Game machine
Patent Information
- Application Number
- JP2022012511
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-01-31
- Publication Date
- 2025-02-04
- Estimated Expiration
- 2042-01-31
AI Technical Summary
Existing reel-type game machines lack enhancements to improve performance and player engagement, particularly in terms of game mechanics and player feedback mechanisms.
The game machine incorporates a dual storage system for game media, allowing for differentiated game states with adjustable thresholds and dynamic updates, along with enhanced visual and auditory feedback to enhance player interaction and engagement.
The solution enhances player engagement by providing dynamic game states and improved feedback mechanisms, thereby increasing the overall enjoyment and interactivity of the gaming experience.
Smart Images

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Abstract
Description
Technical field
[0001] Regarding gaming machines. [Background technology]
[0002] A reel-type game machine (slot machine) starts a game when a game start instruction device (start lever) is operated after a predetermined number of game medals are inserted, and a plurality of symbols are arranged on the outer circumference. As a result of stopping the reel by making full use of the reel stop device (stop button) to stop the rotation, a predetermined pattern on the effective line. When a combination (for example, a winning combination such as "777") is lined up, a special game state in which the player is more profitable than in the normal game state (a game state in which the lottery probability of small wins, etc. is higher than in the normal game state). The type that shifts to is common. Here, in the reel-type game machine, in addition to such basic games, various effects are performed to improve the taste as a whole. In addition, when the game medals are paid out, a payout sound is output, the number of acquired medals is displayed, and a back lamp effect is performed so that it can be recognized that the game medals have been properly paid out. [Prior art documents] [Patent document]
[0003] [Patent document 1] Japanese Patent Application Laid-Open No. 2019-217068 [Outline of the invention] [Problems to be solved by the invention]
[0004] This type of game machine is desired to improve its performance. [Means for solving the problem]
[0005] As a game section, it has a normal section and an advantageous section, Having a first storage means capable of storing the difference number of game media in the advantageous section, having a second storage means capable of storing the difference number of game media related to the stop, When the difference in the number of game media in the advantageous section exceeds a first value, the advantageous section can be terminated, In a predetermined game state, when the difference number of game media related to stoppage exceeds a second value, the stoppage state can be set, In the game of the normal section, the difference number of the game media related to the stop stored in the second storage means can be updated, In the game of the advantageous section, the difference number of the game media related to the stop stored in the second storage means can be updated, In the initialization process accompanying the end of the advantageous section, the difference number of game media in the advantageous section stored in the first storage means can be initialized, In the initialization process accompanying the end of the advantageous section, the difference number of game media related to the stop stored in the second storage means is not initialized, When the power is turned on without changing the settings, the difference in the number of game media in the advantageous section stored in the first storage means is not updated. When the power is turned on without changing the setting, the initial value can be set as the difference number of game media in the advantageous section stored in the second storage means. A gaming machine characterized by:
Effect of the invention
[0006] According to the present invention, it is possible to improve the performance of the gaming machine. [Brief description of the drawing]
[0007]
Figure 1
Figure 2
[0008] <Description of terms> "Medals (number of medals)", "game media (number of game media)", and "game value" are synonymous. "Bet", "BET", and "insert" regarding game media are synonymous, and all are acts of betting (betting) game media. When representing a hexadecimal number, it is described as "0x〇〇" or "〇〇h", and when representing a binary number, "〇〇〇〇〇〇〇〇b" or "〇〇〇〇 〇〇〇〇B”, and if there is no particular description before or after the number, it is expressed in decimal. A "reel" may be referred to as a "rotating drum", and both have the same meaning. "Storage means" may be referred to as "RWM," "RAM," or "storage area," all of which are synonymous. "Giving" used in "giving game media" or "giving points" may be referred to as "payout" or "acquisition", both of which are synonymous. The "setting / reset switch" may be referred to as a "setting change switch" or a "reset switch" for each function, but the same switch is indicated in either case. Note that the "setting change switch" and the "reset switch" may be provided as different switches. Depending on the operation mode, if a small win with a large payout or a small win with a small payout is stopped, the small win with a large payout is called a high bell (same as high bell and high small win), and the small win with a small payout is cheap. It is sometimes called an eye (also synonymous with a cheap bell and a cheap small role). It should be noted that, at this time, when the combination of symbols with no payout is stopped, it may be referred to as a dropout (same meaning as a dropout).
[0009] BEST MODE FOR CARRYING OUT THE INVENTION An embodiment of the present invention (hereinafter referred to as the present embodiment) will be described in detail below with reference to the drawings.
[0010] <Description of slot machine PS1> Components of the slot machine PS1 according to the present embodiment will be described with reference to FIGS. 1 to 3. FIG.
[0011] The slot machine PS1 is roughly divided into the front panel PS2 side and the cabinet PS3 side, where necessary parts and boards are attached respectively. The front panel PS2 of the slot machine PS1 and the side of the cabinet PS3 are joined by a hinge device and a locking device, and a lock key is inserted into the locking device provided on the front panel PS2 and rotated in a specific direction. The locking device side can be opened. In other words, the front panel PS2 functions as a door to the cabinet PS3.
[0012] <Front panel PS2> Front panel PS2 (also referred to as front door PS2, front door PS2, front door PS2, or simply front door) is a plate-shaped member with a design. Panel (including display window 4, operation instruction lamp 24, etc.), operation panel 11 (including bet number display lamp 25, credit number display device 26, win number display device 27, etc.), lower panel 5 (also referred to as lower panel 5 ), an upper or both sides production lamp, etc. are provided, and on the back side is a medal selector 34 (hereinafter sometimes simply referred to as "selector"), a display device 32, a sub-control board 1000, various boards, etc., setting display LEDs ( Hereinafter, it may be referred to as a set value display LED, a set display device, a set value display device, a set display device, or a set value display device).
[0013] <Display window 4> The display window 4 is an area provided on the front panel PS2, and the symbols drawn on the reel can be visually recognized when the front panel PS2 is closed. The pattern printed on the outer peripheral surface of each reel tape fixed to each reel rim portion of the left reel 8a, middle reel 8b, and right reel 8c is configured to be visible through the display window 4 from the front side (player side). It is And when the reels are stopped, 3 consecutive patterns out of 21 patterns (20 or 16 patterns may be freely designed according to the specifications) are visible. That is, from the display window 4, 3 [symbols]×3 [reels]=9 patterns in total can be visually recognized. Here, among the stop positions where the left reel 8a, the middle reel 8b, and the right reel 8c each stop three symbols, the uppermost stop position is the upper stage, the center stop position is the middle stage, and the lowest stop position is the lower stage. and
[0014] <valid line> The active line is a symbol combination line that is subject to winning determination processing (to be described later) when the left reel 8a, middle reel 8b, and right reel 8c are stopped. The effective line in this embodiment is visible through the display window 4, and is composed of a symbol combination line (middle horizontal line) passing through the middle stage of each reel. When it is determined that the symbol combination stopped on the activated line corresponds to any winning combination by the prize determination process, the process corresponding to the stopped symbol combination is performed. As an example, when it is determined that the combination of symbols corresponding to a small winning combination such as a bell has stopped, game medals (hereinafter may be referred to as medals, game media, or game value) payout processing and credit addition processing are performed. When it is determined that the symbol combination corresponding to the replay has stopped, automatic bet processing is executed.
