Game machine

JP2023030934A5Active Publication Date: 2024-12-10SANKYO CO LTD
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Patent Information

Application Number
JP2021136360
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

Technical Problem

Existing gaming machines face issues with inappropriate notification of specific events due to volume changes set by players, affecting the effectiveness of notification sounds.

Method used

A gaming machine with volume setting mechanisms that allow players to set volume during specific sound outputs and restrict volume changes during other sounds, ensuring appropriate notification sound delivery.

Benefits of technology

Enhances the effectiveness of notification sounds by preventing volume adjustments during critical sound outputs, maintaining clear auditory alerts for players.

✦ Generated by Eureka AI based on patent content.
Patent Text Reader

Abstract

To provide a game machine having been improved relating to output of notification sound.SOLUTION: A game machine capable of executing a game, includes volume setup means capable of setting up a volume based on reception of a volume setup operation, and specific sound output means of outputting a specific sound based on power activation. The game machine can progress a game when the specific sound is output. When receiving a volume setup operation in a state where the specific sound is not output, the volume setup means executes a volume setup, however, when receiving the volume setup operation in a state where the specific sound is output, does not execute the volume setup.SELECTED DRAWING: Figure 23
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Conventionally, there exist gaming machines such as slot machines that have a variable display unit that can variably display multiple types of identifiable identification information, and that derive a display result by stopping the variable display unit after variably displaying the variable display unit, and that can generate a prize according to the display result. Among such gaming machines, there are known gaming machines that output a notification sound such as an error voice when a specific event such as an error occurs (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-24576 Summary of the Invention [Problem to be solved by the invention]

[0004] According to the gaming machine of Patent Document 1, it is possible to notify the outside world that a specific event has occurred by using an alarm sound such as an error voice. In such a gaming machine, if the volume of the alarm sound is changed by the player's volume setting, it is expected that the notification may not be performed appropriately, and there is room for further improvement.

[0005] The present invention has been devised in view of the above circumstances, and its object is to provide a gaming machine with an improved notification sound output. [Means for solving the problem]

[0006] A gaming machine (for example, a slot machine 1) capable of playing games, a game control means for controlling a game; a volume setting means (for example, a process of displaying a volume setting display 340 by the sub-control unit 91) that can set the volume based on receiving a volume setting operation (for example, an operation of the cross key 70); a specific sound output means (for example, a process of outputting a specific sound by the main control unit 41) that outputs a specific sound (for example, a power-on sound, a setting change sound, etc.) when power is turned on, The game control means is capable of progressing the game while the specific sound is being output, The volume setting means When the volume setting operation is received while the specific sound is not being output, the volume is set (for example, as shown in FIG. 22, the sub-control unit 91 displays a volume setting display 340), If the volume setting operation is received while the specific sound is being output, the volume is not set (for example, as shown in Figure 23(c), the volume setting display 340 by the sub-control unit 91 is not displayed when the power-on sound is being output). [Brief explanation of the drawings]

[0007] [Figure 1] 1A and 1B are a front view and a diagram showing an example of the main internal configuration of a slot machine. [Figure 2] FIG. 1 is a perspective view showing the internal structure of a slot machine. [Figure 3] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 4] FIG. 10 is a diagram for explaining the transition of game states. [Figure 5] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8]10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 9] 10 is a diagram for explaining the combination of winning roles that are read out as the roles to be selected for each game state. FIG. [Figure 10] FIG. 10 is a diagram showing lottery target roles arranged by flag category. [Figure 11] This is a diagram to explain reel control when a push order role is won. [Figure 12] FIG. 10 is a diagram showing a game start command sent from the main control unit to the sub-control unit when the start switch is operated. [Figure 13] 10 shows the game end command sent by the main control unit to the sub-control unit at the third stop. [Figure 14] 4 is a flowchart showing the control content of main processing performed by a main control unit. [Figure 15] 10 is a flowchart showing a process in which the main control unit adds a value to a lottery counter. [Figure 16] 10 is a flowchart showing a process in which the sub-control unit adds the value of the promotion counter and the value of the display counter. [Figure 17] This is a diagram showing the screen transitions on the LCD display during the normal advantageous zone. [Figure 18] 10A to 10C are diagrams showing an example of screen transitions on a liquid crystal display after power is turned on; [Figure 19] 10A to 10C are diagrams showing an example of screen transitions on a liquid crystal display after power is turned on; [Figure 20] 10A to 10C are diagrams showing an example of a screen transition on the liquid crystal display after a setting change has been made; [Figure 21] 10A to 10C are diagrams showing an example of screen transitions on a liquid crystal display after power is turned on; [Figure 22] FIG. 10 is a diagram illustrating a volume setting and a menu screen. [Figure 23] 10A and 10B are diagrams illustrating a specific sound that is output when the power is turned on. [Figure 24]10A and 10B are diagrams illustrating a specific sound that is output when a setting is changed. [Figure 25] 10A and 10B are diagrams illustrating a door-opening sound that is output when the front door is open. [Figure 26] FIG. 10 is a diagram showing the screen transition when the front door is opened while the volume setting display is displayed. [Figure 27] FIG. 10 is a diagram showing an example in which the display of the menu screen is terminated based on a first termination condition while a special piece of music is being output. [Figure 28] FIG. 10 is a diagram showing an example in which the display of the menu screen is terminated based on a second termination condition while a special piece of music is being output. [Figure 29] A figure showing an example of displaying a menu screen in the second state of the advantageous zone. [Figure 30] FIG. 10 is a diagram for explaining a setting value L. [Figure 31] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of AT to the end of AT when the setting value L is set. [Figure 32] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value L is set. [Figure 33] This is a diagram showing an example of special suggestion control that suggests that a setting value L has been set in a non-play state. [Figure 34] This is a diagram showing a slot machine 1 in which normal setting values ​​other than the setting value L in a non-play state are set. [Figure 35] FIG. 10 is a diagram for explaining the order in which setting values ​​are stored. [Figure 36] FIG. 10 is a diagram for explaining a shutter effect. [Figure 37] FIG. 10 is a diagram showing the rate at which the shutter effect is executed. [Figure 38] A figure showing an example of special suggestion control using shutter effects. [Figure 39] FIG. 10 is a diagram illustrating an example of a setting value suggestion effect. [Figure 40]FIG. 10 is a diagram showing the execution rate of the result screen for each setting value. [Figure 41] FIG. 4 is a flowchart showing the control contents of the initial setting process performed by the main control unit. [Figure 42] FIG. 4 is a flowchart showing the control content of a setting change process performed by a main control unit. [Figure 43] 10 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. [Figure 44] 10 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. [Figure 45] 10 is a flowchart showing the control content of a time counter update process executed by a main control unit. [Figure 46] 10 is a flowchart showing the control contents of the gaming machine information calculation process executed by the main control unit. [Figure 47] This is a flowchart showing the control contents of the ceiling game number counting process executed by the main control unit. [Figure 48] FIG. 10 is a diagram illustrating that the lighting state of the BETLED changes each time the 1BET switch is pressed. [Figure 49] 10 is a flowchart showing the control content of a bet number setting process executed by a main control unit. [Figure 50] FIG. 10 is a diagram for explaining an example of a point map. [Figure 51] FIG. 10 is a diagram illustrating an example of a point update presentation. [Figure 52] FIG. 10 is a diagram illustrating an example of a point acquisition lottery process. [Figure 53] FIG. 10 is a diagram showing a table for the bonus lottery process. [Figure 54] FIG. 10 is a diagram showing an example in which a point update effect is executed based on a normal operation. [Figure 55] A figure showing an example in which a point update effect is not executed based on an irregular operation. [Figure 56] This is a diagram illustrating an example of a point suggestion effect when a strong cherry is won. [Figure 57] FIG. 10 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. [Figure 58] This figure shows a table for the life gain lottery in the first state of the advantageous zone and the specialized zone. [Figure 59] This is a diagram showing tables for the life number lottery, specialized zone lottery, and one-hit victory lottery in the first and second states of the advantageous zone. [Figure 60] A figure showing an example of a bonus lottery process during AT. [Figure 61] FIG. 10 is a diagram illustrating an example of a life grant suggestion effect when a watermelon is won. [Figure 62] This is a diagram illustrating an example of a life grant suggestion effect when a strong cherry is won. [Figure 63] FIG. 10 is a diagram showing a process in which a sub-control unit executes navigation performance. [Figure 64] A diagram showing the command transmission process at the start of a game in the main control unit. [Figure 65] FIG. 10 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. [Figure 66] FIG. 10 is a diagram showing a liquid crystal display in a state where error notification control is performed. [Figure 67] FIG. 10 is a diagram showing the timing for canceling an error notification based on the reception of a game end command. [Figure 68] FIG. 10 is a diagram showing an example in which an error notification is cancelled in the next game. [Figure 69] FIG. 10 is a diagram illustrating the processing executed in the gaming state. [Figure 70] FIG. 10 is a diagram for explaining a setting value H. [Figure 71] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of AT to the end of AT when the setting value H is set. [Figure 72] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value H is set. [Figure 73]FIG. 10 is a diagram illustrating a modified example of the shutter effect. [Figure 74] 10A and 10B are diagrams showing modified examples of the volume setting display when the front door is open. DETAILED DESCRIPTION OF THE INVENTION

[0008] [Embodiment Mode] As a gaming machine according to the present embodiment, a slot machine will be described based on the following example. The slot machine according to the embodiment will be described with reference to FIGS.

[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 arrangement of symbols on each reel. As shown in FIG. 1, the slot machine 1 has a front door 1b that is pivotally supported on the side edge of a cabinet 1a whose front is open. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter referred to as the left reel, center reel, and right reel) are horizontally arranged side by side, on which an equal number of different types of symbols that can be distinguished from one another are arranged in a predetermined order. As shown in FIG. 3, three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are displayed in three rows (top, middle, and bottom) in a see-through window 3 provided approximately in the center of the front of the slot machine 1 so as to be visible to the player.

[0010] In this embodiment, a configuration using three reels is exemplified, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may also be used. Also, in this embodiment, the variable display unit is a configuration that variably displays the symbols displayed in the viewing window 3 by rotating the reels 2L, 2C, and 2R, but it is not limited to reels. For example, it may be a configuration in which the symbols can be variably displayed by moving a belt on the outer periphery of which multiple symbols are arranged. Also, in this embodiment, the variable display unit is configured by physical reels, but the variable display unit may also be configured by an image display device such as a liquid crystal display.

[0011] 1, the front of the slot machine 1 is provided with a medal insertion slot 4 into which medals can be inserted, a medal payout slot 9 from which medals are paid out, a MAXBET switch 6 operated to set the maximum bet within a specified number of bets (three in this embodiment) determined based on the game status within the range of credits (the number of medals stored as the player's gaming value), a 1BET switch 65 operated to set the bet to one medal, a start switch 7 operated to start the game, stop switches 8L, 8C, and 8R operated to stop the rotation of reels 2L, 2C, and 2R, respectively, a performance switch 56 operated by the player during performance, and a cross key 70. The cross key 70 includes a left switch 70L, a right switch 70R, an up switch 70U, and a down switch 70D, and is operated to display a volume setting image (described later) on the LCD display 51 and to select each option on the menu screen. The left switch 70L and the right switch 70R are also collectively referred to as left and right keys, and the up switch 70U and the down switch 70D are also collectively referred to as up and down keys.

[0012] In the following, the operation of the start switch 7 (for example, the operation of manually pressing the start switch 7) will be referred to as the "start operation," the operation of the stop switch to stop the rotation of the first reel (for example, the operation of manually pressing the stop switch) will be referred to as the "first stop operation," the operation of the stop switch to stop the rotation of the second reel (for example, the operation of manually pressing the stop switch) will be referred to as the "second stop operation," and the operation of the stop switch to stop the rotation of the third reel (for example, the operation of manually pressing the stop switch) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, second stop operation, and third stop operation will also be collectively referred to as the "stop operations." Furthermore, releasing the press of the first stop switch (first stop operation) (for example, releasing the hand from the stop switch) is referred to as the "first stop release," releasing the press of the second stop switch (second stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "second stop release," and releasing the press of the third stop switch (third stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "third stop release" or "final stop release." The order in which the player operates reels 2L, 2C, and 2R is also referred to as the "operation procedure."

[0013] On the front of the slot machine 1, side lamps 27 composed of multiple LEDs are provided next to the reels 2L, 2C, and 2R. Also, reel backlights 28L, 28C, and 28R (hereinafter simply referred to as "reel backlights 28") are provided near the reels 2L, 2C, and 2R, respectively, corresponding to the reels 2L, 2C, and 2R, and irradiate the reels 2L, 2C, and 2R with light from the back or side of the reels. Furthermore, a speaker 53 for outputting sound is provided above the liquid crystal display 51. A lower panel 55 is provided below the stop switches 8L, 8C, and 8R. The lower panel 55 is configured to be lit or flashing. The lower panel 55 is the notification means, which uses the largest area of ​​all the notification means provided in the slot machine 1 to notify predetermined information. For example, the notification means provided in the slot machine 1 include the liquid crystal display 51, the speaker 53, the side lamps 27, and the reel backlights 28, but the lower panel 55 can notify predetermined information using a larger area than any of these notification means. The lower panel 55 is configured so that the entire area constituting the lower panel 55 emits light. The manner of light emission includes flashing and lighting.

[0014] 1, the front of the slot machine 1 is provided with a game display unit 13, which includes a credit indicator 11 that displays the number of medals stored as credits, a game support indicator 12 that displays the number of medals paid out when a win occurs and an error code indicating the nature of an error, a 1BET LED 14 that lights up to indicate that a bet has been set to 1, a 2BET LED 15 that lights up to indicate that a bet has been set to 2, a 3BET LED 16 that lights up to indicate that a bet has been set to 3, a coin insertion request LED 17 that lights up to indicate that coin insertion is possible, a start valid LED 18 that lights up to indicate that a game start operation by operating the start switch 7 is valid, a status LED 19 that lights up to indicate that the game is being controlled to a state such as an advantageous zone AT, and a replay in progress LED 20 that lights up to indicate that a replay game is in progress. In the slot machine 1 of this embodiment, when the maximum number of bets (3 coins) is set and the 1BET switch 65 is pressed, the two coins bet are canceled. In other words, one medal is set as the bet amount. The process of canceling two bet amounts in this way is hereinafter referred to as a "bet amount 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. As shown in Fig. 2(a), inside the front door 1b, there are a reset switch 23 for detecting a reset operation to release an error state and a stop state without opening the front door 1b by a predetermined key operation, a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, which will be described later, a stop switch 36a for selecting whether to enable or disable a stop function that controls the stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined moment, an automatic settlement process (a process in which medals stored as credits are settled (returned) without the player's operation) at a predetermined moment, and ... and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, which will be described later, and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, and a setting value display 24 for selecting whether to enable or disable a stop function that controls the stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined moment, and a setting value display 24 for displaying the setting value at that time while changing or checking the setting value, as shown in Fig. 2(a). the automatic settlement switch 36b for selecting whether to enable or disable the automatic settlement function that controls the automatic settlement function (processing for controlling the automatic settlement function to automatically settle the amount of money received from the medal insertion port 4); a flow path switching solenoid for selectively switching the flow path of the medals inserted from the medal insertion port 4 to either the hopper tank 34a side or the medal payout outlet 9 side provided inside the housing 1a; an inserted medal sensor for detecting medals inserted from the medal insertion port 4 and flowing down to the hopper tank 34a side; a medal selector 29 having an insertion port sensor that detects the insertion of foreign objects upstream of the inserted medal sensor; and a door open detection switch for detecting the open state of the front door 1b.

[0016] Inside the housing 1a are provided a reel unit 2 consisting of the aforementioned reels 2L, 2C, and 2R, a reel motor, and a reel sensor capable of detecting the reel reference position of each of the reels 2L, 2C, and 2R, an external output board for outputting external output signals, a hopper tank 34a for storing medals inserted from the medal insertion port 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal payout outlet 9, a hopper unit 34 consisting of a payout sensor for detecting medals paid out by driving the hopper motor, and a power supply box 100.

[0017] An overflow tank 35 that stores medals that overflow from the hopper tank 34a is provided on the hopper unit 34 side. A full tank sensor is provided inside the overflow tank 35 to detect when the stored medals are full.

[0018] As shown in FIG. 2( a), the front of the power supply box 100 is provided with a setting key switch 37 for switching between a setting change state and a setting confirmation state, a reset / setting switch 38 that functions as a reset switch for canceling an error state or a stop state under normal circumstances and functions as a setting switch for changing the set value of the medal payout rate (also called the award rate or payout rate) such as the winning probability of the internal lottery in the setting change state, and a power switch 39 that is operated to turn the power ON / OFF. Hereinafter, changing the setting is also referred to as a setting change process. The setting change process involves restarting the slot machine 1 by turning the power ON again. The slot machine 1 executes an initial setting process after being powered on. The main control unit 41 determines whether the setting key switch is ON when executing the initial setting process. If the setting key switch is ON, the main control unit 41 executes the setting change process. 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, when the start switch 7 is operated with the setting key switch in the OFF state, the main control unit 41 ends the setting change process. Note that the setting change process also includes the case where the same setting value as the already set setting value is set (i.e., 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 held by a store clerk or the like. Therefore, the setting key switch 37, reset / setting switch 38, and power switch 39 provided on the front of the power supply box 100 can only be operated by store clerks or other personnel who possess the key, and cannot be operated by players. The same applies to the reset switch 23, which is detected by operating a predetermined key. In particular, the setting key switch 37 requires a key operation to open the front door 1b, and therefore can only be operated by store clerks who possess the key to operate the setting key switch 37.

[0020] As shown in FIG. 2(a), a board case 200 containing a game control board is provided on the upper inner surface of the cabinet 1a. The game control board is provided with a main control unit 41 that controls the progress of the game and outputs various commands in response 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 related to the progress of the game, and a ROM 41b and a RAM 41c that store various data related to the progress of the game. The main control unit 41 detects operations on the MAXBET switch 6, the start switch 7, and the stop switches 8L, 8C, and 8R, as well as the insertion of medals into the medal insertion slot 4, and controls the progress of the game, such as spinning / stopping the reels 2L, 2C, and 2R and turning on / off the LEDs on the game display unit 13, in response to the detected operations.

[0021] The main CPU 41a has a plurality of registers used for various calculations. The plurality of 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 register), interrupt register, refresh register, program counter, etc. The main CPU 41a executes various instructions, such as arithmetic instructions and read instructions, included in the program, to update the value of a specified register or to update a value (data) stored in a storage area of ​​the RAM 41c specified by the value (address) of the specified register.

[0022] Furthermore, the flag register among the registers is configured so that its state changes to indicate the result of the calculation performed by the instruction executed by the main CPU 41a, and the change in the state of the flag register can be used to cause the main CPU 41a to perform processing according to the result of the calculation performed by the previous instruction.

[0023] As shown in FIG. 2(a), a performance control board 90 is provided above the viewing window 3 of the front door 1b. A performance switch 56 is connected to the performance control board 90, and a detection signal from the performance switch 56 is input. Performance devices such as a liquid crystal display 51 and a speaker 53 are also connected to the performance control board 90, and these performance devices are driven under the control of a sub-controller 91 mounted on the performance control board 90. As shown in FIG. 2(b), the sub-controller 91 controls performance in response to commands from the main controller 41. The sub-controller 91 includes a sub-CPU 91a that performs various control operations related to performance, and a ROM 91b and a RAM 91c that store various data related to performance. Based on commands from the main controller 41, the sub-controller 91 controls the display of images on the liquid crystal display 51, the sound output from the speaker 53, and the on / off of the side lamps 27 and reel backlights 28. The RAM 91c stores performance data used for displaying images on the liquid crystal display 51, lighting and blinking of the lower panel 55, and outputting sound from the speaker 53. Furthermore, the sub-control unit 91 detects operation of the performance switch 56, and controls displaying images on the liquid crystal display 51, lighting and blinking of the lower panel 55, and outputting sound from the speaker 53 in accordance with the detected operation.

[0024] When playing a game on the slot machine 1, a player sets a predetermined number of bets by inserting a medal into the medal slot 4 or by operating the 1-bet switch 65 or the MAX-bet switch 6. This activates the pay line LN, and operation of the start switch 7 activates the game, allowing it to begin. The pay line LN is a line used to determine whether the symbol combinations on the reels 2L, 2C, and 2R displayed in the viewing window 3 match the winning symbol combination. In this embodiment, the pay lines are defined as so-called mounds, such as the bottom of the reel 2L, the middle of the reel 2C, and the bottom of the reel 2R. Note that the pay line is not limited to a mound, but may be horizontally aligned in the middle of the reel 2L, the middle of the reel 2C, or the middle of the reel 2R. Multiple pay lines may be provided, not just a single line. A void line may also be provided to make it easier to recognize when a winning symbol combination has been aligned on the pay line LN.

[0025] When the start switch 7 is operated in a state in which the game can be started, the reels 2L, 2C, and 2R spin. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process for determining the symbol combinations (display result combinations) that are allowed to be derived.

[0026] Specifically, the main control unit 41 determines whether each lottery target role has been won in a predetermined order in the internal lottery process. For example, in the internal lottery process, the main control unit 41 acquires a random number from integers within a predetermined range (0 to 65535). Each lottery target role is assigned a judgment value number in advance from integers within the predetermined range (0 to 65535) according to the game status. The main control unit 41 adds the judgment value number of each lottery target role to the acquired random number in a predetermined order, and when the addition result overflows (exceeds 65535), it determines the lottery target role that was being added at that time as the winning role. When a lottery target role is won by the internal lottery, it is permitted to derive a symbol combination corresponding to the lottery target role.

[0027] The administrator can change the winning probability of the winning combination in the internal lottery by changing the settings. Specifically, the winning probability used in the internal lottery is determined according to the setting value set by the administrator, thereby changing the medal payout rate. The setting values ​​are 1, 2, 4, 5, 6, and L, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, 1, and L. In other words, when the setting value is set to 6, the player is most advantageous, and the advantage gradually decreases as the value decreases in the order of 5, 4, 3, 2, 1, and L. The setting value L is set to comply with type testing, and details will be explained later. Hereinafter, the setting value L will be referred to as the "special setting value." Furthermore, setting values ​​1, 2, 4, 5, and 6 will be collectively referred to as the "normal setting values."

[0028] When the stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. As a result, the symbol combination is derived and displayed in the see-through window 3. When a symbol combination that matches the symbol combination of a winning combination stops on the pay line LN, a prize corresponding to the winning combination is awarded.

[0029] The possible winning combinations include special combinations (bonuses), small combinations, and replay combinations. A special combination (bonus) is a combination that, upon winning, controls the game state to a bonus state in which the probability of winning a small combination is higher than in a non-bonus state. Special combinations (bonuses) include first-class special combinations such as RB (regular bonus) and BB (big bonus), and second-class special combinations such as CB (challenge bonus). In this embodiment, BB is provided as a special combination. A small combination is a combination that, upon winning, awards medals. A replay combination is a combination that, upon winning, allows the player to start the next game without consuming medals owned by the player.

[0030] In order for a winning combination determined according to the game state to occur, it is necessary to win the internal lottery and set the winning flag for that combination. The internal lottery is performed by the main control unit 41, which determines whether or not to allow a winning combination for the above-mentioned combination using random numbers before the display results of all reels 2L, 2C, and 2R are determined (specifically, when the start switch 7 is detected).

[0031] Of the winning flags for each role, the winning flags for the small role and the replay role 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 role is valid until the combination of roles allowed by the flag is achieved and is invalid in the game in which the combination of roles allowed by the flag is achieved. In other words, once a winning flag for a special role is won, even if the combination of roles allowed by the flag is not achieved, the winning flag is not invalidated and is carried over to the next game.

[0032] Furthermore, in the internal lottery, when a stop operation is performed in a predetermined operation mode (for example, operation procedure (push order), operation timing), a small role or a replay role (hereinafter also referred to as a "push order role") that is more advantageous than when the stop operation is performed in another operation mode can be won. Push order roles include, for example, roles that result in a stop pattern that is more advantageous when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode, and roles that result in a higher rate of advantageous stop patterns when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode. Furthermore, advantageous stop patterns include not only stop patterns that result in the awarding of medals, but also stop patterns that result in a transition to an advantageous game state, stop patterns that avoid a transition to an unfavorable game state, etc.

