Game machine

JP2023059496A5Active Publication Date: 2025-01-23SANKYO CO LTD
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Patent Information

Application Number
JP2021169548
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2021-10-15
Publication Date
2025-01-23
Estimated Expiration
2041-10-15

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Abstract

To provide a game machine which has been improved in initialization of storage contents of data storage means.SOLUTION: When a game machine is controlled to a setting change state in a state that specific operation means different from setting operation means is not operated and the setting operation means is operated, a first storage region of the first storage region and the second storage region is initialized. When the game machine is controlled to the setting change state in a state that the specific operation means and the setting operation means are operated, the first storage region and the second storage region are initialized. A third storage region for storing excitation phase data, which is the data on an excitation phase, is not initialized either when the game machine is controlled the setting change state in a state that the specific operation means is not operated and the setting operation means is operated, or when the game machine is controlled to the setting change state in a state that the specific operation means and the setting operation means are operated.SELECTED DRAWING: Figure 44
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of conducting a game.

Background Art

[0002] Conventionally, when shifting to a setting change mode for changing the degree of advantage for a player, the RAM that stores various data regarding the progress of the game is initialized under the premise of newly starting the game with a new setting value.

[0003] Also, there has been a gaming machine that initializes the RAM that stores various data regarding the progress of the game on the condition that an initialization operation, which is an operation separate from the operation of shifting to the setting change mode, has been performed (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In the gaming machine of Patent Document 1, there was room for further improvement.

[0006] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine in which improvements have been made regarding the initialization of the RAM that stores various data regarding the progress of the game.

Means for Solving the Problems

[0007] [[ID=四十九]] [[ID=五十]]A gaming machine (for example, slot machine 1) having a variable display unit capable of variable display, [[ID=五十一]] A stepping motor that causes a variable display unit to change by exciting multiple excitation phases arranged around a rotor containing permanent magnets in a predetermined order, A drive control means for exciting multiple excitation phases of the stepping motor in the predetermined order, A data storage means (e.g., RAM41c) having multiple types of storage areas, including a first storage area (e.g., work for AT) and a second storage area (e.g., work for BB), When the power supply to the gaming machine is stopped, a backup means (for example, RAM41c) capable of retaining the contents of the data storage means is provided. The system includes a setting change state control means (for example, a process by the main control unit 41 to control the setting change state) which controls the system to a setting change state in which a selected value is set from among multiple types of setting values ​​that have different degrees of advantage for the player when the power is turned on while the setting operation means (for example, the setting key switch 37) is operated, The aforementioned multiple types of storage areas include a third storage area that stores excitation phase data, which is data relating to the excitation phase, in a readable and writable manner. When a specific operating means different from the setting operating means (for example, the reset / setting switch 38) is not operated, and the setting operating means is operated, and the system is controlled to the setting change state, the first storage area of ​​the second storage area is initialized (for example, initialization 1 described in Figure 44 is performed in step Sa1233 in Figure 57), When the specified operation means and the setting operation means are operated and the system is controlled to the setting change state, the first storage area and the second storage area are initialized (for example, initialization 0 described in Figure 44 is performed in step Sa1232 in Figure 57), The third memory area (for example, the stop phase workpiece) is not initialized when the specific operating means is not operated and the setting operating means is operated, and the system is controlled to the setting change state, or when both the specific operating means and the setting operating means are operated and the system is controlled to the setting change state (for example, in initializations 0, 1, and 3 described in Figure 44, the stop phase workpiece is not initialized). [Brief explanation of the drawing]

[0008] [Figure 1] This diagram shows a front view of a slot machine and an example of its main internal components. [Figure 2] This is a perspective view showing the internal structure of a slot machine. [Figure 3] This diagram shows the arrangement of symbols on each reel. [Figure 4] This is a diagram to explain the transitions in the game state. [Figure 5] This diagram explains the types of winning combinations, the symbol combinations for each winning combination, and the prize awarded upon winning. [Figure 6] This diagram explains the types of winning combinations, the symbol combinations for each winning combination, and the prize awarded upon winning. [Figure 7] This diagram explains the types of winning combinations, the symbol combinations for each winning combination, and the prize awarded upon winning. [Figure 8] This diagram explains the types of winning combinations, the symbol combinations for each winning combination, and the prize awarded upon winning. [Figure 9] This diagram explains the combinations of winning combinations that are read out as target combinations for the lottery for each game state. [Figure 10] This diagram shows the winning combinations for each flag category, arranged in order of their respective categories. [Figure 11] This diagram illustrates the reel control when a winning combination is achieved through a specific button sequence. [Figure 12] This diagram shows the game start command that the main control unit sends to the sub-control unit when the start switch is operated. [Figure 13]It indicates the game end command that the main control unit transmits to the sub-control unit at the third stop. [Figure 14] It is a flowchart showing the control content of the main process performed by the main control unit. [Figure 15] It is a flowchart showing the process of the main control unit adding the value of the lottery counter. [Figure 16] It is a flowchart showing the process of the sub-control unit adding the values of the fanning counter and the display counter. [Figure 17] It is a diagram showing the screen transition of the liquid crystal display in the normal advantageous section. [Figure 18] It is a diagram showing an example of the screen transition of the liquid crystal display after power-on. [Figure 19] It is a diagram showing an example of the screen transition of the liquid crystal display after power-on. [Figure 20] It is a diagram showing an example of the screen transition of the liquid crystal display after a setting change. [Figure 21] It is a diagram showing an example of the screen transition of the liquid crystal display after power-on. [Figure 22] It is a diagram for explaining the volume setting and the menu screen. [Figure 23] It is a diagram for explaining the specific sound output when the setting is changed. [Figure 24] It is a diagram for explaining the door opening sound output when the front door is open. [Figure 25] It is a diagram showing the screen transition when the front door is opened while the volume setting display is being shown. [Figure 26] It is a diagram showing an example in which the display of the menu screen ends based on the first end condition during the output of the first AT music. [Figure 27] It is a diagram showing an example in which the display of the menu screen ends based on the second end condition during the output of the first AT music. [Figure 28] It is a diagram showing an example of displaying the menu screen in the second state of the advantageous section. [Figure 29]This is a flowchart showing the recovery process performed by the sub-control unit. [Figure 30] This diagram shows the screen transitions of the LCD display when the power supply is interrupted while the system is in AT mode. [Figure 31] This diagram shows the screen transitions of the LCD display after the power supply is interrupted during a game where navigation notifications are being displayed. [Figure 32] This diagram illustrates the screen transition to the demo screen. [Figure 33] This diagram illustrates the return procedure in AT mode. [Figure 34] This is a diagram showing the screen transitions when the settlement switch is pressed during recovery. [Figure 35] This is a diagram showing the screen transitions when an error occurs during recovery. [Figure 36] This is an example of a screen transition when the display termination condition for the recovery screen is based on the elapsed time of a predetermined period. [Figure 37] This figure shows an example of screen transitions when the settlement switch 10 is operated, under the conditions for ending the display of the recovery screen shown in Figure 36. [Figure 38] This figure shows an example of screen transitions when returning from AT state, when the display termination conditions for the recovery screen shown in Figure 36 are applied. [Figure 39] This is a conceptual diagram showing the sequence of startup actions for a slot machine. [Figure 40] Figure 1 illustrates the startup mechanism of a slot machine. [Figure 41] Figure 2 illustrates the startup mechanism of a slot machine. [Figure 42] Figure 3 illustrates the startup mechanism of a slot machine. [Figure 43] This diagram shows the configuration of a reel motor. [Figure 44] This is a timing chart showing the control method for a reel motor. [Figure 45] This diagram illustrates the setting value L. [Figure 46]This diagram illustrates the variation in the number of balls dispensed during the period from the start to the end of the AT (Automatic Trigger) when the setting value L is set. [Figure 47] This diagram illustrates the variation in the number of balls dispensed over the entire period when the set value L is configured. [Figure 48] This figure shows an example of a special indication system that suggests that the setting value L is set when the game is not in play mode. [Figure 49] This figure shows slot machine 1 with a normal setting value other than the setting value L in a non-game state. [Figure 50] This diagram illustrates the order in which settings are stored. [Figure 51] This is a diagram to explain the shutter effect. [Figure 52] This diagram shows the percentage of times the shutter effect is executed. [Figure 53] This figure shows an example of special suggestion control using shutter effects. [Figure 54] This diagram illustrates an example of a setting value indication effect. [Figure 55] This diagram shows the execution rate of the result screen for each setting value. [Figure 56] This flowchart shows the control details of the initial setup process performed by the main control unit. [Figure 57] This flowchart shows the control details of the configuration change process performed by the main control unit. [Figure 58] This flowchart shows the control details of the payout process executed by the main control unit during game processing. [Figure 59] This flowchart shows the control details of the payout count reduction process executed by the main control unit. [Figure 60] This flowchart shows the control details of the time counter update process executed by the main control unit. [Figure 61] This flowchart shows the control details of the gaming machine information calculation process executed by the main control unit. [Figure 62]This flowchart shows the control details of the ceiling game counting process executed by the main control unit. [Figure 63] This diagram illustrates how the lighting pattern of the BETLED changes each time the 1BET switch is pressed. [Figure 64] This is a flowchart showing the control details of the betting amount setting process executed by the main control unit. [Figure 65] This diagram illustrates an example of a point map. [Figure 66] This diagram illustrates an example of a point update animation. [Figure 67] This figure shows an example of the point acquisition lottery process. [Figure 68] This diagram shows the table for processing the prize draw. [Figure 69] This figure shows an example where a point update animation is performed based on normal operation. [Figure 70] This figure shows an example where the point update animation is not executed based on irregular operation. [Figure 71] This diagram illustrates an example of a point indication animation that occurs when a strong cherry symbol is won. [Figure 72] This diagram illustrates an example of a point-indicating animation that appears when a watermelon is won. [Figure 73] This diagram shows the table for the life acquisition lottery in the first state of the advantageous section and the special zone. [Figure 74] This diagram shows the tables for the life count lottery, the special zone lottery, and the one-hit victory lottery in the first and second states of the advantageous period. [Figure 75] This figure shows an example of the bonus lottery process during AT (Automatic Transmission). [Figure 76] This diagram illustrates an example of a presentation that suggests life points are granted when a watermelon is won. [Figure 77] This diagram illustrates an example of a life-granting indication animation that occurs when a strong cherry symbol is won. [Figure 78] This diagram shows the process by which the sub-control unit executes navigation effects. [Figure 79]This diagram shows the command transmission process at the start of gameplay in the main control unit. [Figure 80] This diagram shows the processing performed by the sub-control unit 91 when it receives a game start command or a game end command. [Figure 81] This diagram shows a liquid crystal display in a state where error notification control is activated. [Figure 82] This diagram shows the timing for canceling the error notification based on the receipt of the command at the end of the game. [Figure 83] This figure shows an example of how to disable error notification in the next game. [Figure 84] This diagram illustrates the processes that are executed during gameplay. [Figure 85] This diagram illustrates the set value H. [Figure 86] This diagram illustrates the variation in the number of balls dispensed during the period from the start to the end of the AT (Automatic Trigger) when the setting value H is set. [Figure 87] This diagram illustrates the variation in the number of balls dispensed over the entire period when the set value H is set. [Figure 88] This is a diagram illustrating variations of the shutter effect. [Figure 89] This figure shows a modified version of the volume setting display when the front door is open. [Modes for carrying out the invention]

[0009] [Embodiment] As a gaming machine according to this embodiment, a slot machine will be described below based on the following example. The slot machine according to this embodiment will be described with reference to Figures 1 to 89.

[0010] [Slot machine configuration] Figure 1 is a front view of the slot machine 1 according to this embodiment. Figure 2 is a perspective view showing the internal structure of the slot machine. Figure 3 is a diagram showing the arrangement of symbols on each reel. As shown in Figure 1, the slot machine 1 is equipped with a front door 1b that is pivotally supported at the side end of a housing 1a with an open front. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter referred to as the left reel, middle reel, and right reel) are arranged horizontally, each containing an equal number of symbols of multiple types that are identifiable from one another, arranged in a predetermined order. As shown in Figure 3, three consecutive symbols from the symbols arranged on these reels 2L, 2C, and 2R are displayed in three rows, upper, middle, and lower, respectively, through a transparent area 3 that constitutes a part of the liquid crystal display of the liquid crystal display unit 51, and are arranged to be visible to the player. In other words, the liquid crystal display unit 51 can be made transparent or opaque. The transparent area 3, which is part of the liquid crystal display unit 51, can be made transparent or opaque. Furthermore, the image display area 72 in the liquid crystal display, other than the transparent area 3, is not transparent during gameplay and is used as an area for displaying images such as visual effects images and error images.

[0011] Reels 2L, 2C, and 2R are located inside the slot machine 1, while the liquid crystal display 51 is positioned to be exposed to the outside of the slot machine 1. That is, the liquid crystal display 51 is located closer to the player than the reels 2L, 2C, and 2R. The liquid crystal display 51 has a liquid crystal display having a polarizing plate and a liquid crystal layer, and a liquid crystal backlight. The liquid crystal backlight illuminates the liquid crystal display with light. The liquid crystal display includes a liquid crystal layer composed of liquid crystal molecules.

[0012] The liquid crystal display 51 can change the orientation of liquid crystal molecules by applying a voltage to the liquid crystal display, making the liquid crystal display transparent or opaque. In the slot machine 1, this allows the transparent area 3, which constitutes a part of the liquid crystal display, to pass through, making the reels 2L, 2C, and 2R, which are located on the back side of the liquid crystal display 51, visible to the player. Conversely, when the liquid crystal display 51 is not supplying power to the slot machine 1, the reels 2L, 2C, and 2R become invisible or difficult to see for the player through the transparent area 3.

[0013] In this embodiment, a configuration using three reels is illustrated, but a configuration using only one reel, two reels, or four or more reels may also be used. Furthermore, in this embodiment, the variable display unit is configured to variably display the pattern shown in the transparent area 3 by rotating reels 2L, 2C, and 2R, but it is not limited to reels; for example, a configuration in which the pattern can be variably displayed by moving a belt on which multiple patterns are arranged on the outer surface may also be used.In addition, in this embodiment, the variable display unit is configured with physical reels, but the variable display unit may also be configured with an image display device such as a liquid crystal display.

[0014] As shown in Figure 1, the front of the slot machine 1 is equipped with a coin slot 4 into which coins can be inserted, a coin payout port 9 from which coins are dispensed, a MAXBET switch 6 which is operated to set the maximum bet amount from a predetermined number of bets (3 in this embodiment) determined according to the game state within the range of credits (the number of coins stored as the game value owned by the player), a 1BET switch 65 which is operated to set one coin as the bet amount, a start switch 7 which is operated to start the game, stop switches 8L, 8C, and 8R which are operated to stop the rotation of reels 2L, 2C, and 2R respectively, a performance switch 56 which is operated by the player during performances, a directional pad 70, and a payout switch 10 which are all operable by the player. The directional pad 70 includes a left switch 70L, a right switch 70R, an up switch 70U, and a down switch 70D, and is operated to display the volume setting image, which will be described later, on the liquid crystal display 51, and to select each selection item on the menu screen. The left switch 70L and the right switch 70R are collectively referred to as the left and right keys, and the upper switch 70U and the lower switch 70D are also referred to as the up and down keys.

[0015] In the following, the operation on the start switch 7 (for example, pressing the start switch 7 by hand) will be referred to as the "start operation," the operation on the stop switch to stop the rotation of the first reel (for example, pressing the stop switch by hand) will be referred to as the "first stop operation," the operation on the stop switch to stop the rotation of the second reel (for example, pressing the stop switch by hand) will be referred to as the "second stop operation," and the operation on the stop switch to stop the rotation of the third reel (for example, pressing the stop switch by hand) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, the second stop operation, and the third stop operation will also be collectively referred to as the "stop operation." Furthermore, the release of the first stop switch (first stop operation) (for example, releasing the hand from the stop switch) is also referred to as "first stop release," the release of the second stop switch (second stop operation) (i.e., releasing the hand from the stop switch) is also referred to as "second stop release," and the release of the third stop switch (third stop operation) (i.e., releasing the hand from the stop switch) is also referred to as "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." Each of the stop switches 8L, 8C, and 8R has an internal stop switch lamp that indicates that the stop switches 8L, 8C, and 8R are operable.

[0016] On the front of the slot machine 1, side lamps 27, composed of multiple LEDs, are provided next to reels 2L, 2C, and 2R. In addition, reel backlights 28L, 28C, and 28R (hereinafter also simply referred to as "reel backlight 28") are provided near reels 2L, 2C, and 2R, corresponding to each of the reels, and illuminating each reel from the back or side. Furthermore, a speaker 53 that outputs sound is provided above the liquid crystal display 51. Below the stop switches 8L, 8C, and 8R, a lower panel 55 is provided. The lower panel 55 is configured to be lit or flashing. The lower panel 55 is a notification means that uses the largest area among the notification means provided by the slot machine 1 to notify predetermined information. For example, the notification means provided by slot machine 1 include a liquid crystal display 51, a speaker 53, side lamps 27, and a reel backlight 28, but the lower panel 55 can provide notification of predetermined information using a larger area than any of these notification means. The lower panel 55 is configured to emit light throughout the entire area constituting the lower panel 55. The modes of this light emission include flashing and continuous illumination.

[0017] On the front of the slot machine 1, as shown in Figure 1, there is a game display unit 13 which includes a credit display unit 11 that shows the number of medals stored as credits, a game assistance display unit 12 that shows the number of medals dispensed when a win occurs and an error code indicating the nature of the error when an error occurs, a 1BET LED 14 that lights up to indicate that the number of bets is set to 1, a 2BET LED 15 that lights up to indicate that the number of bets is set to 2, a 3BET LED 16 that lights up to indicate that the number of bets is set to 3, an insertion request LED 17 that lights up to indicate that it is possible to insert medals, a start enabled LED 18 that lights up to indicate that the game start operation by operating the start switch 7 is valid, a status LED 19 that lights up to indicate that it is controlled to a state such as the advantageous section AT described later, and a replay LED 20 that lights up to indicate that it is in the middle of a replay game. In addition, when the slot machine 1 detects an error, it displays an error screen that shows an error code indicating the nature of the error that occurred. In the slot machine 1 of this embodiment, if the 1BET switch 65 is pressed while the maximum bet (3 coins) is set, the bet of 2 coins is canceled. In other words, the bet becomes 1 coin. This process of canceling the bet of 2 coins will be referred to as the "bet cancellation process" below.

[0018] Figure 2(a) is a perspective view showing the internal structure of a slot machine, and Figure 2(b) is a block diagram of an example of the main internal structure of a slot machine. Inside the front door 1b, as shown in Figure 2(a), there is a reset switch 23 that detects a reset operation to clear the error state and stop state without opening the front door 1b by a predetermined key operation, a setting value indicator 24 that displays the current setting value while the setting value is being changed or checked (described later), a stop switch 36a for selecting whether to enable or disable the stop function that controls the game to a stop state (a state in which the game progress is restricted until a reset operation is performed) at a predetermined trigger, and an automatic settlement process (settlement (return) of medals stored as credits without the player's operation) at a predetermined trigger. The device is equipped with an automatic settlement switch 36b for selecting whether to enable or disable the automatic settlement function that controls the process, a flow path switching solenoid for selectively switching the flow path of medals inserted from the medal insertion section 4 to either the hopper tank 34a side or the medal dispensing outlet 9 side located inside the housing 1a, a medal insertion sensor for detecting medals inserted from the medal insertion section 4 and flowing down to the hopper tank 34a side, a medal selector 29 having an insertion port sensor upstream of the medal insertion sensor for detecting the insertion of foreign objects, and a door open detection switch for detecting the open state of the front door 1b.

[0019] Inside the housing 1a are the aforementioned reels 2L, 2C, and 2R, a reel motor, a reel unit 2 consisting of reel sensors capable of detecting the reel reference position of each reel 2L, 2C, and 2R, an external output board for outputting an external output signal, a hopper tank 34a for storing medals inserted from the medal insertion section 4, a hopper motor for dispensing medals stored in the hopper tank 34a from the medal dispensing port 9, a hopper unit 34 consisting of a dispensing sensor for detecting medals dispensed by the drive of the hopper motor, and a power box 100.

[0020] On the hopper unit 34 side, there is an overflow tank 35 for storing medals that overflow from the hopper tank 34a. Inside the overflow tank 35, there is a full-tank sensor that detects when the stored medals have reached full capacity.

[0021] On the front of the power box 100, as shown in Figure 2(a), there is a setting key switch 37 for switching between setting change state and setting confirmation state, a reset / setting switch 38 which normally functions as a reset switch to clear error state or stop state, and in the setting change state functions as a setting switch to change the setting value of the medal payout rate (also called the award rate or payout rate), such as the winning probability of the internal lottery, and a power switch 39 which is operated when turning the power ON / OFF. Hereinafter, the act of changing the settings will also be referred to as the setting change process. The setting change process is a process that involves restarting the slot machine 1 by stopping the power supply and then turning the power back on. The slot machine 1 performs an initial setting process after being powered on. The main control unit 41 determines whether the setting key switch is ON or OFF when performing the initial setting process. If the setting key switch is ON, the main control unit 41 performs the setting change process. During the setting change process, the main control unit 41 changes the setting value based on whether the reset / setting switch is operated. Furthermore, during the setting change process, the main control unit 41 terminates the setting change process when the start switch 7 is operated while the setting key switch is in the off position. Note that the setting change process also includes cases where the same setting value as an already set setting value is set (i.e., the setting value is not changed).

[0022] Furthermore, the power supply box 100 is located inside the casing 1a, and the front door 1b can be opened by a predetermined key operation held by an employee. Therefore, the setting key switch 37, reset / setting switch 38, and power switch 39 located on the front of the power supply box 100 can only be operated by an employee holding the key, and cannot be operated by a player. The same applies to the reset switch 23, which is detected by a predetermined key operation. In particular, the setting key switch 37 requires further key operation after the front door 1b has been opened by a key operation, so among the employees of the gaming parlor, only an employee holding the key to operate the setting key switch 37 can operate it.

[0023] As shown in Figure 2(a), a circuit board case 200 housing a game control board is provided on the upper inner surface of the housing 1a. The game control board is equipped with a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in Figure 2(b), the main control unit 41 comprises a main CPU 41a that performs various controls related to the progress of the game, and ROM 41b and RAM 41c that store various data related to the progress of the game.

[0024] In the front door 1b, a performance control board 90 is provided at the top of the transparent area 3. A performance switch 56 is connected to the performance control board 90, and the detection signal from this performance switch 56 is input to it. In addition, performance devices such as a liquid crystal display 51 and a speaker 53 are connected, and these performance devices are driven based on the control of a sub-control unit 91 mounted on the performance control board 90. As shown in Figure 2(b), the sub-control unit 91 controls the performance in accordance with commands from the main control unit 41. The sub-control unit 91 includes a sub-CPU 91a that performs various controls related to the performance, and ROM 91b and RAM 91c that store various data related to the performance. Based on commands from the main control unit 41, the sub-control unit 91 controls the display of images on the liquid crystal display 51, the sound output from the speaker 53, and the lighting / exiting of the side lamps 27 and reel backlight 28. Performance data used for the image display on the liquid crystal display 51, the lighting and flashing of the lower panel 55, and the sound output of the speaker 53 is stored in RAM 91c. Furthermore, the sub-control unit 91 detects operations on the performance switch 56 and controls the image display on the liquid crystal display 51, the lighting and flashing of the lower panel 55, and the sound output from the speaker 53 according to the detected operation.

[0025] The main control unit 41 detects operations on the MAXBET switch 6, 1BET switch 65, start switch 7, and stop switches 8L, 8C, 8R, etc., as well as the insertion of tokens into the token insertion unit 4. In response to the detected operations, it controls the rotation / stopping of the reels 2L, 2C, 2R, operations on the settlement switch 10, the lighting / exiting of each LED on the game display unit 13, and other controls related to the progress of the game.

[0026] Operations on the MAXBET switch 6, 1BET switch 65, start switch 7, and stop switches 8L, 8C, 8R, etc., and operations on inserting tokens into the token slot 4 are operations to advance the game. Operations on the MAXBET switch 6 and 1BET switch 65 are called bet setting operations, operations on the start switch 7 are called start operations, operations on the stop switches 8L, 8C, 8R are called stop operations, operations on inserting tokens into the token slot 4 are called insert operations, and operations on the payout switch 10 are called return operations.

[0027] The main control unit 41 sends a BET operation command to the sub-control unit 91 when the MAXBET switch 6 and the 1BET switch 65 are pressed. The main control unit 41 sends a medal insertion command to the sub-control unit 91 when it detects that a medal has been inserted into the medal insertion unit 4. The main control unit 41 sends a stop switch command to the sub-control unit 91 when the stop switches 8L, 8C, and 8R are pressed. The main control unit 41 sends a settlement start command to the sub-control unit 91 when the settlement switch 10 is pressed. The main control unit 41 sends a game start command to the sub-control unit 91 when the start switch 7 is pressed.

[0028] The main CPU 41a is equipped with multiple registers used for various calculations. These registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), an interrupt register, a refresh register, and a program counter. The main CPU 41a can update the values ​​of predetermined registers and update the values ​​(data) stored in the RAM 41c memory area specified by the values ​​(addresses) of predetermined registers by executing various instructions such as arithmetic instructions and read instructions included in the program.

[0029] Furthermore, the flag register is configured so that its state changes to indicate the result of the operation performed by the instruction executed by the main CPU 41a. By utilizing the change in the state of the flag register, the main CPU 41a can be made to perform processing according to the result of the operation performed by the previous instruction.

[0030] Furthermore, the main control unit 41 can store the game state and information related to the game as backup data in the RAM 41c. Specifically, even if the power supply to the slot machine 1 is stopped (a power outage occurs) and then the power is turned on again, the RAM 41c will retain the backup data.