[0015] Also, depending on the slot machine PS1, the effective line is set to 5 lines, the upper horizontal line, the middle horizontal line, the lower horizontal line, the upward right line, and the downward right line. (upper row, lower row of right reel 8c), approximately valley type (upper row of left reel 8a, lower row of middle reel 8b, upper row of right reel 8c), approximately L-shaped (upper row of left reel 8a, lower row of middle reel 8b, lower row of right reel 8c) It can be freely designed according to the specifications of the slot machine PS1, such as setting 6 lines or more for each slot, or setting the effective line to change depending on the number of bets. A straight line other than the valid line may be called an invalid line.
[0016] <Operation indicator lamp 24> The operation instruction lamp 24 is provided around the display window 4, and when the left reel 8a, the middle reel 8b, and the right reel 8c are rotating, the player can operate the stop switch 13 (described later). It indicates the order. That is, when the left operation instruction lamp 24a is lit (the middle operation instruction lamp 24b and the right operation instruction lamp 24c are extinguished), it indicates that the left stop switch 13a should be operated, and the middle operation instruction lamp 24b is lit. When (the left operation instruction lamp 24a and the right operation instruction lamp 24c are turned off), it indicates that the middle stop switch 13b should be operated, and the right operation instruction lamp 24c is lit (the left operation instruction lamp 24a and the middle operation instruction lamp 24b is turned off), it indicates that the right stop switch 13c should be operated.
[0017] <Bet number display lamp 25> A bet number display lamp 25 (also referred to as bet number display lamp 25, bet number display lamp 25, bet number display lamp 25, and bet number display lamp 25) is provided on operation panel 11, and is operated by a player. It has a function to display the number of sheets. It is also composed of a 1-bed lamp 25a (not shown), a 2-bed lamp 25b (not shown), and a 3-bed lamp 25c (not shown). When one medal is betted, the 1-bet lamp 25a lights up, when a total of two medals are betted, the 1-bet lamp 25a and 2-bet lamp 25b are lit, and when a total of three medals are betted, the 1-bet lamp 25a lights up. And the 2 bed lamp 25b and the 3 bed lamp 25c are turned on. Also, although not shown, after the symbol combination related to the replay is displayed, when the automatic betting process is executed, the bet number display lamp 25 corresponding to the bet number used in the game in which the replay was won is lit. At the same time, the replay lamp is turned on. The lighting timing of the bet number display lamp 25 and the lighting timing of the replay lamp may be the same, or one of them may be lit first.
[0018] <Credit number indicator 26> The credit number display 26 is provided on the operation panel 11, and is composed of 7 segments and dot points (DP). It consists of a segment display 26b (not shown) that mainly displays the lower digits of the credit amount, which consists of segments and dot points (DP). The number of credits means the number of medals credited (electrically stored) in the slot machine PS1, and up to 50 can be stored. Also, when a normal game cannot be played, such as when an error is detected, the error may be displayed.
[0019] <Acquisition number indicator 27> Acquired number display 27 (also called acquisition number display, acquisition number display, payout number display, payout number display) is provided on operation panel 11, and is composed of 7 segments and dot points (DP). A segment display 27a (not shown) that mainly displays the upper digits of the acquired number, and a segment display 27b that mainly displays the lower digits of the acquired number composed of 7 segments and dot points (DP) (not shown). It should be noted that the number of earned medals means the number of medals paid out to the player according to the game result in the slot machine PS1 (including the number of medals stored in the credit number display 26). Also, when a normal game cannot be played, such as when an error is detected, the error may be displayed.
[0020] The credit number indicator 26 and the acquired number indicator 27 display respective information by means of segment indicators 26a, 26b, 27a, and 27b. It is also conceivable to display different information. For example, it is possible to notify by lighting the DP of one of the segment displays, such as information indicating that you are staying in an advantageous section (described later) or information indicating that a predetermined external signal is being output. mentioned. In addition, it may have the capability of notifying the pressing order by using the upper digit display section and the lower digit display section of the acquired number display 27 . When the obtained number display 27 is used to notify the pressing order, the obtained number display 27 may be referred to as an instruction monitor.
[0021] <Operation panel 11> The operation panel 11 is provided substantially in the center of the front panel PS2. The operation panel 11 is provided in a stepped manner with a substantially horizontal horizontal portion and a vertical portion extending substantially vertically downward from the tip of the horizontal portion. The horizontal part has a medal insertion slot 17, multiple bet switches (MAX bet switch 18, 1 bet switch 19), sub switch 20, sub cross key switch 21, eject switch 22, checkout switch (Fig. not shown), and an effect switch (not shown) is provided.
[0022] <Start switch 12> A start switch (also called a start lever) 12 is provided on the vertical portion of the operation panel 11 . It consists of a lever-shaped operation part, and the start switch sensor is ON when it is not operated, and it is determined that the start switch has been operated by turning off the start switch sensor when it is operated. The operation of the start switch 12 becomes valid when the number of bets reaches a specified number, and when the operation of the start switch 12 is accepted, internal lottery processing, processing related to the instruction function, reel rotation processing, or the like is executed. In addition, in this embodiment, since the input signal is low active, if the start switch sensor is ON during non-operation, the start switch input signal becomes OFF, and during operation the start switch sensor changes from ON to OFF. It is configured so that the start switch input signal turns ON when it becomes. The configuration is not limited to this, and the start switch input signal may be turned on when the start switch sensor is turned on. In other words, the prescribed number refers to the number of bets required to start the game.
[0023] Hereinafter, simply referring to "the start switch is ON" or "the start switch is operated" means that the start switch sensor has changed from ON to OFF, and that the start switch input signal has changed from OFF to ON. represents what happened.
[0024] <Stop switch 13> A stop switch 13 is provided on the operation panel 11 . In this embodiment, the left stop switch 13a corresponds to the left reel 8a, the middle stop switch 13b corresponds to the middle reel 8b, and the right stop switch 13c corresponds to the right reel 8c. In addition, when the stop switch 13 can be operated, the color of the lamp provided in the body of the stop switch 13 or the lamp around it is changed to suggest that the stop switch 13 is effective. For example, when the stop switch 13 can be operated, it lights up in blue, and when it cannot be operated, it lights up in red. Further, for example, the light is turned on when the stop switch 13 can be operated, and the light is turned off when the operation is impossible.
[0025] <Medal slot 17> A medal slot 17 is provided on the operation panel 11 . It has an opening for inserting medals into the medal insertion slot, and restricts the insertion of medals of a standard size or larger. A plurality of types of medal insertion slots 17 are manufactured according to the standard sizes of multiple types of medals. are the same.
[0026] Regarding the input of game media, the game media are not limited to the medals described above. is input to the game machine, and based on the input game medium information, the number of bets may be set, or addition may be made at the time of winning.
