or not the normal operation was performed by pressing the stop switch 8L. The main control unit 41 sets a penalty (step Sp2) when it is operated according to an irregular procedure (NO at step Sp1). Penalty setting in the normal advantageous section is a process of changing the lottery probability of the privilege lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process to be executed in the next game to be lower than the point acquisition probability when no penalty is set. As a result, the probability that points will be awarded only for the next game is reduced, which is a disadvantageous control for the player. In this way, the penalty setting may be set such that the control is disadvantageous to the player, but it is not necessary to make any setting. That is, the fact that the point acquisition lottery process itself shown in step Sp3 is not executed is a penalty in the game.
[0331] When the stop switch 8L (left stop switch) is operated as the first stop operation (YES in step Sp1), the main control unit 41 executes the point acquisition lottery process shown in the table shown in FIG. 53 (step Sp3 ). FIG. 53 is a diagram showing a table for privilege lottery processing. As shown in FIG. 53(a), the main control section 41 executes the point acquisition lottery process based on the flag category. FIG. 53(a) shows at what rate each of 0 points, 1 point, 10 points, 50 points, and 100 points is given as the number of points for each flag category. As shown in FIG. 53(a), when the flag category FC4 is won, the expected value of the points to be obtained by the point acquisition lottery is 10 points×(179 / 256)+50 points×(64 / 256)+100. It is derived as points x (13 / 256), which is about 25 points. Also, when the flag category FC6 is won, the expected value of the points to be obtained by the point acquisition lottery is derived as 50 points x (51 / 256) + 100 points x (205 / 256), which is about 90 points.
[0332] Further, as shown in FIG. 53(b), the main control section 41 executes AT lottery processing based on the reached points. FIG. 53(b) shows at what rate the winning of AT is given for each reaching point. It also describes the percentage of winning AT when reaching the ceiling game.
[0333] When operated according to the irregular procedure (NO in step Sp1), the main control unit 41 terminates the ball output control process at the end of the game shown in FIG. 14 without executing the point acquisition lottery process. That is, the main control unit 41 does not update the value of the point counter when operated in an irregular procedure.
[0334] For example, if the flag category of the winning hand in the internal lottery process in step S2 of the main process shown in FIG. 51 / 256 chance of awarding 10 points and 3 / 256 chance of awarding 50 points. In addition, if the flag category of the winning combination in the internal lottery process in step Sp1 is FC7, 50 points are awarded with a probability of 51 / 256, and 100 points are awarded with a probability of 204 / 256. Points are never determined to be 0 points. Returning to FIG. 52, the main control unit 41 determines whether or not points have been obtained in the point acquisition lottery process of step Sp4 (step Sp4). When the main control unit 41 determines that points have been earned (YES at step Sp4), it executes point giving processing (step Sp5). In the point giving process, the main control unit 41 updates the points stored in the RAM 41c, and stores the acquired points in the command "points" in the game end command transmitted to the sub-control unit 91 at the time of the third stop. It is a process to
[0335] The main control unit 41 ends this process after executing the point giving process (step Sp5). Further, when no points are obtained (NO in step Sp4), the main control unit 41 ends this process without executing the point giving process.
[0336] Thus, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when the normal operation is performed. In other words, when the irregular operation is performed, the main control section 41 does not execute the point acquisition lottery process. In other words, the fact that the point acquisition lottery process is not executed when an irregular operation is performed is a penalty for the player. As a result, when the stop switch is operated by normal operation, the point value for controlling to the first state is updated, but when it is operated by irregular procedure, the point value is not updated Penalty can be given, the player can be urged to perform normal operations. In addition, regardless of the result of the internal lottery process, the player can be urged to perform the normal operation because a penalty is given when the operation is performed in an irregular procedure.
[0337] FIG. 54 is a diagram showing an example in which a point update effect is executed based on a normal operation. FIG. 54 shows the relationship between (a) the player's operation, (b) the processing of the main control section 41, and (c) the processing of the sub-control section 91 at timings t1 to t7. As shown in FIG. 54, the player operates the start switch 7 at timing t1. Based on the operation of the start switch 7, the main control section 41 executes internal lottery processing. After the start switch 7 is operated, the stop switch 8L is operated as the first stop operation at timing t2. That is, normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control section 41 transmits to the sub-control section 91 that the stop switch 8L has been operated as the first stop operation. At timing t3, the stop switch 8L is operated as the second stop operation. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control section 41 transmits to the sub-control section 91 that the stop switch 8C has been operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control section 41 transmits to the sub-control section 91 that the stop switch 8R has been operated as the third stop operation. Based on the normal operation and then the third stop operation, the main control unit 41 executes the point acquisition lottery process. In the example of FIG. 54, the points obtained in the point acquisition lottery process are one point or more. After executing the point acquisition lottery process, the main control unit 41 executes the point awarding process at timing t5.