[0031] When power is supplied to the slot machine 1, the main control unit 41 determines whether control of the game can be resumed based on the backup data held in RAM 41c before the power supply was cut off. If the main control unit 41 determines that control of the game can be resumed based on the backup data, it sends a restore command containing backup information to the sub-control unit 91. The restore command indicates that the main control unit 41 has returned to the state it was in before the power cut, and the sub-control unit 91 can determine that the main control unit 41 has returned to the state it was in before the power cut by receiving the restore command. The restore command includes information about the game state and the game.

[0032] When playing a game on slot machine 1, the player sets a predetermined number of bets by inserting tokens into the token slot 4 or by operating the 1BET switch 65 or the MAXBET switch 6. This activates the winning line LN and enables operation of the start switch 7, making the game ready to start. The winning line LN is a line used to determine whether the combination of symbols on reels 2L, 2C, and 2R displayed in the transparent area 3 matches the winning symbol combination. In this embodiment, the winning lines are defined as so-called small mountain-shaped lines, such as the lower row of reel 2L, the middle row of reel 2C, and the lower row of reel 2R. However, the winning lines are not limited to small mountain-shaped lines; they may also be provided horizontally in the middle row, such as the middle row of reel 2L, the middle row of reel 2C, and the middle row of reel 2R, and there may be more than one winning line. Furthermore, invalid lines may be provided to make it easier to recognize when the combination of symbols constituting a win aligns on the winning line LN.

[0033] The main control unit 41 stores the game value in a predetermined area of ​​the RAM 41c. The main control unit 41 also settles the game value stored in the predetermined area of ​​the RAM 41c based on the operation of the settlement switch 10. The operation of the settlement switch 10 is also called the "return operation".

[0034] Specifically, the game value is settled when the player operates the settlement switch 10. The return operation clears (sets to 0) the game value stored in a predetermined area of ​​RAM 41c, and the game value is refunded to the player.

[0035] When the settlement switch 10 is operated, the main control unit 41 sends a settlement start command to the sub-control unit 91. The settlement start command is a command that identifies that settlement has started. When the credits reach the upper limit (50), medals are dispensed from the medal payout port 9. When the settlement switch 10 is operated, the medals stored as credits and the medals used to set the bet amount are settled (the medals used for credits and setting the bet amount are returned).

[0036] When the start switch 7 is operated while the game is ready to begin, reels 2L, 2C, and 2R rotate. At this time, the main control unit 41 performs an internal lottery. The internal lottery is a process that determines the acceptable combinations of symbols (display result combinations).

[0037] Specifically, the main control unit 41 determines in the internal lottery process whether each target role has been won in a predetermined order. For example, in the internal lottery process, the main control unit 41 obtains a random number from an integer within a predetermined range (0 to 65535). Each target role is assigned a predetermined judgment value from an integer within a predetermined range (0 to 65535) according to the game state. The main control unit 41 adds the judgment value of each target role to the obtained random number in a predetermined order, and when the addition result overflows (exceeds 65535), the target role that was being added at that time is determined to be the winning role. When a target role is won through the internal lottery, the derivation of the symbol combination corresponding to that target role is permitted.

[0038] Furthermore, the administrator can change the probability of winning a prize in the internal lottery by changing the settings. Specifically, the payout rate of medals changes by determining the winning probability used in the internal lottery according to the setting value set by the administrator. There are six setting values: 1, 2, 4, 5, 6, and L, with 6 having 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, it is the most advantageous for the player, and the advantage decreases in stages as the value decreases in the order of 5, 4, 3, 2, 1, and L. Setting value L is provided in order to comply with type approval tests, and the details will be explained later. Hereafter, setting value L will be referred to as the "special setting value". In addition, setting values ​​1, 2, 4, 5, and 6 will be collectively referred to as the "normal setting values".

[0039] When stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. This derives and displays the symbol combination in the transparent area 3. If a symbol combination matching the winning combination stops on the winning line LN, a win corresponding to that winning combination occurs.

[0040] The possible winning combinations include special combinations (bonuses), minor combinations, and replay combinations. A special combination (bonus) is a combination that, when won, controls the game state to a bonus state in which the probability of winning a minor combination is higher than in a non-bonus state. Special combinations (bonuses) include first-type special combinations such as RB (Regular Bonus) and BB (Big Bonus), and second-type special combinations such as CB (Challenge Bonus). In this embodiment, BB is provided as a special combination. Minor combinations are combinations that, when won, award medals. A replay combination is a combination that, when won, allows the player to start the next game without consuming any medals they own.

[0041] For each winning combination to occur according to the game state, the player must win the internal lottery and the winning flag for that combination must be set. The internal lottery is a random number-based decision made by the main control unit 41 before the display results for all reels 2L, 2C, and 2R are derived (specifically, when the start switch 7 is detected) to determine whether or not to allow the winning combination to occur.

[0042] Of the winning flags for each role, the winning flags for minor roles and replay roles are valid only in the game in which the flag is set and become invalid in the next game. However, the winning flag for special roles remains valid until the combination of roles permitted by that flag is achieved, and becomes invalid in the game in which the permitted combination of roles is achieved. In other words, once a special role winning flag is triggered, even if the combination of roles permitted by that flag is not achieved, the winning flag is not invalidated and is carried over to the next game.

[0043] Furthermore, in the internal lottery, when a stop operation is performed in a predetermined manner (for example, the order of pressing buttons, the timing of the operation), it is possible to win small wins or re-play wins (hereinafter also referred to as "button-press wins") that are more advantageous than when the stop operation is performed in a different manner. Button-press wins include, for example, wins where the stop operation is more advantageous when performed in a predetermined manner than when the stop operation is performed in a different manner, and wins where the probability of stopping in an advantageous manner is higher when performed in a predetermined manner than when the stop operation is performed in a different manner. In addition, 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, and stop patterns that avoid a transition to an unfavorable game state.

[0044] In slot machine 1, the procedure in which stop switch 8L is operated first in a game is called the "normal procedure," and the procedure in which stop switch 8C or stop switch 8R is operated first is called the "irregular procedure." In other words, the "normal procedure" includes the procedure in which stop switches 8L, 8C, and 8R are operated in the order of stop switch 8L, stop switch 8C, and stop switch 8R (left, middle, and right), and the procedure in which stop switches 8L, 8C, and 8R are operated in the order of stop switch 8L, stop switch 8R, and stop switch 8C (left, right, and middle). The "irregular procedure" includes the procedure of operating stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8L, and stop switch 8R (in the order of middle, left, and right); the procedure of operating stop switches 8L, 8C, and 8R in the order of stop switch 8C, stop switch 8R, and stop switch 8L (in the order of middle, right, and left); the procedure of operating 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 middle); and the procedure of operating 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, middle, and left). Furthermore, in the slot machine 1 of this embodiment, operating stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as "normal operation," and operating stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as "irregular operation."

[0045] The main control unit 41 can perform navigation to notify the player of navigation information corresponding to the operation patterns of stop switches 8L, 8C, and 8R that are advantageous to the player when a button-pressing combination is won by an internal lottery. Hereinafter, the notification of navigation information may be referred to as "navigation notification" or "navigation effect". Specifically, the main control unit 41 can control the assist time (advantageous section), which is a notification period during which navigation notification can be performed to notify the player of the operation patterns of stop switches 8L, 8C, and 8R that are advantageous to the player according to the result of the internal lottery, by the lighting patterns of the game assistance display unit 12.

[0046] The main control unit 41 conducts a special lottery to determine whether or not to switch to the special section when predetermined lottery conditions are met in the normal section. If it wins the special section transition lottery, it starts control in the special section. Winning the special section transition lottery is also referred to as "winning the special section lottery." In the special section, when the player wins a button press combination, the main control unit 41 performs a navigation notification and uses the game assistance display 12 to notify the player of the operation patterns of the stop switches 8L, 8C, and 8R that are advantageous to the player (for example, operation procedures, operation timing, etc.). It also sends a command (a command called an instruction number, described later) that can identify the operation patterns that are advantageous to the player to the sub-control unit 91, causing it to perform a navigation effect that notifies the player of the operation patterns using the liquid crystal display 51 and speaker 53, etc. On the other hand, games in which the operation patterns are not notified using the liquid crystal display 51 and speaker 53, etc. are referred to below as "games in which the navigation effect is not performed." In other words, games in which navigation animations are not performed are games in which the operation mode is not announced using the LCD display 51 and speaker 53, etc., regardless of whether the advantageous period is normal or in AT state.

[0047] In games where a button-press sequence is won, a prize advantageous to the player (in this embodiment, the Plum prize) is awarded when the player's actions match the actions corresponding to the winning button-press sequence (hereinafter also referred to as the "correct procedure").

[0048] By following the instructions and operating the stop switches 8L, 8C, and 8R in the correct sequence, the player can win the prize that pays out the most medals from among the prizes included in the push-button combination. Alternatively, by following the instructions and operating the stop switches 8L, 8C, and 8R in the correct sequence, the player can win the prize that does not have to be missed from among the prizes included in the push-button combination. Prizes that can be won when the stop switches 8L, 8C, and 8R are operated in the correct sequence are called "main prizes," and prizes that can be won when the stop switches 8L, 8C, and 8R are operated in an incorrect sequence different from the correct sequence are called "secondary prizes."

[0049] By operating the stop switches 8L, 8C, and 8R in the manner indicated by the navigation system's notification and navigation effects, it is possible to reliably win the main prize among the button-press combinations that have been selected in the internal lottery.

[0050] [state transition] Figure 4 is a diagram illustrating the transitions between game states. As shown in Figure 4, the states managed by the main control unit 41 include game states related to the payout rate.

[0051] The game states include non-internal state, internal state, and Big Bonus (BB). The internal state is a state in which the game can proceed and the payout rate of medals based on predetermined design values ​​is guaranteed. In this embodiment of slot machine 1, most games are played by the player in the internal state.

[0052] On the other hand, the non-internal state is a state in which the player does not play, or if they do play, the duration is extremely short. In the non-internal state, if a player wins a Big Bonus (BB) but fails to collect the winnings from that BB, the game state transitions to the internal state from the next game. In other words, the internal state is a state in which the BB win has been carried over.

[0053] In both non-internal and internal modes, there may be games in which a Big Bonus (BB) can be won (hereinafter also referred to as "BB-winning games"). Specifically, in non-internal modes, if the BB symbol combination can be derived in the game in which a BB is won by operating stop switches 8L, 8C, and 8R, a BB will be won. In this case, the game state will be controlled to BB from the next game onward. In other words, in non-internal modes, the game in which a BB is won becomes a BB-winning game.

[0054] Internally, the BB win is carried over. If a BB and a minor win occur simultaneously, the reel control prioritizes deriving the minor win symbol combination. Furthermore, if the minor win is a win that cannot be missed, in a game where a BB and a minor win occur simultaneously, the minor win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Similarly, if a BB and a re-spin win occur simultaneously, the reel control prioritizes deriving the re-spin symbol combination. Generally, re-spin wins are wins that cannot be missed, so in a game where a BB and a re-spin win occur simultaneously, the re-spin win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Therefore, internally, only in games where the internal lottery results in a loss (a game where no win occurs), if the BB symbol combination can be derived in response to the operation of stop switches 8L, 8C, and 8R, the BB will be awarded. In this case, the game state will be controlled to Big Bonus (BB) from the next game onward. In other words, internally, games that resulted in a loss in the internal lottery become games where a BB can be won.

[0055] During a Big Bonus (BB), the BB game continues for a predetermined number of games (for example, 60 games). However, since the payout rate during the BB is approximately 101%, the net increase in tokens is minimal. Therefore, for the player, the BB is simply a state where they play a predetermined number of games (for example, 60 games). Once the BB ends, the game state returns to the non-internal state.

[0056] The internal states include a normal section and an advantageous section. The normal section is a state in which navigation is not performed and navigation information cannot be notified, which is a non-notification state. The advantageous section is a state in which navigation can be performed and navigation information can be notified, which is a notification state. In this embodiment, within the advantageous section, navigation is not performed in the advantageous section normal state, but navigation can be performed in the first state, second state, and ending state. Navigation may also be performed in the advantageous section normal state, but in the first state, second state, and ending state, the probability of navigation being performed to win the main prize when a push-order combination is won is higher than in the advantageous section normal state. Thus, in AT states in the advantageous section such as the first state, second state, and ending state, navigation is performed with a higher probability than in the advantageous section or the advantageous section normal state.

[0057] In the normal section, the state is controlled to the advantageous section when the advantageous section transition lottery is won (advantageous section win). In this embodiment, since winning most of the possible roles during the normal section is a condition for winning the advantageous section, the duration of gameplay in the normal section is approximately 1 game. The condition for winning the advantageous section may also be met when any of the possible roles during the normal section is won.

[0058] In the normal section, since no navigation is performed in games where a button sequence is won, the net increase in tokens that a player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. The net increase in tokens per game is the number of tokens paid out per game minus the number of tokens used to set the bet per game. In this embodiment, the normal payout rate is set to 40%. Thus, in normal circumstances, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0059] The advantageous period includes the normal advantageous period, 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 period, since navigation is not performed in games in which a button sequence is won, the net increase in tokens that the player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. In this embodiment, the payout rate in the normal advantageous period is set to 40%. Thus, in the normal advantageous period, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).

[0060] During the normal advantageous period, an AT continuous performance is executed that suggests a transition to the first state. The AT continuous performance is a performance that continues for 3 to 5 games from the start, and in the final game, it is a performance that informs the player whether or not they will transition to the first state.

[0061] In the first state of the advantageous section, the number of games (hereinafter also referred to as the AT game count) is fixed. For example, in this embodiment, the number of AT games in the first state is predetermined to be 30G or 50G. In the first state of the advantageous section, a life-specialized continuous performance is executed, which suggests a transition to the life-specialized zone. The life-specialized continuous performance is a performance that lasts for 3 to 5 games from the start, and in the final game, it is a performance that informs the player whether or not they will transition to the life-specialized zone. The life-specialized zone is a state in which there is a high probability of acquiring life, which will be explained later. The 3 to 5 games of the life-specialized continuous performance in the first state are included in the predetermined number of AT games when transitioning to the first state. That is, the life-specialized continuous performance is executed within the 30 or 50 AT game count. Hereafter, the AT continuous performance and the life-specialized continuous performance may be collectively referred to simply as the "continuous performance".

[0062] In the first state, when all predetermined AT games have been played, 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 undefined. Specifically, in the second state, allied characters battle enemy characters, and if the allied characters win the battle, the state transitions back to the first state. On the other hand, if the allied characters lose the battle, the AT state ends and the state transitions back to a non-AT state.

[0063] In the second state, for an ally character to battle an enemy character, they need life points as the right to do so. In this embodiment, life points can be acquired in the first state, but not in the second state. That is, the player acquires life points while in the first state, and then consumes the life points acquired in the first state in the second state, allowing the ally character to battle an enemy character. In the second state, the player can battle as many times as they possess life points, and even if the ally character is defeated by the enemy character in a battle, if they have life points remaining, they can battle the enemy character again. If the ally character has no life points remaining when they are defeated by the enemy character, the AT state ends and the state transitions to a non-AT state. In this embodiment, a life point acquisition lottery is performed to determine whether or not life points are granted. If life points are granted through the life point acquisition lottery, the AT state is extended.

[0064] If an ally character defeats an enemy character in the second state and the state transitions to the first state, life can be gained again in the first state. Therefore, as long as life remains, it is possible to repeatedly transition between the first and second states, and during this time, when a push-order bell (such as the 213 choice role A described later) is won, a navigation will be provided, and the player can increase the net number of medals by operating the stop switches 8L, 8C, and 8R according to the navigation.

[0065] Furthermore, the first state includes two sections, the first section and the second section, which differ in the net increase in medals. The first section is the first half of the first state, where the number of AT games is fixed (for example, if the first state is 30 games, then sections 1 to 15). In the first section, navigation occurs less frequently than in the second section, and the net increase in medals is lower than in the second section. For example, the net increase per game in the first section is 1 medal.

[0066] On the other hand, the second section is the latter half of the first state, where the number of AT games is fixed (for example, if the first state is 30 games, then section 16 to 30). In the second section, navigation occurs more frequently than in the first section, and the net increase in medals is higher than in the first section. For example, the net increase in medals per game in the second section is 5 medals. Thus, even within the AT state, navigation occurs with a higher probability in the second section than in the first section.

[0067] Thus, the first section in the first state yields a lower net increase in medals than the second section. Therefore, it is more advantageous for players to stay in the second section, as they can acquire more medals.

[0068] Furthermore, in the second state, similar to the second section, navigation is performed 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 5, the same as in the second section of the first state. Therefore, players can acquire more medals during battles in the second state. Thus, even within the AT state, navigation is performed with a higher probability in the second state than in the first section of the first state.

[0069] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is won. Specifically, in the first section of the first state, if a strong cherry is won, the granting of life is guaranteed, and in the second state, if a strong cherry is won, the player's character is guaranteed to win the battle.

[0070] During the normal advantageous period, processes such as lotteries related to control to the first state are performed. Specifically, during the normal advantageous period, the main control unit 41 performs a point acquisition lottery, which will be described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 is equipped with an internal point counter (not shown) for counting points. Furthermore, when the value of the point counter reaches a predetermined value, the main control unit 41 executes an AT lottery, which will be described later.

[0071] In the advantageous section, the ending state is controlled when the total number of medals generated by winning during the advantageous section, which is updated based on the progress of the game, reaches a predetermined number of medals required for the ending transition. The number of medals required for the ending transition is updated during the advantageous section, but not during the normal section or Big Bonus (BB). The ending state is a state in which control to remain in the advantageous section is confirmed to continue until, for example, the total net increase in medals reaches the upper limit (for example, 2400 medals), or until the number of games played during the advantageous section reaches the upper limit (for example, 1500 games). In the ending state, similar to the second state and second section, navigation is performed more frequently than in the first section, and the net increase in medals is higher. Thus, even within the AT state, navigation is performed with a higher probability when in the ending state than when in the first section of the first state. The number of medals required for the ending transition is set when transitioning from the normal section to the advantageous section. The number of medals required for the ending transition may be determined by lottery or predetermined. The number of medals required for the ending transition is managed by the main control unit 41. In other words, the RAM 41c of the main control unit 41 stores the number of ED transitions. The main control unit 41 cumulatively counts the number of ED transitions and terminates the advantageous period according to the counting process.

[0072] When the limiter condition is met during the advantageous period, the game is controlled to return to the normal period. Specifically, when the number of coins in the advantageous period (net increase in coins during the advantageous period) reaches 2400, the advantageous period ends and the game is controlled to return to the normal period. The number of coins in the advantageous period is counted by the advantageous period coin counter stored in RAM41c. In other words, when the number of coins in the advantageous period reaches the upper limit, it is referred to as the "limiter condition" being met. Alternatively, during the advantageous period, when the total number of games played (advantageous period G count), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1500 G), the advantageous period ends and the game is controlled to return to the normal period. The advantageous period G count is counted by the net increase in coins stored in RAM41c.

[0073] When the game switches from the advantageous period to the normal period, the total number of games played and net increase in coins that were counted during the advantageous period, as well as the points that can be earned during gameplay, are reset. The number of games in the advantageous period and the net increase in coins during the advantageous period are updated not only during the advantageous period but also during Big Bonus (BB), but not during the normal period.

[0074] If the settings are changed during the advantageous period, the game is controlled to the normal period. At this time, the total number of games played and net increase in tokens that were counted during the advantageous period, as well as the points that can be earned during gameplay, are reset. In this embodiment, the payout rate of tokens changes according to the setting value. Specifically, the payout rate of tokens changes by differentiating the winning probabilities in predetermined lotteries, such as the point acquisition lottery described later, according to the setting value (for example, 1, 2, 4, 5, 6, L). Employees of the amusement parlor can change this setting value by changing the settings.

[0075] Thus, the conditions for transitioning from the advantageous period to the normal period include limiter conditions and arbitrary termination conditions that are established based on the progress of the game, as well as the condition that a setting change is made.

[0076] Furthermore, in the slot machine 1 of this embodiment, an upper limit on the number of games is set during the normal advantageous period. When the predetermined upper limit on the number of games is reached during the normal advantageous period, the AT right is granted, which forces a transition to the AT state regardless of the points reached. The upper limit on the number of games during the normal advantageous period is, for example, 1280 games. This upper limit on the number of games is referred to as the "ceiling". The main control unit 41 has a lottery counter in the RAM 41c to determine whether or not the ceiling has been reached. That is, the main control unit 41 stores the number of games played during the normal advantageous period in the lottery counter in the RAM 41c. The main control unit 41 increments the value of the lottery counter each time a game is played during the normal advantageous period. For example, if the upper limit on the number of games during the normal advantageous period is set to 700 games, the main control unit 41 grants the AT right when the value of the lottery counter reaches 700. The upper limit on the number of games during the normal advantageous period is not limited to 700 games, but may be, for example, 1280 games.

[0077] [Award winners] Figures 5 to 8 are diagrams illustrating the types of winning combinations, the symbol combinations for those combinations, and the rewards given upon winning. The "Name" column in Figures 5 to 8 shows the name of the winning combination, and the "Symbol Combination" column shows the symbol combinations that result in a win. The "Reward" column shows the value given upon winning (number of medals dispensed, number of replays granted, etc.).

[0078] As shown in Figure 5, the replay bonus includes Replay 1 to Replay 6. As shown in Figure 6, the special bonus is Big Bonus (BB). As shown in Figures 6 to 8, the minor bonuses include Plum 1 to 6, Watermelon, and Single Coin Bonuses 1 to 33. Plum 1 to 6 are the main bonuses that can be won when a button-pressing bonus is achieved, and when won, 9 medals are paid out, which is more than the number of medals used in the bet (3 medals). Plum 1 to 6 are collectively called the "Plum Bonus". Single Coin Bonuses 1 to 33 are secondary bonuses that can be won when a button-pressing bonus is achieved, and when won, 1 medal is paid out, which is less than the number of medals used in the bet (3 medals). Single Coin Bonuses 1 to 33 are collectively called the "Single Coin Bonus".

[0079] As shown in Figure 7, when the "Character-Character-Black 7" combination, which results in a 22-coin payout, is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when a character symbol is derived on the lower row of the left reel 2L, the middle row of the middle reel 2C, and the upper row of the right reel 2R, the character symbols are arranged in an upward sloping pattern. This arrangement of character symbols is also called a "character match."

[0080] As shown in Figure 8, when the combination of symbols that results in a 23-coin payout, "Character-Character-Plum" or "Character-Plum-Plum," is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when a 7 is derived on the upper row of the left reel 2L, the upper row of the middle reel 2C, and the upper row of the right reel 2R, three 7 symbols are arranged in a row on the upper row. This arrangement of three 7s is also called a "7-of-a-kind."

[0081] [Role to be drawn] Figure 9 is a diagram illustrating the combinations of winning combinations that are read out as eligible combinations for each game state. Figure 10 is a diagram showing the eligible combinations for each flag category. In Figures 9 and 10, the combination number column shows the combination number assigned to each eligible combination, the flag category column shows the flag category assigned to each type of eligible combination, the eligible combination column shows its name, the game state column indicates with a circle that the eligible combination is eligible for the draw for each game state, and the advantageous section win column indicates whether or not an advantageous section has been won. In addition, the winning combination combination column in Figure 9 shows the combinations of winning combinations included in each eligible combination for the draw.

[0082] As shown in Figure 9, the Big Bonus (BB) is included as a target for the special bonus draw. The target for the re-spin bonus draw are the regular replay, the 7-aligned replay, the 7-misaligned replay, the character-aligned replay, and the character-misaligned replay. The target for the minor bonus draw are the common plum, 213 choice roles A-D, 231 choice roles A-D, 312 choice roles A-D, 321 choice roles A-D, watermelon, 7-aligned 1-coin 1, 2, character-aligned 1-coin, weak cherry, strong cherry, and chance eyes A, B. The minor bonus during the BB is the BB minor bonus and the BB 1-coin. Note that the 213 choice roles A-D, 231 choice roles A-D, 312 choice roles A-D, and 321 choice roles A-D are a type of push-order role, as navigation may be executed when they are won. The combinations 213-choice A-D, 231-choice A-D, 312-choice A-D, and 321-choice A-D are collectively referred to as "ordered bells." Also, the combinations 1 and 2 of matching sevens are collectively referred to as "matching sevens."

[0083] In non-internal mode, all winning combinations except for minor roles during BB and single-coin roles during BB are possible to win. However, in internal mode, since the BB win has already been carried over, BB, minor roles during BB, and single-coin roles during BB are not possible to win.

[0084] Flag categories are assigned to each role in all three states: non-internal, internal, and BB. While role numbers are determined for each role being drawn, flag categories are assigned to each type of role being drawn. Therefore, the number of flag categories is less than the number of role numbers. Furthermore, point acquisition draws during normal advantageous periods and bonus draws during advantageous periods (hereinafter collectively referred to as "draws related to AT control") are both conducted based on flag categories. This reduces the processing burden compared to conducting these AT state control draws based on role numbers.

[0085] In this embodiment, flag categories are assigned to misses and Big Bonuses (BBs), with BBs being assigned FC1, the same as other symbols such as regular replays. Also, common plums are assigned FC4, the same as watermelons.

[0086] [Reel control for button press sequence] Figure 11 is a diagram illustrating the reel control when a specific combination of buttons is won. As mentioned above, in this embodiment, when a specific combination of buttons is won during the advantageous period, a navigation system is executed and the correct procedure is notified to the player. By following the navigation system and operating the stop switches 8L, 8C, and 8R in the correct procedure, the player can win a prize that is advantageous to them (the main prize).

[0087] For example, as shown in Figure 11, in a game where one of the 213-choice combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations A-D is won, the main prize, the plum, is awarded when the stop switches 8L, 8C, and 8R are operated in the correct procedure, while the secondary prize, the single-coin combination, is awarded when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure. Note that if the single-coin combination is missed when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, no award may occur.