[0033] In the slot machine 1, the procedure for operating the stop switch 8L first in one game is also referred to as the "normal procedure," and the procedure for operating the stop switch 8C or the stop switch 8R first is also referred to as the "irregular procedure." In other words, the "normal procedure" includes a procedure for operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8C, and stop switch 8R (in the order of left, center, and right), and a procedure for operating the stop switches 8L, 8C, and 8R in the order of stop switch 8L, stop switch 8R, and stop switch 8C (in the order of left, center, and right). The "irregular procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8L, and stop switch 8R (in the order of center, left, right, and center), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8R, and stop switch 8L (in the order of center, right, and left), a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8L, and stop switch 8C (in the order of right, left, and center), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of stop switch 8R, stop switch 8C, and stop switch 8L (in the order of right, center, and left). Furthermore, in the slot machine 1 of this embodiment, operating the stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as a "normal operation," and operating the stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as an "irregular operation."

[0034] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Specifically, the main control unit 41 can control the assist time (advantageous section) to be a notification period during which navigation notification can be executed to notify the player of the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player by the lighting mode of the game assist display 12 according to the internal lottery result.

[0035] When a predetermined lottery condition is met in the normal zone, the main control unit 41 conducts a favorable zone transition lottery to determine whether to control the game to a favorable zone. Winning the favorable zone transition lottery is also referred to as "winning the favorable zone." In the favorable zone, when a push order combination is achieved, the main control unit 41 executes a navigation notification, notifying the player of the operation mode (e.g., operation procedure, operation timing, etc.) of the stop switches 8L, 8C, and 8R that is favorable to the player using the game auxiliary display 12. The main control unit 41 also transmits a command (the "command number" command, described below) that can identify the operation mode favorable to the player to the sub-control unit 91, thereby executing a navigation effect that notifies the player of the operation mode using the LCD display 51, speaker 53, etc. On the other hand, a game in which the operation mode is not notified using the LCD display 51, speaker 53, etc. is hereinafter referred to as a "game in which a navigation effect is not executed." In other words, a game in which the navigation effect is not executed is a game in which the operation mode is not announced using the LCD display 51, speaker 53, etc., regardless of whether the advantageous zone is normal or in AT state.

[0036] In a game in which a push order role is won, when the player's operation mode matches the operation mode corresponding to the winning push order role (hereinafter also referred to as the "correct procedure"), the player will win a role advantageous to the player (in this embodiment, the plum role).

[0037] By following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that results in the largest number of medals being paid out. Alternatively, by following the navigation and operating the stop switches 8L, 8C, and 8R in the correct order, the player can win a combination of the push-order roles that has no chance of winning. Note that, among the combinations of the push-order roles, a combination that can win when the stop switches 8L, 8C, and 8R are operated in the correct order is referred to as a "main combination," and a combination that can win when the stop switches 8L, 8C, and 8R are operated in an incorrect order that is different from the correct order is referred to as a "sub combination."

[0038] By operating the stop switches 8L, 8C, and 8R in the manner indicated by the navigation notification and navigation performance, the main role included in the push order role selected by the internal lottery can be reliably won.

[0039] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 41 include game states related to the payout rate.

[0040] The game states include non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. Note that in the slot machine 1 of this embodiment, most games are played by the player in the internal state.

[0041] On the other hand, during the non-internal period, the player does not play, or even if they do, the time they play is extremely short. During the non-internal period, if a BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.

[0042] In both non-internal and internal modes, a game in which the BB can be won (hereinafter also referred to as a "BB winable game") may be played. Specifically, in non-internal modes, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a 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 non-internal modes, the game in which the BB is won is a BB winable game.

[0043] During the internal lottery, the BB win is carried over. Here, if the BB and small wins are simultaneously won, the reels are controlled to prioritize the small win symbol combination. Furthermore, if the small win symbol combination is a combination with no misses, in a game in which the BB and small wins are simultaneously won, the small win symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Similarly, if the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, in a game in which the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Therefore, during the internal lottery, only in games that result in a loss in the internal lottery (games in which no symbol combination wins), if the BB symbol combination can be derived by operating the stop switches 8L, 8C, and 8R, the BB symbol combination will win. In this case, the game state is controlled to BB from the next game. That is, during the internal game, the game that is a loss in the internal lottery becomes a game in which the BB prize can be won.

[0044] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is approximately 101%, the net increase in the number of coins hardly increases. Therefore, for the player, the BB is simply a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.

[0045] The internal states include normal zones and advantageous zones. Normal zones are states in which navigation is not performed and are non-notification states in which navigation information cannot be notified. Advantageous zones are states in which navigation can be performed and are notification states in which navigation information can be notified. In this embodiment, among the advantageous zones, navigation is not performed in the normal advantageous zone, but navigation can be performed in the first state, second state, and ending state. Note that navigation may also be performed in the normal advantageous zone, but in the first state, second state, and ending state, the probability of performing navigation to win the main role when the push order role is won is higher than in the normal advantageous zone. Thus, in the AT state in advantageous zones such as the first state, second state, and ending state, navigation is performed with a higher probability than in the advantageous zone or normal advantageous zone.

[0046] In the normal zone, when the lottery for transitioning to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, since the winning of most of the roles that can be won during normal play is the condition for winning the advantageous zone, the duration of play during normal play is approximately 1G. The condition for winning the advantageous zone may also be met when any of the roles that can be won during normal play is won.

[0047] In the normal section, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of coins per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0048] The advantageous zone includes the normal advantageous zone, the first state, the second state, and the ending state. Hereinafter, the first state, the second state, and the ending state will be collectively referred to as the "AT state." In the normal advantageous zone, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins that a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet amount. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).

[0049] In the normal advantageous zone, an AT continuous effect is executed, which suggests a transition to the first state. The AT continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the first state will occur in the final game.

[0050] In the first state of the advantageous zone, the number of games (hereinafter also referred to as the AT game number) is fixed. For example, in this embodiment, the number of AT games in the first state is predetermined to 30G or 50G. In the first state of the advantageous zone, a life-specialized continuous effect is executed, suggesting a transition to the life-specialized zone. The life-specialized continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and is an effect that notifies the player whether or not the transition to the life-specialized zone will occur in the final game. The life-specialized zone indicates a state in which there is a high possibility of acquiring a life, as described below. The 3 to 5 games of the life-specialized continuous effect in the first state are included in the number of AT games that is predetermined when transitioning to the first state. In other words, the life-specialized continuous effect is executed within the AT game number of 30 games or 50 games. Hereinafter, the AT continuous effect and the life-specialized continuous effect may be collectively referred to simply as "continuous effect."

[0051] When a predetermined number of AT games have been played in the first state, the state transitions from the first state to the second state (hereinafter also referred to as the second AT state). In the second state, the number of AT games is indefinite. Specifically, in the second state, an ally character battles an enemy character, and when the ally character wins the battle, the state transitions to the first state; on the other hand, when the ally character loses the battle, the AT state ends and the state transitions to a non-AT state.

[0052] In order for an ally character to battle an enemy character in the second state, lives are required as the right to do so. In this embodiment, lives can be acquired in the first state, but lives cannot be acquired in the second state. That is, the player acquires lives while remaining in the first state, and the ally character can battle an enemy character by consuming the lives acquired in the first state in the second state. In the second state, battles can be fought as many times as the number of lives possessed, and even if the ally character is defeated by the enemy character in a battle, if the ally character has remaining lives, the ally character can battle the enemy character again. If the ally character has no remaining lives when defeated by the enemy character, the AT state ends and the state transitions to a non-AT state. In this embodiment, a life acquisition lottery is executed to determine whether or not a life will be granted. The AT state is extended by granting lives through the life acquisition lottery.

[0053] If an ally character defeats an enemy character in the second state and the state transitions to the first state, the player can again gain a life in the first state. Therefore, as long as there are lives remaining, it is possible to continue repeatedly transitioning between the first and second states, and during that time, when the push order bell (such as the 213-choice role A described below) is won, a navigation will be performed, and the player can increase the net increase in the number of medals by operating the stop switches 8L, 8C, and 8R according to that navigation.

[0054] The first state also includes a first section and a second section, which are sections with different net increases in the number of medals. The first section is the first half of the first state in which the number of AT games is fixed (for example, 1G to 15G if the first state is 30G). The first section is a section in which navigation is performed less frequently than the second section, and in which the net increase in the number of medals is lower than the second section. For example, the net increase in the number of medals per 1G in the first section is 1 medal.

[0055] On the other hand, the second section is the latter section in the first state where the number of AT games is fixed (for example, 16G to 30G if the first state is 30G). The second section is a section where navigation is performed more frequently than the first section and the net increase in the number of medals is higher than the first section. For example, the net increase in the number of medals per 1G in the second section is 5 medals. In this way, even in the AT state, navigation is performed with a higher probability when in the second section than when in the first section.

[0056] In this way, the net increase in the number of medals in the first zone in the first state is lower than in the second zone, so it is more advantageous for the player to stay in the second zone in that they can acquire more medals.

[0057] In the second state, as in the second section, navigation occurs more frequently than in the first section, resulting in a higher net increase in medals. For example, the net increase in medals per game in the second state is five medals, the same as in the second section of the first state. This allows players to earn more medals during battles in the second state. Thus, even in the AT state, navigation occurs more frequently in the second state than in the first section of the first state.

[0058] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is drawn. Specifically, in the first section of the first state, if a strong cherry is drawn, the granting of a life is confirmed, and in the second state, if a strong cherry is drawn, the ally character is confirmed to win the battle.

[0059] In the normal advantageous zone, processing such as a lottery related to control to the first state is carried out. Specifically, in the normal advantageous zone, the main control unit 41 carries out 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. The main control unit 41 has a point counter (not shown) therein for counting points. Furthermore, when the value of the point counter reaches a specified value, the main control unit 41 carries out an AT lottery, which will be described later.

[0060] In the advantageous zone, the ending state is controlled when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number. The ED transition number is updated during the advantageous zone but not during the normal zone or BB. The ending state is a state in which control of the advantageous zone state is confirmed to continue until, for example, the total number of net increases reaches the upper limit (e.g., 2,400 medals) or the number of games played during the advantageous zone reaches the upper limit (e.g., 1,500 games). In the ending state, similar to the second state and second zone, navigation is performed more frequently than in the first zone, and the net increase in medals is higher. Thus, even in the AT state, navigation is performed more frequently during the ending state than during the first zone in the first state. The ED transition number is set when the game transitions from the normal zone to the advantageous zone. The ED transition number may be determined by lottery or may be predetermined. The ED transition number is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the number of ED transition coins. The main control unit 41 cumulatively counts the number of ED transition coins, and ends the advantageous zone according to the counting process.

[0061] When a limiter condition is met in a favorable zone, the favorable zone is switched to a normal zone. Specifically, when the number of coins in the favorable zone (the net increase in the number of coins during the favorable zone) reaches 2,400, the favorable zone ends and the zone is switched to a normal zone. The number of coins in the favorable zone is counted by a favorable zone number counter stored in RAM 41c. In other words, when the number of coins in the favorable zone reaches the upper limit, it is said that the "limiter condition" is met. Alternatively, in the favorable zone, when the total number of games played (number of games in the favorable zone), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1,500 games), the favorable zone ends and the zone is switched to a normal zone. The number of games in the favorable zone is counted by a net increase in the number of coins counter stored in RAM 41c.

[0062] When the game is switched from the advantageous zone to the normal zone, the total number of games played and the net increase in coins counted in the advantageous zone, as well as the points that can be earned during play, are also initialized. The number of games played in the advantageous zone and the net increase in coins during the advantageous zone are updated not only during the advantageous zone but also during BB, but are not updated during the normal zone.

[0063] If the setting is changed during the advantageous zone, the game will be controlled to the normal zone. At this time, the total number of games played and the net increase in coins counted during the advantageous zone, as well as the points that can be earned during play, are also reset. In the slot machine 1 of this embodiment, the medal payout rate changes depending on the setting value. More specifically, the medal payout rate is changed by varying the probability of winning in a predetermined lottery, such as the point acquisition lottery described below, depending on the setting value (for example, 1, 2, 4, 5, 6, L). A store employee or the like can change this setting value by changing the setting.

[0064] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional termination conditions that are established based on the progress of the game, and a condition that a setting change is made.

[0065] In addition, in the slot machine 1 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit is reached in the normal advantageous zone, an AT right is granted to forcibly transition to the AT state regardless of the number of points reached. The upper limit on the number of games played in the normal advantageous zone is, for example, 1,280 games. This upper limit is referred to as the "ceiling." The main control unit 41 has a lottery counter in RAM 41c to determine whether the ceiling has been reached. That is, the main control unit 41 stores the number of games played in the normal advantageous zone in the lottery counter in RAM 41c. The main control unit 41 increments the value of the lottery counter each time a game is played in the normal advantageous zone. For example, if the upper limit on the number of games played in the normal advantageous zone is set to 700 games, the main control unit 41 grants an AT right when the value of the lottery counter reaches 700. The upper limit on the number of games played in the normal advantageous zone is not limited to 700 games and may be, for example, 1,280 games.

[0066] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given when winning. The name column in Fig. 5 to 8 shows the name of the winning combination, and the symbol combination column shows the symbol combination that will result in the winning combination. In addition, the award column shows the value (number of medals paid out, award of replay, etc.) that will be awarded when winning.

[0067] As shown in FIG. 5, Lip 1 to Lip 6 are provided as replay roles. 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 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when a push-order role is won, and when won, 9 medals are paid out, which is more than the number of medals used for the bet (3 medals). Plums 1 to 6 are collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when a push-order role is won, and when won, 1 medal is paid out, which is less than the number of medals used for the bet (3 medals). 1-coin roles 1 to 33 are collectively referred to as "1-coin roles."

[0068] As shown in FIG. 7, among the symbol combinations that result in a win of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when character symbols are derived on the bottom row of left reel 2L, the middle row of center reel 2C, and the top row of right reel 2R, the character symbols are arranged in a row, sloping upward to the right. The arrangement of character symbols in a row is also called "character alignment."

[0069] As shown in FIG. 8, among the symbol combinations that result in a win of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, three 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."

[0070] [Role to be selected] 9 is a diagram for explaining the combination of winning roles read out as the lottery target roles for each game state. FIG. 10 is a diagram showing the lottery target roles arranged by flag category. The role number column in FIG. 9 and FIG. 10 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows its name, the game state column shows with a circle that the lottery target role is a lottery target role for each game state, and the advantageous zone win column shows whether or not there is an advantageous zone win. Also, the winning role combination column in FIG. 9 shows the combination of winning roles included in each lottery target role.

[0071] As shown in FIG. 9, BB is provided as a special role that can be selected. The roles that can be selected for the replay role are normal lip, 7-match lip, 7-mismatch lip, character-match lip, and character-mismatch lip. The roles that can be selected for the minor role are common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1 or 2, character-match 1, weak cherry, strong cherry, and chance eye A or B. The minor roles within BB are BB medium small role and BB medium 1. Note that 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when won, and are therefore types of push order roles. The 213-choice combinations A to D, 231-choice combinations A to D, 312-choice combinations A to D, and 321-choice combinations A to D are collectively called "push-order bells." Seven-match combinations of 1 and 2 are also collectively called "seven-match combinations."

[0072] During non-internal play, all roles except for the BB small / medium role and one BB in-game can be won, but during internal play, since the BB win has already been carried over, BB, BB small / medium role, and one BB in-game cannot be won.

[0073] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while role numbers are determined for each role to be drawn, flag categories are assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on flag categories. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on role numbers.

[0074] In this embodiment, a flag category is also assigned to misses and BBs, and BBs are assigned the same FC1 as other winning combinations such as regular replies. In addition, common plums are assigned the same FC4 as watermelons.

[0075] [Reel control of push order role] 11 is a diagram for explaining reel control when a push order role is won. As described above, in this embodiment, in a game in which a push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.

[0076] For example, as shown in Fig. 11, in a game in which any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct sequence, the main role of plum is won, while when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, the secondary role of 1 coin is won. Note that if the secondary role of 1 coin is not won when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, no win may occur.

[0077] As shown in FIG. 11 , the “normal procedure” is not set as the “correct procedure,” while the “irregular procedure” can be set as the “correct procedure.” That is, in a game in which a player wins any of the 213-choice combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player will not be able to win the main plum combination. This may encourage players to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, as will be described later, in this embodiment, operating the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed imposes a disadvantageous penalty on the player. Therefore, players are encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.

[0078] FIG. 12 is a diagram showing game start commands that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and transmits a group of commands including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game start commands." The main control unit 41 transmits each command in the order of No. 1 to No. 13 as game start commands. Each command is assigned a serial number, which is the same as the number, as a "setting serial number." Each command stores various information managed by the main control unit 41.

[0079] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order in which the buttons are pressed in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the sub-control unit 91 receives the command No. 2 "instruction number," the sub-control unit 91 executes a navigation effect on the LCD display 51 based on the operation procedure that can be identified from the command "instruction number." Furthermore, the sub-control unit 91 outputs a sound from the speaker 53 to notify the player of the operation procedure that can be identified from the command "instruction number."

[0080] For example, the No. 3 command "small role type" stores information that can identify whether the winning combination obtained by the internal lottery is a small role, a replay role, or a special role. The No. 6 command "interval status" stores information that can identify which of the internal states shown in FIG. 4 the game in which the start switch 7 was operated is in. Specifically, the No. 6 command "interval status" stores information indicating whether the currently controlled state is a normal interval or an advantageous interval, and further whether, within the advantageous interval, it is a normal advantageous interval, the first interval of the first state, the second interval of the first state, the second state, or the ending state. The sub-control unit 91 can identify which interval state the game in which the start switch 7 was operated is in based on receiving the No. 6 command "interval status." The No. 4 command "ball payout status" can also store information that can identify the game state of the game in which the start switch 7 was operated. The number of games in the AT consecutive effects is stored in the command No. 9 "ART Premonition G Count." The number of points acquired in the previous game is stored in the command No. 10 "Points" in the game start command. In addition, the number 11 "Winning Number" stores information that can identify the winning combination number of the winning combination obtained by internal lottery.

[0081] Furthermore, when the main control unit 41 transmits a game start command, it stores information indicating that medals have been bet in the command No. 12 "insert medals." If information indicating that medals have been bet in the command No. 12 "insert medals" is stored, the sub-control unit 91 can determine that it has received the game start command.

[0082] FIG. 13 shows game end commands that the main control unit 41 transmits to the sub-control unit 91 at the third stop. The main control unit 41 transmits a group of commands No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also when the stop switch is operated at the third stop. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 13 will be simply referred to as "game end commands." Note that among the commands transmitted at the third stop, No. 11 differs from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning. In other words, at the third stop, the main control unit 41 transmits information related to winning, not information related to the winning number.

[0083] The No. 10 command "Points" in the game end command stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Furthermore, when the main control unit 41 sends a game end command, it stores information indicating that the reels have stopped in the No. 13 command "Stop Reels." If the No. 13 command "Stop Reels" stores information indicating that the reels have stopped, the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the No. 12 command "Insert Medal" and the No. 13 command "Stop Reels." When the main control unit 41 sends a game start command, it does not need to send the No. 13 command "Stop Reels." When sending a game end command, it does not need to send the No. 12 command "Insert Medal."

[0084] [About the main process] The control content of the main processing performed by the main control unit 41 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the control content of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of play. One cycle of the main processing corresponds to one unit of game. In this embodiment, the main processing is also referred to as basic processing.

[0085] 14, the main control unit 41 first performs a game start waiting process (S1) to perform processing from the end of control of the previous game to the start of the next game. In the game start waiting process, processing is performed to set the number of bets in accordance with the insertion of medals, etc., and when the operation of the start switch 7 is detected with the specified number of bets set, processing is performed to start the next game.

[0086] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not a winning combination is permitted (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not a winning combination is permitted (i.e., whether or not a display result is permitted) based on preset setting values ​​(1 to 6) in the slot machine 1 and a random number value for the internal lottery acquired simultaneously with the start of the game upon detection of the start switch 7. Then, a winning number (normal combination) corresponding to the winning combination in the internal lottery is stored in a winning number setting area of ​​the RAM 41c so that the winning result in the internal lottery can be identified. In addition, when a special combination is won, a winning number (special combination) corresponding to the winning special combination is stored in a winning number setting area of ​​the RAM 41c.

[0087] Next, an advantageous zone transition flag generation process (S3) is performed to convert the winning number (general role) into an advantageous zone transition flag, and a lottery flag generation process (S4) is performed to convert the winning number (general role) into a lottery flag. In the advantageous zone transition flag generation process, the advantageous zone transition flag conversion table is used to obtain the value of the advantageous zone transition flag corresponding to the winning number (general role), and this is stored in a predetermined area of ​​RAM 41c. In addition, in the lottery flag generation process, the lottery flag conversion table is used to obtain the values ​​of lottery flags 1 to 3 corresponding to the winning number (general role), and these are stored in predetermined areas of RAM 41c.

[0088] Next, a game start ball payout control process (S5) is performed at the timing when the game starts, which performs processing related to the advantageous zone, processing related to the navigation notification, and processing related to the AT state. In the processing related to the advantageous zone, processing to transition to the advantageous zone is performed when a role that transitions to the advantageous zone is won in the normal zone, processing related to the navigation notification is performed to set the navigation number and processing related to management of the advantageous zone state, and processing related to the AT state is performed to transition to the AT state according to the winning role in the normal advantageous zone. In the processing to set the navigation number, if a role that is the target of the navigation notification is won and the navigation notification is to be performed, a navigation number of "1" to "13" is set in the navigation number setting area of ​​RAM41c according to the operation mode to be notified, and if a role that is the target of the navigation notification is won and the navigation notification is not to be performed, or if a role that is not the target of the navigation notification is won, "0" is set in the navigation number setting area of ​​RAM41c.

[0089] Next, interruption is prohibited (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process is performed to transmit an operation signal that can identify a recommended stop operation mode to the test device.

[0090] Next, after the operation signal setting process, the interrupt is set to be permitted (S8), and the game start command sending process (S9) shown in Figure 12 is performed to identify that one game has started, and a group of control state commands including multiple commands that can identify various control states at the start of one game are set in a command queue and sent sequentially to the sub-control unit 91.

[0091] Next, after the game start command transmission process, a freeze process (S10) is performed to control a freeze state that delays the progress of the game for a predetermined period of time. In the freeze process, when the start switch 7 is operated to start the game, it is determined whether or not it has been decided to control the game to a freeze state, and if it is determined that it has been decided to control the game to a freeze state, the progress of the game is delayed for a predetermined period of time. Furthermore, if a reel effect that changes the reels is performed in the freeze state, a process is performed to change the reels in a change pattern corresponding to the type of reel effect.

[0092] Next, after the freeze process is completed, interrupts are prohibited (S11), and a game start setting process (S12) is performed to set a predetermined time for the reels to start spinning. In the game start setting process, a reel spin start process is performed in response to the start of a game, and the reels start spinning at a constant speed.

[0093] Next, after the game start setting process, an interrupt is permitted (S13), and a rotation start external signal process (S14) is performed to output an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) from a predetermined output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the start of rotation may be referred to as the "start external signal."

[0094] Next, after external signal processing at the start of rotation, a reel stop process (S15) is performed to control the reels to stop. In the reel stop process, if a navigation notification is performed, the game assist display 12 displays the navigation number set in the navigation number setting area to notify the operation mode. Furthermore, if all rotating reels are rotating at a constant speed, acceptance of a stop operation for the rotating reels is enabled and the system waits until a reel stop operation is performed by the player. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled, reel stop control is performed to stop the reel for which the valid stop operation was performed. This reel stop control is repeatedly performed for the rotating reels until the rotation of all reels is stopped, and the reel stop process is completed.

[0095] Next, after the reel stop process, a winning search process (S16) is performed. In the winning search process, a winning symbol combination is searched for based on the symbol combination stopped on reels 2L, 2C, and 2R, and a winning flag indicating whether or not a win has occurred and the number of medals to be paid out in response to the win are set in a predetermined area of ​​RAM 41c.