[0027] <Bet switch (MAX bed switch 18, 1 bed switch 19)> A bed switch is provided on the operation panel 11 . When the bet switch is operated when there are stored medals in the credit, the bet processing is executed and the setting processing of the number of bets equivalent to the act of inserting medals into the medal slot 17 is performed. However, even if the bet switch is operated when medals are not stored in the credit, the bet processing is invalid (the bet switch operation is not accepted). In addition, the MAX bet switch 18 is composed of a pressing portion operated by the player, a detecting portion that detects the operation of the pressing portion, and a light emitting portion (also referred to as a MAX bet lamp) that illuminates the pressing portion. The switch 19 is composed of a pressing portion operated by the player and a detection portion detecting the operation of the pressing portion (the 1-bet switch 19 does not have a light-emitting portion).
[0028] When the MAX bet switch is operated, the MAX bet lamp informs the player that the betting process can be executed. Various modes are conceivable, such as blinking periodically. Conversely, when the bet processing cannot be executed even if the MAX bet switch is operated, it is conceivable to light the MAX bet lamp in a specific color or not to light the MAX bet lamp.
[0029] In addition, it is provided with a MAX bet switch 18 that can bet the maximum number (three in this embodiment) set for each slot machine PS1, and a 1 bet switch 19 that can bet one. When the bet switch 18 is operated, the MAX bet process is executed, and when the 1-bet switch 19 is operated, the 1-bet process is executed. MAX bet processing can be executed when the sum of the number of credits and the number of bets currently placed is 3 or more, and the number of bets currently placed is less than 3. and the sum of the number of bets currently placed is less than 3 (in other words, the situation where the number of bets is less than 3 even if the MAX bet switch 18 is operated), and in situations where 3 bets have already been made It is not possible. The 1-bet process can be executed when the number of credits is 1 or more and the number of bets currently bet is less than 3, and cannot be executed when 3 bets have already been made.
[0030] In addition, the 1-bet switch 19 executes 1-bet processing each time it is operated, and if the 1-bet switch 19 is operated 3 times from a situation where no bet is made, it becomes a 3-bet, and the operation of the 1-bet switch 19 for 3 times This corresponds to one operation of the MAX bet switch 18 .
[0031] In addition, the 1-bet switch 19 is invalid in the situation where 3 bets have been made. It may be configured to return two sheets.
[0032] Also, although the embodiment has been described in which the MAX bet process executed by operating the MAX bet switch 18 is not executed when the number of bets is less than 3, a process of betting the maximum number that can be betted at present is also conceivable. In other words, if no bet is made and the number of credits is 2, and the MAX bet switch 18 is operated, 2 bets may be made.
[0033] In addition, the maximum number of bets that can be bet may be configured to differ depending on the gaming state. good too.
[0034] The sub-switch 20 is provided on the operation panel 11, and includes a pressing portion made of a light-transmitting member for direct operation by the player, and a detecting portion for detecting that the pressing portion has been operated. and a sub-switch lamp for lighting the depressed portion of the sub-switch. This sub-switch 20 is a switch for mainly displaying a menu screen (sometimes referred to as a user menu screen) on a display device 32, which will be described later. In addition to the sub switch 20 as input means managed by the sub control board 1000, sub cross key switches 21 (up switch, down switch, left switch, right switch) and effect switches (operated by using instructions during the game) switch) is provided. The sub-switch 20 can also function as a trigger for activating a system for interlocking with a mobile terminal (hereinafter also referred to as a mobile interlocking system), which will be described later. Although the sub-switch 20 is used for the menu display function and the effect switch is used for operation during the game, they may be used as a common switch.
[0035] The menu screen displays winning combination items, reel arrangement items, volume adjustment items, light amount adjustment items, and mobile interlocking system-related items. The cursor that selects is controlled to move up and down. When the subswitch 20 is operated while the cursor is on any of the items, the details of the item are displayed. For example, if the sub switch 20 is operated when the cursor is on the volume adjustment item, the volume adjustment screen is displayed, and the volume can be adjusted with the left switch or right switch of the sub cross key switch 21. there is
[0036] Further, the menu screen can be displayed by operating the sub-switch 20 after the game is finished and no bets have been placed. At this time, the production state can be normal production, continuous production, AT production, or a demo screen (a screen that appears 60 seconds after the end of the game, and displays the manufacturer name and production introduction as a moving image). Even in this situation, the menu screen is displayed by operating the subswitch 20. FIG. However, the present invention is not limited to this embodiment, and the menu screen may not be displayed even if the sub-switch 20 is operated during continuous production or during AT production.
[0037] <Direction switch> The effect switch is provided on the operation panel 11, and includes a pressing portion made of a translucent member for direct operation by the player, and a detecting portion that detects that the pressing portion has been operated. and an effect switch lamp for lighting the pressing part of the effect switch. When the switch for performance is operated in a situation where the operation of the switch for performance is effective, the performance based on the operation is executed. For example, a display device (hereinafter, simply referred to as "liquid crystal") 32 displays a "success" sign (hereinafter referred to as a "success effect") that means giving a privilege in the final game of the continuous effect when the continuous effect is being executed. When displaying either a "failure" display (hereinafter sometimes referred to as a failure effect), which means that the benefit is not granted), the effect switch is operated to display " A mode of displaying "success" or "failure" is conceivable.
[0038] In addition, in a situation where the operation of the switch for effect is effective, the effect switch lamp lights up so that the player can be informed that the operation of the switch for effect is effective. As a lighting mode of the performance switch, it is conceivable that the performance switch is turned off when the performance switch operation is invalid, and is lit when the performance switch operation is valid. In addition to the lighting mode in which the operation of the effect switch is effective, a mode in which lighting and extinguishing are repeated at a constant cycle may be used.
[0039] In addition, in a situation where the operation of the effect switch is effective, the fact that the operation of the effect switch is effective is notified by performing a display imitating the effect switch on the liquid crystal. In the case of displaying on the liquid crystal the effect switch, the display is performed based on the command received from the main control means 100. FIG. For example, it is conceivable that a display imitating a switch for effect is performed based on the start switch reception command, or a display imitating a switch for effect is performed based on the all reel stop command.
[0040] In addition, by pressing the production switch, it is possible to move to the detection position (on position) where the sensor provided in the production switch detects the detection piece provided in the production switch, and the sensor detects the detection piece In this situation, by releasing the production switch (the operation of returning the spring to its natural length due to the stretching force of the spring provided in the production switch), the piece to be detected is moved to the non-detection position (OFF position) where the sensor does not detect it. It is possible.
[0041] It should be noted that although the effect switch has been described as a switch with a push structure, it is not limited to this and may be a switch with a jog dial structure. Other structures may be used as long as they can detect the ON position and the OFF position.
[0042] <Payment switch> A settlement switch is provided on the operation panel 11 . By being operated after the game is over, a process (settlement process) of paying out to the player the number of game media that have been bet or the number of game media that have been stored in credits is executed. note that. In this embodiment, when the settlement switch is operated in a situation where a bet has been made and game media are stored in the credits, the betted game media are first paid out and then stored in the credits. However, the present invention is not limited to this, and the process of paying out the game media stored in the credits may be executed only when the number of betted game media is zero. In other words, when the settlement switch is operated in a state where a bet is placed, only the game media that are bet are paid out, and when the settlement switch is operated again after that, the game media stored in the credits are paid out. may
[0043] <Bottom panel 5> The lower panel 5 is provided below the front panel PS2. A design sheet is sandwiched between two sheets of transparent resin, and the design sheet is printed to represent the special color of each slot machine PS1.