[0338] At timing t5, the main control unit 41 transmits a game end command to the sub-control unit 91 while the point awarding process is performed. That is, in the point acquisition lottery process at timing t4, a command “points” capable of specifying the number of acquired points (hereinafter sometimes simply referred to as “acquired points”) is transmitted to the sub-controller 91. FIG. Here, at timing t5, the sub-control section 91 waits without executing the point update effect shown in FIG. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals given based on the occurrence of winning as the number of ED transitions and the number of advantageous sections.
[0339] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded for winning as data for displaying on a role ratio monitor (not shown). The role ratio monitor usually displays a numerical value indicating the performance of the slot machine (hereinafter also referred to as "role ratio information"). Numerical values indicating the performance of slot machines are, for example, the instructed bonus payout ratio to the total cumulative payout number, the continuous bonus payout ratio over the past 6000 games, the bonus bonus payout ratio over the past 6000 games, and the continuous bonus payout ratio against the total cumulative payout number. They are the accessory payout ratio, the accessory payout ratio to the total cumulative payout number, and the accessory condition ratio to the total cumulative payout number. In order to display the role ratio information on the role ratio monitor, the main control unit 41 stores the number of medals awarded for winning in the RAM 41c. Therefore, the main control unit 41 adds the number of medals awarded by the winning determination process at the timing t5 to the data stored as the role ratio information in the RAM 41c. That is, the main control section 41 updates the role ratio information. As a result, the game started at timing t1 ends.
[0340] At timing t7, the start switch 7 is pressed again. That is, a new next game is started. Here, the sub-control unit 91 executes a point update effect for the earned points received at timing t5. That is, the sub-control unit 91 suggests by the point update effect that the value of the point counter has been updated in the game preceding the game in which the point update effect is executed.
[0341] FIG. 55 is a diagram showing an example in which the point update effect is not executed based on the irregular operation. The example of FIG. 35 differs from the example of FIG. 54 in that the stop switch 8L is not operated as the first stop operation at timing t2. That is, FIG. 55 shows an example in which an irregular operation is performed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. The sub-control unit 91 executes a stop effect based on having received that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. A stop effect is a effect indicating that the point acquisition lottery process was not executed due to an irregular operation other than a normal operation, and is a effect such as stopping the effect of displaying an image suggesting a winning combination. be. In the slot machine 1 of the present embodiment, the effect of darkening the display of the liquid crystal display 51 executed by the sub-controller 91 corresponds to the stop effect. The stop effect may be not only the effect of darkening the game, but also the effect of displaying a character image such as "press the left stop switch". Alternatively, the effect may be such that the execution of the point suggestive effect being executed is ended and the normal image before the point suggestive effect is executed is restored.
[0342] Further, since the irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process at the timing t4 and does not execute the point granting process at the timing t5. Therefore, the sub-control unit 91 does not receive the acquired points, and does not execute the point update effect at the timing t7 when the next game starts. On the other hand, even when an irregular operation is performed, at timing t5, the main control unit 41 updates the ED transition number, the advantageous section number, and the role ratio information.
[0343] As described with reference to FIGS. 53 and 54, in the slot machine 1 according to the present embodiment, the start switch 7 for the next game is activated only when the normal operation is performed in a predetermined game and points are obtained. is operated, a point update effect is executed. As a result, it is possible to suggest to the player that the point counter has been updated in the previous game by means of the point update effect at the start of the next game, and the point counter will be reset if an irregular operation is performed in the previous game. Since it is not updated and the point update effect is not executed in the next game, it is possible to match whether or not the point counter is updated and whether or not the point update effect is executed.
[0344] Further, as shown in FIG. 55, even if an irregular operation is performed, the main control section 41 executes the process of updating the role ratio information and the limiter at timing t6 after the winning determination process. In other words, the main control unit 41 counts the medals when medals are given based on the occurrence of winning regardless of whether the player is operated by normal operation or irregular operation.
[0345] As a result, the number of medals accumulated is counted not only in the case of normal operation, but also in the case of irregular operation, so it is possible to distinguish whether it is advantageous or not according to the procedure of the stop switches 8L, 8C, 8R. It is possible to prevent it from becoming excessively advantageous due to irregular operations. In addition, not only in the case of normal operation, but also in the case of irregular operation, the number of accumulated medals is counted and the accumulated result is displayed, so the payout history of the number of medals in the slot machine 1 is used as role ratio information Appropriately visible to the outside. [Point suggestion performance] FIG. 56 is a diagram for explaining an example of a point suggestion effect when winning a strong cherry. The point suggesting effect is a effect that is performed when a specific combination is won, and is an effect that makes the player anticipate the points to be given by suggesting the winning combination. The point suggestion effect is executed in the normal advantageous section.
[0346] As shown in FIG. 56(a), when the start operation is performed, the liquid crystal display 51 executes a point suggesting effect in which an image showing a cherry and an image showing "?" are displayed. Since the image showing the cherry is displayed, the player is prompted to perform an operation to win the cherry. Furthermore, since the flag category of strong cherries is FC6, the player expects that 50 points or more will be awarded when cherries win, as shown in FIG. That is, the point suggesting effect is a effect suggesting that many points have been awarded, and is a effect executed based on the start switch 7 being operated.