[0096] Next, interruption is prohibited (S17), and a gaming machine information calculation process (S18) is performed to calculate the gaming history used when calculating gaming machine information to be displayed on the gaming machine information display 50.

[0097] Next, after the gaming machine information calculation process, interruption is permitted (S19), and a special gaming state end check process (S20) is performed. In the special gaming state end check process, it is determined whether or not the end condition is met when the special gaming state is being controlled. Next, a gaming state setting process (S21) is performed. In the gaming state setting process, the gaming state of the next game is set based on the winning data set by the winning search process and the result of the special gaming state end check process.

[0098] Next, when the game ends, processing related to the advantageous zone and processing related to the navigation notification are performed, and a ball output control process at the end of the game (S22) is performed in which a point acquisition lottery process, a life acquisition lottery process, and a one-hit win lottery process are performed based on predetermined conditions. In the processing related to the advantageous zone, it is determined whether the advantageous zone end condition is met in the advantageous zone, and if the advantageous zone end condition is met, a processing is performed to set an advantageous zone end flag, and in the processing related to the navigation notification, processing related to the management of the advantageous zone state. The point acquisition lottery process, life acquisition lottery process, and one-hit win lottery process will be explained in detail below.

[0099] Next, the end-of-game command sending process (S23) shown in Figure 12 is performed, and a group of control state commands including multiple commands that can identify various control states at the end of one game is set in a command queue and sent sequentially to the sub-control unit 91.

[0100] Next, after the game end command transmission process, a payout process is performed (S24) to award a number of medals according to the winnings that have occurred as a result of the game, based on the payout number set in a predetermined area of ​​RAM 41c by the winning search process (S16). In the payout process, a predetermined number of medals are awarded to the player for each winning that has occurred, and the number of medals awarded is added to the credits. When the credits reach the upper limit (50 in this embodiment), medals that have not been added to the credits are paid out from the medal payout opening 9.

[0101] Next, after the payout process, an external signal processing at the end of the game (S25) is performed, which outputs an external output signal at the end of the game (such as a medal OUT signal indicating the number of medals awarded) from a predetermined output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the end of the game may be referred to as the "external signal at the end."

[0102] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the replay symbol combination has stopped on reels 2L, 2C, and 2R, and if the replay symbol combination has stopped, the process of setting the number of bets for replaying in the next game, the process of setting the replay flag in a predetermined area of ​​RAM 41c, the process of controlling the replay LED 20 to the ON state (lighting state), etc. is performed.

[0103] Next, advantageous zone end processing is performed (S27). In advantageous zone end processing, it is determined whether or not an advantageous zone end flag indicating that the advantageous zone is to be ended is set in a predetermined area of ​​RAM 41c, and if it is determined that the advantageous zone end flag is set, advantageous zone data initialization processing is performed to end the advantageous zone by initializing an advantageous zone related area in the storage area of ​​RAM 41c in which data related to the control of the advantageous zone is stored. In advantageous zone data initialization processing, the advantageous zone in-zone flag indicating that the vehicle is in an advantageous zone and the navigation number set in the navigation number setting area are initialized, and an advantageous zone in-zone signal buffer is turned off to output information that the vehicle is in an advantageous zone to an external device such as a test device.

[0104] Next, after the advantageous zone end processing, the advantageous zone signal control processing (S28) is performed. In the advantageous zone signal control processing, when the advantageous zone flag is set in the RAM 41c, the advantageous zone signal buffer of the RAM 41c is controlled to be ON.

[0105] Next, after the advantageous zone signal control process, advantageous zone notification end process (S29) is performed. In the advantageous zone notification end process, it is determined whether the advantageous zone signal buffer in the RAM 41c is OFF or not, and if it is determined that the advantageous zone signal buffer is OFF, the zone display LED 19 is controlled to be in an off state.

[0106] Next, after the advantageous zone notification end process, a game end initialization setting process (S30) is performed. In the game end initialization setting process, the area of ​​RAM 41c to be initialized in the game is set in the initialization process described below. Except at the end of the special game state, the size of the area to be initialized at the end of every game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.

[0107] Next, interrupts are prohibited (S31), and initialization processing (S32) is performed. In the initialization processing, an area of ​​the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to RAM 41c, thereby initializing the area that is initialized at the end of every game except at the end of the special game state, and at the end of the special game state, the area that is initialized at the end of the special game state is initialized. Then, after the initialization processing, interrupts are permitted (S33), and the processing returns to the initialization processing described later.

[0108] Thereafter, the processes of S1 to S33 are repeated. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0109] [Counters related to game counts] Counters related to the number of games will be described below. The main control unit 41 and the sub-control unit 91 each have a counter related to the number of games. The main control unit 41 has a lottery counter. The lottery counter is realized using a partial area of ​​RAM 41c. The sub-control unit 91 has a display counter and a promotion counter. The display counter and the promotion counter are realized using a partial area of ​​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 displaying the number of games played on the LCD display 51. The promotion counter is a counter for executing a promotion effect that suggests that an AT right will be granted in a game before the ceiling is reached.

[0110] The lottery counter possessed by the main control unit 41 will be described below. In the slot machine 1 of this embodiment, an upper limit is set on the number of games in the normal advantageous zone. This upper limit on the number of games is called the "ceiling." The main control unit 41 counts the value of the lottery counter each time a game is played in the normal advantageous zone to determine whether the ceiling has been reached.

[0111] The main control unit 41 controls the game to enter the AT state when the value of the lottery counter reaches a specific value (for example, 700). That is, the main control unit 41 increments the value of the lottery counter as the game is played, and grants the right to AT when the value of the lottery counter reaches a specific value. This allows the player to focus on the number of games played, increasing the player's interest in the game. That is, the main control unit 41 counts the number of games played in the normal advantageous zone using the lottery counter and determines whether the ceiling has been reached. The lottery counter does not count the number of games played in the normal zone. Furthermore, the value of the lottery counter is reset to its initial value (0) when the game state transitions to the normal zone.

[0112] Next, we will explain the display counter and the incentive counter that the sub-control unit 91 has. First, we will explain the incentive counter related to the lottery counter of the main control unit 41. The incentive counter is a counter for executing incentive effects that suggest that an AT right will be granted in a game before the ceiling is reached.

[0113] When the ceiling is reached, the main control unit 41 grants the AT right. At this time, the sub-control unit 91 executes an exciting effect such as a continuous effect in the game before the AT right is granted. In order to execute the exciting effect at the appropriate timing, the sub-control unit 91 needs to know the timing of reaching the ceiling. The sub-control unit 91 synchronizes the exciting counter with the lottery counter of the main control unit 41 to obtain the timing of reaching the ceiling.

[0114] Specifically, the main control unit 41 includes the value of the lottery counter in the start command described in FIG. 12 and sends it to the sub-control unit 91. Based on the received start command, the sub-control unit 91 synchronizes the value of the agitation counter with the value of the lottery counter. This allows the sub-control unit 91 to obtain the timing when the ceiling game number is reached, i.e., the timing when the AT right is granted, based on the value of the agitation counter, and to execute the agitation effect at the appropriate timing. In other words, since the agitation counter is synchronized with the lottery counter, the agitation counter counts the number of games played during the normal advantageous zone, but does not count the number of games played in the normal zone. Furthermore, the value of the agitation counter is reset to its initial value (0) when the gaming state transitions to the normal zone.

[0115] Next, the display counter of the sub-control unit 91 will be described. The display counter is a counter for displaying the number of games played on the LCD display 51. In the slot machine 1 of this embodiment, the sub-control unit 91 counts the value of the display counter except for a predetermined period. The predetermined period is a period during which a store clerk or the like at the gaming facility 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 stopped and then resumed. The value of the display counter is also reset to the initial value (0) when the gaming state transitions to the normal zone.

[0116] [Lottery counter addition process flow in the main control unit] FIG. 15 is a flowchart showing the process in which the main control unit 41 increments the lottery counter value. The main control unit 41 executes the flowchart shown in FIG. 15 based on the operation of the start switch 7. The main control unit 41 determines whether the advantageous zone is normal (step SM1). If the advantageous zone is not normal (NO in step SM1), the main control unit 41 terminates the process without incrementing the lottery counter value. If the advantageous zone is normal (YES in step SM1), the main control unit 41 increments the lottery counter value (step SM2). Thereafter, the main control unit 41 transmits the incremented lottery counter value to the sub-control unit 91 (step SM3). That is, in order to synchronize the incentive counter and the lottery counter, the main control unit 41 transmits the lottery counter value to the sub-control unit 91 by including it in the game start command shown in FIG. 12. This allows the main control unit 41 to count the number of games played within the advantageous zone normal, manage the ceiling game number, and synchronize the lottery counter value with the incentive counter.

[0117] [Increment process flow of the sub-controller's tilt counter and display counter] FIG. 16 is a flowchart showing the process in which the sub-control unit 91 adds the value of the provocation counter and the value of the display counter. The sub-control unit 91 executes the flowchart in FIG. 16 based on the operation of the start switch 7. The sub-control unit 91 determines whether the game status is in a normal advantageous zone (step SS1). If the game status is in a normal advantageous zone (YES in step SS1), the sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter (step SS2). Next, the sub-control unit 91 determines whether the predetermined period has elapsed (step SS3). If the predetermined period has not elapsed (NO in step SS3), the sub-control unit 91 adds the value of the display counter (step SS4) and ends the process. If the predetermined period has elapsed (YES in step SS3), the sub-control unit 91 does not add the value of the display counter and ends the process. The predetermined period will be described in detail later.

[0118] In this way, the lottery counter, display counter, and provocation counter are incremented based on the operation of the start switch 7, but the lottery counter and provocation counter are not incremented unless the game is in a normal advantageous zone, and the display counter is not incremented within a predetermined period. In other words, if the period during which the lottery counter value is not counted and the period during which the display counter value is not counted are the same period, the lottery counter value and the display counter value will be the same. Figure 17 shown below shows an example in which the display counter value and the lottery counter value are the same and the game progresses.

[0119] [Screen transition showing the number of games played] FIG. 17 is a diagram showing the screen transitions on the LCD display 51 in the normal advantageous zone. In FIG. 17, the screen transitions on the LCD display 51 in the normal advantageous zone are shown along with the player's actions. The screen transitions on the LCD display 51 are controlled by the sub-control unit 91, which controls the presentation. FIG. 17 shows the progress of the game when the advantageous zone is normal and not within a predetermined period. That is, in FIG. 17, when the start switch 7 is operated, the values ​​of the lottery counter, the display counter, and the promotion counter are incremented.

[0120] In FIG. 17(a), a game count display unit 54, a character 57, and a background image 58 are displayed on the liquid crystal display 51. The background image 58 is an image including clouds, mountains, and the sun. The character 57 is displayed superimposed on the background image 58. The background image 58 and the character 57 are images used for effect effects. Hereinafter, the background image 58 and the character 57 are collectively referred to as "effect images." The sub-control unit 91 displays the game count display unit 54 on the effect image on the liquid crystal display 51. The game count display unit 54 is a display for informing the player of the number of games that have been played. The sub-control unit 91 causes the value of the display counter to be displayed on the game count display unit 54.

[0121] FIG. 17(a) shows the display screen of the LCD display 51 after 21 games have already been played in the normal advantageous zone. Therefore, the game count display unit 54 displays "21G," which indicates the 21 games that have been played. The sub-control unit 91 transitions the display screen of the LCD display 51 from FIG. 17(a) to FIG. 17(b) based on the operation of the start switch 7. 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 adds 1 to the number of games displayed by the game count display unit 54. In other words, the number of games displayed by the game count display unit 54 is updated from "21G" to "22G."

[0122] In this way, the sub-control unit 91 counts the number of games displayed on the game count display unit 54 based on the operation of the start switch 7. This allows the slot machine 1 of this embodiment to inform the player of the games played in the normal advantageous zone. As explained 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 counters, including the lottery counter, the display counter, and the incentive counter, are updated from "22 games" to "23 games."

[0123] Furthermore, the main control unit 41 transmits a start external signal based on the operation of the start switch 7. The start external signal is an external output signal (such as a medal IN signal indicating the number of medals used in the game) at the start of rotation that is transmitted from a predetermined output port to external devices such as a call lamp, hall computer, or test device. The start external signal corresponds to the signal output in the start-of-rotation external signal processing (S14) in FIG. 14.

[0124] Fig. 17(c) shows the display screen of the liquid crystal display 51 after a 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 a 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 sub-control unit 91 may change the display mode of the effect image each time a stop operation is performed.

[0125] FIG. 17(e) shows the display screen of the liquid crystal display 51 after the third stop operation has been performed. As shown in FIG. 17(e), the sub-control unit 91 changes the display mode of the effect image based on the fact that the third stop operation has been performed. Furthermore, the main control unit 41 transmits an end-of-game external signal based on the fact that the third stop operation has been performed. The end-of-game external signal is an external output signal (such as a medal OUT signal indicating the number of medals awarded) that is output from a predetermined output port to external devices such as a call lamp, hall computer, or test device after the payout process. The end-of-game external signal corresponds to the signal output in the game end external signal processing (S25) in FIG. 14.

[0126] In this manner, in the slot machine 1, a game is started by operating the start switch 7, and the game is ended by performing the third stop operation. In other words, 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 referred to as a "unit game." A player plays the slot machine 1 by repeating unit games. As shown in FIG. 17(f), the sub-control unit 91 again switches the display screen of the LCD display 51 based on the player's re-operation of the start switch 7. In FIG. 17(f), as in FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 and updates the number of games displayed by the game count display unit 54 from "22G" to "23G." Furthermore, the main control unit 41 transmits a start external output signal based on the operation of the start switch 7. In addition, the values ​​of all counters, including the lottery counter, display counter, and provocation counter, are updated from "23 games" to "24 games."

[0127] [Regarding the specified period] The following describes the predetermined period during which the value of the display counter is not counted. The predetermined period is a period set aside for a store clerk or the like to check the operation of the game. The sub-control unit 91 does not count the value of the display counter even if a game is being played until the predetermined period has elapsed since the slot machine 1 was powered on.

[0128] In the slot machine 1, even if a store clerk operates the start switch 7 to check the operation after the slot machine 1 is powered on after the opening of the gaming parlor, the number of games played between the time the slot machine 1 is powered on and the time a predetermined period of time has elapsed is not counted in the display counter and is not reflected in the game count display unit 54. If the number of games played by the store clerk were to be displayed to check the operation after the opening of the gaming parlor, it would be displayed that a game has already been played on the slot machine 1, even though no one should have been playing on it just after the opening, which could confuse players. Therefore, by not counting the value of the display counter even when a store clerk checks the operation during the predetermined period of time, player confusion can be prevented.

[0129] The start and end of the predetermined period can be determined at various times by the sub-control unit 91. Below, two examples are shown: one in which the end of the predetermined period is based on the end of the game, and the other in which the end of the predetermined period is based on the completion of preparations for controlling the presentation.

[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. 18. FIG. 18 is a diagram showing an example of a screen transition on 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 slot machine 1 is turned on until one game is executed. In other words, 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 executed, but may be, for example, the period until two or three games are executed. In this way, the period during which the number of executed games is not counted for display purposes can be the period from when the slot machine 1 is turned on until a predetermined number of unit games are executed.

[0131] Fig. 18 shows an example in which the power supply is cut off after the first to third stop operations are performed from the state shown in Fig. 17(f) and the 23rd game is completed. Fig. 18 also shows an example in which the setting change process is not performed when the power is turned on. After the power is restored to the slot machine 1, the store clerk plays one game to check the operation.

[0132] In FIG. 18(a), the supply of power to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. The slot machine 1 in the state shown in FIG. 18(a) is turned on by a store clerk, and transitions to the state shown in FIG. 18(b). When the power to the slot machine 1 is turned on, the sub-control unit 91 prepares to control the effects. That is, the sub-control unit 91 loads display data and the like to be used for the effects. As shown in FIG. 18(b), while the display data and the like to be used for the effects are being loaded, the sub-control unit 91 displays the words "Preparing to return" on the liquid crystal display 51.

[0133] As shown in Figure 17(f), the gaming state before the power supply is stopped is in the normal advantageous zone, so in Figure 18, the main control unit 41 also starts the gaming state from the normal advantageous zone. The sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on. This allows the sub-control unit 91 to display the number of games played counted since the slot machine 1 was powered on. The sub-control unit 91 starts a 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 effects, it causes the LCD display 51 to display the effect image and the game count display unit 54 as shown in Fig. 17(c). Since the value of the display counter has been returned to its initial value (0), "0G" is displayed in the game count display unit 54. Furthermore, the value of the lottery counter held by the main control unit 41 does not return to its initial value even when the power is turned on, but retains the value shown in Fig. 17(f), so it remains at "23". Similarly, the value of the incentive counter, which is synchronized with the value of the lottery counter, also remains at "23".

[0135] Next, after the effect image shown in FIG. 17(c) is displayed, the store clerk operates the start switch 7 to check the operation. Based on the store clerk's operation of the start switch 7, the sub-control unit 91 switches the display screen of the LCD 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 game count display unit 54 from "0G" to "1G" because a predetermined period is in progress. In other words, the number of games displayed by the game count display unit 54 remains at its initial value of "0G." Meanwhile, based on the fact that the start switch 7 was operated during the normal advantageous period, the main control unit 41 updates the value of the lottery counter from "23" to "24." Based on the increment of the lottery counter value, the sub-control unit 91 synchronizes the value of the incentive counter with the lottery counter value of "24." Therefore, as shown in Figure 18, after the power is turned on and the start switch 7 is operated, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incitement counter becomes "24G".

[0136] The main control unit 41 also transmits a start external output signal even if the start switch 7 is operated within a predetermined period. That is, the main control unit 41 outputs a start external output signal when a unit game is executed, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on. As a result, the main control unit 41 can cause an external device or the like to count the number of executions of the unit game based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.

[0137] After the start switch 7 is operated by the store clerk, the first to third stop operations are performed as operation confirmation, as shown in FIG. 18(d). Based on the third stop operation being performed, the sub-controller 91 changes the display mode of the effect image, as shown in FIG. 18(e). Furthermore, based on the third stop operation being performed within a predetermined period, the main controller 41 transmits an end external signal. Based on the third stop operation being performed and the end of the game, the sub-controller 91 ends the predetermined period during which the value of the display counter is not counted.

[0138] 18, a game played by a store clerk to check operation after power is turned on is not displayed as the number of times played by the game count display unit 54. In this way, in the slot machine 1 of this embodiment, even if a store clerk plays a game to check operation before the gaming parlor opens, the sub-control unit 91 does not display the game played to check operation on the game count display unit 54, thereby preventing confusion among players.

[0139] Next, FIG. 18 shows an example in which a game is started by a player, not a store clerk. After the operation check is completed in FIG. 18(e), the player operates the start switch 7 on the slot machine 1. At this time, as shown in FIG. 18(d), the predetermined period ends when the third stop operation is performed. Therefore, the sub-control unit 91 updates the value of the display counter from "0" to "1" based on the player's operation of the start switch 7. As a result, the game count display unit 54 displays "1G" as shown in FIG. 18(f). In this way, in the slot machine 1, the game count display unit 54 displays the number of games played since the game started by the player, allowing for a natural game count display for the player.

[0140] Furthermore, since the start switch 7 is operated by the player during the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "24" to "25", and the sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter.

[0141] Furthermore, the sub-control unit 91 displays the same presentation mode, including presentation images, between the time a predetermined period has elapsed since the slot machine 1 was powered on and the time after the predetermined period has elapsed. This prevents the player from feeling uncomfortable, since the presentation mode does not change before and after the predetermined period has elapsed, even if the player plays within the predetermined period.

[0142] Next, an example based on the completion of preparations for controlling the effects at the end of a predetermined period will be described with reference to FIG. 19. FIG. 19 is a diagram showing an example of the screen transition of the liquid crystal display 51 after the power is turned on. As with FIG. 18, FIG. 19 shows an example in which the power is turned off after the first to third stop operations are performed from the state shown in FIG. 17(f) and the 23rd game is completed. In FIG. 19 as well, after the power is restored to the slot machine 1, the store clerk plays a game to check its operation.

[0143] In FIG. 19(a), the supply of power to the slot machine 1 is stopped, and no image is displayed on the LCD 51. The sub-control unit 91 resets the value of the display counter to its initial value (0) when the power is turned on. As explained above, when the power is turned on to the slot machine 1, the sub-control unit 91 reads display data, etc., in order to control the presentation. As shown in FIGS. 19(b) to (d), the sub-control unit 91 displays the words "Preparing to return" on the LCD 51 until it is ready to control the presentation.

[0144] In the example shown in FIG. 19, the period during which the words "Preparing to return" are displayed is the predetermined period. That is, the predetermined period is the period from when the slot machine 1 is powered on until the time when preparations for controlling the effects have been completed has elapsed. More specifically, the predetermined period is the time during which the sub-control unit 91 reads display data, etc. Hereinafter, the time during which the sub-control unit 91 reads display data, etc. is referred to as the "specific time." The specific time during which the sub-control unit 91 reads display data, etc. may be, for example, 1 to 2 seconds, or 10 to 20 seconds.

[0145] As shown in Figure 19, even if the start switch 7 is operated by the store clerk between Figure 19(b) and Figure 19(c), the value of the display counter is not incremented and remains at its initial value of "0". On the other hand, because the start switch 7 is operated during the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "23" to "24", and the sub-control unit 91 synchronizes the value of the incentive counter. Therefore, as shown in Figure 19, after the start switch 7 is operated after power is turned on, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incentive counter becomes "24G".

[0146] At this time, the main control unit 41 transmits a start external signal based on the start switch 7 being operated within a predetermined period. Furthermore, as shown in FIG. 19(d), the main control unit 41 transmits an end external signal based on the third stop operation being performed within a predetermined period. That is, the main control unit 41 outputs an end external signal when a unit game ends, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on. This allows an external device or the like to tally data related to game results based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.

[0147] As shown in FIG. 19(e), the sub-control unit 91 ends the display of the message "Preparing to return" and ends the predetermined period. As shown in FIG. 19(f), after the predetermined period ends, the player operates the start switch 7, thereby updating the display counter value from "0" to "1." That is, the game count display unit 54 displays "1G." In this way, in the example of FIG. 19, the predetermined period is the period from when the slot machine 1 is powered on until a specific time has elapsed during which the sub-control unit 91 reads display data, etc. This allows the period during which counting of the number of games played for display purposes is not performed to be the period from when the slot machine 1 is powered on until the sub-control unit 91 reads display data, etc. In the example of FIG. 19, unlike the example of FIG. 18, the number of games played for operation confirmation is not limited to a predetermined number of games (e.g., one game as in the example shown in FIG. 18). Therefore, if the start switch 7 is operated within the period until the specific time has elapsed, the store clerk can play any number of games to confirm operation. In this way, in the slot machine 1 of this embodiment, the end of the specified period may be based on the end of the game as shown in Figure 18, or it may be based on the completion of preparations for controlling the presentation, or both may be adopted, and the earlier of either may be set as the end of the specified period.

[0148] [Settings change process] FIG. 20 is a diagram showing an example of the screen transition of the liquid crystal display 51 after a setting change has been made. In the example shown in FIG. 20, an example will be described in which a predetermined period of time begins based on the setting change process being set. In the example shown in FIG. 20, the predetermined period of time is the period from when the setting change is made until one game is played. Note that the predetermined period of time in FIG. 20 may also be the period from when the setting change is made until a specific time has elapsed.

[0149] As explained above, the main control unit 41 transitions the gaming state to the normal zone when the setting is changed. Hereinafter, the transition of the gaming state to the normal zone is also referred to as "initialization of the gaming state." After at least one game has been played in the normal zone, the main control unit 41 transitions the gaming state from the normal state to the advantageous zone (normal). This initializes the gaming state when the setting value is set, preventing a state advantageous to the player from continuing and preventing the player from becoming overly advantageous.

[0150] After the setting change has been made, the sub-control unit 91 displays the words "Setting change in progress" on the LCD display 51, as shown in Figure 20(a). After the setting change process is complete, the sub-control unit 91 starts a predetermined period in which the value of the display counter is not counted. Furthermore, after the setting change is complete, the sub-control unit 91 displays an image for presentation and the game count display unit 54.