[0088] As shown in Figure 11, the "normal procedure" is not set as the "correct procedure," while the "irregular procedure" can be set as the "correct procedure." In other words, in games in which a player wins one of the 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, or 321-choice roles A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, they will not be able to win the main role, the plum. This may be a factor that encourages players to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but as will be described later, in this embodiment, if the player operates in the irregular procedure in a game in which no navigation is performed, an unfavorable penalty will be imposed on the player. Therefore, in games in which no navigation is performed, players are encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure.

[0089] Figure 12 shows the game start command that the main control unit 41 sends 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, according to the result of the internal lottery process, sends a group of commands containing predetermined information to the sub-control unit 91. Hereinafter, the group of commands No. 1 to No. 13 shown in Figure 12 will simply be referred to as the "game start command". The main control unit 41 sends each command as a game start command in the order of No. 1 to No. 13. Each command is assigned a serial number, which is the same number as the No., as the "setting serial number". Each command stores various information managed by the main control unit 41.

[0090] For example, command No. 2, "Instruction Number," stores information related to navigation. In other words, command No. 2 stores information that can identify the order in which the buttons should be pressed during a game in which the start switch 7 is operated. Specifically, command "Instruction Number" stores information indicating the order in which to press stop switches 8L, 8C, and 8R. When sub-control unit 91 receives command No. 2, "Instruction Number," it executes a navigation display on the liquid crystal display 51 based on the operation procedure that can be identified from the command "Instruction Number." Furthermore, sub-control unit 91 outputs a sound from speaker 53 to inform the player of the operation procedure that can be identified from command "Instruction Number."

[0091] For example, the command No. 3, "Minor Role Type," stores information that allows the system to identify whether the role won by the internal lottery is a minor role, a re-play role, or a special role. Similarly, the command No. 6, "Section State," stores information that allows the system to identify which of the internal states shown in Figure 4 the game in which the start switch 7 was operated is currently in. Specifically, the command No. 6, "Section State," stores information indicating whether the currently controlled state is a normal section, a favorable section, and further, within the favorable section, whether it is a normal favorable section, the first section of the first state, the second section of the first state, the second state, or the ending state. Based on receiving the command No. 6, "Section State," the sub-control unit 91 can identify which section state the game in which the start switch 7 was operated is in. Additionally, the command No. 4, "Payout State," may also store information that allows the system to identify the game state of the game in which the start switch 7 was operated. Command No. 9, "ART Pre-announcement Game Count," stores the number of games in the AT continuous performance. Command No. 10, "Points," in the commands at the start of the game, stores the number of points earned in the previous game. In addition, command No. 11, "Winning Number," stores information that can identify the role number of the role won through the internal lottery.

[0092] Furthermore, when the main control unit 41 sends a command to start a game, it stores information indicating that a medal has been bet in command No. 12, "Insert Medal". If information indicating that a medal has been bet is stored in command No. 12, "Insert Medal", the sub-control unit 91 can determine that it has received a command to start a game.

[0093] Figure 13 shows the game end command that the main control unit 41 transmits to the sub-control unit 91 when the machine stops for the third time. The main control unit 41 transmits a group of commands from 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 stops for the third time. Hereafter, the group of commands from No. 1 to No. 13 shown in Figure 13 will simply be referred to as the "game end command". Note that among the commands transmitted when the machine stops for the third time, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning. That is, when the machine stops for the third time, the main control unit 41 transmits information related to winning, not information related to the winning number.

[0094] In the game end command, command No. 10, "Points," stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Also, when the main control unit 41 sends a game end command, it stores information indicating that the reels have stopped in command No. 13, "Stop Reels." If information indicating that the reels have stopped is stored in command No. 13, "Stop Reels," 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 command No. 12, "Insert Coins," and command No. 13, "Stop Reels." When the main control unit 41 sends a game start command, it does not need to send command No. 13, "Stop Reels," and when sending a game end command, it does not need to send command No. 12, "Insert Coins."

[0095] [About the main process] The control details of the main processing performed by the main control unit 41 will be explained based on Figure 14. Figure 14 is a flowchart showing the control details of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of gameplay. One cycle of the main processing corresponds to one unit of gameplay. In this embodiment, the main processing is also referred to as the basic processing.

[0096] As shown in Figure 14, the main control unit 41 first performs a game start waiting process (S1), which involves processing from the end of control of the previous game until the start of the next game. In the game start waiting process, the unit sets the number of bets according to the insertion of tokens, etc., and when the operation of the start switch 7 is detected with a predetermined number of bets set, the unit starts the next game.

[0097] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not to allow a win (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not to allow a win (i.e., whether or not to allow the display result to be derived) based on the settings (1 to 6) set in advance in the slot machine 1 and the random number for internal lottery obtained at the same time as the start of the game by detecting the start switch 7. Then, the winning number (general role) corresponding to the winning role is stored in the winning number setting area of ​​RAM 41c so that the winning result of the internal lottery can be identified. If a special role is won, the winning number (special role) corresponding to the winning special role is stored in the winning number setting area of ​​RAM 41c.

[0098] Next, a process for generating advantageous section transition flags (S3) is performed, which converts the winning numbers (general roles) into advantageous section transition flags, and a process for generating lottery flags (S4) is performed, which converts the winning numbers (general roles) into lottery flags. In the advantageous section transition flag generation process, the value of the advantageous section transition flag corresponding to the winning number (general role) is obtained using the advantageous section transition flag conversion table and stored in a predetermined area of ​​RAM41c. In the lottery flag generation process, the values ​​of lottery flags 1 to 3 corresponding to the winning numbers (general roles) are obtained using the lottery flag conversion table and stored in predetermined areas of RAM41c.

[0099] Next, at the start of gameplay, a payout control process (S5) is performed that handles processes related to the advantageous section, processes related to navigation notification, and processes related to the AT state. In the processes related to the advantageous section, if an advantageous section transition role is won in the normal section, a process is performed to transition to the advantageous section. In the processes related to navigation notification, a process is performed to set the navigation number and processes related to the management of the advantageous section state. In the processes related to the AT state, a process is performed to transition to the AT state in the normal advantageous section according to the winning role. In the process of setting the navigation number, if a role that is subject to navigation notification is won and navigation notification is performed, a navigation number from "1" to "13" is set in the navigation number setting area of ​​RAM41c according to the operation method of notification. If a role that is subject to navigation notification is won but navigation notification is not performed, or if a role that is not subject to navigation notification is won, "0" is set in the navigation number setting area of ​​RAM41c.

[0100] Next, the system is set to disable interrupts (S6), and the operation signal setting process is performed (S7). In the operation signal setting process, processing is performed to send an operation signal to the test device that can identify the recommended stop operation mode.

[0101] Next, after the operation signal setting process, the system is set to enable interrupts (S8), and the game start command transmission process (S9) shown in Figure 12 is performed to determine that a game has started. A group of control status commands, including multiple commands that can identify various control states at the start of a game, is set in the command queue and sequentially transmitted to the sub-control unit 91.

[0102] Next, after the command transmission process at the start of the game, 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, it is determined whether or not it has been decided to control the game to a freeze state when the start switch 7 is operated and the game starts. 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. In addition, if a reel effect that changes the reels is performed in the freeze state, the reels are changed in a manner that corresponds to the type of reel effect.

[0103] Next, after the freeze process is completed, the system is set to disable interrupts (S11), and a game start setting process (S12) is performed to set the predetermined reel rotation start time. In the game start setting process, the reel rotation start process is performed in conjunction with the start of the game, and the reels start rotating toward a constant speed.

[0104] Next, after the game start setting process, the system is set to allow interrupts (S13), and a rotation start external signal processing (S14) is performed, which outputs an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) to external devices such as call lamps, hall computers, and test equipment from a predetermined output port. Hereafter, the external output signal at the start of rotation may be referred to as the "start external signal".

[0105] Next, after processing the external signal at the start of rotation, a reel stop process (S15) is performed to control the stopping of the reels. In the reel stop process, if navigation notification is to be provided, the operation method is notified by displaying the navigation number set in the navigation number setting area on the game assistance display 12. Also, if all reels that are rotating are rotating at a constant speed, the acceptance of stop operations for the rotating reels is enabled and the system waits until the player performs a reel stop operation. Then, when a valid stop operation is detected for a reel for which a stop operation has been enabled, reel stop control is performed to stop the reel for which a valid stop operation has been performed. This reel stop control is repeated for the rotating reels until the rotation of all reels is stopped, and the reel stop process is completed.

[0106] Next, after the reel stop process, the prize search process (S16) is performed. In the prize search process, the winning symbol combinations are searched based on the symbol combinations stopped on reels 2L, 2C, and 2R, and a prize flag indicating whether or not a prize has been won, and the number of medals to be paid out in connection with that prize, are set in a predetermined area of ​​RAM41c.

[0107] Next, the system is set to disable interrupts (S17), and a game machine information calculation process (S18) is performed to calculate the game history used when calculating the game machine information displayed on the game machine information display unit 50.

[0108] Next, after the gaming machine information calculation process, the system is set to allow interrupts (S19), and the special game state termination check process (S20) is performed. In the special game state termination check process, if the system is controlled to a special game state, it is determined whether or not the termination condition has been met. Next, the game state setting process (S21) is performed. In the game state setting process, the game state for the next game is set based on the winning data set by the winning search process and the results of the special game state termination check process.

[0109] Next, at the time the game ends, the system performs processes related to the advantageous period and navigation notification, and then performs a game end payout control process (S22) that performs point acquisition lottery processing, life acquisition lottery processing, and one-shot victory lottery processing based on predetermined conditions. In the processes related to the advantageous period, it is determined whether the conditions for ending the advantageous period have been met, and if the conditions for ending the advantageous period have been met, a process is performed to set an advantageous period end flag. In the processes related to navigation notification, processing is performed related to the management of the advantageous period state. The point acquisition lottery processing, life acquisition lottery processing, and one-shot victory lottery processing will be explained in detail later.

[0110] Next, the game end command transmission process (S23) shown in Figure 12 is performed to set a control state command group, which includes multiple commands that can identify various control states at the end of a game, into a command queue and transmit them sequentially to the sub-control unit 91.

[0111] Next, after the game end command transmission process, a payout process is performed (S24) in which the number of medals corresponding to the wins that occurred as a result of the game is awarded based on the number of medals to be paid out set in a predetermined area of ​​RAM 41c by the win search process (S16). In the payout process, a predetermined number of medals are awarded to the player for each win that occurs, and the number of medals awarded is added to the credit. When the credit reaches the upper limit (50 in this embodiment), the medals that were not added to the credit are paid out from the medal payout port 9.

[0112] Next, after the payout process, a game end external signal processing (S25) is performed, which outputs an external output signal (such as a medal OUT signal indicating the number of medals awarded) from a predetermined output port to external devices such as call lamps, hall computers, and test equipment, indicating the end of the game. Hereinafter, the external output signal at the end of the game may be referred to as the "end external signal".

[0113] Next, the end-of-game setting process is performed (S26). In the end-of-game setting process, it is determined whether the symbol combination for the re-playable role has stopped on reels 2L, 2C, and 2R. If the symbol combination for the re-playable role has stopped, the process is performed to set the number of bets for re-playing in the next game, to set the re-playing flag to a predetermined area in RAM 41c, and to control the replay LED 20 to the ON state (lit state).

[0114] Next, the advantageous period termination process is performed (S27). In the advantageous period termination process, it is determined whether an advantageous period termination flag, which indicates that the advantageous period should be terminated, is set in a predetermined area of ​​RAM 41c. If it is determined that the advantageous period termination flag is set, the advantageous period related area of ​​the RAM 41c, where data related to the control of the advantageous period is stored, is initialized, and an advantageous period data initialization process is performed to terminate the advantageous period. In the advantageous period data initialization process, the advantageous period flag, which indicates that the advantageous period is in progress, and the navigation number set in the navigation number setting area are initialized, and the advantageous period signal buffer, which is used to output to external devices such as test equipment that the advantageous period is in progress, is turned OFF.

[0115] Next, after the end of the advantageous period processing, the advantageous period signal control processing (S28) is performed. In the advantageous period signal control processing, if the advantageous period flag is set in RAM41c, control is performed to turn on the advantageous period signal buffer of RAM41c.

[0116] Next, after the signal control processing during the advantageous period, the advantageous period notification termination processing (S29) is performed. In the advantageous period notification termination processing, it is determined whether the advantageous period signal buffer of RAM41c is OFF or OFF, and if it is determined that the advantageous period signal buffer is OFF, the period indicator LED19 is controlled to turn off.

[0117] Next, after the termination of the advantageous section notification process, the game end initialization setting process (S30) is performed. In the game end initialization setting process, the area of ​​RAM41c to be initialized in the initialization process described later is set for that game. Except at the end of the special game state, the size of the area to be initialized at the end of each 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.

[0118] Next, interrupts are disabled (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 RAM41c. This initializes the area that is initialized at the end of each game unless it is the end of a special game state, and initializes the area that is initialized at the end of a special game state if it is the end of a special game state. After the initialization processing, interrupts are enabled (S33), and the process returns to the initialization processing described later.

[0119] Subsequently, processes S1 to S33 are repeated. Once the main process completes one cycle, the control process for one unit of game is finished, and the main process is repeatedly executed for each unit of game.

[0120] [Regarding counters related to the number of games played] The following describes the counters related to the number of games played. The main control unit 41 and the sub-control unit 91 each have counters related to the number of games played. The main control unit 41 has a lottery counter. The lottery counter is implemented using a portion of the RAM 41c. The sub-control unit 91 has a display counter and a teasing counter. The display counter and the teasing counter are implemented using a portion of the RAM 91c. The lottery counter is used to determine whether or not the ceiling has been reached. The display counter is used to display the number of games played on the liquid crystal display 51. The teasing counter is used to execute a teasing effect that suggests that AT rights will be granted in games played before the ceiling is reached.

[0121] The lottery counter in the main control unit 41 will now be described. In the slot machine 1 of this embodiment, there is an upper limit on the number of games played during the normal advantageous period. This upper limit on the number of games is called the "ceiling". In order to determine whether or not the ceiling has been reached, the main control unit 41 counts the value of the lottery counter each time a game is played during the normal advantageous period.

[0122] The main control unit 41 controls the AT state based on the value of the lottery counter reaching 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 AT rights based on the value of the lottery counter reaching a specific value. This allows the player to focus on the number of times the game is played, improving the enjoyment of the game. In other words, the main control unit 41 uses the lottery counter to count the number of games played during the normal advantageous section and determines whether or not the ceiling has been reached. The number of games played during the normal section is not counted by the lottery counter. Also, the value of the lottery counter is reset to its initial value (0) when the game state transitions to the normal section.

[0123] Next, we will explain the display counter and the hype counter located in the sub-control unit 91. First, we will explain the hype counter associated with the lottery counter in the main control unit 41. The hype counter is used to execute a hype sequence that suggests that AT rights will be granted in the game before reaching the ceiling.

[0124] When the ceiling is reached, the main control unit 41 grants the AT right. At this time, the sub-control unit 91 executes a series of exciting sequences in the game before the AT right is granted. In order to execute the exciting sequences at the appropriate time, the sub-control unit 91 needs to know when the ceiling is reached. The sub-control unit 91 obtains the timing of reaching the ceiling by synchronizing the excitement counter with the lottery counter of the main control unit 41.

[0125] Specifically, the main control unit 41 sends the start command, as explained in Figure 12, including the value of the lottery counter, to the sub-control unit 91. Based on the received start command, the sub-control unit 91 synchronizes the value of the hype counter with the value of the lottery counter. This allows the sub-control unit 91 to obtain the timing of reaching the ceiling game count, i.e., the timing of granting AT rights, based on the value of the hype counter, and execute the hype animation at the appropriate timing. In other words, since the hype counter is synchronized with the lottery counter, the hype counter counts the number of games played during the normal advantageous section, but does not count the number of games played during the normal section. Furthermore, the value of the hype counter is reset to its initial value (0) when the game state transitions to the normal section.

[0126] 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 liquid crystal 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 for the staff of the amusement parlor to perform operational checks, and will be explained in detail later. The value of the display counter is reset to its initial value (0) after the power supply to the slot machine 1 has been stopped and then restored. The value of the display counter is also reset to its initial value (0) when the game state transitions to the normal section.

[0127] [Incrementing process flow for the lottery counter in the main control unit] Figure 15 is a flowchart showing the process by which the main control unit 41 adds the value of the lottery counter. Based on the operation of the start switch 7, the main control unit 41 executes the flowchart shown in Figure 15. The main control unit 41 determines whether or not the advantageous section is normal (step SM1). If it is not the advantageous section (NO in step SM1), the main control unit 41 terminates the process without adding the value of the lottery counter. If it is the advantageous section (YES in step SM1), the main control unit 41 adds the value of the lottery counter (step SM2). After that, the main control unit 41 sends the added value of the lottery counter to the sub-control unit 91 (step SM3). In other words, in order to synchronize the prompting counter and the lottery counter, the main control unit 41 includes the value of the lottery counter in the game start command shown in Figure 12 and sends it to the sub-control unit 91. This allows the main control unit 41 to count the number of games played within the advantageous section and manage the ceiling game count, as well as to synchronize the value of the lottery counter with the prompting counter.

[0128] [Addition processing flow for the sub-control unit's boost counter and display counter] Figure 16 is a flowchart showing the process by which the sub-control unit 91 adds the value of the prompting counter and the value of the display counter. The sub-control unit 91 executes the flowchart in Figure 16 based on the operation of the start switch 7. The sub-control unit 91 determines whether the game state is in the normal advantageous section (step SS1). If the game state is in the normal advantageous section (YES in step SS1), the sub-control unit 91 synchronizes the value of the prompting counter with the value of the lottery counter (step SS2). Next, the sub-control unit 91 determines whether it is within a predetermined period (step SS3). If it is not within a predetermined period (NO in step SS3), the sub-control unit 91 adds the value of the display counter (step SS4) and terminates the process. If it is within a predetermined period (YES in step SS3), the sub-control unit 91 does not add the value of the display counter and terminates the process. The predetermined period will be explained in detail later.

[0129] Thus, the lottery counter, display counter, and hype counter each add values ​​based on the operation of the start switch 7. However, the lottery counter and hype counter are not added unless the advantageous period is normal, and the display counter is not added during a predetermined period. In other words, if the period during which the lottery counter is not counted and the period during which the display counter is not counted are the same, the value of the lottery counter and the value of the display counter will be the same. Figure 17 below shows an example where the value of the display counter and the value of the lottery counter are the same and the game proceeds.

[0130] [Screen transition displaying the number of games played] Figure 17 shows the screen transitions of the liquid crystal display 51 during a normal advantageous period. In Figure 17, the screen transitions of the liquid crystal display 51 during a normal advantageous period are shown along with the player's actions. The screen transitions of the liquid crystal display 51 are controlled by the sub-control unit 91, which controls the effects. Figure 17 shows the progress of the game when it is a normal advantageous period and not a predetermined period. That is, in Figure 17, when the start switch 7 is operated, the values ​​of the lottery counter, display counter, and prompt counter are added.

[0131] Figure 17(a) shows the game count display unit 54, character 57, and background image 58 displayed on the liquid crystal display unit 51. The background image 58 is an image that includes clouds, mountains, and the sun. Character 57 is displayed superimposed on the background image 58. The background image 58 and character 57 are images used for the game's effects. Hereinafter, the background image 58 and character 57 will be collectively referred to as the "effect image." The screen in the state where the effect image is displayed will also be referred to as the effect screen. The sub-control unit 91 displays the game count display unit 54 on the liquid crystal display unit 51 by superimposing it on the effect image. The game count display unit 54 is a display that informs 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.

[0132] Figure 17(a) shows the display screen of the liquid crystal display 51 after 21 games have already been played during the normal advantageous period. Therefore, the game count display unit 54 displays "21G", which means that 21 games have been played. Based on the operation of the start switch 7, the sub-control unit 91 transitions the display screen of the liquid crystal display 51 from Figure 17(a) to Figure 17(b). As shown in Figure 17(b), based on the operation of the start switch 7, the sub-control unit 91 changes the display mode of the character 57 and adds 1 to the game count displayed by the game count display unit 54. That is, the game count displayed by the game count display unit 54 is updated from "21G" to "22G".

[0133] 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 during the normal advantageous period. As explained above, Figure 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 in Figure 17(a), the values ​​of all counters, including the lottery counter, the display counter, and the prompt counter, are updated from "22 games" to "23 games".

[0134] Furthermore, the main control unit 41 transmits an external start signal based on the operation of the start switch 7. The external start signal is an external output signal (such as a medal IN signal indicating the number of medals used in the game) transmitted from a predetermined output port to external devices such as call lamps, hall computers, and test equipment at the start of rotation. The external start signal corresponds to the signal output in the rotation start external signal processing (S14) in Figure 14.

[0135] Figure 17(c) shows the display screen of the liquid crystal display 51 after the first stop operation is performed from the state shown in Figure 17(b). Figure 17(d) shows the display screen of the liquid crystal display 51 after the second stop operation is performed from the state shown in Figure 17(c). In the example of Figure 17, the sub-control unit 91 does not change the display mode of the performance image even after the first and second stop operations are performed, but the display mode of the performance image may be changed each time a stop operation is performed.

[0136] Figure 17(e) shows the display screen of the liquid crystal display 51 after the third stop operation has been performed. As shown in Figure 17(e), the sub-control unit 91 changes the display mode of the performance image based on the fact that the third stop operation has been performed. The main control unit 41 also 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 call lamps, hall computers, and test equipment after the payout process has been completed. The end-of-game external signal corresponds to the signal output in the end-of-game external signal processing (S25) in Figure 14.

[0137] Thus, in slot machine 1, a game is started when the start switch 7 is operated, and the game ends when the third stop operation is performed. In other words, the duration of one game in slot machine 1 is the period from when the start switch 7 is operated until when the third stop operation is performed. One game is also called a "unit game". The player plays slot machine 1 by repeating unit games. As shown in Figure 17(f), based on the player operating the start switch 7 again, the sub-control unit 91 switches the display screen of the liquid crystal display 51 again. In Figure 17(f), as in Figure 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". Also, based on the operation of the start switch 7, the main control unit 41 transmits an initial external output signal. Additionally, the values ​​of all counters—the lottery counter, the display counter, and the hype counter—will be updated from "23 games" to "24 games."

[0138] [Regarding the specified period] The following describes a predetermined period during which the display counter does not count. This predetermined period is set aside for the staff of the amusement parlor to perform operational checks. The sub-control unit 91 does not count the value of the display counter even if a game is played, from the time the power to the slot machine 1 is turned on until the predetermined period has elapsed.

[0139] In slot machine 1, even if an employee operates the start switch 7 to check its operation after the slot machine 1 is powered on following the opening of the arcade, the number of games played between the time the slot machine 1 is powered on and the predetermined period of time has elapsed will not be counted in the display counter and will not be reflected in the game count display unit 54. If the number of games played by an employee for operation checks after the arcade opens were to be displayed, it would show that games have already been played on slot machine 1, which should not have been played by anyone yet immediately after opening, potentially causing confusion among players. Therefore, by not counting the value of the display counter even if an employee performs an operation check within a predetermined period, it is possible to prevent confusion among players.

[0140] The start and end dates of the predetermined period can be determined by the sub-control unit 91 at various timings. Below, two examples are shown: one in which the end date of the predetermined period is based on the end of the game, and another in which the end date of the predetermined period is based on the completion of preparations for controlling the presentation.

[0141] An example of a predetermined period during which the display counter value is not counted will be explained using Figure 18. Figure 18 shows an example of the screen transition of the liquid crystal display 51 after power is turned on. In the example of Figure 18, the predetermined period is the period from when the power of the slot machine 1 is turned on until one game is executed. That is, the predetermined period ends when the game ends. Note that the predetermined period is not limited to the period from when the power is turned on until one game is executed, but may be, for example, the period until two or three games are executed. This makes it possible to set the period during which the number of game executions is not counted for display purposes to the period from when the power of the slot machine 1 is turned on until a predetermined number of unit games are executed.

[0142] Figure 18 shows an example where the power supply is cut off after the 23rd game has finished, following the first to third stop operations from the state shown in Figure 17(f). Figure 18 also shows an example where no setting change process is performed upon power-on. After the power to slot machine 1 is restored, the store employee plays one game to check its operation.

[0143] In Figure 18(a), the power supply to slot machine 1 is cut off, and no image is displayed on the liquid crystal display 51. Slot machine 1 in the state shown in Figure 18(a) is powered on by a store employee and transitions to the state shown in Figure 18(b). Upon powering on slot machine 1, the sub-control unit 91 displays a recovery preparation image indicating that it is reading display data used for the effects in preparation for effect control. As shown in Figure 18(b), the recovery preparation image is an image that includes the words "Recovery in progress". Hereafter, the screen of the liquid crystal display 51 when the recovery preparation image is displayed will be referred to as the "recovery preparation screen".

[0144] The sub-control unit 91 resets the display counter value to its initial value (0) based on the power being turned on. This allows the sub-control unit 91 to display the number of games played since the slot machine 1 was powered on. The sub-control unit 91 also starts a predetermined period based on the power being turned on.

[0145] Subsequently, based on the fact that the sub-control unit 91 has received a recovery command from the main control unit 41, it switches the display on the liquid crystal display 51 from the recovery preparation screen to the game recovery image. As shown in Figure 17(c), the game recovery image is an image that includes the words "Recovering Game". Hereafter, the screen of the liquid crystal display 51 when the game recovery image is displayed will be referred to as the "game recovery screen". Also, hereafter, the "recovery preparation image" and the "game recovery image" will be collectively referred to as the "recovery image", and the screen of the liquid crystal display 51 when the recovery image is displayed will be referred to as the "recovery screen". As shown in Figure 17(f), before the power supply was stopped, the game state was in the normal advantageous section, so the recovery command includes information indicating that the game has returned to the normal advantageous section.