[0347] In FIG. 56, a case where a normal operation is performed and a case where an irregular operation is performed after the point suggestion effect is performed will be described. FIGS. 56(b1), (c1), and (d1) are diagrams for explaining a case where a normal operation is performed. FIGS. 56(b2), (c2), (d2), (b3), (c3), and (d3) are diagrams for explaining a case where an irregular operation is performed. In FIG. 56(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 56(b1), a normal operation is being performed. At this time, the image showing the cherry and "?" displayed as the point suggestion effect remains displayed. After that, in FIG. 56(c1), the stop switch 8C is operated as the second stop operation. The images showing cherries and "?" displayed as point-suggestion renditions remain displayed. Finally, in FIG. 56(d1), the stop switch 8R is operated as the third stop operation. As a result, the strong cherry wins on the reels, and the liquid crystal display 51 displays an image indicating that the strong cherry wins. When the start switch 7 for the next game is operated, the points given by winning the winning cherry are displayed as a point update effect.
[0348] In FIGS. 56(b2) and (b3), the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. Thereby, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Upon receipt of the operation of the stop switch 8R or the stop switch 8C as the first stop operation, the sub-control unit 91 displays the liquid crystal display 51 as shown in FIGS. 56(b2) and (b3). Executes a stop production that darkens the In addition, the image showing the cherry and the image showing "?" that were displayed as the point suggestive effect disappear. That is, the sub-control unit 91 terminates execution of the point suggestion effect when an irregular operation is performed. 56 (c2) and (c3) when the second stop operation is performed, and FIGS. 56 (d2) and (d3) when the third stop operation is performed, the liquid crystal display 51 The displayed image is maintained in the state when the stop effect was executed.
[0349] As a result, at the start of the game in which the strong cherry was won, although the point suggestion effect was executed to suggest that the point counter would be updated using points of 50 points or more, the irregular operation was performed thereafter. As a result, even if the value of the point counter is not updated, execution of the point suggestion effect is terminated. As a result, it is possible to prevent a player who has performed an irregular operation from misunderstanding that the point counter has been updated using a large value. Note that the point suggestion effect is not limited to an image showing a cherry and an image showing "?", but may be a text image such as "Point earned?" directly suggesting point acquisition. In other words, the point suggesting effect may be any one that suggests the possibility of awarding points to the player.
[0350] FIG. 57 is a diagram for explaining an example of a point suggestion effect when winning a watermelon. The point-suggesting effect is also executed when a role other than the strong cherry role is won in the internal lottery. FIG. 57 shows an example in which the watermelon combination is won in the internal lottery.
[0351] As shown in FIG. 57(a), when the start operation is performed, the liquid crystal display 51 executes a point suggesting effect in which an image representing a watermelon and an image representing a "?" are displayed. Since the image showing the watermelon is displayed, the player is prompted to perform an operation to win the watermelon. Furthermore, since the flag category of watermelon is FC4, the player expects that 10 points or more will be awarded as shown in FIG. 53 when the watermelon wins. FIGS. 57(b1) to (d1) show point suggesting effects when normal operation is performed. FIGS. 57(b2)-(d2) and (b3)-(d3) show examples in which a stop effect is executed when an irregular operation is performed. Since the mode of presentation is the same as in FIG. 57, it will not be repeated.
[0352] As described above, in the slot machine 1 of the present embodiment, regardless of the winning combination in the internal lottery, when the irregular control is performed, the point acquisition lottery process is not performed and the cancellation effect is executed. The player may be prompted to do so.
[0353] [Bonus lottery during AT] FIG. 58 is a diagram showing a life acquisition lottery table in the first state of the advantageous section and the specialized zone. The life acquisition lottery is a lottery for determining whether or not life is granted. In the slot machine 1 of the present embodiment, when a life is awarded as a result of the life acquisition lottery, the number of lives lottery shown in FIG. 59 is executed.
[0354] The life acquisition lottery is performed based on different ratios between the first section of the AT first state, the second section of the AT first state, and the specialized zone. FIG. 58(a) shows the life acquisition lottery in the first section of the AT first state. The life acquisition lottery is executed when a combination with flag category FC4, 5, 6, 7 is won. Also, as shown in FIG. 58(a), the life acquisition lottery has different life grant probabilities for each set value. For example, if a role with a flag category of FC4, 5 is won, if the setting value is set to 1, there is a 45% chance that life will be granted (with life), and a 55% chance that life will not be granted. (no life). In FIG. 58(a), life grant probabilities are defined for other setting values and flag categories, respectively.