[0151] Since the setting has been changed, the main control unit 41 transitions the gaming state to the normal zone. Based on the transition of the gaming state to the normal zone, the main control unit 41 resets the value of the lottery counter to the initial value (0). This also synchronizes the value of the sub-control unit 91's provocation counter to the initial value. As described above, the setting change process involves restarting the device by stopping the power supply and then turning it on again. Therefore, the sub-control unit 91 resets the value of the display counter to the initial value (0). Therefore, in FIG. 20(b), the game count display unit 54 displays "0G." That is, after the sub-control unit 91 is controlled to the advantageous zone, the sub-control unit 91 counts the value of the display counter from the initial value. This allows the slot machine 1 to display the number of games played counted during the advantageous zone on the game count display unit 54.

[0152] After the screen shown in FIG. 20(b) is displayed, the store clerk operates the start switch 7 to check the operation. At this time, since the sub-control unit 91 is operating during a predetermined period, it does not increment the value of the display counter, but keeps it at its initial value of "0." Also, since the start switch 7 is being operated in a normal zone that is not a normal advantageous zone, the main control unit 41 does not increment the value of the lottery counter, but keeps it at its initial value of "0." Also, the value of the incentive counter is synchronized with its initial value of "0." Therefore, as shown in FIG. 20(c), after the setting change process is performed and the start switch 7 is operated, the value of the lottery counter becomes "0G," the value of the display counter becomes "0G," and the value of the incentive counter becomes "0G."

[0153] As shown in Figure 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 for transitioning to the advantageous zone from the next game depending on the winning result. Figure 20 shows an example in which the winning result for transitioning to the advantageous zone is derived in the third stop operation after the screen shown in Figure 20(c), and the flag for transitioning to the advantageous zone from the next game is set.

[0154] The player operates the start switch 7 from the screen state shown in FIG. 20(d). Because the flag for transitioning to the advantageous zone is set, when the player operates the start switch 7, the main control unit 41 controls the game state from the normal zone to the normal advantageous zone. In the screen state shown in FIG. 20(d), the predetermined period has already ended, so the sub-control unit 91 updates the value of the display counter from "0" to "1" and displays "1G" on the number of games display unit 54. In addition, because the advantageous zone is being controlled to be the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "0" to "1", and the provocation counter is synchronized with the value of the lottery counter.

[0155] 20, the sub-control unit 91 does not count the value of the display counter until a predetermined period of time has elapsed since the setting change process was performed. This prevents players from becoming confused because the game played for the store clerk to check the operation is not counted even after the setting change process.

[0156] [Power supply cut off during gameplay] FIG. 21 shows an example of the screen transition of the liquid crystal display 51 after power is turned on. FIG. 21 shows an example in which the power supply is cut off before the first and second stop operations are performed from the state shown in FIG. 17(f) and before the 23rd game is completed. FIG. 21(a) differs from FIG. 18(a) in that the power supply is cut off before the third stop operation is performed in FIG. 21, while the power supply is cut off after the third stop operation is performed in FIG. 18. That is, the example in FIG. 21 shows the state after the power supply is cut off midway through the 23rd game without completing it. In FIG. 21 as well, after power is restored to the slot machine 1, a staff member plays a game to check its operation.

[0157] The slot machine 1 in the state shown in FIG. 21(a) is powered on by a store clerk, and transitions to the state shown in FIG. 21(b). When the power is turned on, the reels corresponding to the stop switches for which the third stop operation has not yet been performed begin to rotate. The sub-control unit 91 reads display data and the like used for the performance, and displays the words "Preparing to return" on the LCD display 51. As shown in FIG. 17(f), before the power supply was stopped, the gaming state was in the normal advantageous zone, so in FIG. 21 as well, the main control unit 41 starts the gaming state from the normal advantageous zone.

[0158] Furthermore, if the power supply to the slot machine 1 is stopped after a unit game has started but before the unit game ends, the sub-control unit 91 counts the number of unit games following the unit game from the initial value. That is, as shown in Fig. 17(b), the sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on. This allows the number of executions counted by the display counter to be reset to the initial value if the power supply to the slot machine 1 is stopped during a unit game and the unit game is not performed normally.

[0159] When the sub-control unit 91 has finished reading the display data and is ready to control the effects, it displays the words "Returning to game" as shown in Figures 21(c) and (d). The period during which the words "Returning to game" are displayed is the period during which the main control unit 41 reads from the backup the content of the previous game that was ended halfway through. Specifically, the main control unit 41 reads from the backup the content of the 23rd game shown in Figure 17(f).

[0160] In this way, the sub-control unit 91 displays the words "Game Returning" when the power supply to the slot machine 1 is stopped before the unit game ends, and then the power supply to the slot machine 1 is started and the unit game is resumed. This allows the outside to recognize that the power supply to the gaming machine has stopped during the unit game and the unit game is not being played normally.

[0161] The store clerk stops the reels, which start spinning when the power is turned on, by performing a third stop operation to check their operation. If the power supply to the slot machine 1 is stopped after the start of a unit game shown in FIG. 17(f) but before the unit game ends, the sub-control unit 91 does not count the value of the display counter even after the unit game ends. That is, even if the effect image and the game count display unit 54 are displayed after the "Game Returning" display ends, the game count display unit 54 will still read "1G" as shown in FIG. 21(f). In other words, the sub-control unit 91 does not update the display counter value from the initial value of "0" to "1" because the previous game continues after the power supply is turned on again. As a result, if the power supply to the slot machine 1 is stopped during a unit game, the sub-control unit 91 can display "1G" on the game count display unit 54 based on the first operation of the start switch 7 after the power is turned on, as shown in FIG. 21(f), excluding unit games that were not played normally.

[0162] [Volume settings and menu screen] Fig. 22 is a diagram for explaining volume setting and menu screens. Fig. 22(a) is a screen showing a display example of setting operation display 330. Fig. 22(b) is a screen showing a display example of volume setting display 340. Fig. 22(c) is a screen showing a display example of menu screen 350.

[0163] The slot machine 1 of this embodiment allows the player to set the volume for the effects. As shown in FIG. 22(a), the sub-control unit 91 notifies the player that the volume can be set by displaying a setting operation display 330 on the liquid crystal display 51. As shown in FIG. 22, the upper section of the setting operation display 330 displays the words "Go to volume setting" along with an image of the cross key 70. Furthermore, the lower section of the setting operation display 330 displays the words "Go to menu screen" along with an image of the effect switch 56. In the slot machine 1, by displaying the setting operation display 330, the player can recognize that the volume can be set by operating the cross key 70 and that the menu screen 350 can be displayed by operating the effect switch 56.

[0164] The sub-control unit 91 displays the setting operation display 330 based on the establishment of a specific condition. The specific condition is, for example, a condition in which a period in which no operation from the player is accepted continues for a predetermined time. Alternatively, the specific condition may be that the sub-control unit 91 accepts a command from the player to display the setting operation display 330. In the example of FIG. 22, the setting operation display 330 is displayed in the normal advantageous zone, but the setting operation display 330 may also be displayed during the AT state.

[0165] When the cross key 70 is operated, the sub-control unit 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(b). In FIG. 22(b), the liquid crystal display 51 displays a volume setting display 340 instead of the setting operation display 330. The volume setting display 340 is an image including a volume bar 341. The sub-control unit 91 displays the volume setting display 340 for, for example, five seconds. In the example of FIG. 22, a volume bar is displayed that allows the volume to be set to up to six levels. The sub-control unit 91 executes performance control at a volume that corresponds to the volume level that has been set. Note that the number of levels that can be set for the volume bar is not limited to six.

[0166] The sub-control unit 91 lowers the set volume by one step in response to receiving 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 operation of the right switch 70R or the up switch 70U of the cross key. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 can display the volume setting display 340 by operating the cross key 70.

[0167] In response to the operation of the effect switch 56, the sub-controller 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(c). In FIG. 22(c), the liquid crystal display 51 displays a menu screen 350 instead of the setting operation display 330. The menu screen 350 is a screen including a plurality of selection items. In the example of FIG. 22, the menu screen 350 includes, as selection items, a payout table 351, a game history 352, a login 353, and an end 354. The player can select one of the selection items by operating the cross key 70 while the menu screen 350 is displayed.

[0168] When payout table 351 is selected, the sub-control unit 91 displays a table showing the correspondence between game results and the awarding of gaming value. When gaming history 352 is selected, the sub-control unit 91 displays the gaming history, such as the number of times an advantageous state has been controlled and the total number of awarded gaming values. When login 353 is selected, the sub-control unit 91 displays a screen prompting the player to log in. When exit 354 is selected, the sub-control unit 91 ends the display of the menu screen 350. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 displays the menu screen 350 when the performance switch 56 is operated.

[0169] In the example of Figure 22, an example is described in which the menu screen 350 is displayed when the performance switch 56 is operated, and the volume setting display 340 is displayed when the cross key 70 is operated. However, the volume setting display 340 may be displayed when the performance switch 56 is operated, and the menu screen 350 may be displayed when the cross key 70 is operated, or the volume setting display 340 and the menu screen 350 may be displayed based on other operations.

[0170] [About the power-on sound] FIG. 23 is a diagram for explaining a specific sound output when the power is turned on. FIG. 23 shows an example in which the power is turned on from a state in which 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. The slot machine 1 in the state shown in FIG. 23(a) is powered on by a store clerk, and transitions 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 upon power-on.

[0171] The specific sound is a sound that is output when the power is turned on, and includes multiple types of sounds depending on the state of the slot machine 1 at the time of power-on. In the example of FIG. 22, a power-on sound indicating that the power has been turned on is output as the specific sound. In the slot machine 1, for example, by outputting the power-on sound, it is possible to make a store clerk aware that there is a slot machine that has been turned on in the gaming facility, and it is possible to prevent unauthorized power-on. The main control unit 41 outputs the power-on sound for, for example, 10 seconds. The main control unit 41 can proceed with the game while the power-on sound is being output.

[0172] FIG. 23(c) shows an example in which the sub-control unit 91 has finished reading display data and the like used for effects, and an effect image and the game count display unit 54 are displayed on the LCD display 51. In FIG. 23(c), the player operates the cross key 70 after the effect image and the game count display unit 54 are displayed. As shown in FIG. 23(c), the power-on sound is being output from the speaker 53 when the player operates the cross key 70. The sub-control unit 91 does not set the volume when it accepts operation of the cross key 70 while the power-on sound is being output. In other words, the sub-control unit 91 does not display the volume setting display 340. This prevents the volume of the power-on sound from changing due to volume setting being performed while the power-on sound is being output.

[0173] Furthermore, the sub-control unit 91 does not display the setting operation display 330 when the power-on sound is being output. As explained above, the setting operation display 330 is displayed, for example, when a predetermined period of time has passed since the start of operation reception from the player. However, the sub-control unit 91 does not display the setting operation display 330 when the power-on sound is being output, even if the predetermined period of time has passed since the start of operation reception from the player. This prevents the player from mistakingly believing that the volume can be set when the power-on sound is being output in the slot machine 1.

[0174] Furthermore, the main control unit 41 does not change the volume of the power-on sound when outputting it. This allows the main control unit 41 to appropriately notify the user of 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 staff aware that there is a slot machine that is turned on in the gaming parlor, and it is possible to prevent unauthorized power-on.

[0175] After the state shown in FIG. 23(c) is reached, the output of the power-on sound stops. Thereafter, the sub-control unit 91 displays the setting operation display 330 as shown in FIG. 23(d) based on the fact that a predetermined period of time has elapsed without accepting any operation from the player. Furthermore, the sub-control unit 91 displays the volume setting display 340 as shown in FIG. 23(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. 23(f) in response to the player's operation of the right switch 70R of the cross key 70. Specifically, the sub-control unit 91 increases the currently set volume by one level. At this time, the sub-control unit 91 outputs a volume confirmation sound. The volume confirmation sound is an example sound indicating the volume after the volume setting, such as a beep. In the slot machine 1, the volume confirmation sound is output, allowing the player to set the desired volume using the volume setting display 340. The sub-control unit 91 does not output the volume confirmation sound while the power-on sound is being output. This makes it possible to prevent the volume confirmation sound from being output when the power-on sound is being output, thereby preventing the output of the power-on sound from being interrupted.

[0176] [About the setting change sound] Fig. 24 is a diagram for explaining the specific sound 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 the setting change sound as the specific sound during the setting change process and for a specific period of time after the setting change process is completed.

[0177] The setting change sound is a specific sound that indicates that a setting change is being made. By outputting the setting change sound, the slot machine 1 can make the staff in the gaming parlor aware that there is a slot machine whose setting has been changed, and can prevent unauthorized setting changes. The main control unit 41 outputs the setting change sound for, for example, 10 seconds after the setting change is completed.

[0178] 24(c), similar to FIG. 23(c), when a setting change sound, which is a specific sound, is being output, the sub-control unit 91 does not set the volume even when it accepts operation of the cross key 70. Also, when a setting change sound is being output, the sub-control unit 91 does not display the setting operation display 330. Furthermore, the main control unit 41 does not change the volume of the setting change sound when it is being output.

[0179] After the state shown in Figure 24(c) is reached, the output of the setting change sound stops. Thereafter, the sub-control unit 91 displays the setting operation display 330 as shown in Figure 24(d) based on the fact that a predetermined period of time has continued during which no operation from the player is accepted. Furthermore, the sub-control unit 91 displays the volume setting display 340 as shown in Figure 24(e) in response to the player operating the cross key 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in Figure 24(f) in response to the player operating the right switch 70R of the cross key 70. At this time, the sub-control unit 91 outputs a volume confirmation sound.

[0180] In this way, the main control unit 41 can output a power-on sound and a setting change sound as specific sounds. Furthermore, the main control unit 41 can output a recovery sound as a specific sound when the slot machine 1 is powered on and restored from a backup. Furthermore, the main control unit 41 can output an initialization sound as a specific sound when the backup data is initialized when the slot machine 1 is powered on. Specifically, specific sounds include a power-on sound, a setting change sound, a recovery sound, and an initialization sound. The power-on sound, the setting change sound, the recovery sound, and the initialization sound are all different sounds. This allows specific sounds to be output depending on the situation, allowing the situation to be appropriately recognized. In other words, the slot machine 1 allows a store clerk to recognize the status of the slot machine 1 depending on which specific sound is being output.

[0181] [About the door opening sound] FIG. 25 is a diagram illustrating the door-opening sound that is output when the front door 1b is open. FIG. 25(a) shows the display screen of the liquid crystal display 51 when the game state is in the normal advantageous zone. FIG. 25(a) displays the setting operation display 330. From FIG. 25(a), the front door 1b of the slot machine 1 is in the open state. The main control unit 41 outputs the door-opening sound based on the fact that the front door 1b is open. Furthermore, the main control unit 41 can continue the game even while the door-opening sound is being output.

[0182] As shown in FIGS. 25(b) and 25(c), the sub-control unit 91 does not set the volume when it accepts an operation of the cross key 70 while the door-opening sound is being output. This prevents the volume of the door-opening sound from being changed due to an accidental volume setting while the door-opening sound is being output in the slot machine 1. Furthermore, the sub-control unit 91 does not display the setting operation display 330 even if a predetermined period of time has elapsed during which no operation from the player is accepted while the door-opening sound is being output. This prevents the player from mistakingly believing that the volume can be set while the door-opening sound is being output in the slot machine 1. Furthermore, the main control unit 41 does not change the volume of the door-opening sound when it is being output. This allows the door-opening sound to be appropriately notified at a constant volume.

[0183] Furthermore, when the sub-control unit 91 receives an operation of the cross key 70 while the door-opening sound is being output, the sub-control unit 91 does not output the volume confirmation sound. This prevents the slot machine 1 from interfering with the output of the door-opening sound due to the volume confirmation sound being output while the door-opening sound is being output.

[0184] FIG. 26 illustrates screen transitions that occur when the front door 1b is opened while the volume setting display 340 is displayed. In FIG. 26(a), the setting operation display 330 is displayed. In FIG. 26(b), the volume setting display 340 is displayed in response to the operation of the cross key 70. As described above, the sub-control unit 91 displays the volume setting display 340 for five seconds. When the front door 1b is opened while the volume setting display 340 is displayed, the main control unit 41 causes the speaker 53 to output a door-opening sound. As shown in FIG. 26(c), the sub-control unit 91 terminates the display of the volume setting display 340 in response to the start of output of the door-opening sound while the volume setting display 340 is displayed. This prevents the slot machine 1 from misleading the player into thinking that volume setting is possible, even if the volume setting display 340 is displayed before the door-opening sound is output.

[0185] Furthermore, the sub-control unit 91 displays the words "Door Open" based on the fact that the front door 1b is open. This allows the slot machine 1 to conveniently recognize that the door is open. Furthermore, as shown in FIGS. 26(e) and 26(f), when the front door 1b is closed after the door-opening sound has started to be output and the display of the volume setting display 340 has ended, the liquid crystal display 51 displays the volume setting display 340 based on the operation of the cross key 70. This allows the volume setting display 340 to be displayed by operating the cross key 70 again after the front door 1b is closed.

[0186] [About the special song] FIG. 27 shows an example in which the display of the menu screen 350 is terminated based on a first termination condition while a special music piece is being output. FIG. 27 shows the display screen of the LCD display 51 when the gaming state is in the first state of the advantageous zone. In the slot machine 1 of this embodiment, the sub-control unit 91 outputs a special music piece corresponding to a specific gaming state from the speaker 53 during that gaming state. The special music piece is, for example, an AT music piece that plays only during the AT state. For example, the sub-control unit 91 outputs a first special music piece corresponding to the first state during the first state of the advantageous zone shown in FIG. 27. The sub-control unit 91 outputs the special music piece in a first output mode when a special image is displayed. The special image in the first state includes a character 57 and a background image 58 including planets and stars. The first output mode is a mode in which the special music piece is output at a volume higher than the volume of the special sound piece output during the normal advantageous zone.

[0187] As shown in FIG. 27(a), the sub-control unit 91 displays the setting operation display 330. As shown in FIG. 27(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the effect switch 56. The sub-control unit 91 changes the output mode of the first special music based on the display of the menu screen 350. Specifically, the sub-control unit 91 changes from the first output mode to the second output mode. The second output mode is a mode in which the music is output at a lower volume than when output in the first output mode. In this way, by outputting the music at a lower volume when the menu screen 350 is displayed, the player's operation of the menu screen 350 is not hindered.

[0188] 22, when End 354 is selected from among the selection items included in the menu screen 350, the sub-control unit 91 ends the display of the menu screen 350. Hereinafter, the selection of End 354 will be referred to as an "end operation."

[0189] Furthermore, when the start switch 7 is operated while the menu screen 350 is displayed, the sub-control unit 91 ends the display of the menu screen 350. This allows the slot machine 1 to skip the end operation and start spinning the reels directly from the state where the menu screen 350 is displayed. Hereinafter, the operation of the start switch 7 will be referred to as a "progress operation." The progress operation may also include the operation of the stop switches 8L, 8C, and 8R.

[0190] Furthermore, the sub-control unit 91 ends the display of the menu screen 350 when a predetermined time has elapsed since the menu screen 350 began to be displayed. As a result, in the slot machine 1, for example, if a player leaves his / her seat while the menu screen 350 is displayed, the display screen of the liquid crystal display 51 can be returned to a playable screen after the predetermined time has elapsed. The predetermined time is, for example, three minutes.

[0191] In this way, the slot machine 1 in this embodiment ends the display of the menu screen 350 when an end operation is performed, an advance operation is performed, or a predetermined time has elapsed. When an end operation or an advance operation is performed, the slot machine 1 accepts some operation, and therefore the player intentionally ends the display of the menu screen 350. On the other hand, when the display of the menu screen 350 is ended based on the elapse of a 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 ending operation or a progress operation to end the display of the menu screen 350 will be referred to as the "first ending condition." On the other hand, the condition that a predetermined time period has elapsed, which ends the display of the menu screen 350 regardless of the player's intention, will be referred to as the "second ending condition."

[0193] 27 shows an example in which the display of the menu screen 350 is terminated due to the first termination condition. When the display of the menu screen 350 is terminated due to the first termination condition, which is a condition that a termination operation or a progress operation is performed, the sub-control unit 91 changes the output mode of the first special music piece. Specifically, the sub-control unit 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 a second end condition while the special music piece is being output. The example shown in FIG. 28 differs from the example shown in FIG. 27 in that the display of the menu screen 350 ends due to the passage of a predetermined time. When the display of the menu screen 350 ends based on a second end condition that is unrelated to the player's intention, the sub-control unit 91 does not change the output mode of the first special music piece. In other words, the sub-control unit 91 maintains the second output mode and outputs the first special music piece. This prevents the player from being surprised, even if the display of the menu screen 350 ends unintentionally by the player, because the output mode of the special music piece is not changed.

[0195] 27(c) and 28(c), when the sub-control unit 91 ends the display of the menu screen 350, it displays the effect images shown in Fig. 27(a) and 28(a) that were displayed before the menu screen 350 was displayed. This allows the slot machine 1 to conveniently 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 zone. FIG. 29 shows the display screen of the liquid crystal display 51 when the game state is in the second state of the advantageous zone. The sub-control unit 91 outputs a second special song corresponding to the second state of the advantageous zone shown in FIG. 29(a). That is, the special song includes a first special song and a second special song. The sub-control unit 91 outputs the second special song in the first output mode when a presentation image is displayed. As shown in FIG. 29(a), the presentation image in the second state is an image in which character 57 and character 59 face each other.

[0197] 29(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the effect switch 56. The sub-control unit 91 changes the output mode of the second special music from the first output mode to the second output mode based on the display of the menu screen 350. As a result, in the slot machine 1, the output mode of the special music can be changed as long as the menu screen 350 is displayed in either the first state or the second state.

[0198] Next, in the slot machine 1, Login 353 is selected from the selection items on the menu screen 350. The sub-control unit 91 outputs a response sound in response to the selection of Login 353. That is, when the menu screen 350 is displayed and a specific operation, such as an operation to select Login 353 that is different from the end operation, is received, the sub-control unit 91 outputs a response sound. This allows the slot machine 1 to conveniently notify the player that the operation has been successfully received.

[0199] In FIG. 29(c), the sub-control unit 91 displays a login screen 355. The login screen 355 prompts the player to enter a login ID. The specific operation may include the operation of entering a login ID. In other words, the sub-control unit 91 outputs a response sound each time the player enters one character of the login ID.

[0200] [About the setting value L] FIG. 30 is a diagram for explaining the setting value L. As described above, in the slot machine 1 of this embodiment, six levels of values, 1, 2, 4, 5, 6, and L, can be set as the setting value. In a typical slot machine, setting values ​​1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of this embodiment, setting value L can be set instead of setting value 3. The setting value that replaces setting value L is not limited to setting value 3, and may be any of setting values ​​1, 2, 4, 5, and 6. FIG. 30 shows the expected value of payout balls over the entire period, the expected value of payout balls in an advantageous state, and the base and AT winning probabilities for each of the six setting values.

[0201] The expected value of payout balls over the entire period refers to the expected number of payout balls (number of medals) when a predetermined number of games (e.g., 175,000 games) have been played, regardless of the period of play. More specifically, it refers to the expected number of medals to be paid out when a predetermined number of games have been played during the non-internal, internal, and BB periods shown in FIG. 4. The expected value of payout balls in an advantageous state refers to the expected number of medals to be paid out when playing the slot machine 1 during the period from the start of the AT state to the end of the AT state. Note that the expected value of payout balls in an advantageous state may be the expected number of medals to be paid out not only during the period from the start of the AT to the end of the AT, but also during the BB period or the period including the AT and BB. The base refers to the average number of games that can be played when a predetermined number of medals are inserted in the normal advantageous period. The probability of winning the AT is the probability of winning the AT state per game. In the slot machine 1 of this embodiment, a lottery is held to determine whether or not to transition to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by varying the probability of receiving high points according to a set value.