[0146] Next, after the game recovery screen is displayed in Figure 17(c), the store employee operates the start switch 7 to confirm operation. After receiving the recovery command, the sub-control unit 91 terminates the display of the recovery screen when the start switch 7 is operated. In other words, the sub-control unit 91 switches from the game recovery screen to a screen that displays the animation image. In Figure 18(c), the value of the lottery counter in the main control unit 41 does not return to its initial value even when the power is turned on, but retains the value from Figure 17(f), so it remains at "23". The value of the hype counter, which is synchronized with the value of the lottery counter, also remains at "23".

[0147] In Figure 17(c), the presentation image and the game count display unit 54 are displayed on the liquid crystal display 51. Since the value of the display counter has been reset to its initial value (0), the game count display unit 54 displays "0G". At this time, the sub-control unit 91 does not update the game count displayed by the game count display unit 54 from "0G" to "1G" because it is within a predetermined period. That is, the game count displayed by the game count display unit 54 remains at its initial value of "0G". On the other hand, the main control unit 41 updates the value of the lottery counter from "23" to "24" based on the fact that the start switch 7 was operated during the normal advantageous section. Based on the fact that the value of the lottery counter has been added, the sub-control unit 91 synchronizes the value of the teasing counter to the value of the lottery counter, which is "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 prompt counter becomes "24G".

[0148] Furthermore, the main control unit 41 also transmits an initial external output signal even if the start switch 7 is operated within a predetermined period. In other words, the main control unit 41 outputs an initial 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 to count the number of unit games executed based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.

[0149] After the start switch 7 is operated by the store clerk, the first to third stop operations are performed as a confirmation of operation, as shown in Figure 18(d). Based on the fact that the third stop operation has been performed, the sub-control unit 91 changes the display mode of the animation image, as shown in Figure 18(e). The main control unit 41 also transmits an end-of-game external signal based on the fact that the third stop operation has been performed within a predetermined period. Based on the fact that the third stop operation has been performed and the game has ended, the sub-control unit 91 ends the predetermined period during which it does not count the value of the display counter.

[0150] As shown in Figure 18, games played by staff for operational checks after power-on are not displayed as play counts by the game count display unit 54. In this way, in the slot machine 1 of this embodiment, even if staff play games for operational checks before the amusement hall opens, the sub-control unit 91 does not display the games played for operational checks on the game count display unit 54, thereby preventing confusion among players.

[0151] Next, Figure 18 shows an example where the game is started by a player rather than a store employee. After the operation check is completed in Figure 18(e), the player operates the start switch 7 on the slot machine 1. At this time, as shown in Figure 18, the predetermined period has ended when the third stop operation is performed in Figure 18(d). Therefore, the sub-control unit 91 updates the value of the display counter from "0" to "1" based on the fact that the start switch 7 has been operated by the player. As a result, as shown in Figure 18(f), the game count display unit 54 displays "1G". In this way, the slot machine 1 displays the number of times the game has been played since it was started by the player on the game count display unit 54, providing a natural display of the game count for the player.

[0152] Furthermore, since the start switch 7 is operated by the player during the normal advantageous period, 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 prompting counter with the value of the lottery counter.

[0153] Furthermore, the sub-control unit 91 displays the same presentation style, including the images used for presentation, from the time the slot machine 1 is powered on until a predetermined period has elapsed, and after the predetermined period has elapsed. As a result, even if a player plays within the predetermined period, the presentation style does not change before and after the predetermined period has elapsed, thus preventing the player from feeling any discomfort.

[0154] Next, using Figure 19, we will explain an example based on the end of a predetermined period being determined by the receipt of a restore command. Figure 19 shows an example of the screen transitions of the liquid crystal display 51 after power is turned on. Similar to Figure 18, Figure 19 shows an example where the power is cut off after the 23rd game has been played, following the 1st stop operation to the 3rd stop operation from the state shown in Figure 17(f). In Figure 19 as well, after the power to the slot machine 1 is restored, the store employee plays a game to check its operation.

[0155] In Figure 19(a), the power supply to the slot machine 1 is cut off, and no image is displayed on the liquid crystal display 51. The sub-control unit 91 resets the display counter to its initial value (0) based on the power being turned on. As explained above, when power is turned on to the slot machine 1, the sub-control unit 91 reads display data and other information in order to control the effects. As shown in Figures 19(b) to (d), while preparing to control the effects, the sub-control unit 91 displays the words "Preparing for recovery" on the liquid crystal display 51.

[0156] In the example shown in Figure 19, the predetermined period is the time until the recovery command is received. That is, the predetermined period is the time from when the power to the slot machine 1 is turned on until the recovery command is received. The time from when the power to the slot machine 1 is turned on until the recovery command is received may be, for example, 1 to 2 seconds or 10 to 20 seconds.

[0157] As shown in Figure 19, between Figure 19(b) and Figure 19(c), even if the start switch 7 is operated by a store employee, the value of the display counter is not increased and remains at its initial value of "0". On the other hand, since the start switch 7 is operated during the normal advantageous period, 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 hype counter. Therefore, as shown in Figure 19, after the start switch 7 is operated after power-on, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the hype counter becomes "24G".

[0158] At this time, the main control unit 41 transmits an external start signal based on the fact that the start switch 7 was operated within a predetermined period. Also, as shown in Figure 19(d), the main control unit 41 transmits an external end signal based on the fact that the third stop operation was performed within a predetermined period. In other words, the main control unit 41 outputs an external end signal when a unit of play ends, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on. This allows external devices to collect data related to the game results based on the output signal, regardless of whether a predetermined period has elapsed since the slot machine 1 was powered on.

[0159] As shown in Figure 19(e), the sub-control unit 91 terminates the display of the recovery preparation screen when the predetermined period ends and displays the game recovery screen. Based on the operation of the start switch 7 after the game recovery screen is displayed, the sub-control unit 91 terminates the game recovery screen in Figure 19(e) and switches to the presentation image shown in Figure 19(f). As shown in Figure 19(f), the value of the display counter is updated from "0" to "1" when the start switch 7 is operated by the player. That is, the game count display unit 54 displays "1G". Thus, in the example in Figure 19, the predetermined period is the period from when the power to the slot machine 1 is turned on until a specific time has elapsed for the sub-control unit 91 to read the display data, etc. This makes it possible to set the period during which the number of game executions is not counted for display purposes to the period from when the power to the slot machine 1 is turned on until the sub-control unit 91 reads the display data, etc. In the example in Figure 19, unlike the example in Figure 18, the number of games for operational verification is not limited to a predetermined number of games (for example, one game, as in the example shown in Figure 18). Therefore, as long as the start switch 7 is operated within the period until a specific amount of time has elapsed, the store clerk can play any number of games for operational verification. Thus, in the slot machine 1 of this embodiment, the end of the predetermined period may be based on the end of the game, as in Figure 18, or on the completion of preparations for controlling the effects, or both may be adopted, with the earlier of the two being the end of the predetermined period.

[0160] [Configuration change process] Figure 20 shows an example of the screen transitions of the liquid crystal display 51 after a setting change has been made. The example shown in Figure 20 describes a case in which a predetermined period begins based on the setting change process being set. In the example shown in Figure 20, the predetermined period is the period from after the setting change has been made until one game is played. In addition, in Figure 20, the predetermined period may be the period from after the setting change until a specific amount of time has elapsed.

[0161] As explained above, when a setting change is made, the main control unit 41 transitions the game state to the normal section. Hereafter, the transition of the game state to the normal section will also be referred to as "initialization of the game state." After at least one game has been played in the normal section, the main control unit 41 transitions the game state from the normal state to the advantageous section normal. As a result, the game state is initialized when a setting value is set, so a state that is advantageous to the player does not continue, and it is possible to prevent the player from becoming excessively advantageous.

[0162] After the setting change is made, the sub-control unit 91 displays the words "Setting Change in Progress" on the liquid crystal display 51, as shown in Figure 20(a). After the setting change process is completed, the sub-control unit 91 starts a predetermined period during which it does not count the value of the display counter. After the setting change is completed, the sub-control unit 91 displays the animation image and the game count display unit 54.

[0163] Because a setting change has been made, the main control unit 41 transitions the game state to the normal section. Based on the transition of the game state to the normal section, the main control unit 41 resets the value of the lottery counter to its initial value (0). As a result, the value of the prompt counter in the sub-control unit 91 is also synchronized to its initial value. As explained above, the setting change process is a process that involves restarting by stopping the power supply and then turning the power back on. Therefore, the sub-control unit 91 resets the value of the display counter to its initial value (0). Consequently, in Figure 20(b), the game count display unit 54 displays "0G". In other words, after being controlled to the advantageous section, the sub-control unit 91 counts the value of the display counter from its initial value. As a result, the slot machine 1 can display the number of times the game count has been executed during the advantageous section on the game count display unit 54.

[0164] After the screen shown in Figure 20(b) is displayed, the store clerk operates the start switch 7 to confirm operation. At this time, the sub-control unit 91 does not add to the value of the display counter because it is within the predetermined period, and keeps it at the initial value of "0". Similarly, in the main control unit 41, since the start switch 7 is operated in a normal section, not a normal advantageous section, the value of the lottery counter is not added, and keeps it at the initial value of "0". The value of the hype counter is also synchronized to the initial value of "0". Therefore, as shown in Figure 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 hype counter becomes "0G".

[0165] As shown in Figure 20(c), the predetermined period ends when the start switch 7 is operated and the third stop operation is performed. The main control unit 41 sets a flag to transition to the advantageous period from the next game, depending on the winning result. Figure 20 shows an example in which, after the screen shown in Figure 20(c), a winning result that leads to transitioning to the advantageous period is derived in the third stop operation, and the flag to transition to the advantageous period from the next game is set.

[0166] From the screen state shown in Figure 20(d), the player operates the start switch 7. Since the flag for transitioning to the advantageous section is set, when the player operates the start switch 7, the main control unit 41 controls the game state from the normal section to the normal advantageous section. In the screen state shown in Figure 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 game count display unit 54. Also, since the game is controlled to the normal advantageous section, the main control unit 41 updates the value of the lottery counter from "0" to "1", and the prompt counter synchronizes with the value of the lottery counter.

[0167] As shown in the example in Figure 20, the sub-control unit 91 does not count the value of the display counter until a predetermined period has elapsed after the setting change process is performed. This prevents confusion among players because it does not count the number of games played by store staff for operational verification even after the setting change process.

[0168] [Power supply interruption during gameplay] Figure 21 shows an example of the screen transitions of the liquid crystal display 51 after power is turned on. Figure 21 shows an example where the power supply is cut off before the 23rd game is completed, after the first and second stop operations have been performed from the state shown in Figure 17(f). Figure 21 differs from Figures 21(a) and 18(a) in that the power supply is cut off before the third stop operation is performed, while in Figure 18 the power supply is cut off after the third stop operation has been performed. In other words, the example in Figure 21 shows the state after the power supply is cut off midway through the 23rd game without completion. In Figure 21 as well, after the power to the slot machine 1 is restored, the store employee plays a game to check its operation.

[0169] Slot machine 1, in the state shown in Figure 21(a), is powered on by a store employee and transitions to the state shown in Figure 21(b). Upon power-on, the reels corresponding to the stop switches that have not yet been stopped begin to rotate. The sub-control unit 91 reads the display data used for the effects and displays the recovery preparation screen on the liquid crystal display 51. As shown in Figure 17(f), the state before the power supply is cut off is the normal advantageous section game state, so in Figure 21, the main control unit 41 also starts the game state from the normal advantageous section.

[0170] Furthermore, if the power supply to the slot machine 1 is interrupted after a unit game has started but before it has finished, the sub-control unit 91 counts the next unit game from the initial value. That is, as shown in Figure 17(b), the sub-control unit 91 resets the value of the display counter to the initial value (0) based on the fact that the power has been 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 interrupted during a unit game and the unit game is not performed normally.

[0171] When the sub-control unit 91 finishes reading display data and receives a recovery command, it displays the game recovery screen as shown in Figures 21(c) and (d). As mentioned above, the recovery command includes information such as the game state before the power supply was stopped. Specifically, the recovery command, as received by the main control unit 41, includes the contents of the 23rd game as shown in Figure 17(f).

[0172] In this way, the sub-control unit 91 displays a game recovery screen 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 restarted and a recovery command is received. This makes it possible to recognize externally that the power supply to the game machine has stopped during a unit game and that the unit game is not being played normally.

[0173] The store clerk stops the reels, which started rotating as soon as the power was 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 unit game shown in Figure 17(f) has started but before the unit game has finished, the sub-control unit 91 does not count the value of the display counter even if the unit game has finished. In other words, even if the performance image and the game count display unit 54 are displayed after the game recovery screen has finished, the game count display unit 54 will show "1G" as shown in Figure 21(f). In short, the sub-control unit 91 does not update the value of the display counter from the initial value of "0" to "1" because the previous game continued after the power was 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 set the display of the game count display unit 54 to "1G" based on the operation of the start switch 7 for the first time after the power is turned on, as shown in Figure 21(f), without including the unit game that was not played properly.

[0174] [Volume settings and menu screen] Figure 22 is a diagram illustrating the volume settings and menu screens. Figure 22(a) shows an example of the display of the setting operation display 330. Figure 22(b) shows an example of the display of the volume setting display 340. Figure 22(c) shows an example of the display of the menu screen 350.

[0175] In the slot machine 1 of this embodiment, the volume of the effects can be set by the player. As shown in Figure 22(a), the sub-control unit 91 notifies the player that it is possible to set the volume by displaying the setting operation display 330 on the liquid crystal display 51. As shown in Figure 22, the upper part of the setting operation display 330 displays the words "To Volume Setting" along with an image of the directional pad 70. The lower part of the setting operation display 330 displays the words "To Menu Screen" along with an image of the effect switch 56. In the slot machine 1, the display of the setting operation display 330 allows the player to know that they can set the volume by operating the directional pad 70, and that they can display the menu screen 350 by operating the effect switch 56.

[0176] The sub-control unit 91 displays the setting operation display 330 based on the fulfillment of specific conditions. These specific conditions may include, for example, a predetermined period of time during which the system does not accept operations from the player. Alternatively, the specific condition may be that the sub-control unit 91 receives a command from the player to display the setting operation display 330. In the example shown in Figure 22, the setting operation display 330 is displayed during the normal advantageous period, but the setting operation display 330 may also be displayed during the AT state.

[0177] When the directional keys 70 are operated, the sub-control unit 91 switches the screen of the liquid crystal display 51 from Figure 22(a) to Figure 22(b). In Figure 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 that includes a volume bar 341. The sub-control unit 91 displays the volume setting display 340 for, for example, 5 seconds. In the example in Figure 22, a volume bar is displayed that allows setting up to 6 levels of volume. The sub-control unit 91 performs performance control at a volume corresponding to the set volume level. Note that the number of volume levels that can be set on the volume bar is not limited to 6.

[0178] The sub-control unit 91 decreases the set volume by one level in response to the operation of the left switch 70L or the down switch 70D of the directional pad. The sub-control unit 91 increases the set volume by one level in response to the operation of the right switch 70R or the up switch 70U of the directional pad. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 can display the volume setting display 340 when the directional pad 70 is operated.

[0179] The sub-control unit 91 switches the screen of the liquid crystal display 51 from Figure 22(a) to Figure 22(c) in response to the operation of the performance switch 56. In Figure 22(c), the liquid crystal display 51 displays the menu screen 350 instead of the setting operation display 330. The menu screen 350 is a screen that includes multiple selection items. In the example in Figure 22, the menu screen 350 includes the payout table 351, game history 352, login 353, and exit 354 as selection items. The player can select any of the selection items by operating the directional keys 70 while the menu screen 350 is displayed.

[0180] When the payout table 351 is selected, the sub-control unit 91 displays a table showing the correspondence between the game results and the allocation of game value. When the game history 352 is selected, the sub-control unit 91 displays the game history, such as the number of times the advantageous state was controlled and the total number of game value allocations. When the login 353 is selected, the sub-control unit 91 displays a screen prompting the player to log in. When the exit 354 is selected, the sub-control unit 91 terminates the display of the menu screen 350. In addition, even when the setting operation display 330 is not displayed, the sub-control unit 91 will display the menu screen 350 when the performance switch 56 is operated.

[0181] In the example shown in Figure 22, the menu screen 350 is displayed when the effect switch 56 is operated and the volume setting display 340 is displayed when the directional keys 70 are operated. However, the volume setting display 340 may be displayed when the effect switch 56 is operated and the menu screen 350 may be displayed when the directional keys 70 are operated, or the volume setting display 340 and the menu screen 350 may be displayed based on other operations.

[0182] [Regarding the sound for changing settings] Figure 23 is a diagram illustrating the specific sound output when settings are changed. In Figure 23, 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 a specific sound during the setting change process and for a specific period after the setting change process is completed.

[0183] The setting change sound is a specific sound that indicates that a setting change is being made. In slot machine 1, the output of the setting change sound allows store staff to be aware that there is a slot machine in the gaming area whose settings have been changed, thereby preventing unauthorized setting changes. The main control unit 41 outputs the setting change sound for, for example, 10 seconds after the setting change is completed.

[0184] As shown in Figure 23(c), when the setting change sound, a specific sound, is being output, the sub-control unit 91 does not adjust the volume even if it receives input from the directional keys 70. Furthermore, the sub-control unit 91 does not display the setting operation display 330 when the setting change sound is being output. In addition, the main control unit 41 does not change the volume of the setting change sound when it is being output.

[0185] After the state shown in Figure 23(c), the output of the setting change sound stops. Subsequently, the sub-control unit 91 displays the setting operation display 330 as shown in Figure 23(d) based on the fact that a predetermined period of time has passed during which it has not accepted any operation from the player. The sub-control unit 91 also displays the volume setting display 340 as shown in Figure 23(e) in response to the player operating the directional pad 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in Figure 23(f) in response to the player operating the right switch 70R of the directional pad 70. At this time, the sub-control unit 91 outputs a volume confirmation sound.

[0186] Thus, the main control unit 41 can output a setting change sound as a specific sound. This allows for the output of a specific sound depending on the situation, making it possible to effectively recognize that a setting change has been made. In other words, in the slot machine 1, the status of the slot machine 1 can be recognized by the staff depending on which specific sound is being output.

[0187] [Regarding the sound of opening a door] Figure 24 illustrates the door opening sound output when the front door 1b is open. Figure 24(a) shows the display screen of the liquid crystal display 51 when the game state is in the normal advantageous section. In Figure 24(a), the setting operation display 330 is displayed. From Figure 24(a), the front door 1b of the slot machine 1 is in the open state. The main control unit 41 outputs a 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.

[0188] As shown in Figures 24(b) and (c), the sub-control unit 91 does not adjust the volume when it receives an operation on the directional pad 70 while the door opening sound is being output. This prevents the volume of the door opening sound from changing due to volume adjustments being made 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 passed during which it does not accept input from the player while the door opening sound is being output. This prevents the player from being misled into believing that it is possible to adjust the volume while the door opening sound is being output in the slot machine 1. In addition, 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 announced at a constant volume.

[0189] Furthermore, when the sub-control unit 91 receives an operation on the directional pad 70 while the door opening sound is being output, it does not output a volume confirmation sound. This prevents the output of the door opening sound from being interrupted by the volume confirmation sound being output when the door opening sound is being output in the slot machine 1.

[0190] Figure 25 shows the screen transitions when the front door 1b is opened while the volume setting display 340 is displayed. In Figure 25(a), the setting operation display 330 is displayed. In Figure 25(b), the volume setting display 340 is displayed based on the operation of the directional keys 70. As explained above, the sub-control unit 91 displays the volume setting display 340 for 5 seconds. Based on the fact that 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 Figure 25(c), the sub-control unit 91 terminates the display of the volume setting display 340 based on the fact that the output of the door opening sound has started while the volume setting display 340 is displayed. As a result, in the slot machine 1, even if the volume setting display 340 is displayed before the output of the door opening sound, the display of the volume setting display 340 is terminated, so that the player is not misled into thinking that it is possible to adjust the volume.

[0191] Furthermore, the sub-control unit 91 displays the text "Door Open" based on the fact that the front door 1b is open. This allows the slot machine 1 to effectively recognize that the door is open. Also, as shown in Figures 25(e) and (f), if the front door 1b is closed after the output of the door opening sound has started and the display of the volume setting display 340 has finished, the liquid crystal display 51 displays the volume setting display 340 based on the fact that the directional keys 70 have been operated. This allows the volume setting display 340 to be displayed again by operating the directional keys 70 after the front door 1b has been closed.

[0192] [Regarding specific songs (songs played during AT mode)] Figure 26 shows an example where the display of the menu screen 350 ends based on the first termination condition while the music for the first AT is being output. Figure 26 shows the display screen of the liquid crystal display 51 when the game state is the first state of the advantageous section. In the slot machine 1 of this embodiment, the sub-control unit 91 outputs a specific song corresponding to a specific game state to the speaker 53 when a specific game state is in place. The specific song is, for example, the music (BGM) played only during the AT state. For example, in the first state of the advantageous section shown in Figure 26, the sub-control unit 91 outputs the music for the first AT corresponding to that first state to the speaker 53. When a performance image is displayed, the sub-control unit 91 outputs the music for the first AT in a first output mode. The performance image in the first state is an image that includes a character 57 and a background image 58 that includes planets and stars. The first output mode is a mode in which the music is output at a volume that is louder than the volume of the performance sound that is normally output in the advantageous section.

[0193] As shown in Figure 26(a), the sub-control unit 91 displays the setting operation display 330. As shown in Figure 26(b), the sub-control unit 91 displays the menu screen 350 when the performance switch 56 is operated. Based on the display of the menu screen 350, the sub-control unit 91 changes the output mode of the music during the first AT. Specifically, the sub-control unit 91 changes from the first output mode to the second output mode. The second output mode is an output mode that produces a lower volume than when output in the first output mode. In this way, by outputting at a lower volume when the menu screen 350 is displayed, it does not interfere with the player's operation of the menu screen 350.

[0194] As explained in Figure 22, the sub-control unit 91 terminates the display of the menu screen 350 when "End" 354 is selected from the selection items included in the menu screen 350. Hereafter, the selection of "End" 354 will be referred to as the "termination operation".

[0195] Furthermore, the sub-control unit 91 terminates the display of the menu screen 350 when the start switch 7 is operated while the menu screen 350 is displayed. This allows the slot machine 1 to start spinning the reels directly from the state where the menu screen 350 is displayed, without having to perform a termination operation.

[0196] Furthermore, the sub-control unit 91 terminates the display of the menu screen 350 when a predetermined time has elapsed since the menu screen 350 was started to be displayed. This allows the slot machine 1 to return the display screen of the liquid crystal display 51 to a playable screen after a predetermined time has elapsed, for example, if a player leaves their seat while the menu screen 350 is displayed. The predetermined time is, for example, 3 minutes.

[0197] As described above, in the slot machine 1 of this embodiment, the display of the menu screen 350 is terminated based on whether 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 has received some kind of operation, so the player is intentionally terminating the display of the menu screen 350. On the other hand, when the display of the menu screen 350 is terminated based on the elapsed time, the display of the menu screen 350 may be terminated against the player's intention.

[0198] In the following, the condition in which the player intentionally performs an operation to end the display of the menu screen 350, either an end operation or an advance operation, will be referred to as the "first termination condition." On the other hand, the condition in which the display of the menu screen 350 ends after a predetermined amount of time has elapsed, regardless of the player's intention, will be referred to as the "second termination condition."

[0199] Figure 26 shows an example where the display of the menu screen 350 ends due to the first termination condition. When the sub-control unit 91 terminates the display of the menu screen 350 due to the first termination condition, which is that an termination operation or a progress operation is performed, it changes the output mode of the music during the first AT. Specifically, the sub-control unit 91 changes from the second output mode to the first output mode.

[0200] Figure 27 shows an example where the display of the menu screen 350 ends based on the second termination condition while the music is being output during the first AT. Unlike the example shown in Figure 26, in the example shown in Figure 27, the display of the menu screen 350 ends because a predetermined time has elapsed. When the display of the menu screen 350 ends based on the second termination condition, which is not related to the player's intention, the sub-control unit 91 does not change the output mode of the music during the first AT. That is, the sub-control unit 91 maintains the second output mode and outputs the music during the first AT. As a result, even if the display of the menu screen 350 ends unintentionally by the player, the output mode of the music during the first AT is not changed, thus preventing the player from being surprised.

[0201] Furthermore, as shown in Figures 26(c) and 27(c), when the sub-control unit 91 terminates the display of the menu screen 350, it displays the animation images shown in Figures 26(a) and 27(a) that were displayed before the menu screen 350 was displayed. This allows the slot machine 1 to effectively recognize that the display of the menu screen 350 has ended.

[0202] Figure 28 shows an example of displaying the menu screen 350 in the second state of the advantageous section. Figure 28 shows the display screen of the liquid crystal display 51 when the game state is the second state of the advantageous section. The sub-control unit 91 outputs the second AT music corresponding to the second state shown in Figure 28(a). That is, the specific music includes the first AT music and the second AT music. Hereinafter, the specific music may be simply referred to as "AT music". The sub-control unit 91 outputs the second AT music in the first output mode when the performance image is displayed. As shown in Figure 28(a), the performance image in the second state is an image of character 57 and character 59 facing each other.

[0203] As shown in Figure 28(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the performance switch 56. Based on the display of the menu screen 350, the sub-control unit 91 changes the output mode of the music during the second AT from the first output mode to the second output mode. As a result, in the slot machine 1, the output mode of the music during the second AT can be changed in either the first or second state if the menu screen 350 is displayed.

[0204] Next, in 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 sub-control unit 91 is displaying the menu screen 350, it outputs a response sound when it receives a specific operation, such as an operation to select login 353 which is different from the termination operation. In this way, slot machine 1 can suitably inform the player that the operation has been successfully received.