[0355] Also, FIG. 58(b) shows the life acquisition lottery in the second section of the AT first state, and FIG. 58(c) shows the life acquisition lottery in the specialized zone. As shown in FIGS. 58(a) to (c), setting regardless of whether it is the first section, second section or specialized zone of the AT first state, or which flag category was won If the value L is set, the chance of giving life is 0%. That is, life is granted when the normal set value is set, while life is not granted when the set value L is set. As a result, when the set value L is set, life is not given uniformly, so the design regarding the life given in an advantageous state is facilitated. Note that when the set value L is set, the probability of life being granted is not limited to 0%, and may be uniformly set to 5%, for example. (life lottery, specialized zone lottery, and one-hit victory lottery) FIG. 59 is a diagram showing tables of the number-of-life lottery, the specialized zone lottery, and the one-hit win lottery in the first state and the second state of the advantageous section. Even if you gain life, it will be consumed in the second state, and you may not be able to move from the second state to the first state. is a process for determining Therefore, winning a one-hit victory is more advantageous control for the player than gaining a life. Hereinafter, the first state is referred to as "AT first state", and the second state is referred to as "AT second state". In addition, the life acquisition lottery and the one-hit win lottery are collectively referred to as the "at bonus lottery".
[0356] Life can be granted based on a life acquisition lottery executed by the main control unit 41 during the AT first state. FIG. 59(a) shows the life number lottery table referred to in the life gain lottery in the first section in the AT first state. The number of lives lottery table in FIG. 59(a) is referred to when the grant of life (with life) is determined in the life acquisition lottery table in the first section of the AT first state shown in FIG. 58(a). It is a table where As shown in FIG. 59(a), in the life acquisition lottery in the first section, when a combination with a flag category of FC4 or FC5 is won, when a combination with a flag category of FC6 is won, and when a combination with a flag category is won, The expected value of life given per 1G differs from when the role of FC7 is won. Unlike the life gain lottery, the lottery for the number of lives is performed at the same rate for all set values. In other words, common control is performed regardless of the set value after the life acquisition lottery determines the life grant. Common control is life number lottery. This facilitates the design when executing the number-of-life lottery.
[0357] Specifically, when a role with a flag category of FC4 or FC5 is won, 1 life is given with a 50% probability, and 2 lives are given with a 50% probability. Also, when a role with a flag category of FC6 is won, 2 lives are given with a 100% probability. Furthermore, when a role whose flag category is FC7 is won, 1 life is given with a probability of 60%, and 2 lives are given with a probability of 40%.
[0358] In addition, in the first section of AT state 1, if life is given as a result of winning a role with flag category FC6, reverse push navigation will be executed in the game in which the role with flag category FC6 was won. . Therefore, when the player operates the stop switches 8L, 8C, 8R according to the reverse push navigation, the BAR reply wins. That is, in the first section of the AT first state, the award of life is suggested to the player by winning the BAR reply.
[0359] FIG. 59(b) shows a life number lottery table referred to in the life gain lottery in the second section in the AT first state. The life number lottery table in FIG. 59(b) is referred to when life is given (with life) in the life acquisition lottery table in the second section of the AT first state shown in FIG. 58(b). It is a table where As shown in FIG. 59(b), when the flag category FC4 or FC5 role is won, 1 life is granted with a probability of 90%, and 2 lives are granted with a probability of 10%. . Also, when the flag category FC6 role is won, 1 life is given with a probability of 60%, and 2 lives are given with a probability of 40%. In addition, when the flag category FC7 role is won, there is a 75% chance that 1 life will be granted, and a 25% chance that 2 lives will be granted.
[0360] Also, the first section is a section in which navigation is performed less frequently than in the second section. That is, the probability of announcing navigation in the second section is higher than the probability of announcing navigation in the first section.
[0361] (life specialized zone) The life specialized zone is a state that can be shifted from the AT first state based on the specialized zone lottery. FIG. 59(c) shows a specialized zone lottery table referred to in the specialized zone lottery during the AT first state. As shown in FIG. 59 (c), in the special zone lottery in the AT first state, when the flag category FC4 or FC5 role is won, and when the flag category FC6 role is won, the flag The probability of entering the specialized zone is different when the role of category FC7 is won.
[0362] Specifically, when the role of FC4 or FC5 is won in the flag category, there is a 10% chance of entering the specialized zone. Also, when the flag category FC6 role is won, there is a 50% chance of entering the specialized zone. In addition, when the role of FC7 is won in the flag category, there is a 30% chance of entering the specialized zone.
[0363] FIG. 59(d) shows a life number lottery table that is referred to in the life acquisition lottery in the specialized zone. The number-of-life lottery table in FIG. 59(d) is the life acquisition lottery table in the specialized zone shown in FIG. 59(c) and is a table that is referred to when life is determined (has life). As shown in Fig. 59(d), when the flag category is FC4 or FC5, when winning, 1 life is given with a probability of 50%, and 2 lives are given with a probability of 35%. . Also, when the flag category FC6 role is won, 2 lives will be granted with a 100% probability. In addition, when the flag category FC7 role is won, there is a 35% chance that 1 life will be granted, and a 50% chance that 2 lives will be granted. (One-shot victory lottery) A one-shot victory in battle can be granted based on a one-shot victory lottery executed by the main control unit 41 during the AT second state. FIG. 59(e) shows a one-hit-victory lottery table referred to in the one-hit-victory lottery in the AT second state. As shown in FIG. 59(e), in the one-shot victory lottery in the second state of the AT, when the combination with the flag category FC4 or FC5 is won, when the combination with the flag category FC6 is won, and when the flag category However, the one-shot victory probability is different when the role of FC7 is won.