[0202] As shown in FIG. 30, in the slot machine 1 of this embodiment, when the setting value 1 is set, the expected value of ball payout over the entire period is A1, the expected value of ball payout in an advantageous state is B1, the base is C1, and the probability of winning the AT is D1. When the setting value 2 is set, the expected value of ball payout over the entire period is A2, the expected value of ball payout in an advantageous state is B2, the base is C2, and the probability of winning the AT is D2. When the setting value 4 is set, the expected value of ball payout over the entire period is A4, the expected value of ball payout in an advantageous state is B4, the base is C4, and the probability of winning the AT is D4. When the setting value 5 is set, the expected value of ball payout over the entire period is A5, the expected value of ball payout in an advantageous state is B5, the base is C5, and the probability of winning the AT is D5. When the setting value 6 is set, the expected value of ball payout over the entire period is A6, the expected value of ball payout in an advantageous state is B6, the base is C6, and the probability of winning the AT is D6. When the setting value L is set, the expected value of balls to be paid out over the entire period is AL, the expected value of balls to be paid out in an advantageous state is BL, the base is CL, and the probability of winning the AT is DL.

[0203] The expected number of balls to be drawn during the entire period of each set value is such that AL is the smallest, A6 is the largest, and the relationship AL < A1 < A2 < A4 < A5 < A6 holds. That is, the set value L is the set value with the smallest expected number of balls to be drawn in all games including games in the advantageous state among the set values 1, 2, 4, 5, 6, L. Also, the expected number of balls to be drawn in the advantageous state of each set value is such that BL is the smallest, B6 is the largest, and the relationship BL << B1 < B2 < B4 < B5 < B6 holds. That is, the set value L is the set value with the smallest expected number of balls to be drawn that can be given in the advantageous state among the set values 1, 2, 4, 5, 6, L. Further, in the slot machine 1 of the present embodiment, when comparing the difference between BL and B1 and the difference between B1 and B2, it is designed such that the difference between BL and B1 becomes large. For example, when the period from the start of the AT state to the end of the A state is 100 games, if the expected value B1 is 900 medals (net increase of 6 medals) and the expected value B2 is 910 medals (net increase of 6.1 medals), the expected value BL may be 310 medals (net increase of 0.1 medal). That is, while the difference between B1 and B2 is 10 medals, the difference between BL and B1 is 590 medals. The difference between BL and B1 is similarly larger than any of the differences between B2 and B4, B4 and B5, and B5 and B6. In other words, the set value L is the set value for which the number of medals paid out during the period from the start to the end of the AT state is extremely small compared to other set values.

[0204] Furthermore, the base of each setting value is such that CL is the smallest, C6 is the largest, and the relationship CL < C1 < C2 < C4 < C5 < C6 holds. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, L. Note that for the base, the setting value L does not necessarily have to be the smallest setting value. Also, for the AT winning probability of each setting value, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the AT winning probability, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, L and transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.

[0205] Figure 31 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of the AT when the setting value L is set. Hereinafter, first, the variation in the number of winning balls during the period from the start to the end of the AT will be explained. In Figure 31, when the setting value 1 and the setting value L are set, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state is illustrated. That is, Figure 31 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls for the setting value 1 paid out during the period from the start to the end of the AT state is B1, the apex of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value B1. Since the expected value of the number of winning balls for the setting value L paid out during the period from the start to the end of the AT state is BL, the apex of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value BL.

[0206] The width SD1N of the normal distribution for setting value 1 indicates the variation (standard deviation) in the number of medals paid out, and the width SD1L of the normal distribution for setting value L indicates the variation (standard deviation) in the number of medals paid out. In other words, the wider the width SD1N and width SD1L, the greater the variation in the number of medals paid out at each setting value from the start of the AT state to the end of the AT state. As shown in Figure 31, width SD1L is narrower than width SD1N.

[0207] That is, the variation in the number of medals paid out when the setting value L is set during the period from the start of the AT to the end of the AT is smaller than the variation in the number of medals paid out when the setting value 1 is set during the period from the start of the AT to the end of the AT. 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 when the setting value L is set will be close to the expected value BL 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 when the setting value 1 is set will be close to the expected value B1.

[0208] FIG. 32 is a diagram for explaining the variation in the number of dispensed balls over the entire period when the setting value L is set. FIG. 32 illustrates a normal distribution showing the variation in the number of dispensed balls (number of medals) during a predetermined number of games (for example, 17,500 games) when the setting values ​​1 and L are set. In other words, it illustrates the probability distribution of the number of medals dispensed during a predetermined number of games when the setting values ​​1 and L are set. Referring to FIG. 30, since the expected value of dispensed balls during a predetermined number of games for the setting value 1 is A1, the peak of the normal distribution for the setting value 1 indicates the number of dispensed balls with the expected value A1. The width SD2N of the normal distribution for the setting value 1 indicates the variation (standard deviation) in the number of medals dispensed when the setting value 1 is set. Since the expected value of dispensed balls during a predetermined number of games for the setting value L is AL, the peak of the normal distribution for the setting value L indicates the number of dispensed balls with the expected value AL. The width SD2L of the normal distribution for the setting value L indicates the variation (standard deviation) in the number of medals dispensed when the setting value L is set. The width SD2L is narrower than the width SD2N.

[0209] That is, referring to FIG. 32, the variation in the number of medals paid out when the setting value L is set is smaller than the variation in the number of medals paid out when the setting value 1 is set. In other words, the probability that the number of medals paid out during a predetermined number of games when the setting value L is set is close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games when the setting value 1 is set is close to the expected value A1. In other words, with the setting value L, the variation in the number of medals paid out during a predetermined number of games is small. This is achieved by designing the expected value of ball payout in an advantageous state and the probability of winning the AT, as explained in FIG. 30. That is, BL, which is the expected value of ball payout in an advantageous state when the setting value L is set, is extremely small compared to other setting values. Therefore, with the setting value L, the number of medals paid out is small even when the game transitions to the AT state. On the other hand, with regard to the probability of winning the AT, the setting value L is not designed to be the lowest among the setting values ​​1, 2, 4, 5, 6, and L, and the game transitions to the AT state with a relatively high probability.

[0210] At the set value L, since it transitions to the AT state with a high probability, the period of playing in the advantageous section usually does not continue, and it stably transitions to the AT state. However, even when it transitions to the AT state, the expected value of the number of medals paid out is low. As a result, as shown in FIG. 32, in all periods regardless of the advantageous state, when a predetermined number of games are played, the variation in the number of medals paid out can be made smaller compared to other set values. In FIG. 32, only the set value 1 and the set value L are compared, but the set value L is designed to be the set value with the smallest variation in the number of medals paid out during the predetermined number of games among the set values 1, 2, 4, 5, 6, L. Thus, when the type test is executed with the set value L set, since the payout number stabilizes, it becomes easier to conform to the type test. Note that the expected value of the number of medals paid out in the advantageous state of the set value L does not necessarily have to be extremely small compared to other expected values. In this case, it is designed so that the AT winning probability is the smallest. That is, it may be designed such that the difference between BL and B1 is equal to the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.

[0211] As described above, by adjusting the expected value of the payout in the advantageous state and the AT winning probability, the set value L is designed to be the set value with the smallest variation in the payout number during the predetermined number of games. However, the method of reducing the variation in the payout number is not limited to this. For example, it is conceivable to adjust the payout per game in the advantageous state. That is, at the set value L, the payout per game in the advantageous state is fixed, and at the normal set value, the payout per game in the advantageous state is variable.

[0212] More specifically, when the set value L is set, the payout is designed to be 7 coins with a 100% probability when one game is played in an advantageous state. On the other hand, when the normal set value is set, the payout is designed to be 0 coins with a 50% probability when one game is played in an advantageous state, and 15 coins with a 50% probability when one game is played in an advantageous state. This allows a difference in the variation in the payout number per game in an advantageous state between the set value L and the normal set value, so the set value L can be set to a value that results in a smaller variation in the payout number for all games, including games in an advantageous state, than any of the normal set values. Note that the payout number per game in an advantageous state when the set value L is set is not fixed, but may be smaller than the variation in the payout number per game in an advantageous state when the normal set value is set. For example, at setting value L, it is designed so that 7 coins are dispensed with a 50% probability and 8 coins are dispensed with a 50% probability, while at normal setting value, it is designed so that 0 coins are dispensed with a 50% probability and 15 coins are dispensed with a 50% probability.

[0213] The length of the period controlled to the advantageous state may also be adjusted. The period controlled to the advantageous state is, for example, the number of games from the start to the end of the AT state. With the setting value L, the period controlled to the advantageous state is fixed, and with the normal setting value, the period controlled to the advantageous state is variable.

[0214] More specifically, when the set value L is set, the number of games played from the start of the AT state to its end is fixed at 200. On the other hand, when the normal set value is set, the period from the start of the AT state to its end is designed to be variable, for example, 100 games or 1,000 games, based on an internal lottery. This allows the length of the period controlled to an advantageous state to differ between the set value L and the normal set value, and the set value L can be set to a value that results in smaller variations in the payout numbers for all games, including games played in an advantageous state, than any of the normal set values. Note that the period controlled to an advantageous state when the set value L is set is not fixed, and it is sufficient that the variations in the length of the period controlled to an advantageous state are smaller than the variations in the length of the period played in an advantageous state when the normal set value is set.

[0215] In this way, by adjusting various conditions, the set value L can be set to the set value that produces the smallest variation in the payout numbers for all games, including games in an advantageous state, among the set values ​​1, 2, 4, 5, 6, and L. These conditions can also be used in combination. For example, by adjusting both the payout number per game in an advantageous state and the period of play in the advantageous state, the variation in the payout numbers for the set value L can be made the smallest among the set values ​​1, 2, 4, 5, 6, and L. Furthermore, by adjusting the expected number of balls paid out in an advantageous state, the probability of winning the AT, the payout number per game in an advantageous state, and the period of play in the advantageous state, the set value L may be designed to produce the smallest variation in the payout numbers among the set values ​​1, 2, 4, 5, 6, and L.

[0216] An example of special suggestion control that suggests that the setting value L has been set will be described below with reference to Figures 33 and 34. Figure 33 is a diagram showing an example of special suggestion control that suggests that the setting value L has been set in a non-play state. Figure 34 is a diagram showing the slot machine 1 in which a normal setting value other than the setting value L in a non-play state has been set.

[0217] 33 and 34 show the slot machine 1 in a non-play state. The non-play state means a state in which no bets are placed, the reels are stopped, and no game is being played. If no game is played for a certain period of time after entering the non-play state, the slot machine 1 displays a demo screen on the LCD display 51.

[0218] As shown in FIG. 33, when the setting value L is set, the telop 120 is displayed superimposed on the demo screen. Furthermore, when the setting value L is set, the lower panel 55 flashes. The lower panel 55 may light up instead of flashing. 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 LCD 51. Furthermore, the lower panel 55 does not light up or flash. Thus, in the slot machine 1 of this embodiment, when the setting value L is set and no game is being played, the telop 120 is displayed and the lower panel 55 flashes, thereby executing special suggestion control. The special suggestion control is a control that suggests to the player that the setting value L has been set.

[0219] In the example of FIG. 33, the special suggestion control is performed by displaying the caption 120 and flashing the lower panel 55. The special suggestion control may be performed in other ways as long as the suggestion can be distinguished between when a setting value other than the setting value L is set and when the setting value L is set. This allows the slot machine 1 of this embodiment to make the player aware that the setting value L has been set even when the player is not playing, thereby preventing the player from playing when the setting value L is set. Furthermore, by performing the special suggestion control using the lower panel 55, which has the largest area used for notification, the administrator and the player can be made aware that the setting value L has been set.

[0220] In this way, in the slot machine 1 of this embodiment, it is possible to set any one of the setting values ​​1, 2, 4, 5, 6, and L. The setting value L is the setting value among the setting values ​​1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in all games including games in an advantageous state when the setting value L is set, and is the setting value among the setting values ​​1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in an advantageous state when the setting value L is set, and is the setting value among the setting values ​​1, 2, 4, 5, 6, and L that has the smallest variation in the gaming value that can be awarded in an advantageous state when the setting value L is set.

[0221] As a result, by conducting a type test using the set value L, the variation in the number of medals that can be awarded in an advantageous state is reduced, allowing games to be played as designed, making it easier to comply with the type test. On the other hand, if the set value L is set in the market, it will be disadvantageous to the player because it will reduce the expected number of medals that can be awarded in all games, including games in an advantageous state, or the expected number of medals that can be awarded in an advantageous state, but by indicating that the set value L has been set, it is possible to make the player aware that the set value L has been set.

[0222] Figure 35 is a diagram for explaining the order in which setting values ​​are stored. As described above, a reset / setting switch 38 that functions as a setting switch for changing the payout rate in the setting change state is provided inside the slot machine 1. When the power is turned on in the setting change state, the currently set setting value is displayed on the credit indicator 11 or the gaming auxiliary display 12. For example, when the setting value 1 is set, as shown in Figure 35(a), the credit indicator 11 or the gaming auxiliary display 12 displays the number "1" as a 7-segment number indicating that the setting value 1 is set.

[0223] When the reset / set switch 38 is operated in the state of Fig. 35(a), the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display "2" as a 7-segment display, as shown in Fig. 35(b). Furthermore, when the reset / set switch 38 is operated, the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display the setting values ​​in the order of "4," "5," "6," "L," "1," "2," ..., as shown in Figs. 35(c) to (h). In this way, the main control unit 41 reads out the setting value data stored in the ROM 41b in the order of setting values ​​1, 2, 4, 5, 6, L, and displays them on the credit indicator 11 or the gaming auxiliary indicator 12.

[0224] More specifically, the correspondence between the setting values ​​and the data stored in ROM 41b or RAM 41c will be described. When "0" is stored as a data value in ROM 41b or RAM 41c, it corresponds to setting value 1. When "1" is stored as a data value, it corresponds to setting value 2. When "2" is stored as a data value, it corresponds to setting value 4. When "3" is stored as a data value, it corresponds to setting value 5. When "4" is stored as a data value, it corresponds to setting value 5. When "5" is stored as a data value, it corresponds to setting value 6. When "6" is stored as a data value, it corresponds to setting value L. The specific data associated with the setting values ​​in ROM 41b or RAM 41c includes not only the data value indicating the setting value itself, but also a numerical value for determining a process determined for each setting value. For example, the numerical value for determining a process is a winning probability determined for each winning combination.

[0225] That is, ROM 41b stores a plurality of specific data corresponding to each of the setting values ​​1, 2, 4, 5, 6, and L consecutively in a 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 order in the storage area of ​​ROM 41b. That is, the order is "1, 2, 4, 5, 6, L." Note that the specific data corresponding to the setting value L may be stored at the beginning of the order in the storage area of ​​ROM 41b. If stored first, the order is "L, 1, 2, 4, 5, 6." This makes it easier to distinguish between the setting value L and the normal setting values ​​1, 2, 4, 5, and 6.

[0226] Furthermore, the set value L, which is set to comply with the type test, is displayed using the letter "L" other than a number. On the other hand, the normal set value to be set in the market is displayed using a number. This makes it easier for the manager of the slot machine 1 to distinguish between the set value L and normal set values ​​other than the set value L, and to recognize that the set value L has been set.

[0227] [Shutter effect] FIG. 36 is a diagram for explaining a shutter effect. FIG. 36 shows an example of a shutter effect executed using the liquid crystal display 51. A shutter effect is an effect in which the entire area displayed by the liquid crystal display 51 is covered once by a shutter, a sliding door, or the like being closed, and then the shutter or sliding door opens, exposing the area displayed by the liquid crystal display 51 again. The image displayed on the liquid crystal display 51 before and after the shutter or sliding door is closed may be changed in part or in whole. Furthermore, the image displayed on the liquid crystal display 51 may not need to be changed before and after the shutter or sliding door is closed. Furthermore, the shutter effect may be used when the stage is changed. This makes it possible to appropriately indicate that the stage is changing.

[0228] For example, in the example of FIG. 36(a), the second section stage of the first state is displayed on the liquid crystal display 51. When the shutter effect is executed, the display area of ​​the liquid crystal display 51 is gradually covered by a 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. When the shutter is an image, the liquid crystal display 51 gradually superimposes the shutter on the image of the second section stage of the first state shown in FIG. 36(a). In FIG. 36(c), the display area of ​​the liquid crystal display 51 is covered by the shutter, and the second section stage of the first state cannot be seen.

[0229] In Fig. 36(d), the shutter gradually begins to open, and in Fig. 36(e), the shutter has finished opening. As shown in Fig. 36(e), after the shutter effect is performed, an image showing a state in which the player is battling an enemy corresponding to the second state is displayed. Next, a method for using the shutter effect to indicate to the player that the setting value L has been set will be described.

[0230] FIG. 37 is a diagram showing the rate at which a shutter effect is executed. As shown in FIG. 37, the frequency with which a shutter effect is executed varies depending on the set setting value and the situation. When the normal setting value is set, a shutter effect is not executed in the first situation. The first situation refers to the situation in the normal section, the normal advantageous section, and the AT continuous performance. Furthermore, when the normal setting value is set, a shutter effect is executed in the second situation with a probability of 1 / 50. In other words, in the second situation when the normal setting value is set, a shutter effect is executed on average once every 50 games. When the setting value L is set, a shutter effect is executed with a probability of 1 / 2 in the normal advantageous section and the AT continuous performance in the first situation. In other words, a shutter effect is executed on average once every two games. When the setting value L is set, a shutter effect is not executed in the normal section, the first state, or the second state.

[0231] FIG. 38 is a diagram showing an example of special suggestion control using shutter effects. As shown in FIG. 38, in this embodiment, when the setting value L is set, the shutter effects are executed with a probability of 1 / 2 in the normal advantageous zone. At this time, effects related to the shutter effects, such as stage changes or shutter opening, are not executed. As a result, images of the shutter opening and closing are frequently displayed, giving the player a sense of incongruity.

[0232] Although the second situation has been described as an example in which the first and second situations are advantageous situations, the second situation is not limited to being in an advantageous situation. For example, the first situation may be the normal advantageous zone state, and the second situation may be the AT continuous performance. In this case, for example, when the setting value L is set, the shutter performance may be executed with a probability of 1 / 2 in the normal advantageous zone state, which is the first situation, and when the normal setting value is set, the shutter performance may be executed at least once during the AT continuous performance, which is the second situation.

[0233] In the slot machine 1 of this embodiment, when the normal setting value is set, the shutter effect is executed at a rate of 1 / 50 in the first and second advantageous states. On the other hand, when the setting value L is set, the shutter effect is executed more frequently in the normal advantageous zone and during the AT continuous effect compared to when the normal setting value is set. As a result, in the slot machine 1, the shutter effect, which would only be executed in the AT state if the setting value L is not set, is executed more frequently in the normal advantageous zone, making it possible to make the player feel uncomfortable. This suggests to the player that the setting value L has been set.

[0234] In this way, the main control unit 41 uses the liquid crystal display 51 capable of executing effects used in the game to execute special suggestion control that suggests that the setting value L has been set. With this configuration, the player can be made aware that the setting value L has been set while playing the game, and it is possible to prevent the player from continuing to play with the setting value L set.

[0235] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and as a special suggestion control, it differentiates the execution rate of the shutter effect when the setting value L is set and when the normal setting value is set, among the setting values ​​1, 2, 4, 5, 6, and L. This allows the player to recognize that the setting value L is set based on the execution frequency of the shutter effect.

[0236] When the normal setting value is set, the sub-control unit 91 does not execute a shutter effect in the first situation indicating the normal section, the normal advantageous section, or the AT continuous performance, but executes a shutter effect in the second situation indicating the first and second states. Also, when the setting value L is set, the main control unit 41 executes a shutter effect in the first situation using the liquid crystal display 51 as a special suggestion control. As a result, by executing a shutter effect in the first situation, the player can be made aware that the setting value L is set.

[0237] The shutter effect is an effect in which an image of a shutter, a sliding door, or other such obstruction is displayed over the entire display area of ​​the liquid crystal display 51. The area in which 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, which will be described later. This allows the player to easily recognize that the setting value L has been set by displaying an obstruction such as a shutter or a sliding door over the entire display area.

[0238] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Also, the shutter effect is executed when the navigation is not executed. In other words, the shutter effect is not executed when the navigation is executed. This prevents the display of the navigation effect from being obstructed by the execution of the shutter effect.

[0239] [Setting value suggestion effect] The following describes the setting value suggestion effect that suggests the set setting value. Figure 39 is a diagram for explaining an example of the setting value suggestion effect. In the slot machine 1 of this embodiment, setting values ​​1, 2, 4, 5, and 6 can be set as normal setting values, and setting value L can be set as special setting value.

[0240] When executing a presentation, the sub-control unit 91 can execute a setting value suggestion presentation that suggests the setting value set in the slot machine 1. The sub-control unit 91 acquires a command indicating the setting value from the main control unit when a design change is made. The sub-control unit 91 executes the setting value presentation based on the acquired setting value. The setting value suggestion presentation can be executed at various times and in various ways. Figure 39 explains an example in which the setting value suggestion presentation is executed together with a result screen that is displayed when the AT state ends. The result screen is a screen that notifies the number of medals paid out in the AT state, the number of games played, etc.

[0241] Below, the four types of result screens shown in FIG. 39 will be explained with reference to FIG. 40. FIG. 40 is a diagram showing the execution rate of result screens for each setting value. FIG. 39(a) is the 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 value is set. Also, the character 1 result screen is displayed with a probability of 100% when setting value L is set. In other words, when 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] Figure 39(b) is the character 2 result screen on which character Ch2 is displayed. The character 2 result screen is a result screen that suggests an odd number setting. Referring to Figure 40, the character 2 result screen is displayed with a 10% probability when setting value 1 or setting value 5 is set. The character 2 result screen is not displayed when setting values ​​2, 4, 6, or L are set. In this way, by displaying the character 2 result screen, the slot machine 1 can suggest that either setting value 1 or 5 has been set.

[0243] Figure 39(c) is the character 3 result screen on which character Ch3 is displayed. The character 3 result screen is a result screen that suggests an even number setting. Referring to Figure 40, the character 3 result screen is displayed with a 10% probability when setting value 2 or setting value 4 is set, and with an 8% probability when setting value 6 is set. The character 3 result screen is not displayed when setting values ​​1, 5, or L are set. As a result, in the slot machine 1, by displaying the character 3 result screen, it is possible to suggest that one of setting values ​​2, 4, or 6 has been set.

[0244] Figure 39(d) shows the character 4 result screen displaying character Ch4. The character 4 result screen is a result screen that suggests a setting value of 6. Referring to Figure 40, the character 4 result screen is displayed with a 2% probability when the setting value is set to 6. The character 4 result screen is not displayed when the setting values ​​are set to 1, 2, 4, 5, or L. In this way, the slot machine 1 can suggest that the setting value is set by displaying the character 4 result screen. A setting suggestion that suggests the set setting value, rather than suggesting that multiple setting values ​​are set, as in the character 4 result screen, is called an individual setting suggestion. An individual setting suggestion may be performed for a setting value of 5, for example, but is preferably suggested for settings with a payout rate of more than 100%.

[0245] As described above, the slot machine 1 of this embodiment displays four types of result screens. When the character 2 result screen, character 3 result screen, and character 4 result screen are displayed, it is easy for the player to guess which of the setting values ​​1, 2, 4, 5, 6, and L has been set. However, when the character 1 result screen is displayed, it is difficult for the player to guess which setting value has been set. This is because, as explained above, the setting value L is a setting value intended for use in type testing, and with normal setting values ​​intended for use in the market, the character 1 result screen is uniformly displayed with a probability of 90%. Therefore, the character 1 result screen is the result screen that makes it most difficult to determine which setting value has been set. Hereinafter, the setting suggestion that displays the character 1 result screen will be referred to as the normal setting suggestion.

[0246] 39 and 40, it was explained that the setting value is suggested by changing the type of character displayed on the result screen that is displayed when the AT state ends. The setting value suggestion effect may be suggested not only by changing the type of character displayed, but also by changing the background color or pattern displayed on the result screen, for example. Furthermore, the timing at which the setting value suggestion effect is executed is not limited to the end of the AT state, but can be executed in various states and timings, such as the effect during a normal advantageous zone, during continuous AT effects, and during the ending state.