[0044] <Medal payout port 45> A medal payout port 45 is provided below the lower panel 5 . It is an exit for ejecting medals paid out from a hopper 44 (also referred to as a hopper) to the outside of the slot machine PS1 (receiving tray 28). It also serves as a return port for releasing medals removed from the medal selector 34, which will be described later, to the outside of the slot machine PS1.
[0045] <Saucer 28> A receiving tray 28 (also referred to as a “lower tray”) is provided below the lower panel 5 . It has a substantially recessed structure so as to receive and store the medals discharged from the medal payout port 45, and protrudes toward the player side so that the player can check the stored medals.
[0046] In addition, the receiving tray 28 has other functions such as a cigarette ashtray 29, a resin sheet with an association license sticker, a patent certificate sticker, and a model sticker attached. Section 30 is also provided.
[0047] <Speaker S> Speakers S are provided above and below the front panel PS2. It is connected to the sub-control board 1000 by a harness (not shown), and the speaker S outputs an error sound and a warning sound to notify that an error has occurred, in addition to sound effects that match the production.
[0048] <Display device 32> The display device 32 is provided above the front panel PS2. It is a device that can display images, and various devices such as liquid crystal displays, plasma displays, organic EL displays, and projectors can be used. It is electrically connected to the sub-control board 1000, and in addition to various effect images, a game instruction image that instructs the pressing order of the stop switch 13 and the position of the eyes during the game (a pressing order navigation image when only the pressing order is displayed). (also called push order image, operation order image, or operation order image), push navigation image (also called push image or operation position image) if only the push position is displayed, or push order and push position. In some cases, it is called an operation mode navigation image (also called an operation mode image) as a broader concept of the pressing order and pressing position.), an error image when an error occurs, etc. are displayed. In addition, depending on the model, there is also a slot machine PS1 that does not have the display device 32 mounted. Some slot machines PS1 are equipped with a plurality of display devices 32 depending on the model. Even when a plurality of display devices 32 are provided, the display device 32 refers to any one of the plurality of display devices 32 or the plurality of display devices 32 unless otherwise specified. .
[0049] <Other production devices such as dot displays and movable accessories> Other production devices such as dot displays and movable accessories are provided at arbitrary positions on the front panel PS2, such as the periphery of the display window 4, the middle panel, or the lower panel 5. Other production devices are electrically connected to the sub-control board 1000, and in addition to various production images and production operations, game instruction images and operations for instructing the pressing order and position of the stop switch 13 during the game, and error generation. Display an error image or perform an action when an error occurs. Other production devices are arbitrarily installed according to the model of the slot machine PS1. In addition, various devices such as liquid crystal displays, plasma displays, organic EL displays, and projectors can be used as production devices. In particular, in a gaming machine that has a liquid crystal that is an effect device as an auxiliary device, the display device 32 may be called a main display device, and the liquid crystal that is another effect device may be called a sub-display device. In this case, the display area of the main display device is larger than that of the sub display device.
[0050] <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2, and is provided in the downflow passage below the medal slot 17. As shown in FIG. The medal selector 34 has a medal count function that counts the number of medals inserted by the player with a sensor provided on the flow passage, a medal removal function that guides the inserted non-standard medals to the receiving tray 28, and a front panel PS2 front. An eject function that ejects medals stuck in the medal selector 34 by operating the eject switch provided in the , and an electrically driven blocking member (also called a blocker) that blocks medals that are inserted when not accepting medals. It has a blocker function that removes it from the downflow passage. Further, when the medals inserted at the time of medal acceptance are legitimate medals, the medal selector 34 discharges the medals to the hopper 44 located downstream.
[0051] The various sensors in the medal selector consist of a passage sensor, throw-in sensor 1, throw-in sensor 2, and shoot sensor. The path sensor is a sensor that first detects medals inserted from the medal slot, and is provided to count the number of inserted medals and ejected medals. The insertion sensor 1 and the insertion sensor 2 are located downstream of the path sensor and the blocker, and are used to determine the passing time of the tokens passing through the insertion sensor 1 and the insertion sensor 2 and to determine whether the medal passes normally or abnormally. is provided. Note that the input sensor 2 is located downstream of the input sensor 1. As shown in FIG. The shoot sensor is positioned downstream of the throw-in sensor 2, and is provided to count the number of put-in medals and ejected medals. Since the passage sensor and the shoot sensor have overlapping functions, only one of them may be provided.
[0052] When the blocker in the medal selector is ON, it permits passage of game medals, and when it is OFF, it prohibits passage of game medals. Permitting the passage of game medals means that the game medals inserted from the medal slot are led to the hopper 44, and disallowing passage of the game medals means that the game medals inserted from the medal slot are not allowed to pass through the hopper. Don't let 44 lead you.
[0053] Components of the slot machine PS1 on the side of the cabinet PS3 will be described below.
[0054] <Cabinet PS3> Cabinet PS3 is configured in the shape of a rectangular box with an opening on one side, and inside is reel unit 6, hopper 44, auxiliary tank 46, setting key switch 37, reset / setting switch 38 (hereinafter simply "reset switch , a power supply device 39, a main control board 100, an external output terminal board 47, and the like.
[0055] <Main control board 100> The main control board 100 is housed in the internal space created when the main control board case body and the main control board case cover are combined, and the main control board case body and the main control board case cover cannot be easily opened and closed by caulking. (sealed). The main control board 100 is fixed to the main control board case bracket in cabinet PS3.
[0056] <Reel unit 6> The reel unit 6 mainly includes a reel frame, a left reel 8a, a middle reel 8b, and a right reel 8c. The reel unit 6 is attached to a reel base 7 inside the center of the cabinet PS3 and fixed by a locking member (screw or rivet).
[0057] The reels (left reel 8a, middle reel 8b, and right reel 8c) consist of a reel base, a reel tape with various patterns attached to the outer periphery of the reel base, and a stepping shaft supported by the reel base. It consists of a motor and a motor fixing base that fixes the stepping motor and is neglected as a reel unit. A pattern arrangement different for each reel is drawn on the reel tape.
[0058] When the start switch 12 is operated by the player, the reels are accelerated, and after reaching a constant speed (approximately 80 rpm), timer interrupt processing (hereinafter, sometimes simply referred to as interrupt processing) is performed once. After maintaining a constant speed rotation state in which the stepping motor moves one step each time (constant speed rotation), the corresponding reel is set for each stop operation reception position in response to the operation of the stop switch 13 by the player. The reel is moved to the stop position at a constant speed, and after moving the reel to the stop position, the brake is applied (4-phase excitation signal is output) to stop the rotation of the reel and terminate the excitation output.