[0364] Specifically, when a role with a flag category of FC4 or FC5 is won, a one-shot victory is given with a probability of 50%. Also, when the flag category FC6 role is won, there is a 100% chance that a one-shot victory will be granted. In addition, when the flag category FC7 role is won, there is a 50% chance of a one-shot victory.
[0365] In this way, during the AT 2nd state, among the lottery conditions, a role with a flag category of FC6 is better than winning a rare role such as a role with a flag category of FC4 or FC5, or a role with a flag category of FC7. Higher odds of a one-hit win. In addition, in the second state of the AT, if a one-hit victory is given with the win of the flag category FC6 role as a trigger, reverse push navigation is executed in the game in which the flag category FC6 role was won. Also, the first state is a section in which navigation is performed less frequently than in the second state. That is, the probability of announcing navigation in the second state is higher than the probability of announcing navigation in the first state.
[0366] FIG. 60 is a diagram showing an example of privilege lottery processing during AT. In FIG. 60, the privilege lottery during AT executed by the main control unit 41 will be described using a flowchart. The privilege lottery acquisition lottery process during AT can be executed in the game end ball output control process (S22) in the first state, the second state, and the ending state shown in FIG. After the third stop operation is performed in the game end ball output control process (S22) shown in FIG. 14, the main control unit 41 determines whether or not the game state is the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control section 41 ends the process. That is, during the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-shot victory lottery process, which will be described later.
[0367] If the game is not in the ending state (NO in step Sb1), the main control unit 41 determines whether or not the game is a navigation display (step Sb2). In the internal lottery process (S2) shown in FIG. 14, the main control unit 41 determines whether or not the game is navigation-displayed based on the winning combination number. A game in which a navigation display is provided is a game in which the sub-control unit 91 executes a navigation effect. If the game is a navigation display (YES in step Sb2), the main control section 41 executes the process shown in step Sb5. If the game is not a navigation display (NO in step Sb2), the main control unit 41 determines whether or not the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control section 41 determines whether the normal operation or the irregular operation is performed in step Sb4. If the stop switch 8L has not been operated as the first stop operation (NO in step Sb3), a penalty is set (Sb4), and the process ends. Penalty setting in the AT state is a process of changing the lottery probability of the life acquisition lottery process and the one-shot victory lottery process in the next game. For example, the main control unit 41 sets the winning probability of life or one-shot victory in the life acquisition lottery process and the one-hit victory lottery process to be executed in the next game to be lower than the winning probability when no penalty is set. . As a result, the probability that a life or a one-hit win will be granted only in the next game is reduced, which is a disadvantageous control for the player. In this way, the penalty setting may be set such that the control is disadvantageous to the player, but it is not necessary to make any setting. This is because failure to execute the life acquisition lottery process shown in step Sp6 and the one-shot victory acquisition lottery process shown in step Sp9 is a penalty in the game. Also, since an irregular operation has been performed, the sub-control unit 91 executes a stop effect. The stop effect is the same effect as the stop effect described in the above-described point acquisition lottery process, and is an effect of darkening the screen. The stop presentation here does not indicate that the point acquisition lottery process was not executed due to the irregular operation, but rather that the life acquisition lottery process or the one-hit win lottery process was not executed. The stop effect may be not only the effect of darkening the game, but also the effect of displaying a character image such as "press the left stop switch". That is, when an irregular operation is performed during AT, the main control unit 41 does not execute the life acquisition lottery process or the one-hit win lottery process as a penalty for the player.
[0368] When determining that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control section 41 determines whether or not the game state is in the first state (step Sb5). If it is in the first state (YES in step Sb5), the main control section 41 executes life lottery processing (step Sb6). The life lottery process includes a life acquisition lottery and a number of lives lottery. The lottery for the number of lives is executed when it is determined in the life acquisition lottery that a life will be given. That is, the main control section 41 determines whether or not to give a life according to the table shown in FIG. 58 and the result of the internal lottery process. After the life lottery process, the main control unit 41 determines in step Sb10 whether or not a life has been obtained (step Sb7). If no life is acquired (NO in step Sb7), the main control section 41 terminates the process.
[0369] If a life has been obtained (YES in step Sb7), the main control section 41 executes a life imparting process (step Sb8). The life giving process is a process in which the main control unit 41 updates the number of lives stored in the RAM 41c, and stores the acquired number of lives in the game end command transmitted to the sub-control unit 91 at the time of the third stop. . After executing the life imparting process, the main control unit 41 terminates the process.