[0247] In this way, the slot machine 1 of this embodiment can execute a setting suggestion to suggest which of the setting values ​​has been set. On the other hand, when the setting value L is set, the setting suggestion is not executed. In other words, 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. In this way, when the setting value L is set, it is only suggested that the setting value L has been set, and it is not suggested that the normal setting value has been set, thereby preventing confusion among the player.

[0248] Furthermore, in the slot machine 1 of this embodiment, when the normal setting value is set, on the result screen at the end of the AT state, it is possible to execute normal setting suggestion, odd setting suggestion, even setting suggestion, and setting value 6 final suggestion, which are the most difficult to recognize which setting value is set. When setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen other than the normal setting suggestion are not displayed, while the character 1 result screen is displayed. This makes it possible to prevent confusion among players caused by setting suggestions other than the normal setting suggestion when setting value L is set.

[0249] Furthermore, in the slot machine 1 of this embodiment, when the setting value 6 is set among the setting values ​​1, 2, 4, 5, 6, and L, an individual setting suggestion that suggests that the setting value 6 is set can be executed. On the other hand, when the setting value L is set, the individual setting suggestion, that is, the setting value 6 determination suggestion, is not executed. This makes it possible to prevent the player from being confused by suggesting that one of the normal setting values ​​is set even when the setting value L is set, and further makes it possible to prevent the player from being confused by the individual setting suggestion that individually suggests that the setting value L is set being displayed on the result screen.

[0250] Figure 41 is a flow diagram showing the control contents of the initial setting process performed by the main control unit 41. In the following, in order to explain the setting value change process in more detail, the startup process and initial setting process performed by the main control unit 41 will be explained based on Figure 41. The startup process and initial setting process are subroutines included in the game program.

[0251] When power supply to the slot machine 1 is started, the main control unit 41 starts up in a state where timer interrupts are set to be prohibited due to the occurrence of a reset, and performs various processes according to the programs stored in the ROM 41b. After starting up, the main control unit 41 first performs a startup setting process included in the game program to initialize all output ports 0 to 9, and then performs an initial setting process included in the game program to initialize the internal registers of the main control unit 41 based on an internal register initialization table previously set in a predetermined area of ​​the ROM 41b.

[0252] The initialization process begins with timer interrupts disabled. The process first references a predetermined area of ​​the input port (Sa1) and determines whether the power interruption detection signal output from the power interruption detection circuit is ON (Sa2). If the power interruption detection signal is ON, the process waits until the power interruption detection signal turns OFF. After the power supply voltage of the slot machine 1 returns to normal and the power interruption detection signal turns OFF, the process calculates parity in a predetermined area of ​​the RAM 41c (Sa3) and sets a predetermined initial address in the stack pointer (Sa4). The process then determines whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, the process acquires fixed data for RAM corruption diagnosis set in a predetermined area of ​​the RAM 41c at the time of power interruption (Sa6), and diagnoses whether the contents of the RAM 41c have been corrupted based on the fixed data for RAM corruption diagnosis (Sa7).

[0253] If it is determined in step Sa5 that the parity is normal, or if the contents stored in RAM 41c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). Note that an abnormality in RAM 41c occurs when the parity is abnormal, or when the parity is normal but the stored contents are diagnosed as abnormal.

[0254] If an abnormality is found in RAM 41c, the main control unit 41 saves the values ​​of flag registers, which store calculation results, by storing them in a predetermined order in a game stack area of ​​the game RAM area (Sa9), and then calls and executes non-game RAM area initialization processing included in the non-game program (Sa10). The non-game RAM area initialization processing initializes the non-game RAM area of ​​RAM 41c, and then returns to the initial setting processing. Upon returning to the initial setting processing, the flag register values ​​saved in the game stack area in step Sa9 are sequentially read from the game stack area in the reverse order of saving and set in the flag register, thereby restoring the flag register to the state it was in before the RAM area initialization processing was executed (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. Then, the stack pointer SP is set to a predetermined value of the non-game stack area (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), thereby setting the stack pointer SP for the non-game program. Then, the values ​​of all registers provided in the main control unit 41, including the above-mentioned flag register, are saved in a predetermined order in the non-game stack area of ​​the non-game RAM area specified by the stack pointer SP. Then, the start address (the first address of the unused area 4) and end address (the last address of the non-game RAM area) of the RAM to be initialized are specified, and the start address is used as the initial value of the specified address. The data at the specified address is then cleared, and the specified address is updated to the next address. This process is repeated until the specified address becomes the end address, thereby initializing the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area 4 to the end of the non-game RAM area). Then, the register values ​​that were stored and saved in the non-game stack area when the non-game RAM area initialization process began are sequentially read from the non-game stack area in the reverse order of saving and set in the registers corresponding to that order, thereby restoring all registers to the state they were in when the non-game RAM area initialization process began. Then, 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 began is set to the stack pointer SP, restoring the stack pointer SP to the state it was in when the non-game RAM area initialization process began, and the non-game RAM area initialization process is terminated.

[0256] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the start address and end address of the RAM to be initialized, and the RAM area of ​​that capacity can be cleared sequentially from the start address of the RAM to be initialized, thereby initializing the area from the start address to the end address of the RAM to be initialized.

[0257] If it is determined in step Sa8 that there is no abnormality in RAM 41c, or if the register is restored in step Sa11, the fixed data for RAM destruction diagnosis set in RAM 41c is cleared (Sa12), and a RAM destruction initialization start address is set (Sa13) to specify the address of the game RAM area that is the target for initialization processing when there is an abnormality in RAM 41c. Then, input port 2 is referenced to determine whether 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, a setting change process is performed. In the setting change process, the reset / setting switch 38 and start switch 7 are operated in a predetermined sequence to confirm the setting value. When it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the game is allowed to proceed. Furthermore, when the setting change process starts, a setting command (start) indicating the start of the setting change process is sent to the sub-control unit 91. When the setting change process ends, a setting command (end) indicating the end of the setting change process is sent. Furthermore, when the setting change process ends, the setting change process specifies the start address of the RAM area to be initialized at the time of the setting change and returns to the main processing step. 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 the setting change to the end address of the game RAM area, i.e., the entire game RAM area, is initialized. Note that all game RAM areas except for the stack area currently in use in RAM 41c may be initialized.

[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 external output signals is cleared (Sa16). Also, a reel error counter, which is set in a predetermined area of ​​the RAM 41c and which counts the number of times a reel rotation error is detected in the main processing described below, is cleared (Sa17). Thereafter, the stack pointer SP is set to the address at the time of power failure based on the contents stored in the RAM 41c, thereby restoring the stack pointer to the state it was in at the time of power failure (Sa18), and the port input processing is performed twice consecutively (Sa19, Sa20).

[0260] The port input process updates input status data (input data indicating the current input status of the various switches, confirmation data indicating that the previous and current input data are the same, and edge data indicating that the confirmation data has changed since the previous input) related to the input status of the various switches input to the parallel input port 511. Port input buffers 0-2 are provided in a predetermined area of ​​the game RAM area of ​​the RAM 41c to store the input status data of the various switches. The input status data of the various switches updated by the port input process is stored in predetermined bits of the port input buffer, which are predefined for each type of switch. In the port input process, the detection status (ON or OFF) of the various switches connected to input ports 0-2 of the parallel input port 511 is stored as input data in predetermined bits of the port input buffer. Furthermore, the detection status (ON or OFF) in the previous and current port input processes is compared. If the current and previous input data are the same, the confirmation data is updated to indicate the detection status of the current input data. However, if the current and previous input data are different, the previous confirmation data is maintained. Furthermore, by comparing the current and previous confirmed data, if the confirmed data changes from an OFF state to an ON state, ON edge data indicating that the confirmed data has changed from an OFF state to an ON state is stored in a predetermined bit of port input buffers 0 to 2, and if the confirmed data changes from an ON state to an OFF state, OFF edge data indicating that the confirmed data has changed from an ON state to an OFF state is stored in a predetermined bit of port input buffers 0 to 2. The input data, confirmed data, and edge data of the various switches stored in the port input buffers can be referenced by game programs and non-game programs.

[0261] Furthermore, by performing the port input process twice in succession in the initial setting process, when the port input process is subsequently performed, input state data relating to the input states of the detection signals of the various switches is created based on the input states of the various switches after the initial setting process, i.e., the input states of the various switches after the power supply to the slot machine 1 is resumed. This prevents unintended input situations from being identified. Furthermore, the port input process may be configured to create finalized data based on input data acquired through three or more port input processes (e.g., input data from the current, previous, and previous-previous inputs). In such a configuration, by performing the port input process in the initial setting process one consecutive time less than the number of port input processes required to create finalized data, input state data can be created when the port input process is performed after the initial setting process based on the input states of the various switches after the initial setting process.

[0262] After the port input processing is performed in steps Sa19 and Sa20, a predetermined input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22), and if the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a predetermined area of ​​RAM 41c (Sa23).

[0263] If 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, a restoration command indicating that the control state before power interruption has been restored is sent to the sub-control unit 91 (Sa24), and then, in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 will be transmitted is set in a predetermined area of ​​the RAM 41c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door open detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of ​​the RAM 41c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed.

[0264] Then, after setting the door command transmission flag in step Sa25, all registers are restored to the state before power was cut off stored in RAM 41c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and the process transitions to the timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to the slot machine 1 was cut off.

[0265] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM 41c, game RAM initialization processing is performed (Sa28), and the area from the RAM destruction initialization start address set in step Sa13 to the end of the game RAM area of ​​RAM 41c is initialized. After that, as in the processing up to steps Sa9 to Sa11, the value of the flag register in which the flag is set among the registers is saved to the game stack area of ​​the game RAM area (Sa29), and then non-game RAM area initialization processing included in the non-game program is called (Sa30), and all non-game RAM areas of RAM 41c are initialized, and then the process returns to the caller and the registers saved in step Sa29 are restored (Sa31).

[0266] After restoring the register in step Sa31, the door command transmission flag is set (Sa32), the timer interrupt is set to enabled (Sa33), a RAM abnormality error code (E8) indicating that there is an abnormality in RAM 41c is prepared in a specified register (Sa34), the initial setting process is terminated, and the process proceeds to error processing.

[0267] In error processing, the sub-controller 91 is controlled to enter an error state in which game progress is disabled. The sub-controller 91 then sends an error command identifying an error code (E8) stored in a specified register to the sub-controller 91, and sets the error code (E8) in a specified area of ​​the RAM 41c as an error flag that can be referenced in other processes (e.g., the sensor monitoring process, described below). The sub-controller 91 also controls the display of the error code (E8) on the game assist display 12. The sub-controller 91 then controls the error state until it is determined that the error state release condition corresponding to the error code (E8) stored in the specified register has been met. When the RAM abnormality error code (E8) is stored in the specified register and the system transitions to the error state, turning on the power switch 39 with the setting key switch 37 turned on reliably resolves the data abnormality in the RAM 41c and releases the error state. On the other hand, turning on the power switch 39 without turning on the setting key switch 37 again detects an abnormality in the RAM 41c, and the system again enters the error state.

[0268] In this way, the main control unit 41 first performs an initial setting process after power supply to the slot machine 1 is started, and in the initial setting process, the main control unit 41 transitions to one of timer interrupt processing (main), setting change processing, and error processing depending on the state of the main control unit 41 when power supply to the slot machine 1 is started. When transitioning to these processes, the main control unit 41 transmits a command capable of specifying the type of processing to transition to to the sub-control unit 91. When transitioning to timer interrupt processing (main), that is, when returning to the control state before power supply to the slot machine 1 was stopped, the main control unit 41 transmits a return command to the sub-control unit 91. When starting setting change processing and transitioning to the setting change state, the main control unit 41 transmits a setting command (start) to the sub-control unit 91. When starting error processing and transitioning to the error state due to an abnormality in the RAM 41c, the main control unit 41 transmits an error command to the sub-control unit 91.

[0269] After transitioning from the initial setting process to the setting change process, the main control unit 41 passes through the setting change state and returns to a state in which the game can progress, and when returning to the state in which the game can progress, it sends a setting command (end) to the sub-control unit 91 that can specify that the setting change state has ended, but does not send a return command. Also, after transitioning to error processing due to an abnormality in RAM 41c, transitioning to the setting change process as described above and canceling the error state returns to a state in which the game can progress, and even when the error processing is terminated and the state in which the game can progress is returned to, it does not send a return command to the sub-control unit 91.

[0270] In this way, the main control unit 41 starts up when power supply to the slot machine 1 is started, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through this startup setting process.

[0271] Furthermore, after performing startup setting processing, the main control unit 41 performs initial setting processing included in the gaming program. Then, in the initial setting processing, if it is determined that there is an abnormality in the RAM 41c, it calls non-game RAM area initialization processing included in the non-game program to initialize a predetermined area of ​​the non-game RAM area of ​​the RAM 41c. Also, in the initial setting processing, it calls RAM initialization processing included in the gaming program to initialize a predetermined area of ​​the gaming RAM area of ​​the RAM 41c, so that the gaming RAM area is initialized by the gaming program and the non-game RAM area is initialized by the non-game program.

[0272] [Specific increment processing during setting change processing] 42 is a flow diagram showing the control contents of the setting change processing performed by the main control unit 41. The main control unit 41 transmits a setting command (S112) and transitions to a setting change state (S113). By transitioning to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. Thereafter, the main control unit 41 converts the value of the A register into a display value (S115).

[0273] Specifically, if "0" is stored as the setting value in RAM 41c, it is converted to "1", which is a numeric value for display. If "1" is stored as the setting value in RAM 41c, it is converted to "2", which is a numeric value for display. If "2" is stored as the setting value in RAM 41c, it is converted to "4", which is a numeric value for display. If "3" is stored as the setting value in RAM 41c, it is converted to "5", which is a numeric value for display. If "4" is stored as the setting value in RAM 41c, it is converted to "6", which is a numeric value for display. If "5" is stored as the setting value in RAM 41c, it is converted to the character "L" for display. As shown in FIG. 35, the main control unit 41 causes the converted setting value to be displayed on the credit indicator 11, which is a setting value indicator (S116). Thereafter, it is determined whether 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 a specific increment process. The specific increment process is a process including an addition process, a determination process, and a regression process, and is a process in which an interrupt process is not executed even if an interrupt prohibition process is not executed based on an interrupt prohibition command during the execution of the specific increment process. In other words, the main control unit 41 prohibits the execution of a timer interrupt even if a specified time for generating the timer interrupt is reached or a condition for generating the interrupt is met during the execution of the specific increment process. The specific increment process is also used for various purposes, and in the example of FIG. 42, it is used to add a set value.

[0275] Specifically, the main control unit 41 executes an addition process to add a value indicating the set value stored in the A register (S118). Thereafter, the main control unit 41 executes a determination process to determine whether the value indicating the set value stored in the A register is identical to a specific value (S119). The specific value is a value determined depending on the application for which the specific increment process is used, and is stored in ROM 41b. The specific value in the specific increment process used for adding the set value is 6. In addition, in the specific determination process, the specific value 6 is subtracted from the set value after addition, and by determining whether the subtraction result is 0, it is determined whether the set value after addition and the specific value are identical. More specifically, if the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1."

[0276] If the result of the determination process is that the subtraction is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (S120). The regression process is executed when the value stored in the A register is "6." The set values ​​1, 2, 4, 5, 6, and L set in this embodiment correspond to data values ​​"0, 1, 2, 3, 4, and 5" stored in the RAM 41c or ROM 41b. That is, no set value corresponding to the data value "6" is provided. Therefore, the main control unit 41 executes the regression process to regress the data value stored in the A register to "0." This allows the data value "5," representing the set value L, to be corrected to the data value "0," representing the set value 1, when an addition process is performed. After executing the regression process, the main control unit 41 returns the process to S116. If the subtraction is not 0, the main control unit 41 does not execute the regression process and returns the process to S116.

[0277] More specifically, when the value stored in the carry flag C is "1," the main control unit 41 calculates the exclusive OR between all bits contained in the A register and the value stored in each of those bits. In other words, since the exclusive OR is calculated between all bits and the same value, the values ​​of all bits in the A register become "0."

[0278] As described above, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding a specific value. This allows the credit display 11 to appropriately switch the display from FIG. 35(f) to FIG. 35(g). Furthermore, when executing the specific increment process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific increment process. This automatically prevents the set value from being updated to an unintended value due to the execution of an interrupt process.

[0279] If the reset / setting switch 38 has not been operated in S117 (NO in S117), the main control unit 41 determines whether 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. If the start switch 7 has been operated (YES in S121), the main control unit 41 determines whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control unit 41 executes initialization processing (S123).

[0280] After the initialization process is completed, the main control unit 41 converts the value of the A register into a setting value and stores it (S124), sends 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 ends the setting change state (S127).

[0281] [Specific decrement processing during payout processing] The above describes an example in which a specific increment process is executed in a setting change process. Next, an example in which a specific decrement process is executed during a payout process will be described. Figure 43 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. The payout process in Figure 43 is a process executed in S18 of the main process.

[0282] As a result of the winning determination, the number of medals awarded, which was set when it was determined that a prize had been won, is compared with the number of medals already paid out, indicating the number of medals that have already been paid out, to confirm whether or not the payout has finished (Si1). If the payout has not finished, it is determined whether or not an insertion error (an error that is determined when a medal is detected to have been inserted outside of the period in which medal insertion is permitted) has occurred (Si11), and if it is not determined that an error has occurred in step Si11, it proceeds to step Si2. If it is determined that an insertion error has occurred in step Si11, an error code indicating an insertion error during the payout process is set in a register (Si12), and it proceeds to step Si2.

[0283] In step Si2, it is checked whether the credit can be added based on whether the credit has reached the upper limit (Si2), and if the credit can be added, the process waits for the credit payout interval (Si3) and then adds 1 to the credit (Si4). After processing Si3, the value of the medal OUT signal output counter, which indicates the remaining number of medal OUT signal outputs, is added by 1 (Si5), and a payout number subtraction process is executed (Si6), after which the process returns to step Si1 again.

[0284] If the credit cannot be added in step Si2, one medal is paid out (Si7), then the value of the medal OUT signal output counter is incremented by one (Si8), and the process proceeds to step Si9, where the number of medals paid out is subtracted, and the process returns to step Si1.

[0285] In the single medal payout process in step Si7, the hopper motor is driven to control the payout of one medal, and the process proceeds to step Si8 only if the payout sensor detects that one medal has been successfully paid out. The process also monitors whether a medal jam has occurred or the machine is out of medals, and if it determines that a medal jam or a medal jam has occurred, the process stops the hopper motor, sets a payout error in the register, and proceeds to error processing. After the payout error is cleared, the process returns to the main process.

[0286] If the payout is completed in step Si1, the hopper motor is stopped (Si10) and the process proceeds to the end-of-game process. In this way, in the payout process, the value of the medal OUT output counter is incremented by 1 each time the payout sensor detects the payout of one medal by the single medal payout process or each time the credit is incremented by 1.

[0287] FIG. 44 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. The one-coin payout process in FIG. 44 is the process executed by Si7 and Si9 in FIG. 43. The payout number subtraction process corresponds to the specific decrement process. The specific decrement process includes a subtraction process, a determination process, and an update process. During the execution of the specific decrement process, even if an interrupt prohibition process is not performed based on an interrupt prohibition command, the interrupt process is not executed. In other words, the main control unit 41 prohibits the execution of a timer interrupt during the execution of the specific decrement process, even if the specified time for the timer interrupt to occur is reached or the conditions for the interrupt to occur are met. The specific decrement process is also 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 RAM 41c stored in the HL register in the A register (SD1). The HL register refers to two auxiliary registers: the H register and the L register. When a bonus is determined to have been won during the winning determination process, the HL register stores the address of RAM 41c that stores the remaining number of medals to be paid out for that bonus. For example, if the specified number of medals to be paid out in the BB is 345, data indicating 345 medals is stored in an address in RAM 41c immediately after the BB is won. After that, when 15 medals are paid out, the data stored in that address is decremented to 310 medals using the method described below. The data stored in that address is hereinafter referred to as the "remaining payout value." The specified number of medals to be paid out is not limited to 345 medals and may be, for example, 17 medals. The main control unit 41 stores the remaining payout value stored in the address indicated by the HL register in the A register and then executes a specific decrement process.

[0289] Specifically, the main control unit 41 executes a subtraction process to subtract 1 from the value indicating the remaining payout value stored in the A register (SD1). At this time, if the value of all bits of the A register is "0", the subtraction process causes all bits of the A register to have a value indicating "F". In other words, a borrow occurs, and as a result of the borrow, the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0290] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" (SD3). If the result of the determination process is that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the set value stored in the A register to 0 (SD4). The update process is executed when a borrow occurs and the value stored in all bits of the A register becomes "F". When a borrow occurs, the main control unit 41 can correct the value of the A register to "0" by the update process. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).

[0291] In this way, in the slot machine 1 of this embodiment, the execution of the specific decrement process prevents the value of the A register from being in a state where a borrow has occurred. Furthermore, when the main control unit 41 executes the specific decrement process, it inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the remaining payout value from being updated to an unintended value due to the execution of the interrupt process.

[0292] [Specific decrement process in time counter update process] The above describes an example in which a specific decrement process is executed during a payout process. Next, an example in which a specific decrement process is executed during a time counter update process will be described. A timer counter for measuring a time interval used by the main control unit 41 for controlling the progress of a game will be described.

[0293] The main control unit 41 sets an initial value corresponding to the measured time as the timer value of the timer counter allocated to the RAM 41c, and periodically subtracts the timer value in the timer interrupt process (main) to determine that the measured time has elapsed when the timer value reaches 0. More specifically, when a condition for starting timing is met in the main process, the main control unit 41 sets an initial value corresponding to the measured time in an area allocated to a timer counter corresponding to the condition.

[0294] The set timer value is decremented by 1 approximately every 2.24 ms until it reaches 0 in the time counter update process of the timer interrupt process (main). In the main process, the address of the corresponding timer counter is acquired, the acquired value is read, and it is determined whether the read value is 0. If it is determined that the read value is 0, it is determined that the measured time has elapsed. In this embodiment, multiple timer counters can 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 but 2 bytes or less can be used.

[0295] The timer counters used in this embodiment include 1-byte timer A, 1-byte timer B, and 1-byte timer C, each with an initial value of 1 byte or less, and a 2-byte timer, with an initial value of more than 1 byte but 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 of 1 byte or less, and examples include an external output signal timer that measures the output period of an external output signal, an LED update timer that measures the output update period of an LED, a stop invalidation timer that measures the period from when a stop operation is detected until another stop operation is enabled, a payout waiting timer that measures the period from when the reels stop until the payout of medals begins, an insertion detection timer that measures the period from when the inserted medal sensor is detected to be ON, an insertion port detection timer that measures the period from when the insertion port sensor is detected to be ON, a payout detection timer that measures the period from when the payout sensor is detected to be ON, and a start-up timer that measures the period from when the reels start to rotate until the stop operation becomes enabled.

[0297] A 2-byte timer is a timer for measuring a relatively long period of time that cannot be measured with a timer value of 1 byte or less. For example, there is a 1-game time timer that measures the specified time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among external output signals, a waiting time timer that measures the period from the end of a game, and a hopper empty timer that measures the period during 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 allocated one byte at a time to a consecutive 3-byte area of ​​RAM 41c. The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated to a consecutive area of ​​RAM 41c. The 2-byte timer is allocated to a consecutive 2-byte area of ​​RAM 41c. Hereinafter, the area to which the 1-byte timers are allocated will be referred to as a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are allocated according to a predetermined rule. Note that an area to which consecutive addresses are allocated according to a predetermined rule is, for example, an area to which a start address and addresses incremented by N (N is a natural number) from the start address are allocated.

[0299] 45 is a flowchart showing the control contents of the time counter update process 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 processing times (ST1), and the start address of the 1-byte timer group is stored in the HL register (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 count value stored at the top address of the 1-byte timer group is stored in the A register. The main control unit 41 executes specific decrement processing in ST4, 5, and 7. The specific decrement processing is processing including subtraction processing, determination processing, and update processing, and is processing in which interrupt processing is not executed even if interrupt prohibition processing is not performed based on an interrupt prohibition instruction during the period in which the specific decrement processing is being executed.