[0059] In addition, an index is provided on the spokes provided on the reel base of each reel, and the index sensor provided on the motor fixing base of each reel detects the index, which is the reference during rotation for each lap. The positions of the symbols (also called initial symbols) are determined. The number of steps of the stepping motor, which is the driving source of the reels in this embodiment, is 336 steps, and one cycle is performed by timer interrupt processing 336 times during constant-speed rotation. During constant-speed rotation, the rotation failure detection counter is incremented each time the timer interrupt process is executed twice. In other words, if the reel does not make one rotation even after 360 times of timer interrupt processing, it is determined that the rotation is defective. The rotation failure detection counter is set to 0 when the index is detected, so that the rotation failure detection counter reaches 0 before reaching 180 if the constant speed rotation process is normal.
[0060] In this embodiment, it is determined whether or not the index is detected during constant speed processing, and it is not determined whether or not the index is detected during acceleration processing. It may be determined whether or not the index is detected during the acceleration process. According to such a configuration, it is possible to bring the player into a state in which it is possible to accept the stoppage more quickly.
[0061] In addition, a back lamp unit is provided on the motor fixed base of each reel, and it is lit to emphasize the stopped pattern after the reel stops, or to improve the visibility of the pattern while the reel is spinning. I'm letting you
[0062] <Hopper 44> The hopper 44 is a device that mainly stores medals thrown in by the player. The hopper 44 is placed in engagement with a rail provided on the bottom plate of the cabinet PS3, and can slide back and forth along the rail. The hopper 44 includes a storage tank portion that receives and stores medals guided from the medal selector 34 into the gaming machine, a hopper motor that is driven by a drive signal input from the hopper driving means, and a hopper motor that is pivotally supported to hold the storage tank. A rotating disk for aligning the medals inside the unit, a medal dispensing part provided with a discharge mechanism for discharging the medals one by one to the receiving tray 28 by rotating the rotating disk, and a medal discharge port for discharging the medals by the medal dispensing part. , and a payout sensor for detecting medals ejected from the medal ejection port.
[0063] <Auxiliary tank 46> The auxiliary tank 46 is configured to be able to store medals, and the medals stored in excess of the allowable amount of the storage tank portion of the hopper 44 pass through the downwardly inclined rail portion provided in the storage tank portion. is stored in the auxiliary tank 46. The auxiliary tank 46 has a rectangular box structure, and when installed in the cabinet PS3, two full detection electrodes attached to the cabinet PS3 are connected to the auxiliary tank through through holes provided on at least one side. It is provided so as to be exposed inside 46, and when more than a certain amount of medals inserted from the medal insertion slot is stored, two full detection electrodes are energized through the medals, and the hopper 44 and auxiliary tank 46 are full. We judge that it is. The number of fullness detection electrodes is not limited to two, and the number of fullness detection electrodes may be changed, such as providing three. Further, the method of fullness detection is not limited to the method of using the fullness detection electrode, and a sensor provided at a predetermined position may detect medals to enable fullness detection.
[0064] <Setting key switch 37> The setting key switch 37 is provided in a setting key switch unit provided inside the slot machine PS1 and provided with an opening / closing door on the front surface thereof. After opening the front panel PS2, access is possible by opening the opening / closing door of the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it clockwise by 90 degrees. When the setting key switch 37 is turned on while medals can be accepted, the current set value can be confirmed. Executes setting change processing (described later).
[0065] <Power supply 39> The power supply device 39 is provided on the lower left side of the cabinet PS3 when viewed from the front. The power supply device 39 has a rectangular box structure, is provided with a power switch 40 on the outside, and is provided with a power supply board for generating a voltage inside. The power supply device 39 is individually connected to the rotary device board and the sub-control board 1000 via a harness (not shown), and further connected from the rotary device board to the main control board 100 via a harness. Power is supplied to the control board 100 .
[0066] When the power switch 40 is turned on, the power supply device 39 takes in power from the outside of the slot machine PS1, and then generates a predetermined voltage for each of the main control board 100 and the sub control board 1000. It is configured to take in voltage, and is configured not to take in power from the outside of the slot machine PS1 when the power switch 40 is turned off.
[0067] <External output terminal board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally mounted inside the cabinet PS3 of the slot machine PS1, and outputs signals relating to game results output from the main control board 100 in a predetermined format. converted into a signal and transmitted to the outside of the slot machine PS1. Contents of game results include the number of inserted coins, the number of paid out coins, the number of bonuses (the number of big bonuses, the number of regular bonuses), the door open signal, and the like. Other conditions for sending a signal to the outside are when the main control board 100 is controlled by the AT state, when a specific symbol combination is displayed, when the value of the counter related to the game reaches a predetermined value, etc. It can be set based on the information determined in advance.
[0068] <Functional block diagram> A functional block diagram of the slot machine PS1 according to this embodiment will be described with reference to FIG.
[0069] <Main control board 100> The slot machine PS1 of the present embodiment operates from a main control board 100 (also referred to as main control means 100, main control board 100, main control means 100) that governs general game flow, to a sub control board 1000 (sub control means 1000 , sub control board 1000, sub control means 1000), door relay board (also called central display board), rotary device board, reset / setting switch 38, setting key switch, etc. , which enables data communication. However, bidirectional communication between the main control board 100 and the sub control board 1000 is disabled, and data communication is enabled by unidirectional communication from the main control board 100 to the sub control board 1000. FIG.
[0070] A main control chip is mounted on the main control board 100 . In the main control chip, the main control CPU, the main control ROM, the main control RAM, etc. can communicate with each other via a bus. In addition, the main control chip has a main control built-in register, and the main control built-in register and the main control CPU can communicate with each other via a bus. Furthermore, the main control chip has general-purpose registers (for example, A register, B register, C register, D register, E register, H register, L register) that can be used by the main control CPU for calculation, etc., and call instructions ( For example, a PC register that stores the program (return address) after a return instruction (for example, RET instruction) after executing a program by CALL instruction), an interrupt register that manages the enable / disable state of maskable interrupts (for example, IFF1 register, IFF2 register).
[0071] Under the control of the main control chip, the winning lottery (also called internal lottery), reel drive control (also called reel control), payout control, etc. are appropriately communicated to various boards. In addition, for the sub-control board 1000, as a result of the internal lottery, the selected role (AT role, AT target role, pushing role, pushing role, and operation procedure role including both pushing and pushing roles) ), and when the main control means 100 side notifies the information (push order, operation timing) regarding the display of the choice hand, the choice hand information (choice hand group information, selection By transmitting the information regarding the display of the winning combination), it becomes possible for the sub-control means to notify the information regarding the display of the selected winning combination. In addition, it may be referred to as a process related to the instruction function, including all the processes related to AT, such as shifting to AT, extending the number of AT games, and pressing order notification. It should be noted that the push order role is a conditional device in which the combination of symbols to be stopped and the game medals given to the player differ depending on the order of the reels to be stopped (push order), and the push role is the operation of the stop button. This is a condition device in which the combination of symbols to be stopped and the game medals given to the player are different depending on the timing of acceptance.