[0370] Next, returning to step Sb5, the case where the first state is not in effect will be described. If it is not in the first state (NO in step Sb5), the main control section 41 executes a one-shot victory lottery process (step Sb9). At this time, since it is determined that the game state is not in the ending state at step Sb1 and not in the first state at step Sb5, the main control unit 41 determines that the game state is the second state. do. Since the normal operation is performed during the second state, the main control unit 41 executes the one-hit win lottery.
[0371] That is, the main control section 41 performs a one-shot victory lottery based on the table shown in FIG. 59(e) and the result of the internal lottery process. After the one-hit victory lottery process, the main control unit 41 determines whether or not one-hit victory has been won (step Sb10). When the main control unit 41 determines that the one-hit victory has not been won (NO in step Sb10), the process ends. When the main control unit 41 determines that the one-hit victory has been won (YES in step Sb10), it executes one-hit victory award processing (step Sb11). The one-hit victory giving process is executed by the main control unit 41 according to the one-hit victory win, and the fact that the one-hit victory was won is sent to the sub-control unit 91 at the time of the third stop in the command at the end of the game. This is the process of storing.
[0372] In this way, the main control unit 41 performs control to execute the life acquisition lottery process or the one-hit win award process when the normal operation is performed in a game in which the navigation display is not displayed in the first state or the second state. , when an irregular operation is performed, control is performed so as not to execute the life acquisition lottery process or the one-hit win grant process. A control that does not execute the life acquisition lottery process or the one-hit win grant process is disadvantageous to the player. In other words, the slot machine 1 can give a penalty to the player when an irregular operation is performed. As a result, the slot machine 1 can prompt the player to perform normal operations.
[0373] On the other hand, in the game in the ending state, the main control unit 41 performs common control regardless of whether the normal operation is performed or the irregular operation is performed. As a result, even if an irregular operation is performed in the ending state, by not giving a penalty, it is possible to prevent the interest of the game in the ending state, which is the last state to be executed during the AT, from decreasing.
[0374] [Life Grant Suggestion] FIG. 61 is a diagram for explaining an example of a life giving suggesting effect when a watermelon is won. The life grant suggesting effect is a effect that is performed when a specific combination is won, and is an effect that suggests that a life can be granted by suggesting the winning combination to the player. The life giving suggestion effect is executed in the first state. Since the first state is AT, the liquid crystal display 51 displays a remaining game image 51a indicating the number of remaining games and a life image 51b indicating the number of lives.
[0375] As shown in FIG. 61(a), when the start switch 7 is operated, the liquid crystal display 51 displays an image showing a treasure chest. The fact that a watermelon is drawn in the image showing the treasure chest suggests that the role of the watermelon has been won. The image showing the treasure chest may indicate that the watermelon hand has been won by being green with no watermelon drawn. In other words, the player expects that the watermelon combination has been won by the image showing the treasure box being displayed. Also, the hand of watermelon whose flag category is FC4 is a hand in which the life acquisition lottery process is executed. That is, the life grant suggesting effect is a effect suggesting the possibility of life being given, and is executed based on the start switch 7 being operated.
[0376] In FIG. 61, a case where a normal operation is performed and a case where an irregular operation is performed after the life grant suggestion effect is performed will be described. FIGS. 61(b1), (c1), and (d1) are diagrams for explaining a case where a normal operation is performed. Also, FIGS. 61(b2), (c2), (d2) and (b3), (c3), (d3) are diagrams for explaining a case where an irregular operation is performed. In FIG. 56(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 56(b1), a normal operation is being performed. At this time, the image showing the treasure box displayed as the life grant suggestion effect remains displayed. After that, in FIG. 61(c1), the stop switch 8C is operated as the second stop operation. The image showing the treasure box displayed as the life giving suggestion effect remains displayed. Finally, in FIG. 61(d1), the stop switch 8R is operated as the third stop operation. As a result, the watermelon wins on the reels, and the liquid crystal display 51 displays an image indicating that a life has been awarded as the watermelon wins. In addition, the sub-control unit 91 updates the life image 51b as the life is given.
[0377] FIGS. 61(b2) and 61(b3) show examples in which the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. Thereby, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. The sub-control unit 91 displays the liquid crystal display as shown in FIGS. 61(b2) and 61(b3) based on the reception of the operation of the stop switch 8R or the stop switch 8C as the first stop operation. A stop effect is executed to darken the device 51. In addition, the image showing the treasure box that was displayed as the life grant suggesting effect disappears. That is, the sub-control unit 91 ends execution of the life grant suggestion effect when an irregular operation is performed. 61 (c2) and FIG. 61 (c3) when the second stop operation is performed, and FIGS. 61 (d2) and 61 (d3) when the third stop operation is performed, the liquid crystal display The image displayed on the device 51 is maintained in the state when the stop effect was executed.
[0378] In this way, in a game in which the hand of watermelon is won, when an irregular operation is performed, the life acquisition lottery is not executed, and control for extending the AT state by life acquisition is not performed. As a result, the player can be prompted to perform normal operations.