[0301] The main control unit 41 subtracts 1 from the value of the A register as a subtraction process in the specific decrement process (ST4). At this time, if the values ​​of all bits of the A register are "0", the subtraction process causes all bits of the A register to have a value indicating "F". That is, a borrow occurs, and the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0302] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" (ST5). If the result of the determination process shows that the value stored in the carry flag is "0", the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6). If the result of the determination process shows that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct 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 at the address indicated by the HL register (ST6).

[0303] The main control unit 41 determines whether the processing count after subtraction is 0 or not (ST9). If the processing count after subtraction is not 0 in step ST9, that is, if updating of all 1-byte timers has not been completed, the address indicated by the HL register is incremented by 1 (ST10), and the process returns to step ST4. That is, the pointer is incremented and the referenced address is advanced. As a result, the pointer moves to the address of the unprocessed 1-byte timer, and if the value of 1 byte at the specified address is not 0, it is decremented.

[0304] In this way, the specific decrement process can also be used for the time counter update process. This prevents the value of the A register from being in a state after a borrow has occurred. Furthermore, when executing the specific decrement process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. In other words, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific decrement process. This automatically prevents the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of an interrupt process.

[0305] Furthermore, as described above, in this embodiment, a plurality of 1-byte timers are provided, and in order to simplify the processing, counting (subtraction processing) is performed on all of the plurality of 1-byte timers. The main control unit 41 does not necessarily use all of the plurality of 1-byte counters all the time. For example, it is conceivable that the main control unit 41 would like to use only 1-byte counter A out of 1-byte counter A, 1-byte counter B, and 1-byte counter C. In this case, if the time counter update processing is performed, subtraction processing will also be performed on 1-byte counter B and 1-byte counter C.

[0306] However, in this embodiment, the subtraction process is provided as a specific decrement process, so that even if the subtraction process is performed on the 1-byte counter B and the 1-byte counter C and the counter becomes "0", no down-carry occurs. As a result, in the time counter update process, the subtraction process is performed on a plurality of 1-byte timers, and the count value of the 1-byte timer can be prevented from becoming an abnormal value.

[0307] [Specific increment processing in ceiling game count processing] The following describes an example in which a specific increment process is used in the ceiling game count process. As described above, in the slot machine 1 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit on the number of games played in the normal advantageous zone is reached, the machine is forced to transition to the AT state regardless of the point reached. A ceiling game count value for determining whether the ceiling has been reached is stored in the RAM 41c. The main control unit 41 increments the ceiling game count value using a specific increment process each time a game is played in the normal advantageous zone. The main control unit 41 determines whether to transition to the AT state based on whether the ceiling game count value has reached the ceiling. In other words, the ceiling game count value is a value for selecting data, and is also referred to as a data selection value below.

[0308] An example in which the specific increment process is used in the ceiling game number count process will be described in more detail. The ceiling game number count process is executed within the gaming machine information calculation process (S18) in the main process of FIG. 30. FIG. 46 is a flowchart showing the control content of the gaming machine information calculation process executed by the main control unit 41. As shown in FIG. 46, in the gaming machine information calculation process, first, the values ​​of all registers are saved to a stack (SF1). Then, after executing the ceiling game number count process (SF2), the register values ​​saved in SF1 are restored (SF3), and the gaming machine information calculation process is terminated and a return to the main process is made.

[0309] 47 is a flowchart showing the control content of the ceiling game count process executed by the main control unit 41. In the ceiling game count process, first, the address of RAM 41c where the ceiling game count value is stored is stored in the HL register (SI1). In other words, by storing the address of RAM 41c in the HL register, a pointer is set to the address where the ceiling game 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 ceiling game number count value is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing is a process including an addition process, a judgment process, and a regression process. During the period in which the specific increment processing is being executed, the interrupt processing is not executed even if the interrupt prohibition processing is not performed based on the interrupt prohibition instruction.

[0311] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SI3). That is, assuming that a game has been played in the normal advantageous zone, the main control unit 41 adds the game to the ceiling game count value. Thereafter, the main control unit 41 executes a determination process to determine whether the ceiling game count value stored in the A register is the same as a specific value (SI4). The specific value in the ceiling game count process is the upper limit number of games in the normal advantageous zone, for example, 700 games. That is, the main control unit 41 determines whether the ceiling game count value has reached 700.

[0312] In a more specific determination process, the specific value 700 is subtracted from the value of the A register after the addition, and by determining whether the result of the subtraction is 0, the main control unit 41 determines whether the ceiling game number count value and the specific value are the same. If the result of the subtraction is 0, the main control unit 41 sets the carry flag C included in the flag register to "1."

[0313] If the result of the judgment process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the set value stored in register A to 0 (SI5). The regression process is executed when the ceiling game number count value reaches the upper limit number of games. Therefore, the main control unit 41 transitions to the AT state. When the AT state ends and transitions to the normal advantageous zone, the main control unit 41 again starts adding the ceiling game number count value. At this time, the ceiling game number count value has already been corrected to "0" by the regression process of the ceiling game number count process.

[0314] In this way, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding the specific value. This prevents the ceiling game count from starting from an abnormal value. Furthermore, when executing the specific increment process, the main control unit 41 prohibits interrupt processing even if interrupt prohibition processing based on an interrupt prohibition instruction has not been executed. In other words, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific increment process. This automatically prevents the ceiling game 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 this embodiment, when the maximum bet number (3 coins) is set and the 1-bet switch 65 is pressed, the bet number of 2 coins is canceled. In other words, the state becomes one medal is set as the bet number. The bet number is stored in the RAM 41c.

[0316] FIG. 48 is a diagram illustrating that the lighting state of the BETLED changes each time the 1BET switch 65 is pressed. As shown in FIG. 48(a), when no medals have been bet, none of the 1BETLED 14, 2BETLED 15, and 3BETLED 16 are lit. When the 1BET switch 65 is pressed, a state in which one medal has been bet is achieved. That is, as shown in FIG. 48(b), the 1BETLED 14 lights up. When the 1BET switch 65 is pressed again, a state in which two medals have been bet is achieved. That is, as shown in FIG. 48(c), the 1BETLED 14 and the 2BETLED 15 light up.

[0317] When the 1BET switch 65 is pressed again, three medals are bet. That is, as shown in FIG. 48(d), the 1BET LED 14, the 2BET LED 15, and the 3BET LED 16 light up. When the 1BET switch 65 is pressed again, two medals are bet from three medals, and the 1BET LED 14 lights up. That is, as shown in FIG. 48(d), the 1BET LED 14 lights up.

[0318] The main control unit 41 increments the bet amount stored in the RAM 41c using a specific increment process each time the 1BET switch 65 is pressed. The main control unit 41 determines whether or not to execute a bet amount cancellation process depending on the number of bets stored in the RAM 41c. In other words, the bet amount stored in the RAM 41c is a value used to determine whether or not to execute the bet amount cancellation process, and will hereinafter also be referred to as a process determination value.

[0319] An example in which the specific increment process is used in the bet number setting process will be described in more detail. The bet number setting process is executed by the main control unit 41. Figure 49 is a flowchart showing the control contents of the bet number setting process executed by the main control unit 41. The main control unit 41 first determines whether or not pressing of the 1BET switch 65 has been detected (SR1). If pressing of the 1BET switch 65 is not detected, the main control unit 41 returns the process to SR1. The main control unit 41 stores the address of RAM 41c where the bet number is stored in the HL register (SR2). In other words, by storing the address of RAM 41c in the HL register, a 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 bet number is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing is a process including an addition process, a judgment process, and a regression process. During the period in which the specific increment processing is being executed, the interrupt processing is not executed even if the interrupt prohibition processing is not performed based on the interrupt prohibition instruction.

[0321] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SR4). That is, it adds to the bet number. After that, the main control unit 41 executes a determination process to determine whether the bet number stored in the A register is the same as a specific value (SR5). The specific value in the bet number setting process is 4 because the maximum bet number is 3. That is, the main control unit 41 determines whether the 1BET switch 65 has been pressed when the maximum bet number, 3, has been set.

[0322] In a more specific determination process, a specific value of 4 is subtracted from the value of the A register after the addition, and by determining whether the result of the subtraction is 0, it is determined whether the bet number is the same as the specific value. If the result of the subtraction is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0323] If the result of the determination process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the bet amount stored in the A register to 1 (SR6). Here, the regression process corresponds to a bet amount cancellation process. Therefore, the main control unit 41 controls the state so that one medal is bet.

[0324] In this way, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding a specific value. This prevents the bet number from becoming an abnormal value. Furthermore, when executing the specific increment process, the main control unit 41 prohibits interrupt processing even if interrupt prohibition processing based on an interrupt prohibition instruction has not been executed. In other words, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific increment process. This automatically prevents the bet number from being updated to an unintended value due to the execution of the interrupt process.

[0325] [Point Map] An example of a point map used in the normal advantageous zone will be described with reference to Figure 50. Figure 50 is a diagram for explaining an example of a point map. As shown in Figure 50(a), the display area on the liquid crystal display 51 includes a presentation area 510 in which presentation images related to the game, such as background images, are displayed, and a map area 520 in which a point map is displayed. The presentation area 510 is located near the center of the screen of the liquid crystal display 51, and is a display area that occupies most of the display area. The map area 520 is located at the top of the screen of the liquid crystal display 51 (in this embodiment, the bottom and right edge of the screen), and is a display area that is smaller than the presentation area 510.

[0326] The point map in the map area 520 integrally displays an update image 520a that displays the updated value of points accumulated based on play, reach icon images 520c, 520d, and 520e that decorate the reached point that is the target of the accumulated points, a final icon image 520f that decorates the final point, and a moving image 520b consisting of a character (hereinafter also referred to as a "moving character") that moves toward the reached point corresponding to the accumulated points. In this embodiment, multiple points such as 100p, 300p, and 600p are set as the reached point, and 1000p is set as the final point. Note that, because the reached point is not displayed in the update image 520a, the player will focus not only on the update value in the update image 520a but also on the reached point decorated with the reached icon image.

[0327] In the normal advantageous zone, when points are awarded through the point acquisition lottery, the update value is updated by the awarded points, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table described below. Furthermore, the moving character moves to a position corresponding to the update value, thereby approaching the target arrival point. Since the arrival point number and arrival icon are always displayed while the moving character is moving, the player can easily recognize the number of points remaining until the arrival point is reached based on the distance between the moving character and the moving character's target position. When the moving character reaches the arrival point, an AT lottery is held, and the player may transition to the first state (AT win) based on the lottery.

[0328] As shown in Figure 50(b), when the current update value is 50p, the moving character is stopped at a position of 50p on map 520m. As shown in Figure 50(c), when 10p is subsequently added, the update value is updated to 60p, and the moving character moves to a position of 60p on map 520m. As shown in Figure 50(d), when another 50p is subsequently added, the update value is updated to 110p, and the moving character moves to a position of 110p on map 520m. In this case, since the moving character has reached a position of 100p, an AT lottery is held.

[0329] [Point update production] FIG. 51 is a diagram illustrating an example of a point update effect. The point update effect is an effect for showing the player the number of points awarded through a point acquisition lottery. As shown in FIG. 51, a character image PI indicating the number of points awarded is displayed near the center of the LCD display 51. This type of point update effect is executed when the start switch 7 is pressed in the game following the game in which the point acquisition lottery was held. In other words, the sub-control unit 91 executes an update effect indicating that the value of the point counter has been updated when the game following the game in which the point acquisition lottery was held starts.

[0330] FIG. 52 is a diagram illustrating an example of a point acquisition lottery process. FIG. 52 illustrates the point acquisition lottery process executed by the main control unit 41 using a flowchart. The point acquisition lottery process is executed during the normal advantageous zone shown in FIG. 4. The main control unit 41 may execute the point acquisition lottery process during the end-of-game ball payout control process (S22) shown in FIG. 14. The main control unit 41 determines whether the stop switch 8L (left stop switch) was operated as the first stop operation during the reel stop process (S15) (step Sp1). That is, it determines whether the stop switch 8L was pressed as a normal operation. If the operation was performed using an irregular procedure (NO in step Sp1), the main control unit 41 sets a penalty (step Sp2). Setting a penalty during the normal advantageous zone is a process that changes the lottery probability for the bonus lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process executed in the next game to be lower than the point acquisition probability when a penalty is not set. This reduces the probability of points being awarded only in the next game, which is unfavorable to the player. In this way, the penalty setting may be set to perform control that is unfavorable to the player, but it is also possible to perform no setting at all. In other words, not executing the point acquisition lottery process shown in step Sp3 itself is a penalty for the game.

[0331] If the stop switch 8L (left stop switch) has been 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 in FIG. 53 (step Sp3). FIG. 53 is a diagram showing a table of the bonus lottery process. As shown in FIG. 53(a), the main control unit 41 executes the point acquisition lottery process based on the flag category. FIG. 53(a) shows the percentage of points awarded for each flag category: 0 points, 1 point, 10 points, 50 points, and 100 points. As shown in FIG. 53(a), if flag category FC4 is won, the expected number of points awarded through the point acquisition lottery is calculated as 10 points × (179 / 256) + 50 points × (64 / 256) + 100 points × (13 / 256), which is approximately 25 points. Also, if flag category FC6 is won, the expected value of points earned through the point acquisition lottery is calculated as 50 points x (51 / 256) + 100 points x (205 / 256), which is approximately 90 points.

[0332] Also, as shown in Figure 53(b), the main control unit 41 executes the AT lottery process based on the reached points. Figure 53(b) shows the percentage of AT wins awarded for each reached point. The percentage of AT wins when the ceiling game is reached is also shown.

[0333] If the operation is performed in the irregular procedure (NO in step Sp1), the main control unit 41 does not execute the point acquisition lottery process and ends the ball payout control process at the end of the game shown in Fig. 14. In other words, the main control unit 41 does not update the value of the point counter when the operation is performed in the irregular procedure.

[0334] For example, if the flag category of the winning combination in the internal lottery process in step S2 of the main processing shown in FIG. 14 is FC0, no points are awarded with a probability of 125 / 256, 1 point is awarded with a probability of 76 / 256, 10 points are awarded with a probability of 51 / 256, and 50 points are awarded with a probability of 3 / 256. Also, 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, but the awarded points are never determined to be 0 points. Returning to FIG. 52, the main control unit 41 determines whether points have been awarded in the point awarding lottery process in step Sp4 (step Sp4). If the main control unit 41 determines that points have been awarded (YES in step Sp4), it executes point awarding processing (step Sp5). The point granting process is a process in which the main control unit 41 updates the points stored in RAM 41c and stores the number of points earned in the command "points" in the game end command sent to the sub-control unit 91 at the third stop.

[0335] The main control unit 41 ends this process after executing the point granting process (step Sp5). If no points are acquired (NO in step Sp4), the main control unit 41 ends this process without executing the point granting process.

[0336] As described above, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. In other words, when an irregular operation is performed, the point acquisition lottery process is not executed, which is a penalty for the player. As a result, when the stop switch is operated in a normal operation, the point value for control to the first state is updated, while when the stop switch is operated in an irregular procedure, a penalty of not updating the point value can be imposed, which encourages the player to operate in a normal operation. Furthermore, regardless of the result of the internal lottery process, a penalty is imposed when the stop switch is operated in an irregular procedure, which encourages the player to operate in a normal operation.

[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) a player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1 to t7. As shown in FIG. 54, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 executes an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as a first stop operation. That is, a 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 unit 41 transmits to the sub-control unit 91 that the stop switch 8L has been operated as the first stop operation. At timing t3, the stop switch 8L is operated as a 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 unit 41 transmits to the sub-control unit 91 a signal 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 unit 41 transmits to the sub-control unit 91 a signal that the stop switch 8R has been operated as the third stop operation. Based on the fact that the third stop operation has been performed after normal operations have been performed, the main control unit 41 executes a point acquisition lottery process. In the example of FIG. 54, the number of points acquired in the point acquisition lottery process is one or more. After executing the point acquisition lottery process, the main control unit 41 executes a point awarding process at timing t5.

[0338] At timing t5, the point awarding process is performed, and the main control unit 41 transmits a game end command to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, the main control unit 41 transmits the command "points" that can identify the number of points acquired (hereinafter, may be simply referred to as acquired points) to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 waits without executing the point update effect shown in FIG. 51, such as displaying the acquired points on the LCD display 51. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a winning win as the number of medals that transition to the ED and the number of medals in the advantageous zone.

[0339] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded upon winning as data to be displayed on a prize ratio monitor (not shown). The prize ratio monitor typically displays numerical values ​​indicating the performance of the slot machine (hereinafter also referred to as "principle ratio information"). Numerical values ​​indicating the performance of the slot machine include, for example, the instructed prize payout ratio to the total cumulative payout number, the consecutive prize payout ratio for the past 6,000 games, the prize payout ratio for the past 6,000 games, the consecutive prize payout ratio to the total cumulative payout number, the prize payout ratio to the total cumulative payout number, and the prize status ratio to the total cumulative payout number. To display the prize ratio information on the prize ratio monitor, the main control unit 41 stores the number of medals awarded upon winning in the RAM 41c. Therefore, the main control unit 41 adds the number of medals awarded by the prize determination process at timing t5 to the data stored as prize ratio information in the RAM 41c. In other words, the main control unit 41 updates the prize ratio information. This ends the game that started at time t1.

[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 acquired points received at timing t5. That is, the sub-control unit 91 indicates, by the point update effect, that the value of the point counter was updated in the game prior to the game in which the point update effect is executed.

[0341] FIG. 55 illustrates an example in which a point update effect is not executed based on an irregular operation. The example in FIG. 35 differs from FIG. 54 in that the stop switch 8L is not operated as the first stop operation at timing t2. That is, FIG. 55 illustrates 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 information to the sub-control unit 91 that the stop switch 8R or the stop switch 8C was operated as the first stop operation. The sub-control unit 91 executes a stop effect based on receiving information that the stop switch 8R or the stop switch 8C was operated as the first stop operation. The stop effect indicates that the point acquisition lottery process was not executed due to an irregular operation that is not a normal operation, and may, for example, cancel an effect that displays an image suggesting a winning combination. In the slot machine 1 of this embodiment, the stop effect is executed by the sub-control unit 91 to darken the display on the LCD display 51. The stop effect may be not only a blackout effect, but also an effect that displays a text image such as "Please press the left stop switch first." Alternatively, it may be an effect that ends the execution of the point suggestion effect currently being executed and returns to the normal image that was displayed before the point suggestion effect was executed.

[0342] Furthermore, because an irregular operation has been performed, the main control unit 41 does not execute the point acquisition lottery process at timing t4, and does not execute the point granting process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points, and does not execute the point update effect at timing t7, which is the start of the next game. On the other hand, even if an irregular operation has been performed, the main control unit 41 updates the ED transition number, the advantageous zone number, and role ratio information at timing t5.

[0343] 53 and 54, in the slot machine 1 of this embodiment, the point update effect is executed when the start switch 7 of the next game is operated only when a normal operation is performed in a predetermined game and points are acquired. As a result, the point update effect can be used to indicate to the player that the point counter was updated in the previous game at the start of the next game, and if an irregular operation is performed in the previous game, the point counter is not updated and the point update effect is not executed in the next game, so that whether the point counter is updated and whether the point update effect is executed can be consistent.

[0344] Furthermore, even if an irregular operation is performed, as shown in Figure 55, the main control unit 41 executes processing to update the winning combination information and limiter at timing t6 after the winning determination processing. That is, regardless of whether the operation is a normal operation or an irregular operation, the main control unit 41 counts the medals when medals are awarded based on the occurrence of a winning operation.

[0345] As a result, the cumulative number of medals is counted not only in the case of normal operation but also in the case of irregular operation, so it is possible to prevent distinguishing whether or not an advantage is gained depending on the procedure of the stop switches 8L, 8C, 8R, and to prevent irregular operation from giving an excessive advantage. Also, not only in the case of normal operation but also in the case of irregular operation, the cumulative number of medals is counted and the cumulative result is displayed, so that the medal payout history in the slot machine 1 can be properly shown to the outside as role ratio information. [Point suggestion] Figure 56 is a diagram illustrating an example of a point suggestion effect when a strong cherry is won. The point suggestion effect is an effect that is performed when a specific combination is won, and it is an effect that suggests a winning combination to the player and allows them to predict the points that will be awarded. The point suggestion effect is performed in the normal advantageous zone.

[0346] As shown in FIG. 56(a), when the start operation is performed, a point suggestion effect is executed on the LCD display 51, in which an image showing a cherry and an image showing a question mark are displayed. Because the image showing a cherry is displayed, the player is prompted to operate the device to win a cherry. Furthermore, because the flag category of a strong cherry is FC6, the player expects that 50 or more points will be awarded if a cherry wins, as shown in FIG. 53. In other words, the point suggestion effect is an effect that suggests that a large number of points will be awarded, and is executed based on the operation of the start switch 7.

[0347] FIG. 56 illustrates the cases where a normal operation is performed and an irregular operation is performed after the point suggestion effect is displayed. FIGS. 56(b1), (c1), and (d1) illustrate the case where a normal operation is performed. FIGS. 56(b2), (c2), (d2), (b3), (c3), and (d3) illustrate the 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 performed. At this time, the image showing the cherry and the question mark displayed as the point suggestion effect remains displayed. Then, in FIG. 56(c1), the stop switch 8C is operated as the second stop operation. The image showing the cherry and the question mark displayed as the point suggestion effect remains displayed. Finally, in FIG. 56(d1), the stop switch 8R is operated as the third stop operation. As a result, a strong cherry appears on the reel, and an image indicating that the strong cherry has appeared is displayed on the LCD display 51. When the start switch 7 of the next game is operated, the points awarded as a result of the strong cherry winning are displayed as a point update effect.

[0348] In Figures 56(b2) and (b3), the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, 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. Based on receiving the information 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 in which the LCD display 51 goes dark, as shown in Figures 56(b2) and (b3). In addition, the image showing a cherry and the image showing a "?" that were displayed as the point suggestion effect disappear. In other words, the sub-control unit 91 ends the execution of the point suggestion effect when an irregular operation is performed. Thereafter, in either case where the second stop operation is performed as shown in Figures 56(c2) and (c3), or where the third stop operation is performed as shown in Figures 56(d2) and (d3), the image displayed on the LCD display 51 remains in the state it was in when the stop effect was executed.

[0349] As a result, even if a point suggestion effect is executed at the start of a game in which a strong cherry is won, suggesting that the point counter will be updated with 50 or more points, and the point suggestion effect ends if the point counter value is not updated due to an irregular operation afterwards. This prevents a player who has performed an irregular operation from misunderstanding that the point counter will be updated with a large value. Note that the point suggestion effect may not only be an image showing a cherry or an image showing a "?", but also a text image such as "Points Earned?" that directly suggests the acquisition of points. In other words, the point suggestion effect may be any effect that suggests the possibility of points being awarded to the player.

[0350] Figure 57 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. The point suggestion effect is also executed when a combination other than a strong cherry combination is won in the internal lottery. Figure 57 shows an example when a watermelon combination is won in the internal lottery.

[0351] As shown in Figure 57(a), when a start operation is performed, a point suggestion effect is executed in which an image of a watermelon and an image of a "?" are displayed on the liquid crystal display 51. Because the image of a watermelon is displayed, the player is prompted to perform an operation to win a watermelon. Furthermore, because the flag category of a watermelon is FC4, the player expects that if a watermelon wins, 10 or more points will be awarded, as shown in Figure 53. Figures 57(b1) to (d1) show point suggestion effects when a normal operation is performed. Figures 57(b2) to (d2) and (b3) to (d3) show examples in which a stop effect is executed when an irregular operation is performed. The form of the effect is the same as that of Figure 57, so it will not be repeated.

[0352] In this way, in the slot machine 1 of this embodiment, if irregular control is performed regardless of the winning role in the internal lottery, the point acquisition lottery process is not performed and a stop effect is executed, thereby encouraging the player to operate the machine normally.

[0353] [Bonus lottery during AT] Figure 58 is a diagram showing a table for the life acquisition lottery in the first state of the advantageous zone and the specialized zone. The life acquisition lottery is a lottery to determine whether or not a life will be granted. In the slot machine 1 of this embodiment, if a life is granted as a result of the life acquisition lottery, the life number lottery shown in Figure 59 is executed.