[0072] The storage capacity of the main control ROM mounted on the main control board 100 is "16 KB or less", and the use area (also referred to as the first program area) of "7.5 KB or less" and the other outside the use area (second 2 program areas). In the used area, there is only a control area of "4.5 KB or less" (also referred to as a first control area) in which the program executed by the main control board 100 is stored, and information other than the program (for example, internal lottery table information). It has a data area (also referred to as a first data area) of "3.0 KB or less" in which it is stored or to be stored. Outside the use area, there is a control area (also referred to as a second control area) and a data area (also referred to as a second data area) like the use area. A program relating to the progress of the game is stored in the usage area, and a program relating to anti-fraud measures and a program used for gaming machine testing are stored outside the usage area.
[0073] The storage capacity of the main control RAM mounted on the main control board 100 is "1024B or less", and the usage area (also referred to as the first work area) of "512B or less" and the other outside the usage area (second (also called work area). The first work area is a rewritable storage area according to the progress of the game, and the second work area is a rewritable storage area during the execution of anti-fraud measures and game machine test programs.
[0074] The storage area of the main control RAM built in the main control chip is the storage area of the switch state flag that indicates the ON / OFF state of the stop changeover switch and the automatic adjustment switch, and is set 1 to 6 A storage area for setting value information indicating any value of RT status information storage area indicating which RT status among multiple RT statuses, a specific condition device indicating the winning status of a specific condition device such as a bonus , other game information storage areas where information necessary to progress the game is stored, unused unused storage areas, stack area storage areas where data saved from registers are stored, There is a temporary stack area storage area that is set when the power is turned on.
[0075] The main control RAM is initialized at the time of setting change processing by the setting change means, at the time of power failure recovery processing, and at the start of each game, and the memory area of the main control RAM is initialized in each case. The range is different.
[0076] During the setting change process, if power-off recovery cannot be performed normally, or if recovery is not possible, data 0 is set (initialized) in the RAM area excluding the switch status flag storage area. In other words, only the switch state flags take over the state before the setting change. For example, the RT state and the condition device flag are cleared and not taken over.
[0077] Also, during setting change processing, either when the power failure recovery can be performed normally or when the state is not recoverable, that is, when the setting change processing is performed normally, the storage area of the switch state flag , set value information storage area, RT status information storage area, and the RAM area except for the storage area of the specific condition device are set to 0. That is, while maintaining the game state before the setting change, the RT state, the setting value data, and the condition device flag are inherited so that the game can be played with the setting value after the setting change. The set value data inherits the information before the setting change, and new set values are set in subsequent setting change processing.
[0078] In addition, during power-off recovery processing, at the start of each game, data is stored in the stack area storage area excluding the unused storage area of the RAM area and the maximum usage area at the time of power-off recovery when the RAM is initialized. Set 0.
[0079] The main control built-in register built in the main control chip is for setting the operation of each peripheral circuit (eg, timer circuit, etc.) built in the main control chip and controlling its function.
[0080] For example, a program stored in the main control ROM writes (also referred to as setting or storing) data to a predetermined storage area of the main control built-in register, thereby enabling maskable data, which is one of the programs stored in the main control ROM. Settings (timer circuit settings) relating to interrupt processing (for example, timer interrupt processing) can be performed.
[0081] A sub-control chip is mounted on the sub-control board 1000 . In the sub-control chip, the sub-control CPU, sub-control ROM, sub-control RAM, etc. are capable of data communication with each other via a bus. The sub control board 1000 is capable of two-way communication with the effect control board, and transmits data specifying the effect to be output to the speaker S, the LED lamp, the sub switch 20, the effect switch, and the like. Information to the display device 32 sends data to the image control board. Also, the sub-control board 1000 is directly supplied with power from the power supply board.
[0082] <Rotor device board> The reel device board is a relay board that performs data communication between the reel motor, reel sensor, door switch, payout sensor, external output terminal board 47 (also called external collective terminal board 47), etc. and the main control board 100. . A reel motor controls the drive of the reel. The reel sensor is a sensor that determines whether the reel is operating normally, and transmits data to the reel device board when the projecting piece (also called an index) passes the sensor. The door switch is a sensor that determines whether or not the front door PS2 is opened. The payout sensor is a sensor that determines whether or not medals are properly passed when paid out from the hopper 44 . The external collective terminal board is a relay board for transmitting data to a hall computer outside the game machine. Further, power is supplied directly from the power supply board to the rotary drum device board.
[0083] <Door relay board> Information input to the door relay board includes various sensor information in the selector (insertion sensor 1, insertion sensor 2, passage sensor, chute sensor), bed switch information, stop switch information, checkout switch information, and output information These include blocker information, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is a selector, bed switch, stop switch, checkout switch, credit number indicator 26, payout number indicator, replay lamp, 1 bed lamp, 2 bed lamp, 3 bed lamp, start lamp, medal insertion lamp, It is electrically connected to the advantageous section ramp.
[0084] <Production control board> The production control board (also referred to as production control means) includes a sub switch 20, a sub cross key switch 21, a production switch, a movable accessory, a speaker S, a back lamp, an LED lamp provided on the front panel PS2, and a display device 32. is electrically connected to an image control board that controls the display contents of the .
[0085] The production control means is configured to be capable of two-way communication with the sub-control means 1000, and controls the output of production to the production device based on the production command received from the sub-control means 1000.
[0086] The effect control means selects the contents of the effect based on the lottery result of the combination by the internal lottery means. In this embodiment, a plurality of types of effect contents are provided in advance, and the effect control means performs a lottery using a software random number after the internal lottery means performs a lottery for a winning combination at the start of the game. Select content.
[0087] In addition, the contents of the production, not only the result of the role lottery but also the result of the freeze lottery and the game state (RT state, freeze state), etc., are provided with a plurality of types. More specifically, a plurality of types of presentation contents are provided corresponding to bonus wins, small win wins, replay wins, non-win wins, and the like.
[0088] As the game progresses, the content of the production is at what timing (when the start switch 12 is operated, when each stop switch 13 is operated, etc.), and what kind of production is output (how the lamp is lit, It determines whether to blink or turn off, what kind of sound to output from the speaker S, what kind of image to display on the display device 32, etc.).
[0089] Also, it is possible to generate an effect output by the effect control means according to an operation by the player. For example, the start switch 12, the stop switch 13, the medal insertion slot 17, the bet switch (MAX bet switch 18, 1 bet switch 19), the settlement switch, etc., for which the operation signal is input to the main control board 100, are operated according to the operation signal. It is also conceivable to generate an effect by the effect control means of the sub control board 1000 based on the sub control command transmitted from the control board 100, and the sub switch 20 and the sub cross key for inputting the operation signal to the sub control board 1000 It is also conceivable to directly generate an effect from the sub-control board 1000 according to the sub-input switch operation means such as the switch 21 and the effect switch. Also, the sub-control board 1000 and the production control board are separate boards, but they may be configured as one board. In that case, the sub control board 1000 has the functions and processes of the production control board, and the sub control board 1000 has the sub switch 20, the sub cross key switch 21, the production switch, the movable accessory, the speaker S, the back lamp, and the front panel. An LED lamp provided in the PS2 and an image control board for controlling display contents of the display device 32 may be electrically connected.
[0090] <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM, a sound ROM, a cooling fan, and the like for specifically displaying the effect content on the display device 32 .