[0379] FIG. 62 is a diagram for explaining an example of a life grant suggesting effect when a hard cherry is won. As shown in FIG. 62(a), when the start switch 7 is operated, the liquid crystal display 51 displays an image showing a treasure chest. The image showing the treasure box has a cherry drawn on it, suggesting that the role of the cherry has been won. The image showing the treasure chest may indicate that the cherry hand has been won by being red without the cherry being drawn. That is, the player expects that the combination of cherry has been won by the image showing the treasure box being displayed. Also, the hand of strong cherry whose flag category is FC6 is a hand in which the life acquisition lottery process is executed. Since the mode of presentation is the same as in FIG. 61, it will not be repeated.
[0380] As described above, in the slot machine 1 of the present embodiment, regardless of whether the hand won in the internal lottery is the watermelon hand or the strong cherry hand, if the irregular control is performed, the life acquisition lottery process is performed. Since the stop effect is executed without performing the normal operation, the player can be prompted to perform the normal operation.
[0381] FIG. 63 is a diagram showing a process in which the sub-controller 91 executes the navigation effect. Below, the processing when the sub control unit 91 receives the game start command will be described. The sub control unit 91 receives a game start command from the main control unit 41 (step Sc1). As described above, the No. 2 command "instruction number" included in the game start command can store information related to navigation. That is, the No. 2 command stores information that can specify the pressing order in the game in which the start switch 7 is operated. The sub-control unit 91 determines whether or not information that can specify the pressing order is stored in the No. 2 command "instruction number" (step Sc2).
[0382] If information that can specify the pressing order is stored in the No. 2 command "instruction number" (YES in step Sc2), the sub-control unit 91 executes the navigation effect (step Sc3), and ends the process. . On the other hand, if information that can specify the pressing order is not stored in the No. 2 command "instruction number" (NO in step Sc2), the sub-control unit 91 ends the process without executing the navigation effect. . That is, the sub-control unit 91 uses the No. 2 command “instruction number” to determine whether or not to execute the navigation effect. Here, the sub-control unit 91 does not refer to commands other than the No. 2 command "instruction number" included in the game start command in determining whether or not to execute the navigation effect.
[0383] In other words, the sub-control unit 91 receives from the main control unit 41 the command at the time of starting the game, the command "minor role type", "winning number" and other commands in which information about the winning combination is stored, and " If information related to navigation is stored in the No. 2 command "instruction number" regardless of the information contained in the command that stores information that can identify the game state such as "section state", "ball output state", etc. , to execute the navigation effect. As a result, regardless of which role is won or not, and regardless of which state the game state is, if information about navigation is stored in the No. 2 command "instruction number", the sub-control Since the navigation effect is executed by the unit 91, the operation procedure can be appropriately notified to the player.
[0384] That is, for example, even if the main control unit 41 stores the information indicating that the game state is in the advantageous interval in the command “interval information” and transmits it to the sub-control unit 91 due to an error or the like, which indicates that it is in the normal interval, The sub control unit 91 can determine whether or not to execute the navigation effect based on the No. 2 command "instruction number". Similarly, although the winning combination with the navigation display was won, the main control unit 41 stored the information that the winning combination without the navigation display was won due to an error or the like in the command "winning number" and sent it to the sub-control unit 91. Even if it is transmitted, the sub-control unit 91 can determine whether or not to execute the navigation effect based on the No. 2 command "instruction number".
[0385] FIG. 64 is a diagram showing a game start command transmission process in the main control unit. Below, the processing when the main control unit 41 transmits the game start command will be described. After the start switch 7 is operated, as shown in step S9 of the main process, the main control section 41 executes a game start command transmission process. In the slot machine 1 of the present embodiment, the main control section 41 changes the content of the command to be transmitted as the game start command according to the winning combination. After the start of the game start command transmission process, the main control unit 41 determines whether the winning combination number is any of the combination numbers 8 to 23 (step Sd1). The wins with the win numbers 8 to 23 are wins that are more advantageous when the stop operation is performed in a predetermined pressing order than when the stop operation is performed in another pressing order. Below, the winning combination numbers 8 to 23 are simply referred to as "push order winning combination".
[0386] If the winning combination is the winning combination (YES in step Sd1), the main control unit 41 transmits the command "minor combination type" and "winning number" without including them in the game start command (step Sd2). . That is, the main control unit 41 does not transmit the No. 3 command "small role type" and the No. 11 command "winning number" itself among the commands at the time of game start, and , 12 and 13 to the sub-controller 91. Hereinafter, the order of Nos. 1, 2, 4 to 10, 12, and 13 of the game start commands will be referred to as a special order. That is, if it is the first player (YES in step Sd1), the main control unit 41 transmits a game start command in a special order (step Sd2), and ends the process.