[0205] In Figure 28(c), the sub-control unit 91 displays the 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. That is, the sub-control unit 91 outputs a response sound each time the player enters a character of the login ID.

[0206] [Regarding the output of music and sound effects during AT mode while the game is back online] As described above, the slot machine 1 of this embodiment displays a recovery screen after the power supply is restored. The slot machine 1 of this embodiment outputs AT music at a volume louder than the normal volume of the performance during the AT state. The slot machine 1 of this embodiment outputs sound effects based on operations to advance the game. For example, a start sound is output in response to the operation of the start switch 7. The output of AT music and sound effects when the recovery screen is displayed in the slot machine 1 of this embodiment will be described below. Figure 29 is a flowchart of the recovery process by the sub-control unit 91. The sub-control unit 91 executes the flowchart shown in Figure 29 based on the fact that the power supply has been restored. The sub-control unit 91 displays a recovery preparation screen on the liquid crystal display 51 (step SP1). As described above, the recovery preparation screen is a screen that indicates that display data used for performances is being read.

[0207] The sub-control unit 91 determines whether or not it has received a recovery command (step SP2). As described above, a recovery command is a command that indicates that the main control unit 41 has returned to the state it was in before the power outage. The recovery command includes information about the game state and gameplay in the state before the power outage. That is, if the power supply is stopped during the AT state, the recovery command will include information indicating the AT state. If the sub-control unit 91 does not receive a recovery command (NO in step SP2), it repeats the process in step SP2.

[0208] If the sub-control unit 91 receives a recovery command (YES in step SP2), it displays the game recovery screen on the liquid crystal display 51 (step SP3). That is, the sub-control unit 91 switches the display screen of the liquid crystal display 51 from the recovery preparation screen to the game recovery screen. Next, the sub-control unit 91 determines whether or not it has received a BET operation command (step SP4). As described above, the BET operation command is a command sent from the main control unit 41 to the sub-control unit 91 when the MAXBET switch 6 and the 1BET switch 65 are operated.

[0209] If a BET operation command is received (YES in step SP4), the sub-control unit 91 outputs a BET sound from the speaker 53 (step SP5). The BET sound is a sound effect indicating that the 1BET switch 65 or the MAXBET switch 6 has been successfully operated, and is, for example, an electronic sound lasting 0.5 seconds. After outputting the BET sound, or if no BET operation command is received (NO in step SP4), the sub-control unit 91 determines whether or not a medal insertion command has been received (step SP6).

[0210] As described above, the medal insertion command is a command sent from the main control unit 41 to the sub-control unit 91 based on the fact that a medal has been inserted into the medal insertion unit 4. When the medal insertion command is received (YES in step SP6), the sub-control unit 91 outputs a medal insertion sound from the speaker 53 (step SP7). The medal insertion sound is a sound effect that indicates that the medal inserted into the medal insertion unit 4 has been validly accepted, and is, for example, an electronic sound lasting 0.5 seconds. The medal insertion sound may be a sound effect similar to the BET sound. After outputting the medal insertion sound, or if the medal insertion command is not received (NO in step SP6), the sub-control unit 91 determines whether or not a stop switch command has been received (step SP8).

[0211] As described above, the stop switch command is a command sent from the main control unit 41 to the sub-control unit 91 based on the operation of the stop switches 8L, 8C, and 8R. When the stop switch command is received (YES in step SP8), the sub-control unit 91 outputs a stop sound from the speaker 53 (step SP9). The stop sound is a sound effect indicating that one of the stop switches 8L, 8C, or 8R has been successfully operated, and is, for example, an electronic sound lasting 0.5 seconds. The sub-control unit 91 may output the stop sound immediately after receiving the stop switch command, or it may output the stop sound when it receives a command that includes information indicating that the reel rotation has stopped. After outputting the stop sound, or if the stop switch command is not received (NO in step SP8), the sub-control unit 91 determines whether or not a settlement start command has been received (step SP10).

[0212] As described above, the settlement start command is a command sent from the main control unit 41 to the sub-control unit 91 based on the operation of the settlement switch 10. When the settlement start command is received (YES in step SP10), the sub-control unit 91 outputs a return sound from the speaker 53 (step SP11). The return sound is a sound effect indicating that the settlement switch 10 has been successfully operated. The return sound includes the settlement start sound, the payout sound, and the settlement end sound. The settlement start sound is, for example, a 1-second electronic sound.

[0213] The payout sound is a sound effect output while the game value is being dispensed from the medal payout port 9. The settlement completion sound is an audio message indicating that, due to the return operation, all of the game value stored in a predetermined area of ​​RAM 41c has been dispensed as medals from the medal payout port 9. The settlement completion sound may be, for example, an audio message saying, "Settlement complete." The sub-control unit 91 may output the settlement start sound, payout sound, and settlement completion sound in succession. Alternatively, the sub-control unit 91 may start outputting the payout sound after a predetermined period has elapsed since the end of outputting the settlement start sound, or it may start outputting the settlement completion sound after a predetermined period has elapsed since the end of outputting the payout sound. After outputting the return sound, or if the sub-control unit 91 does not receive a settlement start command (NO in step SP10), the sub-control unit 91 determines whether or not it has received a game start command (step SP12).

[0214] As described above, the game start command is a command sent from the main control unit 41 to the sub-control unit 91 based on the operation of the start switch 7. If the sub-control unit 91 has not received the game start command (NO in step SP12), it returns to step SP2. That is, after displaying the game return screen (step SP3), the sub-control unit 91 repeats steps SP4 to SP11 until it receives the game start command (step SP12). Note that the order in which the processes for outputting the BET sound in steps SP4 and SP5, the processes for outputting the coin insertion sound in steps SP6 and SP7, the processes for outputting the stop sound in steps SP8 and SP9, and the processes for outputting the return sound in steps SP10 and SP11 are executed is not limited to the order shown in Figure 29, and may be performed in any order.

[0215] If a game start command is received (YES in step SP12), the sub-control unit 91 outputs a start sound from speaker 53 (step SP13). The start sound is a sound effect indicating that the start switch 7 has been successfully operated. The start sound is, for example, a 1-second electronic sound, which is output at the same time as the reels start to rotate. After outputting the start sound, the sub-control unit 91 terminates the display of the game recovery screen (step SP14). That is, the sub-control unit 91 switches from the game recovery screen to a visual effect screen corresponding to the game state included in the recovery command. The sub-control unit 91 determines whether the game state included in the recovery command is the AT state (step SP14).

[0216] If the game state included in the recovery command is in AT state (YES in step SP15), the sub-control unit 91 outputs the AT music (step SP16) and terminates processing. If the game state included in the recovery command is not in AT state (NO in step SP15), the sub-control unit 91 outputs the music corresponding to the game state (step SP17) and terminates processing. For example, if the game state to be recovered is in the normal advantageous section, the sub-control unit 91 outputs the music that is output during the normal advantageous section.

[0217] Thus, after the power supply is restored, the sub-control unit 91 does not output AT music or other music until it receives the game start command in step SP12 and finishes displaying the recovery screen. In other words, while the recovery screen is being displayed, the sub-control unit 91 does not output AT music from the speaker 53 even if the game state held by RAM 41c is in the AT state.

[0218] On the other hand, sound effects based on operations that advance the game, such as inserting coins into the coin slot 4, setting the number of bets by operating the 1BET switch 65 or MAXBET switch 6, stopping operations by operating the stop switches 8L, 8C, and 8R, return operations by operating the settlement switch 10, and starting operations by operating the start switch 7, are output even during recovery. Operations that advance the game are not limited to the examples shown in Figure 29, but may include other operations as well.

[0219] As a result, when power is restored to slot machine 1 and the recovery screen is displayed, and the system is controlled to the AT state, a specific song is not output, making it easy to communicate externally that the system is recovering. Furthermore, even during recovery, when an operation to advance the game is performed, a sound effect corresponding to that operation is output, making it easy to communicate externally that the game is being played. The recovery process of the sub-control unit 91 will be explained in more detail below with reference to Figures 30 and 31.

[0220] [Screen transitions when power supply is interrupted during AT mode] Figure 30 shows the screen transitions of the liquid crystal display 51 when the power supply is interrupted during AT mode. Figure 30 also shows the screen transitions when the power supply is interrupted and then resumed during AT mode. The screen transitions of the liquid crystal display 51 are controlled by the sub-control unit 91, which controls the effects.

[0221] As shown in Figure 30(a), the liquid crystal display 51 shows a visual display for when the game state is the first state in AT mode. As shown in Figure 30(a), the music played during AT mode, corresponding to the AT state, is output from the speaker 53.

[0222] As shown in Figure 30(b), when the power supply is cut off, no image is displayed on the liquid crystal display 51, and no music or sound effects are output from the speaker 53.

[0223] Based on the resumption of power supply to the slot machine 1, as shown in FIG. 30(c), the sub-control unit 91 displays a return preparation screen. At this time, the sub-control unit 91 does not output the music during the AT in FIG. 30(c).

[0224] As shown in FIG. 30(d), after the sub-control unit 91 displays the return preparation screen, it receives a return command and switches to the game return screen. Subsequently, in FIG. 30(d), a medal is inserted into the medal insertion unit 4 by the player. Based on the fact that a medal has been inserted into the medal insertion unit 4, the main control unit 41 transmits a medal insertion command to the sub-control unit 91. Based on receiving the medal insertion command, the sub-control unit 91 causes the speaker 53 to output a medal insertion sound. At this time, the music during the AT is not output, and only the medal insertion sound is output from the speaker 53. The medal insertion sound is output at the volume set before the power supply was stopped.

[0225] Subsequently, as shown in FIG. 30(e), based on the operation of the start switch 7, the main control unit 41 transmits a game start command. Also, based on the operation of the start switch 7, the main control unit 41 transmits an external signal at the start. Based on receiving the game start command, the sub-control unit 91 outputs a start sound from the speaker 53. At this time, the music during the AT is not output, and only the start sound is output from the speaker 53. The start sound is output at the volume set before the power supply was stopped.

[0226] Subsequently, the sub-control unit 91 terminates the display of the screen during return and causes the liquid crystal display 51 to display a production screen corresponding to the game state included in the return command. As shown in FIG. 30(a), since the game state before the power supply was the first state in the AT state, the sub-control unit 91 displays a production screen corresponding to the first state. At this time, in FIG. 30(f), the sub-control unit 91 starts outputting the music during the AT. The music during the AT may start output from the beginning of the music or may start output from the point where it was being output when the power supply was stopped.

[0227] As described above, usually, the AT music is output at a higher volume compared to the volume of the performance sound output during the normal advantageous section. Therefore, if the power supply of the slot machine 1 is stopped illegally or during the recovery when the power supply is stopped due to an error, and if the AT music starts playing, it may be difficult for the store clerk to recognize that the slot machine 1 is in the recovery state. In the slot machine 1 of the present embodiment, since the AT music does not play during the recovery, it is possible to easily convey to the outside that the machine is in the recovery state. Further, for the effect sound based on the operation related to the progress of the game, it is output even during the recovery. Therefore, it becomes easy for the store clerk to recognize that the game is in progress during the recovery.

[0228] Thus, in the slot machine 1 of the present embodiment, even when the power supply to the slot machine 1 is restarted and the recovery screen is displayed, and the control is switched to the AT state held in the RAM 41c, the AT music corresponding to the AT state is not output. Therefore, it is possible to easily convey to the outside that the machine is in the recovery state. Also, in the slot machine 1, even during the recovery, when an operation for advancing the game including medal insertion is performed, the effect sound based on the operation is output. Therefore, it is possible to easily convey to the outside that the game is being played.

[0229] Furthermore, in the slot machine 1, even during the recovery, when a bet number setting for inserting a medal into the medal insertion unit 4 is made, a medal insertion sound based on the insertion of the medal into the medal insertion unit 4 is output. Therefore, it is possible to easily convey to the outside that the bet number setting is being made. Also, in the slot machine 1, even during the recovery, when a start operation is performed to start the rotation of the reels, a start sound based on the operation of the start switch 7 is output. Therefore, it is possible to easily convey to the outside that a start operation is being performed to start the rotation of the reels.

[0230] Furthermore, the sub-control unit 91 may output a recovery sound to indicate that recovery is in progress while the recovery screen shown in Figures 30(c) to (d) is displayed. The recovery sound is a recovery-themed song that is output only while the recovery screen is displayed. By outputting the recovery sound, the slot machine 1 can clearly communicate to the outside that it is recovering. Note that the recovery sound may be an electronic sound rather than a song.

[0231] [Screen transitions after power supply is interrupted during a game where navigation notifications are displayed] This section describes an example where navigation notifications were displayed in a game that was running when the power supply was cut off. As mentioned above, navigation notifications are a type of notification that uses the liquid crystal display 51 and speaker 53 to inform the player of the operation of the stop switches 8L, 8C, and 8R, which would be advantageous to the player. Figure 31 shows the screen transitions of the liquid crystal display 51 when the power supply is cut off after the start of a game in which navigation notifications are displayed. Figure 31 shows an example in a game in which navigation notifications are displayed, where the power supply is cut off after the start switch 7 has been operated, but none of the stop switches 8L, 8C, and 8R have been operated.

[0232] Figure 31(a) shows the screen of the liquid crystal display 51 after the power supply is interrupted during a game in which navigation notifications are being displayed. As shown in Figure 31(b), based on the fact that the power supply is being restored, the sub-control unit 91 displays the recovery preparation screen. Subsequently, in Figure 31(c), the sub-control unit 91 switches to the game recovery screen based on the fact that it has received a recovery command.

[0233] The recovery command received by the sub-control unit 91 contains information to return to the game where the navigation animation is performed. Therefore, the sub-control unit 91 executes the navigation animation as shown in Figure 31(c). Specifically, the sub-control unit 91 outputs the navigation sound from the speaker 53 and displays the navigation image 71.

[0234] Navigation sounds are sound effects used to notify the operating procedure, such as voice commands like "Right," "Center," or "Left." In the example in Figure 31(c), navigation notifications prompt the operation of stop switches 8C, 8L, and 8R in that order. When the sub-control unit 91 receives a reset command, it outputs a voice command such as "Center" prompting the operation of stop switch 8C from speaker 53 as a navigation sound. The output mode of the navigation sound may be changed to indicate whether or not the system is controlled to an advantageous state, or it may be output in a constant output mode during the reset process.

[0235] Furthermore, as shown in Figure 31(c), the sub-control unit 91 overlays and displays a navigation image 71 on the game recovery screen. The navigation image 71 is an image that displays the numbers 1 to 3 at the positions corresponding to each stop switch 8L, 8C, and 8R. By displaying the navigation image, the player can recognize the operating procedure for the stop switches 8L, 8C, and 8R.

[0236] Next, based on the operation of the stop switch 8C as the first stop operation, the sub-control unit 91 outputs a voice message such as "Turn left" as a stop sound and navigation sound to the speaker 53. In the example in Figure 31, the sub-control unit 91 outputs the navigation sound and the stop sound simultaneously, but for example, the navigation sound may be output after the output of the stop sound has finished. Also, based on the operation of the stop switch 8C as the first stop operation, the sub-control unit 91 changes the display mode of the navigation image 71.

[0237] In other words, the sub-control unit 91 hides the image representing "1" corresponding to the stop switch 8C from the navigation image 71 shown in Figure 31(c). The navigation image 71 then displays only images representing "2" and "3," which correspond to the stop switches 8L and 8R. In Figure 31, the liquid crystal display 51 after the first stop operation is omitted from the illustration.

[0238] Next, the sub-control unit 91, based on the operation of the stop switch 8L as the second stop operation, outputs a stop sound and a navigation sound such as "Turn right" to the speaker 53. Also, based on the operation of the stop switch 8L as the second stop operation, the sub-control unit 91 changes the display mode of the navigation image 71 as shown in Figure 31(d).

[0239] Next, the sub-control unit 91 outputs a payout sound, a winning sound, and a stop sound based on the operation of the stop switch 8R as the third stop operation. The winning sound is a sound effect indicating that a winning combination has occurred. The main control unit 41 transmits an end-of-game external signal based on the operation of the stop switch 8R as the third stop operation. The sub-control unit 91 terminates the display of the navigation image 71 based on the operation of the stop switch 8R. That is, as shown in Figure 31(e), only the game return screen is displayed on the liquid crystal display 51.

[0240] Next, the sub-control unit 91 outputs a BET sound to the speaker 53 based on the fact that the MAXBET switch 6 has been operated by the player as a bet setting operation. Furthermore, the sub-control unit 91 outputs a start sound to the speaker 53 based on the fact that the start switch 7 has been operated as a start operation. The main control unit 41 transmits an external start signal based on the fact that the start switch 7 has been operated. Furthermore, the sub-control unit 91 switches to a display screen corresponding to the AT state and starts outputting AT music from the speaker 53.

[0241] Thus, in the slot machine 1 of this embodiment, even during recovery, when a stop operation is performed by operating any of the stop switches 8L, 8C, or 8R to stop the rotation of the reels, a stop sound corresponding to the stop operation is output, making it easy to communicate to the outside that a stop operation is being performed to stop the rotation of the reels. Furthermore, even during recovery, the slot machine 1 displays a navigation image 71 that suggests the operation procedure for the stop switches 8L, 8C, and 8R, so that the player can recognize the operation procedure for the stop switches 8L, 8C, and 8R, and the operation method is clearly indicated.

[0242] Furthermore, in slot machine 1, even during recovery, when a stop operation is performed to stop the rotation of the reels, a navigation sound based on the stop operation is output, so that the player can recognize the operation of stop switches 8L, 8C, and 8R, and the operation is indicated. In addition, regardless of whether the recovery screen is displayed or not, slot machine 1 can output to the outside that the game is being played by sending an end external signal based on whether a stop operation has been performed and sending an start external signal based on whether an start operation has been performed.

[0243] [About the demonstration screen] The following section describes the demonstration screen that appears based on the return operation. The demonstration screen is the screen displayed when no game is being played. In the following, the demonstration screen may sometimes be simply referred to as the "demo screen". Figure 32 is a diagram illustrating the screen transition to the demo screen.

[0244] Fig. 32(a) shows a production screen corresponding to the normal advantageous section. In the normal advantageous section, the sub-control unit 91 causes the music during the normal advantageous section to be output to the speaker 53. Then, as a return operation, the settlement switch 10 is operated. The main control unit 41 pays out medals corresponding to the game value from the medal payout port 9 as a return process. The sub-control unit 91 determines that the game has ended due to the return process, and displays a demo screen as shown in Fig. 32(b).

[0245] Also, based on the operation of the settlement switch 10, the sub-control unit 91 causes a return sound to be output to the speaker 53. The return sound includes a settlement start sound, a payout sound, and a settlement end sound. Based on the switch to the demo screen, the sub-control unit 91 stops the output of the music during the normal advantageous section.

[0246] In this way, in the slot machine 1, in the normal advantageous section, a demo screen is displayed based on the operation of the settlement switch 10. Note that the slot machine 1 may display a demo screen not only based on the return operation but also based on the fact that no operation from the player has been received for a predetermined period.

[0247] Fig. 33 is a diagram for explaining the return operation in the AT state. Fig. 33(a) shows a screen corresponding to the AT state. In the AT state, the sub-control unit 91 causes the music during the AT to be output to the speaker 53. Also in Fig. 33, the settlement switch 10 is operated as a return operation, similar to Fig. 32. The main control unit 41 pays out medals corresponding to the game value from the medal payout port 9.

[0248] In Figure 33, as in Figure 32, the sub-control unit 91 outputs a return sound. On the other hand, the sub-control unit 91 does not switch from the performance screen corresponding to the AT state to the demo screen. The AT state is a more advantageous state for the player than the normal advantageous section. Therefore, even if a return operation is performed in the AT state, the player is more likely to continue playing than if a return operation were performed in the normal advantageous section. Accordingly, even after the settlement switch 10 is operated, the sub-control unit 91 does not switch to the demo screen, but continues to display the performance screen corresponding to the AT state, and also continues to output the AT music. While the return sound is being output, the AT music may be output in the second output mode.

[0249] [Regarding the return process during recovery] Figure 34 is a screen transition diagram when the settlement switch 10 is pressed during recovery. As shown in Figure 34(a), the liquid crystal display 51 displays a performance screen corresponding to the normal advantageous period. In Figure 34(a), the sub-control unit 91 outputs music to the speaker 53 during the normal advantageous period. From the state shown in Figure 34(a), the power supply to the slot machine 1 is stopped. Consequently, as shown in Figure 34(b), no image is displayed on the liquid crystal display 51, and no sound effects, music (BGM), or voice is output from the speaker 53.

[0250] Subsequently, power is restored to the slot machine 1, and the recovery preparation screen is displayed on the liquid crystal display 51, as shown in Figure 34(c). Next, as shown in Figure 34(d), the screen switches to the game recovery screen, and then the settlement switch 10 is operated. The sub-control unit 91 outputs a return sound to the speaker 53, but does not switch to the demo screen, instead continuing to display the game recovery screen. Next, as shown in Figure 34(e), the directional keys 70 are operated. The sub-control unit 91 does not display the volume setting display 340 shown in Figure 22.

[0251] Based on the operation of the start switch 7, the sub-control unit 91 displays a visual display screen corresponding to the AT state, as shown in Figure 34(f). The sub-control unit 91 also outputs a start sound and music played during the normal advantageous section to the speaker 53 based on the operation of the start switch 7. The main control unit 41 transmits an external signal at the start.

[0252] Furthermore, in Figure 34(f), the sub-control unit 91 may not switch from the game recovery screen to the performance screen corresponding to the normal advantageous period, but rather switch from the game recovery screen to the demo screen if a return operation is performed during recovery.

[0253] Thus, in the slot machine 1 of this embodiment, even if a return operation is performed during recovery, the demo screen is not displayed, making it easy to communicate to the outside that recovery is in progress. Furthermore, even during recovery, when a return operation is performed in the slot machine 1, a return sound corresponding to the return operation is output, making it easy to communicate to the outside that a return operation is being performed. Moreover, even when the directional keys 70 are operated while the recovery screen is displayed in the slot machine 1, the volume setting display 340 is not displayed, preventing the user from mistakenly believing that volume settings can be adjusted during recovery.

[0254] [Regarding errors occurring during recovery] The following describes the screen transitions when an error occurs during recovery, using Figure 35. Figure 35 is a diagram of the screen transitions when an error occurs during recovery. The main control unit 41 detects various errors, such as a coin jam error at the payout port, an error indicating that the hopper tank is full, and an error indicating an abnormality in reel rotation. When the main control unit 41 detects an error, it displays the error code corresponding to each type of error, along with the error occurrence screen, on the liquid crystal display 51.

[0255] Figure 35(a) shows the display screen corresponding to the AT state. As shown in Figures 35(a) to (c), the power supply to slot machine 1 is stopped, and after transitioning to the screen shown in Figure 35(b), the power supply is resumed. As shown in Figures 35(c) and (d), the sub-control unit 91 switches from the recovery preparation screen to the game recovery screen based on the receipt of the recovery command.

[0256] As shown in Figure 35(e), an error occurs in slot machine 1, and the main control unit 41 detects the error. Based on the detection of the error, the main control unit 41 displays an error screen on the liquid crystal display 51 and outputs an error sound to the speaker 53. The background color of the error screen shown in Figure 35(e) is different from the background color of the recovery screen. For example, the background color of the error screen may be a low-brightness black, while the background color of the recovery screen may be a high-brightness black. Alternatively, the background of the error screen may display warning text such as "CAUTION" or "ERROR". Based on the fact that the error has been resolved, the main control unit 41 sends a command to the sub-control unit 91 to display the game recovery screen, as shown in Figure 35(f).

[0257] Thus, in slot machine 1, even during recovery, an error screen with a different color scheme than the recovery screen is displayed, making it easy to communicate to the outside that an error has occurred.

[0258] [Conditions for ending the display of the recovery screen] As explained in Figures 29 to 31, the sub-control unit 91 terminates the display of the recovery screen based on the operation of the start switch 7. However, the termination condition for the recovery screen is not limited to the operation of the start switch 7. Below, Figures 36 to 38 will explain an example in which the termination condition for the recovery screen is based on the elapsed time of a predetermined period.

[0259] Figure 36 shows an example of screen transitions when the display termination condition for the recovery screen is based on the elapsed of a predetermined period. The screens shown in Figures 36(a) and (b) are the same as those shown in Figures 34(a) and (b), so no further explanation will be given. In Figure 36(c), based on the resumption of power supply, the sub-control unit 91 displays the recovery preparation screen. Subsequently, the sub-control unit 91 continues to display the recovery screen until a predetermined period has elapsed from the time the power supply is resuming, and when it determines that the predetermined period has elapsed, it displays the performance screen corresponding to the normal advantageous section shown in Figure 36(f).

[0260] In the example of slot machine 1 shown in Figures 29 to 35, the display of the recovery screen ends based on the operation of the start switch 7, and the performance screen is displayed from the game following the game that was running before the power was supplied. In contrast, in the example of slot machine 1 shown in Figure 36, the display of the recovery screen ends based on the elapsed of a predetermined period, and the screen corresponding to the game that was running before the power was supplied is displayed. That is, the game shown in Figure 31(a) and the game shown in Figure 31(f) are the same game.

[0261] In the example slot machine 1 shown in Figure 36, the recovery command includes information such as the game state before the power supply was cut off and whether or not navigation notifications were displayed, as well as the content of the visual effects during the game before the power supply was cut off. This allows the sub-control unit 91 to display a visual effect screen corresponding to the game that was running before the power supply was cut off. The predetermined period is at least enough time for the sub-control unit 91 to read the content of the visual effects during the game before the power supply was cut off, for example, 20 to 30 seconds. The sub-control unit 91 may also determine that the predetermined period has ended when it has finished reading the content of the visual effects during the game before the power supply was cut off.