[0091] <Supplementary board configuration> It should be noted that the sub control board and the effect control board may be configured by one (one) board, the sub control board and the effect control board and the image control board may be configured by one board. If the sub-control board and the effect control board are configured with one board, the sub-control CPU and the effect control CPU may be provided two, or may be one CPU. The same is true when the sub control board, effect control board and image control board are configured with one board.
[0092] <Power board> In the slot machine PS1 of the present embodiment, power is supplied from the power board to the reel device board and the sub-control board based on the operation of the power switch 40. FIG. The power supplied to the reel device board supplies power to the main control board 100 and the door relay board. Then, the supplied electric power is supplied to each component to establish an electrical connection. The power supplied to the sub-control board 1000 supplies power to the performance control board, and supplies power to the image control board. The supplied electric power is supplied to each component and electrically connected.
[0093] Next, the control of the main control board 100 that controls the game of the gaming machine will be described.
[0094] <type of error> Errors are roughly classified into recoverable errors and unrecoverable errors.
[0095] <Recoverable error> Errors that can be recovered include selector errors (medal retention error, medal backflow error, medal passing time error), hopper 44 errors (hopper retention error, hopper empty error, abnormality detection error), door open error, harness disconnection error, etc. When a restorable error is set, after removing the factors of various restorable errors, if the operation of the reset switch is accepted, the game can be returned to the game without turning on the power again. During the restorable error, the display device 32, payout number indicator, and various lamps display information about the error in order to notify the player of what error has occurred.
[0096] When a recoverable error is detected during a game, progress of the game may be stopped at the time of detection, or may be stopped after completion of the game in which the recoverable error is detected. By stopping the progress of the game during the restorable error, even if the restorable error occurs due to fraud, damage to the game parlor manager can be suppressed. As a condition for recovering from a recoverable error state, it may be configured so that recovery is automatically performed by removing the cause of the error, and an error that can be recovered without turning on the power again is called a recoverable error. ing.
[0097] <Unrecoverable error> In the slot machine PS1 of this embodiment, when an unrecoverable error occurs, interrupts are prohibited, the progress of the game is restricted by clearing the output of the output port, etc., and the credit amount indicator 26 displays according to the type of error. It notifies that it is in a non-recoverable state, such as
[0098] In addition, when a recoverable error is set, the recoverable error is canceled when the operation of the reset switch (not shown) is accepted. An unrecoverable error cannot be cleared simply by turning on the power again. In this case, the unrecoverable error is canceled by performing the setting change process. When the power is turned on again in the event of an unrecoverable error, after a part of the power failure recovery process is executed, the unrecoverable error display is repeatedly executed so that the subsequent game processes are not executed.
[0099] As non-recoverable errors, if the number of bets at the lottery is out of the specified number, if the value is not within the normal range in the setting value error check, it is determined that the power supply shutdown processing was not performed normally when the power supply was restored. (Sometimes referred to as "RWM (RAM) error" or "RWM (RAM) error"), if it is determined to be a random number error such as an abnormality in the frequency of the crystal oscillator, it will be won on the valid line in the winning determination process. There is a case where the symbol combination corresponding to the combination that has not been played is stopped.
[0100] Further, when an unrecoverable error occurs, the progress of the game is stopped regardless of whether it is during the game or during the game standby (from the end of the game to the start of the next game).
[0101] <Game method, game flow> In order to play a game on the slot machine PS1, first, a medal is inserted from the medal slot 17, or a pre-stored medal is bet (MAX bet switch 18, 1 bet switch 19). Set the number of medals to bet (also called the specified number). In this embodiment, three sheets are set as the prescribed number. By setting the number of medals to be bet, the activated line is set to be effective and the game becomes possible.
[0102] When medals are inserted from a new medal insertion slot in a situation where the number of medals to bet is set to the upper limit, the number of game medals stored in the credit increases. The maximum number of cards that can be stored in credits is 50. If medals exceeding the upper limit of the number of bets (3) and the upper limit of the reserve (50) are inserted from the medal slot (54th medal), the blocker of the medal selector is turned off (when medals are inserted into the machine) to prevent it) and returned to the saucer. That is, when the number of bets is the upper limit and the number of accumulated credits is the upper limit, the blocker is turned off (a path to the hopper 44 in the selector is not formed).
[0103] A situation in which the number of bets is added when medals are inserted is when the number of bets is less than 3 (less than the maximum number of bets in the gaming state when the medals are inserted). In addition, as a situation in which credits can be accumulated when medals are inserted, the number of bets is 3 (maximum number of bets in the game state when medals are inserted) and credits are less than 50 (credits is less than the maximum number that can be stored). That is, when the sum of the number of bets and the number of accumulated credits is less than 53, medals are inserted into the gaming machine when inserted from the medal slot. In addition, as a condition for inserting medals into the inside of the gaming machine, it is also mentioned that the game is waiting for the game (the period from the end of the game to the start of the next game). For example, a symbol combination related to replay is displayed, and the token insertion requirement is satisfied even during game standby after the automatic betting process is executed. In this case, since 3 coins are automatically bet, if the number of accumulated credits is less than 50, the token insertion requirement is satisfied.
[0104] Next, when the operation of the start switch 12 is received, the internal lottery process is executed, and after determining the result of the internal lottery process (also referred to as the result of the internal lottery process, the condition device number), the minimum game time (wait time (period), or 4.1 seconds timer) has passed, and if the wait time has passed, each reel will start rotating, and if the wait time has not passed, each Wait without spinning the reels.
[0105] Next, when accepting the operation (stop operation) of one of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c), depending on the timing of accepting the role lottery result and the stop operation The reel corresponding to the stop switch 13 operated by is stopped. When all the reels are stopped (also called full stop), it is determined whether or not each stop symbol determined at the time of accepting the stop of each reel is abnormal, and if not abnormal, which symbol combination is the stopped symbol combination Search, and according to the symbol combination corresponding to the search results, pay out medals (including addition to credits), set replay (automatic bet processing), set bonus status, end bonus status, set RT status, Processing such as ending the RT state is performed, and one game ends.
[0106] <Freeze processing> The freeze processing (also referred to as freeze effect) that delays the progress of the game by suspending the progress of the game for a predetermined period of time includes, for example, accepting game media, which are functions related to the progress of the game, and controlling the number of pre-credited game media bet. Acceptance of the operation of the bet switch for setting, acceptance of the operation of the start switch 12 for starting the game, or acceptance of the stop operation of the reels can be suspended. The freeze process (freeze effect) is a process controlled by the main control board 100. FIG.
[0107] As the freeze effect, all the functions related to the progress of the game may be temporarily stopped, or only some of the functions may be temporarily stopped.
[0108] Modes in which the progress of the game is paused include control processing based on the operation of the player (processing for forming a path through which medals are guided to the hopper 44 by blocker control, processing for setting the number of bets based on the operation of the bet switch, Reel rotation processing or internal lottery processing based on the operation of the start switch 12, reel stop processing based on the operation of the stop switch 13) is not performed.