[0387] If the winning combination is not the winning combination (NO in step Sd1), the main control unit 41 stores information on the winning combination in the commands "minor combination type" and "winning number" (step Sd3). The main control unit 41 transmits a command at the time of game start including the command "small role type" and "winning number" (step Sd4). That is, the main control unit 41 transmits commands No. 1 to 13 to the sub-control unit 91 among the game start commands. Hereinafter, the order of Nos. 1 to 13 of the game start commands will be referred to as a "specific order". That is, if it is not the first player (NO in step Sd1), the main control unit 41 transmits the game start command in a specific order (step Sd2), and ends the process.
[0388] In this way, the main control unit 41 transmits the command at the time of game start in a special order in which the command "type of minor role" and "winning number" are not included in the command at the time of game start when the winning order is won. At this time, the main control unit 41 transmits the command at the time of game start in a special order regardless of whether or not information regarding navigation is stored in the command "instruction number". That is, even when winning a push-up role in which the navigation effect is not executed in the AT state, the main control unit 41 transmits the command at the time of game start in a special order.
[0389] As a result, the main control unit 41 does not transmit the command "small role type" and the command "winning number" in which information about the winning combination is stored in a game in which the navigation effect in the AT state is not executed. Therefore, it is possible to prevent the sub-control section 91 from recognizing that the winning hand has been won based on the game start command received from the main control section 41 .
[0390] In addition, the command at the start of the game transmitted in the specific order includes the command "small role type" and the command "winning number", while the command at the time of game transmitted in the special order includes the command "small role type" and the command "winning number". Does not include the command "winning number". As a result, the sub-control unit 91 can recognize whether or not the winning hand has been won based on whether or not the command "minor winning combination" and the command "winning number" are included.
[0391] In addition, in the slot machine 1 of the present embodiment, the order in which the commands shown in Nos. 1 to 13 are transmitted in the game end commands is called "specific order". Hereinafter, in order to distinguish between the specific order of commands at the time of game start and the specific order of commands at the time of game end, the specific order of commands at the time of game start will be referred to as "first specific order", and the specific order of the commands at the time of game end. may be referred to as the "second specific order".
[0392] As described above, with reference to FIG. 64, an example in which the main control unit 41 transmits the game start command in a special order has been described. On the other hand, in the slot machine 1 of the present embodiment, the main control unit 41 transmits the command "minor role type" in the game end command. As a result, when the game has already ended, the sub-control section 91 can determine whether or not the winning combination has been won based on the command "minor role type" included in the game end command. can.
[0393] Also, the main control unit 41 may transmit the game end commands in a special order in which commands Nos. 1, 2, 4 to 10, 12, and 13 are transmitted among the game end commands. In this case, in order to distinguish between the special order of the game start command and the special order of the game end command, the special order of the game start command is called "first special order", and the special order of the game end command is shall be referred to as the "Second Special Order".
[0394] FIG. 65 is a diagram showing processing in the sub-control section 91 when a game start command or a game end command is received. The sub control unit 91 of the present embodiment changes the process to be executed according to the order of the game start command and the game end command received from the main control unit 41 . The sub control unit 91 determines whether or not a game start command or a game end command is received from the main control unit 41 (step Se1).
[0395] When the game start command or the game end command is not received from the main control unit 41 (NO in step Se1), the sub control unit 91 repeats the process of step Se1. When the game start command or the game end command is received from the main control unit 41 (YES in step Se1), the sub-control unit 91 determines whether or not the received commands are in a specific order (step Se2). If the command is not in the specific order (NO in step Se2), the sub-control section 91 determines whether the received command is in the special order (step Se3). If it is not the special order (NO in step Se3), the sub-controller 91 performs error notification control (step Se4). As described above, the specific order is the order in which all commands No. 1 to No. 13 are included in the game start command and the game end command without omission. In addition, the special order is the order in which the commands No. 4 and No. 11 among the commands No. 1 to 13 are omitted in the command at the start of the game, and means that the pushing order has been won. is. That is, the specific order and special order are predetermined orders in the slot machine 1 . The sub-controller 91 can determine that an error or the like has occurred if the received commands are neither in the specific order nor in the special order. Th...
Claims
[Claim 1] A gaming machine capable of playing a game, A display means; A setting means for setting one of a plurality of setting values having different advantageous degrees for a player; A storage means having a storage area capable of storing data; A basic processing means for executing a basic process; an interrupt processing means capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process; The basic processing means performs a predetermined setting process for storing a predetermined value in a specific register, a subtraction process of subtracting 1 from the value stored in the specific register; a determination process for determining whether the subtraction result is less than 0; If the subtraction result is less than 0, an update process is performed to store 0 in the specific register. Execute a specific decrement operation, The interrupt inhibiting means comprises: a first interrupt disable means for disabling execution of the interrupt process based on an interrupt disable instruction; After the predetermined setting process is performed, while the specific decrement process is being performed and a second interrupt disable means for disabling execution of the interrupt process even if the interrupt disable instruction is not present. 、 A counting means capable of counting the number of times a unit game is executed; a count display means for displaying the number of executions counted by the counting means on the display means, The counting means does not count the number of executions until a predetermined period has elapsed since the setting value was set by the setting means.