[0262] Figure 37 shows an example of screen transitions when the settlement switch 10 is operated, when the display termination conditions for the recovery screen shown in Figure 36 are applied. The screens shown in Figures 37(a) to (c) are the same as those shown in Figures 36(a) to (c), so no further explanation will be given. In Figure 37(d), unlike Figure 36(d), the settlement switch 10 has been operated. In Figure 37, the sub-control unit 91 outputs a return sound to the speaker 53 based on the operation of the settlement switch 10. Also, as in Figure 34(d), the sub-control unit 91 does not display the demo screen because it is in the recovery phase. On the other hand, in Figure 37, as shown in Figure 37(f), the sub-control unit 91 switches to the demo screen when it terminates the display of the recovery screen based on the elapsed period. At this time, the sub-control unit 91 does not output any music from the speaker 53.

[0263] In this way, when applying the conditions for ending the display of the recovery screen based on the elapsed period, the sub-control unit 91 remembers that the settlement switch 10 was operated during the recovery and displays the demo screen when the recovery screen ends. In other words, the sub-control unit 91 internally switches to the demo screen when the settlement switch 10 is operated in Figure 37(d).

[0264] Figure 38 shows an example of screen transitions when returning from AT state, when the display termination conditions for the recovery screen shown in Figure 36 are applied. As shown in Figures 38(a) to (c), the power supply to the slot machine 1 was stopped during the AT state and then restarted. As shown in Figure 38(d), the settlement switch 10 is operated in the same way as in Figure 37(d). The sub-control unit 91 also outputs a return sound based on the operation of the settlement switch 10, in the same way as in Figure 37(d).

[0265] On the other hand, in Figure 38, which shows an example where the power supply is stopped during AT mode, as shown in Figure 38(f), when the sub-control unit 91 finishes displaying the recovery screen, it displays a performance screen corresponding to the AT mode instead of a demo screen. In other words, unlike Figure 37, the sub-control unit 91 does not internally switch to the demo screen even when the settlement switch 10 is operated. As explained in Figure 33, since AT mode is advantageous for the player, gameplay may continue even if the power supply is stopped once. Therefore, even after the settlement switch 10 is operated, the sub-control unit 91 does not switch to the demo screen, but instead starts displaying a performance screen corresponding to the AT mode and outputting music during AT mode.

[0266] [Startup method of slot machine 1] Figure 39 is a conceptual diagram showing the sequence of operations for the startup of slot machine 1. Figure 39 shows the sequence of operations and modes of the configuration of slot machine 1 after power has been supplied to it.

[0267] After power is supplied, slot machine 1 turns on the liquid crystal backlight of the liquid crystal display 51 in order to display an image on the liquid crystal display 51. Next, slot machine 1 makes the transparent area 3 of the liquid crystal display 51 transparent. Next, slot machine 1 outputs the display data stored in RAM 41c. Next, slot machine 1 displays the area of ​​the liquid crystal display 51 other than the transparent area 3 with a black background color.

[0268] Next, the slot machine 1 lights up the lower panel 55. Then, the slot machine 1 displays a recovery preparation screen in the area of ​​the liquid crystal display 51 other than the transparent area 3. Next, the slot machine 1 lights up each LED in the game display unit 13. Then, after the reels start to rotate, the slot machine 1 lights up the stop switch lamps inside the stop switches 8L, 8C, and 8R. In the slot machine 1 of this embodiment, the configuration of the slot machine 1 changes in the order shown in Figure 39. Also, the slot machine 1 starts up in the order shown in Figure 39 regardless of the game state held by the RAM 41c.

[0269] The following will explain the startup mechanism of slot machine 1 in more detail using Figures 40-42. Figure 40 is the first diagram illustrating the startup mechanism of slot machine 1. Figure 40(a) shows the state of slot machine 1 when power is not supplied. Therefore, in the state shown in Figure 40(a), all the lamps on slot machine 1 are turned off.

[0270] Figure 40(b) shows the state of slot machine 1 immediately after power is supplied. Based on the start of power supply to slot machine 1, the main control unit 41 turns on the liquid crystal backlight. This applies voltage to the liquid crystal layer of the liquid crystal display 51 and adjusts the orientation of the liquid crystal molecules so that the liquid crystal backlight projects onto the liquid crystal display, making it possible to display any image on the liquid crystal display 51.

[0271] Next, as shown in Figure 40(b), the main control unit 41 applies a voltage to the liquid crystal display so that the liquid crystal display can pass through the orientation of the liquid crystal molecules corresponding to the transparent region 3 of the liquid crystal display 51. As a result, the transparent region 3 becomes transparent, and the reels 2L, 2C, and 2R become visible to the player through the transparent region 3. Subsequently, the main control unit 41 displays an image in the image display area 72 using the display data stored in the image display data area of ​​the RAM 41c. At this time, regardless of the content of the data stored in the image display data area of ​​the RAM 41c, the data stored in the image display data area when the power supply is started is used. Figure 40(b) shows the data stored in the said data area.

[0272] In Figure 40(b), the main control unit 41 temporarily displays the data stored in the display data on the liquid crystal display 51, regardless of its content. In this way, immediately after power supply is started, the main control unit 41 can determine whether or not there are any errors in the display processing of the liquid crystal display 51 by displaying the data stored in the display data. Furthermore, in the slot machine 1, the display data can be displayed as soon as power supply is started. The period for which the data stored in the display data is displayed at the start of power supply is, for example, 0.1 seconds.

[0273] In Figure 40(c), the main control unit 41 rewrites the display data in RAM 41c to a black image. As a result, as shown in Figure 40(c), the image display area 72 is switched from the image corresponding to the data stored in the display data at the start of power supply to an image showing black. Subsequently, as shown in Figure 40(c), the main control unit 41 lights up the lower panel 55.

[0274] Figure 41 is the second diagram illustrating the startup mode of the slot machine 1. As shown in Figure 41(d), the sub-control unit 91 displays a recovery preparation screen in the image display area 72. Subsequently, as shown in Figure 41(e), the main control unit 41 lights up the game display unit 13 based on the backup data stored in the RAM 41c. That is, the main control unit 41 lights up the game display unit 13 in the same manner as it was lit in the game before the power supply was cut off.

[0275] In the example shown in Figure 41(e), the credit indicator 11 displays "50" as the number of medals, and the game assistance indicator 12 displays "00". In addition, the 1BET LED 14, 2BET LED 15, 3BET LED 16, status LED 19, and start enabled LED 18 are all lit. Since the start enabled LED 18 is lit, the start switch 7 shown in Figure 41(e) is in an operational state.

[0276] Figure 41(f) shows the state immediately after the start switch 7 is operated and reels 2L, 2C, and 2R begin to rotate. Based on the rotation of reels 2L, 2C, and 2R, the 1BETLED14, 2BETLED15, 3BETLED16, and the start-enabled LED18 are turned off.

[0277] Figure 42 is the third diagram illustrating the startup mode of slot machine 1. As shown in Figure 42(g), the stop switch lamps inside the stop switches 8L, 8C, and 8R are lit. The main control unit 41 lights up the stop switch lamps after the reels 2L, 2C, and 2R have rotated. This allows the player to recognize that the stop switches 8L, 8C, and 8R are operable.

[0278] As described above, in the slot machine 1 of this embodiment, the slot machine 1 is started in the order shown in Figures 39 to 42. In the slot machine 1, the reels 2L, 2C, and 2R become visible through the transparent area 3 before the recovery preparation screen shown in Figure 41(d) is displayed. This makes it possible to display the status of reels 2L, 2C, and 2R before the recovery preparation screen is displayed when power is restored to the slot machine 1.

[0279] Furthermore, in slot machine 1, the reels 2L, 2C, and 2R become visible through the transparent area 3 before the start-enabled LED 18 shown in Figure 41(e) lights up. This allows the state of reels 2L, 2C, and 2R to be recognized externally before the start switch 7 for gameplay becomes available when power is restored to slot machine 1.

[0280] Furthermore, in slot machine 1, the reels 2L, 2C, and 2R become visible through the transparent area 3 before the status LED 19 shown in Figure 41(e) lights up. This allows the state of reels 2L, 2C, and 2R to be recognized externally before indicating the game state when power is restored to slot machine 1.

[0281] Furthermore, in slot machine 1, as shown in Figure 41(f), the reels 2L, 2C, and 2R are visible through the transparent region 3 before they begin to rotate. This allows the state of reels 2L, 2C, and 2R before they begin to rotate to be recognized externally when power is restored to slot machine 1.

[0282] Furthermore, in slot machine 1, regardless of which game state RAM 41c is holding, the startup sequence shown in Figure 39 is executed. This allows the state of reels 2L, 2C, and 2R to be recognized externally before the recovery screen is displayed, regardless of which game state RAM 41c is holding when power is supplied to slot machine 1.

[0283] Furthermore, in slot machine 1, as shown in Figures 40(c) to 42(g), when power is restored, the background color of the image display area is displayed as black. This makes reels 2L, 2C, and 2R stand out in slot machine 1, allowing for easy recognition of reels 2L, 2C, and 2R.

[0284] Furthermore, in slot machine 1, when power supply is restored, the lower panel 55 lights up before the recovery screen is displayed. This allows external parties to easily recognize that power supply has been restored in slot machine 1.

[0285] [Reel motor configuration] Next, the configuration of the reel motor and the control method for exciting the reel motor will be explained based on Figures 43 and 44.

[0286] Figure 43 shows the configuration of the reel motors 32L, 32C, and 32R. Figure 44 is a timing chart showing the control method of the reel motors. The reel motors 32L, 32C, and 32R are, for example, hybrid stepping motors and consist of a stator 32b and a rotor 32a facing it. The rotor 32a has a number of gear-shaped salient poles (not shown), and permanent magnets magnetized in the same direction as the rotation axis are incorporated into it. These reel motors 32L, 32C, and 32R receive pulse signals output from the motor drive circuit based on the control of the main CPU 41a, and each excitation phase φ1 to φ4 of the stator 32b is excited according to a predetermined procedure, so that the rotor 32a rotates by a predetermined angle (1 step) each time a pulse is received.

[0287] Figure 43(a) is a timing chart showing the control method for starting the reel motors 32L, 32C, and 32R. In Figure 43, φ1 to φ4 represent the respective excitation phases, "ON" indicates the excitation state, and "OFF" indicates the demagnetization state. When starting the reel motors 32L, 32C, and 32R, the main CPU 41a starts excitation in the rotational direction using the 1-2 phase excitation method described later, starting from a state where only the stop phase is excited. Specifically, for example, if the stop phase is (φ3), starting from a state where only (φ3) is excited, φ1 to φ4 are excited alternately in the order of (φ3, φ4), (φ4), (φ4, φ1)... in the sequence of 2 phases, 1 phase, and 2 phases.

[0288] If excitation is started with a phase different from the stop phase as the starting point, the permanent magnets of the rotor 32a will be rapidly attracted to the excitation phase, causing the reel to vibrate at the start of rotation. However, in this embodiment, excitation is started with the stop phase as the starting point, so the reel, which is integrally coupled with the rotor 32a, starts smoothly.

[0289] Figure 44(b) is a timing chart showing the control methods for the reel motors 32L, 32C, and 32R during rotation and when stopped.

[0290] First, while the reels are rotating, that is, until the conditions for stopping the reels are met, the reel motor is driven using a 1-2 phase excitation method to rotate each reel 2L, 2C, and 2R. For example, pulse signals indicating that φ1 to φ4 should be excited are turned ON / OFF at the timings shown in Figure 44(b), and φ1 to φ4 are excited alternately in one step at a time in the order of (φ4, φ1), (φ1), (φ1, φ2), (φ2, φ3), (φ3), (φ3, φ4), (φ4, φ1)... along the rotation direction of the rotor 32a, in the order of 2 phases, 1 phase, 2 phases, 1 phase, 2 phases, thereby rotating the reels 2L, 2C, and 2R.

[0291] Next, when the conditions for stopping the rotating reel are met, that is, when the rotor 32a loses step by the amount of overshoot described later, and reaches an angular position (target stop angular position) where the symbol selected by the stop operation (target symbol) can be derived and displayed, the system transitions from the state where the two phases are energized to the reel stop control. For example, if the conditions for stopping the reel are met during the period shown in Figure 44(b) as the stop condition fulfillment step, the system waits until the point Ta in time when the system transitions to the state where the two phases are energized, and then transitions to the stop control.

[0292] The reel stop control is performed in two stages, as shown in T1 and T2 in Figure 44(b). The control performed in T1 is called two-phase excitation stop control, and the control performed in T2 is called three-phase excitation stop control.

[0293] Two-phase excitation stop control is a control that, when a reel motor is driven using a one-to-two-phase excitation system, starts from the point Ta when transitioning from a state where one phase is excited to a state where two phases are excited, and holds that two-phase excited state for a predetermined hold time T1. For example, as shown in Figure 44(b), from the point when transitioning from a state where (φ1) is excited to a state where (φ1, φ2) is excited, the state where (φ1, φ2) is excited is held for a hold time T1. As a result, the rotors 32a of each reel motor, which were rotating at high speed, are suddenly braked.

[0294] The hold time T1 is determined according to the amount of overshoot that would cause step loss, and varies depending on the magnitude of the reel motor's holding torque, the rotor 32a's inertia, the spring constant, etc. In this embodiment, the overshoot is assumed to be equivalent to 4 steps of the stepping motor, and the hold time T1 is set as the time required for the reel motor to drive for 3 steps. The target stop angle position of the rotor 32a is then set to 3 steps ahead from the stage when the 2-phase excitation stop control is started, in line with the hold time T1.

[0295] Therefore, at time Tb, after the hold time T1 has elapsed, the rotor 32a is in a position just before the target stop angle position, and its rotational speed is braked. At this point, the excitation pattern is switched at Tb to start three-phase excitation stop control. Specifically, φ1 is demagnetized, and the stop phase φ3 corresponding to the target stop angle position, and the two brake phases φ2 and φ4 located opposite each other on either side of the stop phase, are excited for a predetermined time T2. As a result, the rotor 32a stops at the holding torque stability point of the stop phase φ3, i.e., the target stop angle position, while receiving brakes from the brake phases φ2 and φ4. Consequently, the reel, which is integrally coupled with the rotor 32a, stops accurately and without vibration at the target stop position where the target pattern can be derived and displayed.

[0296] After the 3-phase excitation stop control is performed for T2 (Tc), the brake phases φ2 and φ4 are demagnetized, and the motor voltage is changed from H to L while maintaining the excitation state of the stop phase φ3. Maintaining the excitation state of the stop phase φ3 even after the rotor 32a has stopped prevents the rotor 32a from deviating from the holding torque stable point of the stop phase φ3 due to the phase difference between the holding torque and the detent torque, or the effects of friction. This prevents the reel from moving slightly after it has stopped, and prevents the angular position of the rotor 32a when the reel motor is started next from deviating from its angular position at the time of stopping.

[0297] The excitation state of the stop phase φ3, which is maintained even after the rotor 32a stops, is released when a predetermined time (30 seconds in this embodiment, the same timing as transitioning to the standby state (demo performance)) has elapsed without the operation to start the next game being performed (Td). In other words, if a predetermined time has elapsed after the rotor 32a stops without the operation to start the next game being performed, φ1 to φ4 will all be demagnetized. For this reason, for example, the components of the stepping motor are not burdened by heat generated by the excitation phase being continuously excited for a long time, thus preventing deterioration of these components. In addition, in this embodiment, the excitation state is released at the timing when the state of not performing the operation to start the next game continues for a predetermined time and transitions to the standby state (demo performance). As a result, while a player is playing, the symbols on the reels are less likely to shift, while in states where there is little possibility of a player playing, the load on the components of the stepping motor can be reduced.

[0298] As mentioned above, in order to start the reel rotating smoothly, it is necessary to determine the precise stopping position of the rotor 32a when the reel motor starts rotating. In this embodiment, by using a combination of two-phase excitation stop control and three-phase excitation stop control to control the stopping of the reel motor, the rotation of the rotor 32a is rapidly braked by the two-phase excitation stop control and guided to the target stopping angle position. Then, by the three-phase excitation stop control, the rotor 32a stops at the target stopping angle position by excitation of the stop phase, while braking is obtained by excitation of the two brake phases located at opposite positions on either side of the stopping phase of the target stopping angle position. As a result, the rotor 32a can be stopped at the target stopping angle position without vibrating while rotating. Furthermore, since the rotor 32a stops at the target stopping angle position, the precise stopping position of the rotor 32a is determined, allowing the reel to rotate smoothly when rotation starts.

[0299] In this embodiment, the slot machine 1 changes the payout rate of medals according to the set value. More specifically, the payout rate of medals changes by using a winning probability corresponding to the set value in the internal lottery, which will be described later.

[0300] To change the setting value, the setting key switch 37 must be turned ON before turning on the power to the slot machine 1. When the setting key switch 37 is turned ON and the power is turned ON, the setting value display 24 will show 1 as the initial setting value, and the machine will enter a setting change mode in which the setting value can be changed by operating the reset / setting switch 38. In the setting change mode, when the reset / setting switch 38 is operated, the setting value displayed on the setting value display 24 will be updated by 1 (if it is operated further from setting 6, it will return to setting value L). Then, when the start switch 7 is operated, the setting value is confirmed, and the confirmed setting value is stored in the RAM 41c of the main control unit 41. Then, when the setting key switch 37 is turned OFF, the machine will enter a state in which the game can proceed.

[0301] Next, the initialization of the RAM 41c of the main control unit 41 will be described. The storage area of ​​the RAM 41c of the main control unit 41 is divided into important work, general work (BB work, AT work), special work, set value work, stop phase work, non-save work, unused area, and stack area.

[0302] The critical workpiece stores data for various displays and LEDs, input / output data for I / O port 41d, and a game time counter. The general workpiece stores the stop control table, stop symbols, the number of medals dispensed, winning flags (small wins, replays, single bonus (1)~(3)) and winning flags that are initialized at the end of each game. The general workpiece includes workpieces for BB and AT. The BB workpiece includes data that can be initialized at the end of BB, such as the total number of medals dispensed during BB. In other words, the BB workpiece stores data related to bonuses. The AT workpiece includes data such as the number of games played during AT and the number of lives. In other words, the AT workpiece stores data related to the AT state. The special workpiece stores data for sending commands to the performance control board 90, various software random numbers, data that is initialized only before the start of the setting, winning flags (big bonus (1)~(3)) that are not cleared at the end of each game but are initialized when a win is achieved, and game state flags for identifying the game state of the next game. The setting value worksheet stores the setting value used when performing a lottery in the internal lottery process. Initially, 0 is stored in it before the setting starts (before transitioning to the setting change mode), then it is corrected to 1, and the newly set setting value is stored when the setting is finished (when exiting the setting change mode). The stop phase worksheet stores data indicating the stop phase of the reel motors 32L, 32C, and 32R. When the reel motors 32L, 32C, and 32R are in a stopped state, data indicating that stop phase is stored in this worksheet. The non-save worksheet holds the state of various switches, and a value is always set in it at startup regardless of whether the data in RAM 41c is corrupted or not. The unused area is the unused area of ​​the storage area of ​​RAM 41c, and it is initialized if any one of the initialization conditions described later is met. The stack area is where data saved from the main CPU 41a's registers is stored. Unused stack areas will be initialized if any one of the following initialization conditions is met, just like unused areas. However, stack areas in use will not be initialized in order to allow the program to continue.

[0303] In this embodiment, the main CPU 41a performs six different initializations depending on the initialization condition, when the following six initialization conditions are met: when the system starts up with both the setting key switch 37 and the reset / setting switch 38 ON; when the system starts up with only the setting key switch 37 ON; at the end of a Big Bonus (BB); when the system starts up with both the setting key switch 37 and the reset / setting switch 38 OFF and the data in RAM 41c is not corrupted; at the end of a game; and when a RAM abnormality error occurs.

[0304] Initialization 0 is performed when both the setting key switch 37 and the reset / setting switch 38 are ON at startup, and the initialization is performed at the end of the setting change mode. In Initialization 0, all areas of the RAM 41c storage area (including unused areas and unused stack areas) are initialized, excluding the setting value work, stop phase work, and in-use stack area included in the general work. That is, in Initialization 0, both AT work and BB work are initialized. Initialization 1 is performed when only the setting key switch 37 is ON at startup, and the initialization is performed at the end of the setting change mode. In Initialization 1, all areas of the RAM 41c storage area (including unused areas and unused stack areas) are initialized, excluding the BB work, setting value work, in-use stack area, and stop phase work included in the general work. That is, in Initialization 1, BB work is not initialized, but AT work is initialized. In this way, the slot machine 1 can suitably select which area of ​​the AT work and BB work included in RAM 41c to initialize based on the operation status of the setting key switch 37 and the reset / setting switch 38. Initialization 2 is performed at the end of BB, and in Initialization 2, the general work area, unused area, and unused stack area of ​​the RAM 41c storage area are initialized. Initialization 3 is performed when both the setting key switch 37 and the reset / setting switch 38 are OFF at startup and the data in RAM 41c is not corrupted, and in Initialization 3, the non-saved work area, unused area, and unused stack area are initialized. Initialization 4 is performed at the end of one game, and in Initialization 4, the unused area and unused stack area of ​​the RAM 41c storage area are initialized. Initialization 5 is performed when a RAM abnormality error occurs, and in Initialization 5, all areas of the RAM 41c storage area except the stack area in use (including the unused area and unused stack area) are initialized.

[0305] In this embodiment, initialization 0 and initialization 1 are performed at the end of the configuration change mode, but they may also be performed before transitioning to the configuration change mode.

[0306] As mentioned above, in order to start the reels rotating smoothly, it is necessary to determine the precise stopping position of the rotor 32a when the reel motor starts rotating. However, if the data in RAM 41c, which contains data indicating the stopping phase of the reel motor, is initialized when the settings are changed, as in the past, it becomes impossible to determine the precise stopping position of the rotor 32a after the settings are changed. When the reel motor is first rotated, the permanent magnets of the rotor 32a are suddenly attracted to the excitation phase, causing the reels to vibrate when the rotation starts. This results in an unsightly rotation pattern of the reels and also makes it possible for players to notice that the settings have been changed.

[0307] In contrast, in this embodiment, data indicating the stop phase when the reel motors 32L, 32C, and 32R stop (0, 1, 2, and 3 respectively indicate φ1, φ2, φ3, and φ4) is set in the stop phase work assigned to RAM 41c, thereby enabling the precise stopping position of the rotor 32a to be determined. Furthermore, in initialization 1 and initialization 0 at startup, the stop phase work is not initialized, and the data indicating the stop phase of the reel motors 32L, 32C, and 32R stored in the stop phase work is maintained even in the game state after the settings have been changed. As a result, even when the reel motors 32L, 32C, and 32R are rotated for the first time after the settings have been changed, it is possible to determine the precise stopping position of these rotors 32a, and the reels can be started to rotate smoothly even in such situations. This prevents the reels from vibrating when they are first rotated after the settings have been changed, and prevents the player from noticing that the settings have been changed.

[0308] [Regarding the setting value L] Figure 45 is a diagram illustrating the setting value L. As explained above, in the slot machine 1 of this embodiment, it is possible to set six values ​​as setting values: 1, 2, 4, 5, 6, and L. 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, it is possible to set setting value L instead of setting value 3. The setting value that replaces setting value L is not limited to setting value 3, but can be any of setting values ​​1, 2, 4, 5, or 6. Figure 45 shows the expected payout over the entire period, the expected payout in the advantageous state, the base, and the AT winning probability for each of the six setting values.

[0309] The expected payout over the entire period refers to the expected number of balls (medals) that will be paid out when a predetermined number of games (for example, 175,000 games) are played, regardless of the period in which the game is played. More specifically, it is the expected number of medals that will be paid out when a predetermined number of games are played in the non-internal, internal, and BB states shown in Figure 4. The expected payout in the advantageous state refers to the expected number of medals that will be paid out when playing slot machine 1 during the period from when the AT state starts until when the AT state ends. Note that the expected payout in the advantageous state may be the expected number of medals that will be paid out not only during the period from when the AT starts until when the AT ends, but also during the BB period, or during the period including both AT and BB. Base refers to the average number of games that can be played when a predetermined number of medals are inserted during the normal advantageous section. AT winning probability 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 making the probability of being awarded a high number of points different according to the set value.

[0310] As shown in Figure 45, in the slot machine 1 of this embodiment, when setting value 1 is set, the expected payout over the entire period is A1, the expected payout in the advantageous state is B1, the base is C1, and the AT winning probability is D1. When setting value 2 is set, the expected payout over the entire period is A2, the expected payout in the advantageous state is B2, the base is C2, and the AT winning probability is D2. When setting value 4 is set, the expected payout over the entire period is A4, the expected payout in the advantageous state is B4, the base is C4, and the AT winning probability is D4. When setting value 5 is set, the expected payout over the entire period is A5, the expected payout in the advantageous state is B5, the base is C5, and the AT winning probability is D5. When setting value 6 is set, the expected payout over the entire period is A6, the expected payout in the advantageous state is B6, the base is C6, and the AT winning probability is D6. When the setting value L is selected, the expected payout over the entire period is AL, the expected payout in the advantageous state is BL, the base is CL, and the AT winning probability is DL.

[0311] The expected number of pachinko balls in all periods of each setting 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 setting value L is the setting value with the smallest expected number of pachinko balls that can be given in all games including games in the advantageous state among the setting values 1, 2, 4, 5, 6, L. Also, the expected number of pachinko balls in the advantageous state of each setting 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 setting value L is the setting value with the smallest expected number of pachinko balls that can be given in the advantageous state among the setting values 1, 2, 4, 5, 6, L. Further, in the pachinko 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 balls (net increase of 6 balls) and the expected value B2 is 910 balls (net increase of 6.1 balls), the expected value BL may be 310 balls (net increase of 0.1 ball). That is, while the difference between B1 and B2 is 10 balls, the difference between BL and B1 is 590 balls. 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 setting value L is the setting 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 setting values.

[0312] 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, the AT winning probability of each setting value is such that 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 it 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.