[0354] The life acquisition lottery is conducted based on different ratios for the first section of the AT1 state, the second section within the AT1 state, and the specialized zone. Figure 58(a) shows the life acquisition lottery in the first section of the AT1 state. The life acquisition lottery is conducted when a combination with a flag category of FC4, 5, 6, or 7 is won. Also, as shown in Figure 58(a), the probability of life acquisition varies depending on the setting value. For example, if a combination with a flag category of FC4 or 5 is won and the setting value is set to 1, there is a 45% probability that a life will be granted (with life) and a 55% probability that a life will not be granted (without life). Figure 58(a) also defines the probability of life acquisition for other setting values ​​and flag categories.

[0355] Also, Figure 58(b) shows the life acquisition lottery in the second section of the AT first state, and Figure 58(c) shows the life acquisition lottery in the specialized zone. As shown in Figures 58(a) to (c), regardless of whether it is the first section, second section, or specialized zone of the AT first state, or regardless of which flag category is won, when the setting value L is set, the probability of life being granted is 0%. In other words, when the normal setting value is set, life is granted, but when the setting value L is set, life is not granted. This makes it easier to design life granting in advantageous states, since life is not granted uniformly when the setting value L is set. Note that the probability of life being granted when the setting value L is set is not limited to 0% and may be, for example, a uniform 5%. (Life lottery, special zone lottery, and one-hit win lottery) Figure 59 shows a table of the life number lottery, specialized zone lottery, and one-hit win lottery in the first and second states of the advantageous zone. Even if a life is acquired, it may be consumed in the second state, making it impossible to transition from the second state to the first state. In contrast, one-hit win is a process that ensures transition from the second state to the first state. Therefore, winning a one-hit win is a more advantageous control for the player than acquiring a life. Hereinafter, the first state will be referred to as the "AT first state," and the second state will be referred to as the "AT second state." The life acquisition lottery and one-hit win lottery will be collectively referred to as the "AT bonus lottery."

[0356] Lives can be awarded based on a life acquisition lottery executed by the main control unit 41 during the first AT state. Figure 59(a) shows a life number lottery table referenced in the life acquisition lottery during the first section of the first AT state. The life number lottery table in Figure 59(a) is a table referenced when the award of a life (with life) is determined in the life acquisition lottery table for the first section of the first AT state shown in Figure 58(a). As shown in Figure 59(a), in the life acquisition lottery during the first section, the expected value of lives awarded per game differs depending on whether a combination with a flag category of FC4 or FC5 is won, a combination with a flag category of FC6, or a combination with a flag category of FC7 is won. Unlike the life acquisition lottery, the life number lottery is drawn at the same rate for all setting values. In other words, after the award of a life is determined in the life acquisition lottery, common control is performed regardless of the setting value. The common control is the life number lottery. This makes it easier to design when executing the life number lottery.

[0357] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 50% chance that one life will be awarded, and a 50% chance that two lives will be awarded. Also, when a role with a flag category of FC6 is won, there is a 100% chance that two lives will be awarded. Furthermore, when a role with a flag category of FC7 is won, there is a 60% chance that one life will be awarded, and a 40% chance that two lives will be awarded.

[0358] In the first section of the AT 1 state, if a life is awarded in response to a winning combination of the flag category FC6, the reverse push navigation is executed in the game in which the flag category FC6 is won. Therefore, when the player operates the stop switches 8L, 8C, and 8R in accordance with the reverse push navigation, a BAR lip is awarded. In other words, in the first section of the AT 1 state, the award of a life is suggested to the player by the winning of a BAR lip.

[0359] FIG. 59(b) shows a life number lottery table referenced in the life acquisition lottery in the second section of the first AT state. The life number lottery table in FIG. 59(b) is a table referenced when it is determined that a life will be granted (with life) in the life acquisition lottery table in the second section of the first AT state shown in FIG. 58(b). As shown in FIG. 59(b), when a combination with a flag category of FC4 or FC5 is awarded, there is a 90% probability that one life will be granted, and a 10% probability that two lives will be granted. Furthermore, when a combination with a flag category of FC6 is awarded, there is a 60% probability that one life will be granted, and a 40% probability that two lives will be granted. Furthermore, when a combination with a flag category of FC7 is awarded, there is a 75% probability that one life will be granted, and a 25% probability that two lives will be granted.

[0360] Furthermore, navigation is performed less frequently in the first section than in the second section, meaning that the probability of notifying navigation is higher in the second section than in the first section.

[0361] (Life Specialized Zone) The life specialization zone is a state that can be transitioned to from the AT first state based on the specialization zone lottery. Figure 59(c) shows a specialization zone lottery table that is referenced in the specialization zone lottery during the AT first state. As shown in Figure 59(c), in the specialization zone lottery during the AT first state, the probability of entering the specialization zone differs depending on whether a combination with a flag category of FC4 or FC5 is won, a combination with a flag category of FC6 is won, or a combination with a flag category of FC7 is won.

[0362] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 10% chance of entering the specialized zone. Also, when a role with a flag category of FC6 is won, there is a 50% chance of entering the specialized zone. Furthermore, when a role with a flag category of FC7 is won, there is a 30% chance of entering the specialized zone.

[0363] FIG. 59(d) shows a life number lottery table referenced in the life acquisition lottery in the specialized zone. The life number lottery table in FIG. 59(d) is a table referenced when it is determined that a life will be granted (with life) in the life acquisition lottery table in the specialized zone shown in FIG. 59(c). As shown in FIG. 59(d), when a combination with a flag category of FC4 or FC5 is won, one life is granted with a 50% probability, and two lives are granted with a 35% probability. Furthermore, when a combination with a flag category of FC6 is won, two lives are granted with a 100% probability. Furthermore, when a combination with a flag category of FC7 is won, one life is granted with a 35% probability, and two lives are granted with a 50% probability. (One-hit win lottery) A one-hit win in a battle can be awarded based on a one-hit win lottery executed by the main control unit 41 during the AT second state. Figure 59(e) shows a one-hit win lottery table referenced in the one-hit win lottery during the AT second state. As shown in Figure 59(e), in the one-hit win lottery during the AT second state, the probability of one-hit win differs when a role with a flag category of FC4 or FC5 is won, when a role with a flag category of FC6 is won, and when a role with a flag category of FC7 is won.

[0364] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 50% chance of a one-hit win. Also, when a role with a flag category of FC6 is won, there is a 100% chance of a one-hit win. Furthermore, when a role with a flag category of FC7 is won, there is a 50% chance of a one-hit win.

[0365] Thus, during the AT second state, among the lottery conditions, the probability of a one-hit win is higher for a role with a flag category of FC6 than for a rare role such as a role with a flag category of FC4 or FC5, or a role with a flag category of FC7. Note that during the AT second state, if a one-hit win is awarded as a result of winning a role with a flag category of FC6, reverse push navigation is executed in the game in which the role with a flag category of FC6 is won. Furthermore, the first state is a section in which navigation is performed less frequently than the second state. In other words, the probability of announcing navigation is higher in the second state than in the first state.

[0366] FIG. 60 is a diagram showing an example of a bonus lottery process during an AT. In FIG. 60, the bonus lottery during an AT executed by the main control unit 41 is explained using a flowchart. The bonus lottery acquisition process during an AT can be executed within the game end ball output control process (S22) in the first state, second state, or ending state shown in FIG. 4. After a third stop operation is performed within the game end ball output control process (S22) shown in FIG. 14, the main control unit 41 determines whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 ends the process. In other words, if it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-hit win lottery process described below.

[0367] If the game is not in the ending state (NO in step Sb1), the main control unit 41 determines whether the game is one in which navigation display is to be performed (step Sb2). The main control unit 41 determines whether the game is one in which navigation display is to be performed based on the winning combination number in the internal lottery process (S2) shown in FIG. 14. A game in which navigation display is to be performed is a game in which the sub-control unit 91 executes a navigation performance. If the game is one in which navigation display is to be performed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. If the game is not one in which navigation display is to be performed (NO in step Sb2), the main control unit 41 determines whether the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control unit 41 determines whether a normal operation or an irregular operation has been 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 involves, for example, changing the lottery probability for the life acquisition lottery process and the one-hit win lottery process in the next game. For example, the main control unit 41 sets the probability of winning a life or one-hit win in the life acquisition lottery process and the one-hit win lottery process executed in the next game to be lower than the probability of winning if a penalty is not set. This reduces the probability of awarding a life or one-hit win only in the next game, resulting in control that is disadvantageous to the player. Thus, the penalty setting may be set to implement control that is disadvantageous to the player, but no setting is necessary. This is because not executing the life acquisition lottery process shown in step Sp6 or the one-hit win lottery process shown in step Sp9 constitutes a penalty for the game. Furthermore, because 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 point acquisition lottery process above, and is an effect in which the screen goes dark. The stop effect here does not indicate that the point acquisition lottery process was not executed due to an irregular operation, but rather indicates that the life acquisition lottery process or one-hit win lottery process was not executed.The stop effect may not only be a darkening effect, but also an effect that displays a text image such as "Please press the left stop switch first." In other words, 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 to the player.

[0368] When it is determined that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control unit 41 determines whether the game state is in the first state (step Sb5). When it is in the first state (YES in step Sb5), the main control unit 41 executes a life lottery process (step Sb6). The life lottery process is a process including a life acquisition lottery and a life number lottery. The life number lottery is executed when it is determined that a life will be granted in the life acquisition lottery. That is, the main control unit 41 determines whether or not to grant a life based on 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 whether or not a life has been granted in step Sb10 (step Sb7). When a life has not been granted (NO in step Sb7), the main control unit 41 terminates the process.

[0369] If a life is acquired (YES in step Sb7), the main control unit 41 executes a life granting process (step Sb8). The life granting 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 sent to the sub-control unit 91 at the third stop. After executing the life granting process, the main control unit 41 ends the process.

[0370] Next, returning to step Sb5, the case where the game is not in the first state will be described. If the game is not in the first state (NO in step Sb5), the main control unit 41 executes a one-hit win lottery process (step Sb9). At this time, since it was determined in step Sb1 that the game state is not in the ending state and in step Sb5 that the game is not in the first state, the main control unit 41 determines that the game state is in the second state. Since a normal operation is being performed in the second state, the main control unit 41 executes a one-hit win lottery.

[0371] That is, the main control unit 41 performs a lottery for a one-hit win based on the table shown in FIG. 59(e) and the result of the internal lottery process. After the one-hit win lottery process, the main control unit 41 determines whether or not a one-hit win has been won (step Sb10). If the main control unit 41 determines that a one-hit win has not been won (NO in step Sb10), it ends the process. If the main control unit 41 determines that a one-hit win has been won (YES in step Sb10), it executes a one-hit win awarding process (step Sb11). The one-hit win awarding process is a process in which the main control unit 41 executes a process in response to winning a one-hit win, and stores the fact that a one-hit win has been won in the game end command sent to the sub-control unit 91 at the third stop.

[0372] In this way, in a game in the first or second state where the navigation display is not displayed, the main control unit 41 controls to execute the life acquisition lottery process or the one-hit win awarding process when a normal operation is performed, but controls not to execute the life acquisition lottery process or the one-hit win awarding process when an irregular operation is performed. Control not to execute the life acquisition lottery process or the one-hit win awarding process is control that is disadvantageous to the player. In other words, the slot machine 1 can impose a penalty on the player when an irregular operation is performed. This allows the slot machine 1 to encourage the player to operate normally.

[0373] On the other hand, the main control unit 41 performs the same control in the game during the ending state whether a normal operation is performed or an irregular operation is performed. As a result, even if an irregular operation is performed during the ending state, no penalty is given, thereby preventing a decrease in the interest in the game during the ending state, which is the last state executed during the AT.

[0374] [Life Gain Suggestion] FIG. 61 is a diagram illustrating an example of a life-granting suggestion effect when a watermelon is won. The life-granting suggestion effect is an effect that is performed when a specific combination is won, and is an effect that suggests to the player that a life may be awarded by suggesting a winning combination. The life-granting suggestion effect is executed in the first state. Since the first state is during AT, the liquid crystal display 51 displays a remaining games image 51a indicating the number of games remaining and a life image 51b indicating the number of lives.

[0375] As shown in FIG. 61(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest includes a watermelon, suggesting that the watermelon role has been won. The image showing the treasure chest may also be green without a watermelon, suggesting that the watermelon role has been won. In other words, when the image showing the treasure chest is displayed, the player hopes that the watermelon role has been won. Furthermore, a watermelon role with a flag category of FC4 is a role for which a life acquisition lottery process is executed. In other words, the life grant suggestion effect is an effect suggesting the possibility of a life being granted, and is executed based on the operation of the start switch 7.

[0376] FIG. 61 illustrates the cases where a normal operation is performed and an irregular operation is performed after the life-granting suggestion effect. FIGS. 61(b1), (c1), and (d1) illustrate the case where a normal operation is performed. Also, FIGS. 61(b2), (c2), (d2), and (b3), (c3), and (d3) illustrate the 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 performed. At this time, the image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Then, in FIG. 61(c1), the stop switch 8C is operated as the second stop operation. The image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Finally, in FIG. 61(d1), the stop switch 8R is operated as the third stop operation. As a result, a watermelon appears on the reels, and an image indicating that a life has been granted in response to the winning watermelon combination is displayed on the LCD display 51. Furthermore, as the life is granted, the sub-control unit 91 updates the life image 51b.

[0377] Figures 61(b2) and 61(b3) show an example in which the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, 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 was operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C was operated as the first stop operation, the sub-control unit 91 executes a stop effect in which the LCD display 51 goes dark, as shown in Figures 61(b2) and 61(b3). Additionally, the image showing the treasure chest that was displayed as the life-granting suggestion effect disappears. In other words, the sub-control unit 91 terminates the execution of the life-granting suggestion effect when an irregular operation is performed. In either case where the second stop operation is performed in Figures 61(c2) and 61(c3), or where the third stop operation is performed in Figures 61(d2) and 61(d3), the image displayed on the LCD display 51 remains in the state it was in when the stop effect was executed.

[0378] In this way, when an irregular operation is performed in a game in which a watermelon role is won, the life acquisition lottery is not executed, and control to extend the AT state due to the life acquisition is not performed. This encourages the player to perform normal operations.

[0379] FIG. 62 is a diagram illustrating an example of a life-granting suggestion effect when a strong cherry is won. As shown in FIG. 62(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest has a cherry drawn on it, suggesting that a cherry role has been won. The image showing the treasure chest may also be red without a cherry drawn on it, suggesting that a cherry role has been won. In other words, when an image showing a treasure chest is displayed, the player hopes that a cherry role has been won. Furthermore, a strong cherry role with a flag category of FC6 is a role for which a life-granting lottery process is executed. The form of the effect is the same as that of FIG. 61, and therefore will not be repeated.

[0380] In this way, in the slot machine 1 of this embodiment, if irregular control is performed, regardless of whether the winning role in the internal lottery is a watermelon role or a strong cherry role, the life acquisition lottery process is not performed and a stop effect is executed, thereby encouraging the player to perform normal operations.

[0381] FIG. 63 is a diagram showing the process by which the sub-control unit 91 executes the navigation effect. The following describes the process when the sub-control unit 91 receives a game start command. The sub-control unit 91 receives the game start command from the main control unit 41 (step Sc1). As described above, information related to navigation can be stored in the command No. 2 "instruction number" included in the game start command. In other words, the command No. 2 stores information that can identify the push order in a game in which the start switch 7 is operated. The sub-control unit 91 determines whether or not information that can identify the push order is stored in the command No. 2 "instruction number" (step Sc2).

[0382] If the No. 2 command "instruction number" contains information that can identify the button press order (YES in step Sc2), the sub-control unit 91 executes the navigation effect (step Sc3) and terminates the processing. On the other hand, if the No. 2 command "instruction number" does not contain information that can identify the button press order (NO in step Sc2), the sub-control unit 91 terminates the processing without executing the navigation effect. In other words, 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 any commands other than the No. 2 command "instruction number" contained in the game start command when determining whether or not to execute the navigation effect.

[0383] In other words, the sub-control unit 91 executes the navigation effect when information regarding navigation is stored in the No. 2 command "instruction number," regardless of the information contained in commands stored with information regarding a winning role, such as the commands "small role type" and "winning number," and commands stored with information capable of identifying the game state, such as "section state" and "ball output state," among the game start commands received from the main control unit 41. As a result, regardless of whether or not a role has been won and the game state, if information regarding navigation is stored in the No. 2 command "instruction number," the sub-control unit 91 executes the navigation effect, so that the player can be properly notified of the operation procedure.

[0384] That is, for example, even if the gaming status is in a favorable zone, and the main control unit 41 stores information indicating a normal zone in the command "zone information" due to an error or the like and sends this information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation effect based on the command No. 2 "instruction number." Similarly, even if a combination accompanied by a navigation display is won, and the main control unit 41 stores information indicating a combination not accompanied by a navigation display is won in the command "winning number" due to an error or the like and sends this information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation effect based on the command No. 2 "instruction number."

[0385] FIG. 64 is a diagram showing the game start command transmission process in the main control unit. The following describes the process of transmitting a game start command by the main control unit 41. After the start switch 7 is operated, the main control unit 41 executes the game start command transmission process as shown in step S9 of the main process. In the slot machine 1 of this embodiment, the main control unit 41 changes the content of the command to be transmitted as the game start command depending on the winning combination. After the game start command transmission process is started, the main control unit 41 determines whether the winning combination number is one of combination numbers 8 to 23 (step Sd1). The combinations of combination numbers 8 to 23 are combinations that, when a stop operation is performed in a predetermined push order, result in a combination that is more advantageous than when the stop operation is performed in a different push order. Hereinafter, the combinations of combination numbers 8 to 23 will be simply referred to as "push order combinations."

[0386] If the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the commands "small 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 combination type" and the No. 11 command "winning number" themselves among the game start commands, but transmits the No. 1, 2, 4 to 10, 12, and 13 commands to the sub-control unit 91. Hereinafter, the order of No. 1, 2, 4 to 10, 12, and 13 among the game start commands will be referred to as the special order. That is, if the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the game start commands in the special order (step Sd2) and ends the processing.

[0387] If the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 stores information about the winning combination in the commands "minor combination type" and "winning number" (step Sd3). The main control unit 41 transmits the game start command including the commands "minor combination type" and "winning number" (step Sd4). That is, the main control unit 41 transmits the game start commands No. 1 to 13 to the sub-control unit 91 among the game start commands. Hereinafter, the order of No. 1 to 13 among the game start commands will be referred to as the "specific order". That is, if the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 transmits the game start commands in the specific order (step Sd2) and ends the processing.

[0388] In this way, when a push order role is won, the main control unit 41 sends the game start command in a special order that does not include the commands "minor role type" and "winning number" in the game start command. At this time, the main control unit 41 sends the game start command in a special order regardless of whether information about navigation is stored in the command "instruction number". In other words, even when a push order role that does not execute a navigation effect is won in the AT state, the main control unit 41 sends the game start command in a special order.

[0389] As a result, the main control unit 41 does not transmit the command "minor role type" and the command "winning number" that store information about the winning role in a game in which the navigation effect in the AT state is not executed. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that the push order role has been won based on the game start command received from the main control unit 41.

[0390] In addition, the game start command sent in a specific order includes the command "small role type" and the command "winning number", while the game start command sent in a special order does not include the command "small role type" and the command "winning number". As a result, the sub-control unit 91 can recognize whether the push order role has been won based on whether the command "small role type" and the command "winning number" are included.

[0391] In addition, in the slot machine 1 of this embodiment, the order in which the commands No. 1 to No. 13 are sent for the game end commands is also referred to as a "specific order." In the following, in order to distinguish between the specific order for the game start commands and the specific order for the game end commands, the specific order for the game start commands may be referred to as a "first specific order," and the specific order for the game end commands may be referred to as a "second specific order."

[0392] As described above, in Figure 64, an example was explained in which the main control unit 41 transmits the game start command in a special order. On the other hand, in the slot machine 1 of this embodiment, the main control unit 41 transmits the game end command including the command "minor role type". As a result, when the game has already ended, the sub-control unit 91 can determine whether the push order role has been won based on the command "minor role type" included in the game end command.

[0393] Furthermore, the main control unit 41 may also transmit the game end commands in a special order of transmitting commands No. 1, 2, 4 to 10, 12, and 13 among the game end commands. In this case, in order to distinguish between the special order in the game start commands and the special order in the game end commands, the special order in the game start commands is referred to as a "first special order," and the special order in the game end commands is referred to as a "second special order."

[0394] 65 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. In this embodiment, the sub-control unit 91 changes the processing to be executed depending on 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 has been received from the main control unit 41 (step Se1).

[0395] If the sub-control unit 91 has not received a game start command or a game end command from the main control unit 41 (NO in step Se1), the sub-control unit 91 repeats the process of step Se1. If the sub-control unit 91 has received a game start command or a game end command from the main control unit 41 (YES in step Se1), the sub-control unit 91 determines whether the received commands are in a specific order (step Se2). If the received commands are not in a specific order (NO in step Se2), the sub-control unit 91 determines whether the received commands are in a special order (step Se3). If the received commands are not in a special order (NO in step Se3), the sub-control unit 91 performs error notification control (step Se4). As described above, the specific order is an order in which the game start command and the game end command contain all of the commands No. 1 to No. 13 without any omissions. Furthermore, the special order is an order in which the commands No. 4 and No. 11 are omitted from the game start command, which means that the push order role has been won. In other words, the specific order and the special order are predetermined orders in the slot machine 1. If the received command is neither a specific order nor a special order, the sub-control unit 91 can determine that an error or the like has occurred. Therefore, in step Se4, the sub-control unit 91 starts an error notification. Hereinafter, an order that is neither a specific order nor a special order will be referred to as a "special order." If the numerical information included in the command is outside a specified range, the sub-control unit 91 may determine that an error has occurred and that the order is a special order.

[0396] The sub-control unit 91 performs error notification control (step Se4) and ends the processing. Figure 66 is a diagram showing...

Claims

[Claim 1] A device comprising a plurality of variable display sections capable of variably displaying a plurality of types of identifiable identification information, A gaming machine in which a display result is derived by stopping the variable display of the variable display unit after the variable display unit is variably displayed, and a winning prize is generated according to a display result combination which is a combination of the display results of a plurality of variable display units, A game control means for controlling a game; A performance control means for controlling the performance; A plurality of derivation operation means that are operated to derive a display result combination; a volume setting means for setting a volume based on a volume setting operation received; A specific sound output means for outputting a specific sound when the power is turned on, The game control means includes: A pre-determination means for determining a display result combination that is allowed to be derived; a derivation control means for controlling the derivation of a display result combination in response to a determination result of the advance determination means and operations of the plurality of derivation operation means; a notification state control means for controlling an operation procedure of the plurality of derivation operation means to a notification state capable of being notified; A transmission means for transmitting a command to the performance control means, The performance control means includes a notification performance means for notifying the operation procedure in the notification state, There are notification games in which the operation procedure is notified and non-notification games in which the operation procedure is not notified, the derivation control means is capable of deriving a combination of award display results that will result in an award win that awards a gaming value when the determination result of the pre-determination means is any one of the plurality of types of specific determination results and the plurality of derivation operation means are operated in the operation sequence corresponding to the specific determination result; The game control means includes: A benefit determination process for determining a benefit to be granted to the player is executable, After the display results of the plurality of variable display sections are derived, it is determined whether the game is the notification game or the non-notification game; When the game is the notification game, a bonus award determination process is executed without determining whether the plurality of derivation operation means are operated in a normal procedure or an irregular procedure different from the normal procedure in the game. When the game is a non-notification game, it is determined whether a plurality of derivation operation means are operated in the game in the normal procedure or the irregular procedure, and when the derivation operation means are operated in the normal procedure, the bonus award determination process is executed, and when the derivation operation means are operated in the irregular procedure, the bonus award determination process is not executed, The volume setting means is When the volume setting operation is received while the specific sound is not being output, the volume is set; When the volume setting operation is accepted while the specific sound is being output, the game machine does not perform volume setting.