[0313] Figure 46 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of AT when the setting value L is set. First, the variation in the number of winning balls during the period from the start to the end of AT will be explained below. In Figure 46, 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 46 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 peak 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 peak of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value BL.

[0314] The width SD1N of the normal distribution for setting value 1 represents the variability (standard deviation) of the number of medals dispensed, and the width SD1L of the normal distribution for setting value L also represents the variability (standard deviation) of the number of medals dispensed. In other words, the wider the widths SD1N and SD1L, the greater the variability in the number of medals dispensed from the start to the end of the AT state for each setting value. As shown in Figure 46, the width SD1L is narrower than the width SD1N.

[0315] In other words, the variation in the number of medals paid out when the setting value L is set during the period from the start 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 to the end of the AT. To put it another way, the probability that the number of medals paid out from the start 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 to the end of the AT when the setting value 1 is set will be close to the expected value B1.

[0316] Figure 47 is a diagram illustrating the variation in the number of balls dispensed over the entire period when a setting value L is set. Figure 47 shows a normal distribution that illustrates the variation in the number of balls (medals) dispensed during a predetermined number of games (for example, 17,500 games) when setting values ​​1 and L are set. In other words, it shows the probability distribution of the number of medals dispensed during a predetermined number of games when setting values ​​1 and L are set. Referring to Figure 45, since the expected value of balls dispensed during a predetermined number of games for setting value 1 is A1, the peak of the normal distribution for setting value 1 represents the number of balls dispensed with the expected value A1. The width SD2N of the normal distribution for setting value 1 represents the variation (standard deviation) in the number of medals dispensed when setting value 1 is set. Since the expected value of balls dispensed during a predetermined number of games for setting value L is AL, the peak of the normal distribution for setting value L represents the number of balls dispensed with the expected value AL. The width SD2L of the normal distribution for setting value L represents the variation (standard deviation) in the number of medals dispensed when setting value L is set. The width SD2L is narrower than the width SD2N.

[0317] In other words, referring to Figure 47, 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. To put it another way, the probability that the number of medals paid out during a predetermined number of games when the setting value L is set will be 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 will be close to the expected value A1. In short, with setting value L, the variation in the number of medals paid out during a predetermined number of games is small. This is achieved by the design of the expected payout value in the advantageous state and the AT winning probability, as explained in Figure 45. That is, BL, which is the expected payout value in the advantageous state for setting value L, is extremely small compared to other setting values. Therefore, with setting value L, the number of medals paid out is small even when transitioning to the AT state. On the other hand, in terms of the AT winning probability, setting value L is not designed to be the lowest among setting values ​​1, 2, 4, 5, 6, and L, and transitioning to the AT state has a relatively high probability.

[0318] At setting 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. 47, in the entire period 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 setting values. In Fig. 47, only setting value 1 and setting value L are compared, but setting value L is designed to be the setting value with the smallest variation in the number of medals paid out during the predetermined number of games among setting values 1, 2, 4, 5, 6, and L. Thereby, when the type test is executed with setting 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 setting value L does not 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.

[0319] As described above, by adjusting the expected value of the balls paid out and the AT winning probability in the advantageous state, setting value L is designed to be the setting 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 number per game in the advantageous state. That is, at setting value L, the payout number per game in the advantageous state is fixed, and at the normal setting value, the payout number per game in the advantageous state is variable.

[0320] More specifically, when a setting value L is set, the system is designed so that when one game is played in a favorable state, 7 coins are paid out with 100% probability. On the other hand, when a normal setting value is set, when one game is played in a favorable state, the system is designed so that there is a 50% probability of 0 coins being paid out and a 50% probability of 15 coins being paid out. This creates a difference in the variation of the number of coins paid out per game in a favorable state between setting value L and the normal setting value, so that setting value L can be set to a value where the variation in the number of coins paid out for all games, including games played in a favorable state, is smaller than that of any normal setting value. Note that the number of coins paid out per game in a favorable state when setting value L is set is not fixed; it just needs to be smaller than the variation in the number of coins paid out per game in a favorable state when the normal setting value is set. For example, with setting L, the machine is designed to dispense 7 coins with a 50% probability and 8 coins with a 50% probability, while with the normal setting, it is designed to dispense 0 coins with a 50% probability and 15 coins with a 50% probability.

[0321] Additionally, the length of the period during which the game is controlled to an advantageous state may be adjusted. The period during which the game is controlled to an advantageous state is, for example, the number of games from the start to the end of the AT (Attack Time) state. Setting value L fixes the period during which the game is controlled to an advantageous state, while the normal setting makes the period during which the game is controlled to an advantageous state variable.

[0322] More specifically, when the setting value L is set, the number of games from the start to the end of the AT state is fixed at 200 games. On the other hand, when the normal setting value is set, the period from the start to the end of the AT state is designed to be variable, for example, 100 games or 1000 games, based on an internal lottery. This makes it possible to create a difference in the length of the period controlled to the advantageous state between the setting value L and the normal setting value, and the setting value L can be set to a value in which the variation in the number of payouts for all games, including games played in the advantageous state, is smaller than that of either normal setting value. Note that the period controlled to the advantageous state when the setting value L is set is not fixed; it is sufficient that the variation in the length of the period controlled to the advantageous state is smaller than the variation in the length of the period played in the advantageous state when the normal setting value is set.

[0323] Thus, by adjusting various conditions, the setting value L can be set to the value among settings 1, 2, 4, 5, 6, and L that minimizes the variation in payouts for all games, including games played in the advantageous state. These conditions can be used in combination. For example, by adjusting both the payout per game in the advantageous state and the duration of play in the advantageous state, the variation in payouts for setting value L can be made the smallest among settings 1, 2, 4, 5, 6, and L. Furthermore, the expected value of balls to be dispensed in the advantageous state, the AT winning probability, the payout per game in the advantageous state, and the duration of play in the advantageous state can be adjusted to design the system so that the variation in payouts for setting value L is the smallest among settings 1, 2, 4, 5, 6, and L.

[0324] Below, we will explain an example of special suggestion control that indicates that a setting value L is set, using Figures 48 and 49. Figure 48 is a diagram showing an example of special suggestion control that indicates that a setting value L is set in a non-game state. Figure 49 is a diagram showing slot machine 1 in a non-game state where a normal setting value other than the setting value L is set.

[0325] Figures 48 and 49 illustrate slot machine 1 in a non-play state. Non-play state means that no bets have been placed and the reels are stopped, meaning no game is being played. If no game is played for a certain period of time after entering the non-play state, a demo screen is displayed on the liquid crystal display 51 of slot machine 1.

[0326] As shown in Figure 48, when the setting value L is set, the text overlay 120 is displayed superimposed on the demo screen. Also, when the setting value L is set, the lower panel 55 blinks. Note that the lower panel 55 may remain lit instead of blinking. On the other hand, as shown in Figure 49, when a setting value other than the setting value L is set, the text overlay 120 is not displayed on the liquid crystal display 51. Also, the lower panel 55 does not light up or blink. Thus, in the slot machine 1 of this embodiment, when the setting value L is set but no game is being played, the text overlay 120 is displayed and the lower panel 55 blinks to perform special suggestion control. Special suggestion control is a control that suggests to the player that the setting value L is set.

[0327] In the example shown in Figure 48, the special suggestion control is indicated by the display of the ticker 120 and the flashing of the lower panel 55. The special suggestion control may be provided in other ways, as long as it provides a suggestion that distinguishes 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 recognize that the setting value L is set when the player is not playing, thus preventing the player from playing with the setting value L set. Furthermore, by using the lower panel 55, which has the largest area used for notification, the special suggestion control can be effectively communicated to administrators and players that the setting value L is set.

[0328] Thus, in the slot machine 1 of this embodiment, any of the setting values ​​1, 2, 4, 5, 6, and L can be set. Setting value L is the setting value among setting values ​​1, 2, 4, 5, 6, and L that has the smallest expected number of medals that can be awarded in all games, including games played in the advantageous state when setting value L is set, and among setting values ​​1, 2, 4, 5, 6, and L that has the smallest expected number of medals that can be awarded in the advantageous state when setting value L is set, and among setting values ​​1, 2, 4, 5, 6, and L that has the smallest variation in the game value that can be awarded in the advantageous state when setting value L is set.

[0329] As a result, by conducting type approval tests using the setting value L, the variation in the number of medals that can be awarded in a favorable state is reduced, and the game is played as designed, making it easier to pass type approval tests. On the other hand, if the setting value L is set in the market, the expected value of the number of medals that can be awarded in all games, including games in a favorable state, will decrease, or the expected value of the number of medals that can be awarded in a favorable state will decrease, which is disadvantageous to the player. However, by suggesting that the setting value L is set, the player can be appropriately made aware that the setting value L is set.

[0330] Figure 50 is a diagram illustrating the order in which the setting values ​​are stored. As described above, a reset / setting switch 38, which functions as a setting switch to change the payout rate when the setting has been changed, 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 display 11 or the game assistance display 12. For example, if the setting value is set to 1, the number "1" is displayed as a 7-segment display on the credit display 11 or the game assistance display 12, as shown in Figure 50(a), indicating that the setting value is set to 1.

[0331] In the state shown in Figure 50(a), when the reset / setting switch 38 is operated, the main control unit 41 displays "2" as a 7-segment display on the credit indicator 11 or the game assistance indicator 12, as shown in Figure 50(b). Furthermore, when the reset / setting switch 38 is operated again, the main control unit 41 displays the setting values ​​in the order of "4", "5", "6", "L", "1", "2", ... on the credit indicator 11 or the game assistance indicator 12, as shown in Figures 50(c) to (h). In this way, the main control unit 41 reads 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 game assistance indicator 12.

[0332] More specifically, the correspondence between the setting value and the data stored in ROM41b or RAM41c will be explained. If "0" is stored as the data value in ROM41b or RAM41c, it corresponds to setting value 1. If "1" is stored as the data value, it corresponds to setting value 2; if "2" is stored as the data value, it corresponds to setting value 4; if "3" is stored as the data value, it corresponds to setting value 5; if "4" is stored as the data value, it corresponds to setting value 5; if "5" is stored as the data value, it corresponds to setting value 6; and if "6" is stored as the data value, it corresponds to setting value L. In addition, the specific data associated with the setting value in ROM41b or RAM41c includes not only the data value that represents the setting value itself, but also numerical values ​​used for processing discrimination that are defined for each setting value. For example, the numerical values ​​used for processing discrimination are the winning probabilities defined for each role.

[0333] In other words, ROM41b stores multiple specific data in sequence in its memory area, each corresponding to a setting value of 1, 2, 4, 5, 6, and L. Furthermore, among the multiple specific data corresponding to each setting value of 1, 2, 4, 5, 6, and L, the specific data corresponding to setting value L is stored last in the memory area of ​​ROM41b. That is, the order is "1, 2, 4, 5, 6, L". Note that the specific data corresponding to setting value L may also be stored first in the memory area of ​​ROM41b. If it is stored first, the order will be "L, 1, 2, 4, 5, 6". This makes it easier to distinguish between setting value L and the normal setting values ​​of 1, 2, 4, 5, and 6.

[0334] Furthermore, the setting value L, which is established to comply with type approval tests, is displayed using the letter "L," which is not a number. On the other hand, the normal setting value for market use is displayed using a number. This makes it easier for the manager of slot machine 1 to distinguish between setting value L and the normal setting value other than setting value L, and to recognize that setting value L is set.

[0335] [Shutter effect] Figure 51 is a diagram illustrating a shutter effect. Figure 51 shows an example of a shutter effect performed using a 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 or sliding door, 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 may be partially or entirely changed before and after the shutter or sliding door closes. Alternatively, the image displayed on the liquid crystal display 51 may not be changed before and after the shutter or sliding door closes. Furthermore, a shutter effect may be used when the stage changes. This allows for a suitable indication that the stage is changing.

[0336] For example, in the example shown in Figure 51(a), the second interval 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 the shutter, as shown in Figure 51(b). The shutter may be a physical shutter provided separately from the liquid crystal display 51, or it may be an image displayed on the liquid crystal display 51. If the shutter is an image, the liquid crystal display 51 also gradually superimposes the shutter onto the image of the second interval stage of the first state shown in Figure 51(a). In Figure 51(c), the display area of ​​the liquid crystal display 51 is covered by the shutter, and the second interval stage of the first state cannot be seen.

[0337] In Figure 51(d), the shutter gradually begins to open, and in Figure 51(e), the shutter is fully open. As shown in Figure 51(e), after the shutter effect is performed, an image is displayed that indicates a state in which the player is battling an enemy corresponding to the second state. Next, a method of using this shutter effect to suggest to the player that the setting value L has been set will be explained.

[0338] Figure 52 shows the frequency at which the shutter effect is executed. As shown in Figure 52, the frequency at which the shutter effect is executed varies depending on the set setting value and the situation. When the normal setting value is set, the shutter effect is not executed in the first situation. The first situation refers to the normal section, the normal advantageous section, and the AT continuous performance. Also, when the normal setting value is set, the shutter effect is executed with a probability of 1 / 50 in the second situation. That is, when the normal setting value is set, the shutter effect is executed on average once every 50 games in the second situation. When setting value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous section and the AT continuous performance of the first situation. That is, the shutter effect is executed on average once every 2 games. When setting value L is set, the shutter effect is not executed in the normal section, the first state, and the second state.

[0339] Figure 53 shows an example of special suggestion control using a shutter effect. As shown in Figure 53, in this embodiment, when the set value L is set, the shutter effect is executed with a probability of 1 / 2 during the normal advantageous period. At this time, no effects related to the shutter effect are executed when the stage changes or when the shutter opens. As a result, images of the shutter opening and closing are displayed frequently, which can give the player a sense of unease.

[0340] The second situation was described as an example of the first and second states being advantageous states, but the second situation is not limited to advantageous states. For example, the first situation may be the normal state of the advantageous section, and the second situation may be the AT continuous performance. In this case, for example, if setting value L is set, the shutter performance may be executed with a probability of 1 / 2 in the first situation, the normal state of the advantageous section, and if 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.

[0341] 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 during the first and second states, which are advantageous states. On the other hand, when the setting value L is set, the shutter effect is executed at a higher frequency during the normal advantageous section 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 normally only be executed during the AT state if the setting value L is not set, is executed at a high frequency during the normal advantageous section, making the player feel uneasy. This suggests to the player that the setting value L is set.

[0342] In this way, the main control unit 41 uses a liquid crystal display 51 capable of executing game-related effects to perform special suggestion control that indicates that a setting value L has been set. With this configuration, the player can be made aware that a setting value L has been set while they are playing the game, and it is possible to prevent the player from continuing to play the game while the setting value L is set.

[0343] 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 makes the execution rate of the shutter effect different when the setting value L is set compared to when the normal setting value is set, out of the setting values ​​1, 2, 4, 5, 6, L. This allows the player to recognize that the setting value L is set based on the frequency of the shutter effect execution.

[0344] The sub-control unit 91, when a normal setting value is set, does not execute the shutter effect in the first situation, which indicates the normal section, the normal advantageous section, or the AT continuous performance, but executes the shutter effect in the second situation, which indicates the first and second states. In addition, the main control unit 41, when a setting value L is set, uses the liquid crystal display 51 to execute the shutter effect in the first situation as a special suggestion control. This allows the player to recognize that a setting value L is set by executing the shutter effect in the first situation.

[0345] Furthermore, the shutter effect is an effect in which an image of a shutter or other obstructing object such as a sliding door is displayed across 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; for example, it may be displayed only in the effect area 510 described later. This makes it easy for the player to understand that the setting value L is set by an effect in which a shutter or other obstructing object such as a sliding door is displayed across the entire display area.

[0346] The main control unit 41 can execute navigation that notifies the player of navigation information corresponding to the operation of stop switches 8L, 8C, and 8R, which is advantageous to the player, when a button sequence is won by an internal lottery. Furthermore, the shutter effect is executed when navigation is not being executed. In other words, the shutter effect is not executed when navigation is being executed. This ensures that the shutter effect does not interfere with the display of the navigation effect.

[0347] [Setting value suggestion effect] The following describes the setting value suggestion animation that indicates the set setting value. Figure 54 is a diagram illustrating an example of a setting value suggestion animation. 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 a special setting value.

[0348] The sub-control unit 91 can execute a setting value suggestion animation that indicates the setting value set in the slot machine 1 when executing an animation. The sub-control unit 91 obtains a command indicating the setting value from the main control unit when the design is changed. The sub-control unit 91 executes the setting value animation based on the obtained setting value. The setting value suggestion animation can be executed at various timings and in various forms. Figure 54 illustrates an example in which the setting value suggestion animation is executed together with the result screen displayed when the AT state ends. The result screen is a screen that notifies the number of medals paid out and the number of games played during the AT state.

[0349] The following explains the four types of result screens shown in Figure 54, with reference to Figure 55. Figure 55 is a diagram showing the execution rate of each result screen for each setting value. Figure 54(a) is the Character 1 result screen where Character Ch1 is displayed. Referring to Figure 55, the Character 1 result screen is displayed with a 90% probability when the normal setting value is set. Also, the Character 1 result screen is displayed with a 100% probability when setting value L is set. In other words, when setting value L is set, and the AT state ends and a result screen is displayed, the Character 1 result screen is always displayed.

[0350] Figure 54(b) shows the Character 2 result screen where Character Ch2 is displayed. The Character 2 result screen is a result screen that suggests an odd-numbered setting. Referring to Figure 55, 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. Thus, in slot machine 1, the display of the Character 2 result screen can suggest that either setting value 1 or 5 is set.

[0351] Figure 54(c) shows the Character 3 result screen where Character Ch3 is displayed. The Character 3 result screen is a result screen that suggests an even-numbered setting. Referring to Figure 55, 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. Thus, in slot machine 1, the display of the Character 3 result screen can suggest that one of the setting values ​​2, 4, or 6 is set.

[0352] Figure 54(d) shows the Character 4 result screen where Character Ch4 is displayed. The Character 4 result screen is a result screen that indicates that the setting value is 6. Referring to Figure 55, the Character 4 result screen is displayed with a 2% probability when the setting value is 6. The Character 4 result screen is not displayed when the setting values ​​1, 2, 4, 5, or L are set. Thus, in slot machine 1, the display of the Character 4 result screen can indicate that the setting value is 6. Setting indications that indicate the set setting value, rather than indicating that multiple setting values ​​are set, as in the Character 4 result screen, are called individual setting indications. Individual setting indications may be performed for setting value 5, for example, but it is preferable that they be indicated for settings where the payout rate exceeds 100%.

[0353] 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, or Character 4 result screen is displayed, it is easy for the player to guess which of the setting values ​​1, 2, 4, 5, 6, or L is set. However, when the Character 1 result screen is displayed, it is difficult to guess which setting value is set. This is because, as explained above, setting value L is a setting value intended for use in type approval testing, and with the normal setting value intended for market use, the Character 1 result screen is displayed with a uniform probability of 90%. Therefore, the Character 1 result screen is the result screen from which it is most difficult to recognize which setting value is set. Hereafter, the setting indication that the Character 1 result screen is displayed will be referred to as the normal setting indication.

[0354] Using Figures 54 and 55, we explained how the setting value can be suggested by changing the type of character displayed on the result screen that appears when the AT state ends. The setting value suggestion effect may be suggested not only by changing the type of character displayed, but also, for example, by changing the background color or pattern displayed on the result screen. Furthermore, the timing of the setting value suggestion effect is not limited to when the AT state ends, but can be performed in various states and timings, such as during normal advantageous section effects, during AT continuous effects, and during the ending state effects.

[0355] Thus, in the slot machine 1 of this embodiment, it is possible to perform a setting suggestion to indicate which of the setting values ​​is set. On the other hand, when setting value L is set, the setting suggestion is not performed. That is, when setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen are not displayed, and only the default character 1 result screen is displayed. In this way, when setting value L is set, only the fact that setting value L is set is indicated, and the usual setting value is not indicated, thereby preventing confusion for the player.

[0356] Furthermore, in the slot machine 1 of this embodiment, when a normal setting value is set, the result screen at the end of the AT state can display the following suggestions, which are the most difficult to recognize as indicating a normal setting, an odd setting, an even setting, and a confirmed setting value 6. When setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen are not displayed except for the normal setting suggestion, while the character 1 result screen is displayed. This prevents confusion for the player caused by setting suggestions other than the normal setting suggestion when setting value L is set.

[0357] Furthermore, in the slot machine 1 of this embodiment, if setting value 6 is set among setting values ​​1, 2, 4, 5, 6, and L, an individual setting suggestion indicating that setting value 6 is set can be executed. On the other hand, if setting value L is set, the individual setting suggestion confirming setting value 6 is not executed. This prevents confusion for the player by suggesting that one of the normal setting values ​​is set even though setting value L is set, and also prevents confusion for the player by displaying an individual setting suggestion indicating that setting value L is set on the results screen.

[0358] Figure 56 is a flowchart showing the control details of the initial setup process performed by the main control unit 41. Below, in order to explain the process of changing setting values ​​in more detail, the startup process and initial setup process performed by the main control unit 41 will be explained based on Figure 56. The startup process and initial setup process are subroutines included in the game program.

[0359] When power is supplied to the slot machine 1, the main control unit 41 starts up with timer interrupts disabled due to a reset, and performs various processes according to the program stored in ROM 41b. After starting up, it first performs the startup setting process included in the game program to initialize all output ports 0 to 9, and then initializes the internal registers of the main control unit 41 based on the built-in register initialization table pre-set in a predetermined area of ​​ROM 41b, performing the initial setup process included in the game program.

[0360] The initial setup process begins with timer interrupts disabled. During the initial setup process, the system first checks a predetermined area of ​​the input port (Sa1) to determine whether the power outage detection signal output from the power outage detection circuit is ON (Sa2). If the power outage detection signal is ON, the system waits until the power outage detection signal turns OFF. After the power supply voltage of slot machine 1 returns to normal and the power outage detection signal turns OFF, the system calculates the parity of a predetermined area of ​​RAM 41c (Sa3) and sets a predetermined initial address to the stack pointer (Sa4). The system then checks whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, the system obtains fixed data for RAM corruption diagnosis that was set in a predetermined area of ​​RAM 41c at the time of the power outage (Sa6), and diagnoses whether the contents of RAM 41c have been corrupted based on this fixed data (Sa7).

[0361] If the parity is determined to be normal in step Sa5, and if the contents of RAM41c are diagnosed in step Sa7, then it is determined whether or not there is an abnormality in RAM41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). An abnormality in RAM41c is defined as either the parity being abnormal or the parity being normal but the contents of the memory being diagnosed as abnormal.

[0362] If there is an abnormality in RAM 41c, the main control unit 41 saves the value of the flag register, which stores the calculation result, by storing it in the game stack area of ​​the game RAM area in a predetermined order (Sa9), and then calls the non-game RAM area initialization process included in the non-game program (Sa10). In the non-game RAM area initialization process, after initializing the non-game RAM area of ​​RAM 41c, the system returns to the initial setup process. When the system returns to the initial setup process, the value of the flag register saved in the game stack area in step Sa9 is read sequentially 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 before the RAM area initialization process (Sa11).

[0363] 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 saved by storing it in a predetermined area of ​​the non-game RAM area. Then, the stack pointer SP is set for the non-game program by setting the value of the stack pointer SP 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). Finally, the values ​​of all registers provided by the main control unit 41, including the flag register mentioned above, are saved by storing them in a predetermined order in the non-game stack area of ​​the non-game RAM area identified by the stack pointer SP. Subsequently, the starting address (the first address of unused area 4) and ending address (the last address of the non-game RAM area) of the RAM to be initialized are specified. The data at the specified address is cleared, using the starting address as the initial value of the specified address, and then the specified address is updated to the next address. This process is repeated until the specified address becomes the ending address, thereby initializing the area from the starting address to the ending address of the RAM to be initialized (in this embodiment, the area from the beginning of unused area 4 to the end of the non-game RAM area). Then, the values ​​of the registers that were saved in the non-game stack area when the non-game RAM area initialization process started are read sequentially 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 started. After that, 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 started 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 started, and terminating the non-game RAM area initialization process.

[0364] Furthermore, 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 sequentially cleared 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.

[0365] If it is determined in step Sa8 that there is no abnormality in RAM41c, and if the register is restored in step Sa11, the fixed data for RAM corruption diagnosis set in RAM41c is cleared (Sa12), and the RAM corruption initialization start address is set to specify the address of the game RAM area that will be initialized if there is an abnormality in RAM41c (Sa13). After that, it is determined whether the setting key switch 37 is in the ON state by referring to input port 2 (Sa14).

[0366] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, the setting change process is performed. In the setting change process, the setting value is determined by operating the reset / setting switch 38 and the start switch 7 in a predetermined procedure, and when it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the system transitions to a state where the game can proceed. In addition, in the setting change process, when the setting change process is started, a setting command (start) indicating that the setting change process is to be started is sent to the sub-control unit 91, and when the setting change process is terminated, a setting command (end) indicating that the setting change process is to be terminated is sent. In addition, when the setting change process is terminated, the starting address of the RAM area to be initialized at the time of setting change is specified, and the system returns to the main process step. Then, in the main process step, the RAM initialization process is performed so that the area from the starting address of the RAM area to be initialized at the time of setting change to the end address of the game RAM area, i.e., all game RAM areas, is initialized. Note that it is also possible to configure the system to initialize all game RAM areas except the stack area in use of RAM 41c.

[0367] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, then it is determined in step Sa3 whether there is an abnormality in RAM 41c based on the RAM parity calculated in step Sa3 and the diagnostic result in Sa7 (Sa15). If it is determined that there is no abnormality in RAM 41c, then initialization processing is performed (Sa151). The initialization processing in Sa151 corresponds to initialization 3 explained in Figure 44. After that, the output buffer for outputting the external output signal is cleared (Sa16). Also, the reel error counter, which is set in a predetermined area of ​​RAM 41c and counts the number of times a reel rotation error was detected in the main processing described later, is cleared (Sa17). After that, the stack pointer SP is restored to the state at the time of power outage by setting the address at the time of power outage in the stack pointer SP based on the contents of RAM 41c (Sa18), and port input processing is performed twice in a row (Sa19, Sa20).

[0368] Port input processing is a process that updates input status data (input data indicating the current input status of various switches, confirmed data indicating that the current input data is the same as the previous input data, and edge data indicating that the confirmed data has changed since the previous input) related to the input status of various switches input to the parallel input port 511. Port input buffers 0 to 2 are provided in a predetermined area of ​​the game RAM area of ​​RAM 41c to store input status data of various switches, and the input status data of various switches updated by port input processing is stored in predetermined bits of the port input buffer for each type of switch. In port input processing, the detection status (ON or OFF) of various switches connected to input ports 0 to 2 of the parallel input port 511 is used as input data and stored in predetermined bits of the port input buffer. Furthermore, the detection status (ON or OFF) of the previous and current port input processing is compared, and if the current and previous input data are the same, the confirmed data is updated to indicate the detection status of the current input data, while if the current and previous input data are different, the previous confirmed data is maintained. Furthermore, by comparing the current and previous confirmed data, if the confirmed data changes from the OFF state to the ON state, ON edge data indicating that the confirmed data has changed from the OFF state to the ON state is stored in predetermined bits of port input buffers 0 to 2. If the confirmed data changes from the ON state to the OFF state, OFF edge data indicating that the confirmed data has changed from the ON state to the OFF state is stored in predetermined bits of port input buffers 0 to 2. The input data, confirmed data, and edge data for various switches stored in the port input buffers can be referenced by the game program and non-game programs.

[0369] Furthermore, in the initial setup process, by performing port input processing twice consecutively, when subsequent port input processing is performed, input status data regarding the input status of various switches, such as detection signals, is created based on the input status of various switches after the initial setup process, i.e., the input status of various switches after power supply to slot machine 1 has been resumed. This prevents unintended input conditions from being identified. Alternatively, the port input processing may be configured to create final data based on input data obtained from three or more port input processes (for example, the input data from the current, previous, and the one before that). In such a configuration, by performing port input processing one fewer time consecutively in the initial setup process than is necessary to create final data, input status data can be created based on the input status of various switches after the initial setup process when port input processing is performed after the initial setup process.

[0370] After port input processing in steps Sa19 and Sa20, the system refers to a predetermined input port (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22). 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).

[0371] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after setting the status data in step Sa23, a recovery command indicating that the control state has returned to the state before the power outage is sent to the sub-control unit 91 (Sa24), and then in the command transmission process of the timer interrupt processing (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 is to be sent is set in a predetermined area of ​​RAM 41c (Sa25). Normally, in the command transmission process, a door command is sent when the detection state of the door open detection switch 25 changes, but if the door command transmission flag is set in the predetermined area of ​​RAM 41c, a door command indicating the detection state of the door open detection switch 25 is sent regardless of whether the detection state of the door open detection switch 25 has changed or not.

[0372] Then, after setting the door command transmission flag in step Sa25, all registers are restored to their state before the power outage, as stored in RAM41c (Sa26), timer interrupts are enabled (Sa27), the initial setup process is completed, and the system moves to the timer interrupt process (main), before returning to the main process that was running before the power supply to slot machine 1 was cut off.

[0373] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM41c, the game RAM initialization process is performed (Sa28), and the area from the RAM corruption initialization start address set in step Sa13 to the end of the game RAM area of ​​RAM41c is initialized. The game RAM area initialization process in Sa28 corresponds to initialization 5 explained in Figure 44. After that, similar to the processes up to steps Sa9 to Sa11, the values ​​of the flag registers in which flags are set are saved to the game stack area of ​​the game RAM area (Sa29), the non-game RAM area initialization process included in the non-game program is called (Sa30), all non-game RAM areas of RAM41c are initialized, and then it returns to the caller and the registers saved in step Sa29 are restored (Sa31).

[0374] After restoring the registers in step Sa31, the door command transmission flag is set (Sa32), timer interrupts are enabled (Sa33), a RAM error code (E8) indicating a problem with RAM41c is prepared in a designated register (Sa34), and the initialization process is terminated, transitioning to error handling.

[0375] In error handling, the system controls the game to an error state in which gameplay is disabled. An error command that can identify an error code (E8) prepared in a predetermined register is sent to the sub-control unit 91, and this error code (E8) is set as an error flag in a predetermined area of ​​RAM 41c that can be referenced by other processes (for example, the sensor monitoring process described later). The system also controls the game auxiliary display 12 to display this error code (E8). Subsequently, the system controls the error state until it is determined that the conditions for clearing the error state corresponding to the error code (E8) prepared in the predetermined register have been met. If the RAM abnormality error code (E8) is prepared in the predetermined register and the system transitions to an error state, the system transitions to a setting change state by turning on the power switch 39 with the setting key switch 37 ON, thereby initializing all game RAM areas and reliably resolving the abnormality in the RAM 41c data and clearing the error state. On the other hand, if the power switch 39 is turned ON without turning on the setting key switch 37, an abnormality in RAM 41c is detected again, and the system returns to an error state.

[0376] As described above, the main control unit 41 performs an initial setup process after power supply to the slot machine 1 is started. In the initial setup process, depending on the state of the main control unit 41 when power supply to the slot machine 1 is started, it transitions to either timer interrupt processing (main), setting change processing, or error processing. When transitioning to one of these processes, it sends a command to the sub-control unit 91 that specifies the type of processing to transition to. If it transitions to timer interrupt processing (main), that is, if it returns to the control state before power supply to the slot machine 1 was stopped, it sends a return command to the sub-control unit 91. If it starts setting change processing and transitions to the setting change state, it sends a setting command (start) to the sub-control unit 91. If it starts error processing due to a RAM 41c abnormality and transitions to the error state, it sends an error command to the sub-control unit 91.

[0377] Furthermore, after transitioning from initial setup processing to configuration change processing, the main control unit 41 returns to a state where the game can proceed after going through the configuration change state. When returning to the state where the game can proceed, it sends a configuration command (end) to the sub-control unit 91 that identifies the termination of the configuration change state, but does not send a return command. Also, after transitioning to error processing due to a RAM 41c abnormality, the system returns to a state where the game can proceed by transitioning to configuration change processing as described above and clearing the error state. Even when error processing is completed and the system returns to a state where the game can proceed, it does not send a return command to the sub-control unit 91.

[0378] Thus, the main control unit 41 starts up when power is supplied to the slot machine 1, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through this startup setting process.

[0379] Furthermore, after performing the startup setup process, the main control unit 41 performs the initial setup process included in the game program. In the initial setup process, if it determines that there is an abnormality in RAM 41c, it calls the non-game RAM area initialization process included in the non-game program to initialize a predetermined area of ​​the non-game RAM area of ​​RAM 41c. In addition, the initial setup process also calls the RAM initialization process included in the game program to initialize a predetermined area of ​​the game RAM area of ​​RAM 41c. Thus, the game RAM area is initialized by the game program, and the non-game RAM area is initialized by the non-game program.

[0380] [Specific increment processing during configuration change processing] Figure 57 is a flowchart showing the control details of the setting change process performed by the main control unit 41. The main control unit 41 sends a setting command (S112) and transitions to the 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. Subsequently, the main control unit 41 converts the value in the A register to a display value (S115).

[0381] Specifically, if "0" is stored as the setting value in RAM41c, it is converted to the display value "1". If "1" is stored as the setting value in RAM41c, it is converted to the display value "2". If "2" is stored as the setting value in RAM41c, it is converted to the display value "4". If "3" is stored as the setting value in RAM41c, it is converted to the display value "5". If "4" is stored as the setting value in RAM41c, it is converted to the display value "6". If "5" is stored as the setting value in RAM41c, it is converted to the display character "L". As shown in Figure 60, the main control unit 41 displays the converted setting value in the credit indicator 11, which is a setting value indicator (S116). After that, it determines whether or not the reset / setting switch 38 has been operated (S117).

[0382] If 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 includes an addition process, a judgment process, and a regression process, and during the period in which the specific increment process is being executed, even if an interrupt prohibition process is not performed based on an interrupt prohibition command, the interrupt process will not be executed. In other words, even if the specified time for a timer interrupt to occur or the conditions for an interrupt to occur are met while the specific increment process is being executed, the main control unit 41 prohibits the execution of the interrupt. Furthermore, the specific increment process can be used for various purposes, and in the example in Figure 57, it is used for adding a set value.

[0383] Specifically, the main control unit 41 performs an addition process to add the value indicating the setting value stored in the A register (S118). Subsequently, the main control unit 41 performs a determination process to determine whether the value indicating the setting value stored in the A register is the same as a specific value (S119). The specific value is a value determined according to the application in which the specific increment process is used, and is stored in the ROM 41b. The specific value used in the specific increment process for adding a setting value is 6. Furthermore, in the specific determination process, the specific value 6 is subtracted from the setting value after addition, and it is determined whether the subtraction result is 0 or not, thereby determining whether the setting value after addition and the specific value are the same. More specifically, if the subtraction result is 0, the main control unit 41 sets the carry flag C in the flag register to "1".

[0384] If the result of the judgment process is 0, the main control unit 41 performs a regression process to correct the setting value stored in the A register to 0 (S120). The regression process is performed when the value stored in the A register is "6". In this embodiment, the setting values ​​1, 2, 4, 5, 6, L are associated with the data values ​​"0, 1, 2, 3, 4, 5" stored in RAM 41c or ROM 41b. That is, there is no setting value corresponding to the data value "6". Therefore, the main control unit 41 performs a regression process to regress the data value stored in the A register to "0". This allows the data value "5", which represents the setting value L, to be corrected to the data value "0", which represents the setting value 1 when an addition process is performed on it. After performing the regression process, the main control unit 41 returns to S116. If the result of the subtraction is not 0, the main control unit 41 does not perform the regression process and returns to S116.

[0385] More specifically, if the value stored in the carry flag C is "1", the main control unit 41 calculates an exclusive OR operation between all the bits in the A register and the values ​​stored in each bit. In other words, since an exclusive OR operation is calculated between the same values ​​for all bits, the value of all bits in the A register becomes "0".

[0386] Thus, in the slot machine 1 of this embodiment, the value of the A register never exceeds a specific value because a specific increment process is executed. As a result, the credit indicator 11 can appropriately switch its display as shown in Figures 60(f) to 60(g). Furthermore, when the specific increment process is executed, the main control unit 41 disables interrupt processing even if an interrupt disable process based on an interrupt disable instruction has not been executed. In other words, the main control unit 41 automatically disables 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.

[0387] If the reset / setting switch 38 is not 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 in S122. If the setting key switch is OFF (YES in S122), the main control unit 41 determines whether the reset / setting switch 38 was ON when the setting change process started (S1231). In other words, the main control unit 41 determines whether the reset / setting switch 38 was operated in addition to the setting key switch 37 at Sa14 in Figure 56. If the reset / setting switch 37 is ON (YES in S1231), the main control unit 41 performs initialization 0 as described in Figure 44 (S1232). That is, if both the setting key switch 37 and the reset / setting switch 38 are operated, both the AT workpiece and the BB workpiece are initialized. On the other hand, if the reset / setting switch 38 is not ON (NO in S1231), the main control unit 41 performs initialization 1 as described in Figure 44 (S1233). That is, if only the setting key switch 37 is operated, only the BB workpiece is initialized.

[0388] After the initialization process is completed, the main control unit 41 converts the value of the A register to the set value and stores it (S124), sends a setting completion command (S125), and sets the standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 terminates the setting change state (S127).

[0389] [Specific decrement processing during payout processing] The above describes an example in which a specific increment process is executed during a setting change process. Next, we will describe an example in which a specific decrement process is executed during a payout process. Figure 58 is a flowchart showing the control contents of the payout process executed by the main control unit in the game process. The payout process in Figure 58 is the process executed in S18 of the main process.

[0390] Based on the results of the prize determination, the number of medals to be awarded, which was set when the prize was determined to have occurred, is compared with the number of medals already dispensed to check whether the dispensing is complete (Si1). If the dispensing is not complete, it is determined whether an insertion error has occurred (an error determined when a medal is inserted outside of the period in which medal insertion is permitted) (Si11). If no error is detected in step Si11, the process proceeds to step Si2. If an insertion error is detected in step Si11, an error code indicating an insertion error during the dispensing process is set in the register (Si12), and the process proceeds to step Si2.

[0391] In step Si2, it is checked whether the credits can be added based on whether the credit limit has been reached (Si2). If the credits can be added, the system waits for the credit payout interval (Si3), and then adds 1 to the credits (Si4). After the processing in Si3, the value of the medal OUT signal output counter, which indicates the remaining number of medal OUT signal outputs, is increased by 1 (Si5), the payout count is subtracted (Si6), and then the system returns to step Si1.

[0392] If the credit cannot be added in step Si2, one coin is dispensed (Si7), the value of the medal OUT signal output counter is incremented by 1 (Si8), the process proceeds to step Si9, the dispensed coin count is subtracted, and then the process returns to step Si1.

[0393] In step Si7, the single-coin dispensing process controls the hopper motor to dispense one coin. Step Si8 proceeds only if the dispensing sensor successfully detects the dispensing of one coin. The system also monitors whether there is a coin jam or if the machine is out of coins. If a coin jam or out-of-coin state is detected, the hopper motor is stopped, a dispensing error is set in the register, and error handling begins. After the dispensing error is cleared, the system returns to the main process.

[0394] If the dispensing is complete in step Si1, the hopper motor is stopped (Si10), and the process moves to the end-of-processing stage. In this way, during the dispensing process, the value of the medal OUT output counter is incremented by 1 each time a medal is dispensed by the dispensing sensor or each time a credit is added.

[0395] Figure 59 is a flowchart showing the control details of the payout count reduction process executed by the main control unit. The 1-coin payout process in Figure 59 is the process executed by Si7 and Si9 in Figure 58. The payout count reduction process corresponds to a specific decrement process. The specific decrement process is a process that includes a subtraction process, a judgment process, and an update process, and during the period in which the specific decrement process is being executed, even if an interrupt prohibition process is not performed based on an interrupt prohibition command, the interrupt process will not be executed. In other words, the main control unit 41 prohibits the execution of a timer interrupt even if the specified time for the interrupt to occur is reached or the conditions for the interrupt to occur are met while the specific decrement process is being executed. Furthermore, the specific decrement process can be used for various purposes, and in the example in Figure 59, it is used for a process that reduces the payout count.

[0396] The main control unit 41 stores the address of RAM 41c, which is 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 it is determined during the award determination process that a bonus has been awarded, the HL register stores the address of RAM 41c, which stores the remaining number of medals that should be paid out by that bonus. That is, for example, if the specified number of medals to be paid out in a BB is 345, immediately after the BB is awarded, data indicating 345 medals is stored in the address of RAM 41c. Subsequently, triggered by the payout of 15 medals, the data stored in that address is reduced to 310 medals in the manner shown below. The data stored in that address will be referred to as the "remaining payout value" below. The specified number of medals to be paid out is not limited to 345; for example, it may be 17 medals, etc. After the main control unit 41 stores the remaining payout value stored in the address indicated by the HL register in the A register, it executes a specific decrement process.

[0397] Specifically, the main control unit 41 performs a subtraction operation (SD1) which subtracts 1 from the value indicating the remaining payout value stored in the A register. At this time, if the value of all bits in the A register is "0", the subtraction operation will cause all bits in the A register to indicate "F". In other words, a carry occurs, and as a result of the carry, the value of the carry flag C in the flag register (F register) becomes "1". If no carry occurs, the value of the carry flag C in the flag register is "0".

[0398] The main control unit 41 performs a determination process to determine whether the value of the carry flag in the flag register is "1" (SD3). If the determination process finds that the value stored in the carry flag is "1", the main control unit 41 performs an update process to correct the setting value stored in the A register to 0 (SD4). The update process is performed when a carry occurs and the value stored in all bits of the A register becomes "F". The main control unit 41 can correct the value of the A register to "0" by performing the update process when a carry occurs. After performing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).

[0399] Thus, in the slot machine 1 of this embodiment, the value of the A register does not enter a state after a carry-over occurs because the specific decrement process is executed. Furthermore, when the main control unit 41 executes the specific decrement process, it prohibits interrupt processing even if the interrupt prohibition process based on the 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 decrement process. This automatically prevents the remaining payout value from being updated to an unintended value due to the execution of interrupt processing.

[0400] [Specific decrement processing in time counter update processing] The above describes an example in which a specific decrement process is executed during the payout process. Next, we will describe an example in which a specific decrement process is executed during the time counter update process. We will describe the timer counter used by the main control unit 41 to measure the time interval used for controlling the progress of the game, etc.

[0401] The main control unit 41 sets an initial value corresponding to the time being measured as the timer value of the timer counter allocated to RAM 41c, and periodically decrements the timer value in the timer interrupt processing (main), and identifies that the time being measured has elapsed when the timer value becomes 0. More specifically, when the condition for starting timer measurement is met in the main processing, the main control unit 41 sets an initial value corresponding to the time being measured in the area to which the timer counter corresponding to that condition is allocated.

[0402] The set timer value is decremented by 1 approximately every 2.24ms until it reaches 0 during the timer interrupt processing (main) time counter update process. In the main process, the address of the corresponding timer counter is obtained, the obtained value is read, and it is determined whether the read value is not 0. If it is determined that the read value is 0, it is determined that the timer has elapsed. In this embodiment, multiple timer counters may be used. For example, a 1-byte timer with an initial value of 1 byte or less, and a 2-byte timer with an initial value greater than 1 byte and 2 bytes or less may be used.

[0403] The timer counter used in this embodiment includes 1-byte timers A, B, and C, each with an initial value of 1 byte or less, and a 2-byte timer with an initial value exceeding 1 byte but not exceeding 2 bytes. The timer counter may also include multiple 2-byte timers.

[0404] A 1-byte timer is a timer used to measure relatively short periods of time that can be measured with a timer value of 1 byte or less. Examples include an external output signal timer for measuring the output period of an external output signal, an LED update timer for measuring the output update period of an LED, a stop invalidation timer for measuring the period after a stop operation is detected until another stop operation is enabled, a payout waiting timer for measuring the period after a reel stops until medal payout begins, a coin insertion detection timer for measuring the period after the coin insertion sensor is detected ON, a coin slot detection timer for measuring the period after the coin slot sensor is detected ON, a payout detection timer for measuring the period after the payout sensor is detected ON, and a start timer for measuring the period after a reel starts rotating until a stop operation becomes effective.

[0405] A 2-byte timer is a timer used to measure relatively long periods that cannot be measured with timer values ​​of 1 byte or less. Examples include a single-game time timer that measures the prescribed time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among the external output signals, a standby time timer that measures the period after the end of a game, and a hopper empty timer that measures the period after the hopper motor is driven when the payout sensor is not detected.

[0406] 1-byte timers A, B, and C are each allocated one byte into a contiguous 3-byte area of ​​RAM41c. 2-byte timers are allocated into a contiguous 2-byte area of ​​RAM41c. Hereafter, the area to which the 1-byte timers are allocated will be referred to as the 1-byte timer group. That is, the 1-byte timer group is set in an area where contiguous addresses are allocated according to a predetermined rule. The area where contiguous addresses are allocated according to a predetermined rule is, for example, the area to which the starting address and addresses added N (where N is a natural number) from the starting address are allocated.

[0407] Figure 60 is a flowchart showing the control details 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 steps (ST1), and the starting address of the 1-byte timer group is stored in the HL register (ST2). In other words, by storing the starting address of the 1-byte timer group in the HL register, a pointer is set to the starting address of the 1-byte timer group.

[0408] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the A register stores the count value stored at the first address of the 1-byte timer group. The main control unit 41 executes a specific decrement process in ST4, 5, and 7. The specific decrement process is a process that includes a subtraction process, a judgment process, and an update process, and during the period in which the specific decrement process is being executed, even if an interrupt disable process is not performed based on an interrupt disable instruction, the interrupt process will not be executed.

[0409] The main control unit 41 subtracts 1 from the value of the A register as part of the specific decrement process (ST4). At this time, if the value of all bits in the A register is "0", the subtraction process will cause all bits in the A register to represent "F". In other words, a carry occurs, and as a result of the carry, the value of the carry flag C in the flag register (F register) becomes "1". If no carry occurs, the value of the carry flag C in the flag register is "0".

[0410] The main control unit 41 performs a determination process to determine whether the value of the carry flag in the flag register is "1" (ST5). If the determination process results in a value of "0" stored in the carry flag, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6). If the determination process results in a value of "1" stored in the carry flag, the main control unit 41 performs an update process to correct the setting value stored in the A register to 0 (ST7). After performing the update process, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6).

[0411] The main control unit 41 determines whether the number of processing steps after subtraction is 0 or not (ST9). If the number of processing steps after subtraction is not 0 in step ST9, that is, if the update 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. In other words, the pointer is incremented, and the referenced address is advanced. As a result, the pointer moves to the address of an unprocessed 1-byte timer, and if the value of the 1-byte at the specified address is not 0, it is subtracted.

[0412] Thus, 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 carry-over has occurred. Furthermore, when the main control unit 41 executes the specific decrement process, it disables interrupt processing even if the interrupt disable process based on the interrupt disable instruction has not been executed. In other words, the main control unit 41 automatically disables interrupt processing based on the execution of the specific decrement process. This automatically prevents the 1-byte timer count value (measurement result) from being updated to an unintended value due to the execution of interrupt processing.

[0413] Furthermore, as described above, in this embodiment, multiple 1-byte timers are provided, and in order to simplify processing, counting (subtraction processing) is performed on all of the multiple 1-byte timers. The main control unit 41 does not necessarily use all of the multiple 1-byte counters at all times. For example, it is conceivable that the main control unit 41 may want 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, the subtraction processing will also be performed on 1-byte counters B and C.

[0414] However, as in this embodiment, since the subtraction process is provided as a specific decrement process, even if the subtraction process is performed on 1-byte counters B and C and the result is "0", no carry-over occurs. This makes it possible to perform subtraction on multiple 1-byte timers during the time counter update process while preventing the count values ​​of the 1-byte timers from becoming abnormal.

[0415] [Specific increment processing in the ceiling game count processing] The following describes an example in which a specific increment process is used in the ceiling game count processing. As described above, in the slot machine 1 of this embodiment, an upper limit on the number of games is set during the normal advantageous period. When the predetermined upper limit on the number of games is reached during the normal advantageous period, the machine is forcibly transitioned to the AT state regardless of the point reached. The ceiling game count value used to determine whether or not the ceiling has been reached is stored in the RAM 41c. The main control unit 41 adds to the ceiling game count value using a specific increment process each time a game is executed during the normal advantageous period. The main control unit 41 determines whether or not to transition to the AT state based on whether or not the ceiling game count value has reached the ceiling. In other words, the ceiling game count value is a value for selecting data, and will be referred to as the data selection value below.

[0416] This section will explain in more detail an example of how a specific increment process is used in the ceiling game count process. The ceiling game count process is executed within the game machine information calculation process (S18) in the main process shown in Figure 14. Figure 61 is a flowchart showing the control contents of the game machine information calculation process executed by the main control unit 41. As shown in Figure 61, in the game machine information calculation process, first, the values ​​of all registers are saved to the stack (SF1). Then, after executing the ceiling game count process (SF2), the values ​​of the registers saved in SF1 are restored (SF3), and the game machine information calculation process is terminated and the process returns to the main process.

[0417] Figure 62 is a flowchart showing the control details of the ceiling game count processing executed by the main control unit 41. In the ceiling game count processing, 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.

[0418] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SI2). That is, the A register stores the ceiling game count value. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing includes addition processing, judgment processing, and regression processing. During the period in which the specific increment processing is being executed, interrupt processing is not executed even if interrupt disabling processing is not performed based on an interrupt disabling instruction.

[0419] The main control unit 41 adds 1 to the value of the A register as part of the addition process in the spe...

Claims

[Claim 1] A gaming machine having a variable display section capable of variably displaying a plurality of types of identifiable identification information, and capable of generating winnings according to the display results of the variable display section, An operation means operable by a player; A sound output means capable of outputting a sound; a backup means for maintaining a gaming state before the power supply to the gaming machine is stopped when the power supply to the gaming machine is stopped; A display means capable of displaying an image, the operation means includes a return operation means which is operated to return the gaming value to the player, The backup means is configured to backup the game machine when the power supply to the game machine is stopped. Maintain skill status, The display means includes a display area provided on a front surface of the variable display unit, the display area includes a transparent area that is transparent so that the variable display unit can be visually recognized by a player, and an area other than the transparent area; The display means is displaying a recovery image when power supply to the gaming machine is resumed after the power supply to the gaming machine has been stopped and when a game is resumed in the gaming state maintained by the backup means; When power is not being supplied to the gaming machine, the variable display unit is made invisible or difficult to be seen by a player through the transparent area, When the power supply to the gaming machine is resumed, the variable display unit is made visible to a player through the transparent area until the recovery image is displayed in the other area. When the power supply to the gaming machine is resumed, if a start condition for starting the variable display of the variable display unit is not satisfied before the image during recovery is displayed in the other area, and if the start condition is satisfied after the image during recovery is displayed in the other area, the variable display of the variable display unit is started with the image during recovery being displayed; The display means is When the return image is not being displayed, a demonstration image which is an image that can be displayed during a period when a game is not being played is displayed based on the game value being returned to the player by the operation of the return operation means, even if the game value is returned to the player by operating the return operation means while the return image is being displayed, the demonstration image is not displayed and the return image is continued to be displayed; The game state includes a normal state and a specific state different from the normal state, the sound output means is capable of outputting, in the specific state, a specific musical sound corresponding to the specific state, The sound output means, while the recovery image is being displayed, Even if the game state held by the backup means is the specific state, the specific musical sound is not output, The gaming machine outputs a sound effect based on the operation of the operating means to progress a game.