[0109] When an input signal based on the player's operation is issued during the period in which the progress of the game is paused by the freeze effect, control processing based on the input signal is not performed, the input signal is not accepted, or the input signal is not received. By performing processing such as delaying the transmission until a predetermined period elapses, the game end timing in one game is delayed compared to the case where the freeze effect is not performed.
[0110] Regarding the freeze effect performed based on the operation of the start switch 12, when the start switch 12 is operated, the reel does not rotate for a predetermined period and the reel rotates after a predetermined period, or the start switch 12 When is operated, internal lottery and reel rotation are not performed for a predetermined period, and internal lottery and reel rotation are performed after the predetermined period has elapsed, or when start switch 12 is operated, internal lottery is not performed for a predetermined period. In the case where the reels are not rotated and the reels are rotated after a predetermined period of time has elapsed, or when the start switch 12 is operated and the internal lottery is performed, a predetermined period is set and the reels are rotated or stopped during the predetermined period. , or after the start switch 12 is operated to perform internal lottery and reel rotation, a predetermined period is set and stop acceptance of the stop switch 13 is disabled for the predetermined period.
[0111] Regarding the freeze effect performed based on the operation of the stop switch 13, as a result of the freeze effect performed based on the acceptance of the operation of the stop switch 13 and the operation of the stop switch 13, a specific symbol was stopped and displayed on the reel. In the freeze effect performed based on this, the control processing of the freeze effect is different.
[0112] As the control processing of the freeze effect performed based on the acceptance of the operation of the stop switch 13, for example, when the left stop switch 13a is operated during all reel rotations and freezes, the left reel corresponding to the left stop switch 13a stops Later, it is possible to invalidate the stop acceptance of the middle stop switch 13b and the right stop switch 13c. As a result, the player cannot stop the rotating middle and right reels for a predetermined period of time. , It is possible to delay the timing until the end of the game in one game.
[0113] As a result of accepting the operation of the stop switch 13, the operation of the stop switch 13 other than the last stop switch 13 is accepted as the control processing of the freeze effect performed based on the fact that the specific symbol is stopped and displayed on the reel. When a specific pattern is stopped and displayed on each reel by doing so, it is possible to invalidate the stop acceptance of the stop switch 13 that is stopped last, or to accept the operation of the stop switch 13 that is stopped last. Based on the fact that a specific symbol is stopped and displayed on each reel, the bet number setting process based on the operation of the bet switch to start the next game, the process of detecting the insertion of game media by the passing sensor, or replay is enabled. For example, control processing or the like based on the automatic betting processing that is performed when the player stops on the line is not performed.
[0114] During the predetermined period during which the freeze effect is performed, the game progress control based on the player's operation is temporarily stopped, but the gaming machine operation irrespective of the progress of the game can be executed. For example, even if the stop control process based on the operation of the stop switch 13 is not performed, the rotation mode of the reel is set arbitrarily, such as rotating in a normal rotation mode, rotating at a lower speed than usual, or rotating at a higher speed. can do.
[0115] As the rotation mode of the reels in a predetermined period, the reels are rotated in a direction opposite to the normal rotation (so-called reverse rotation), the reels are rotated a predetermined number of symbols and a specific combination of symbols is stopped, and a predetermined number of reels For example, stopping a reel and rotating another reel, changing the rotation speed of a reel, or changing the operation of a reel due to a player's operation.
[0116] The predetermined period during which the freeze effect is performed can be changed according to predetermined conditions. Here, the predetermined condition is the detection of a signal based on the operation acceptance status of various switches by the player (the operation status of the start switch 12, the bet switch, the stop switch 13, or the settlement switch, etc.), and the result of the freeze lottery. are mentioned. In addition, changing includes shortening or lengthening a predetermined period of time during which a freeze effect is performed in which the progress of the game is temporarily stopped, or switching the rotation mode of the reels.
[0117] Control processing for shortening the suspension period includes forcibly terminating the suspension period or rewriting the suspension period to a period shorter than the suspension period. As control processing for lengthening the suspension period, another period is added after the suspension period, or the suspension period is rewritten to a longer period. Further, the pause period based on the freeze effect does not have to be set with an upper limit time, and may continue until a certain result is obtained based on the result of operation acceptance.
[0118] The pause period during which the freeze effect is performed may be set after the wait period has elapsed, or may be set including the wait period. If the wait period is included, the wait period and the freeze effect period are compared, and if the freeze effect ends during the wait period, the freeze effect is executed during the wait period, and the freeze effect ends during the wait period. If not, the freeze effect period may be set after the wait period, or the remaining wait period may be resumed after the freeze effect ends. Also, if there is only a freeze effect period longer than the wait period in advance, the process of comparing the wait period and the freeze effect period is omitted, and the freeze effect is started after the start switch 12 is operated (after the internal lottery process). It is also possible to
[0119] As a freeze effect, it is also possible to perform a freeze effect (also referred to as a pseudo-game) as if a normal game were progressing during the acceleration process. In the pseudo game, the start switch 12 is operated, a pseudo game period is set during the reel acceleration process after the internal lottery is performed, and during the pseudo game period, reel rotation control is performed like a normal game (pseudo game The reel rotation control is performed based on the operation of the start switch based on the start of the game), and the reel stop control is performed based on the operation of the stop switch 13. Further, it may be configured to rotate the reel again by operating the start switch 12 during the pseudo-game period. However, the internal lottery process based on the operation of the start switch 12, the prize determination process or the payout control process based on the operation of the stop switch 13 are not performed.
[0120] Also, in the pseudo game, when the reel is stopped by operating the stop switch 13, or when the reel is automatically stopped as a reel effect, the stopped reel is swung up and down (so-called swing fluctuation). As a result, when the player operates the stop switch 13, it is possible to determine whether the game is a normal game or a pseudo game.
[0121] <Symbol combinations that do not require technical intervention> A symbol combination that does not require technical intervention is a symbol combination that can stop and display the symbol combination of the winning combination on the active line regardless of the timing at which the stop switch 13 is operated while the reels are spinning. means For example, when bell symbols are arranged at intervals of 3 symbols on all reels, the bell-bell-bell always stops (attraction rate is 100%), so it can be said that it is a symbol combination that does not require technical intervention. Hereinafter, the pull-in rate of 100% may be referred to as PB=1, and the winning combination with the pull-in rate of all reels of 100% may be referred to as PB=1.
[0122] On the contrary, PB≠1 means that the symbol combination of the winning combination does not stop depending on the stop timing of the stop switch 13 while the reels are rotating. For example, if there is a place where there is no symbol related to the winning combination (such as five symbols apart) within the pull-in range, PB≠1, and the winning combination is sometimes called a PB≠1 combination.
[0123] <Small win priority control, bonus priority control> Minor win priority control means that when a minor win and a bonus are won in duplicate, or when both the symbols related to the minor win and the symbols related to the bonus can be drawn when the minor win wins within the bonus, the symbols related to the minor win are drawn. .
[0124] The bonus priority control is to attract the bonus symbol when both the symbol related to the minor symbol and the symbol related to the bonus can be drawn in when the minor symbol and the bonus are won in duplicate or when the minor symbol in the bonus is won.
[0125] In addition, replay has the highest priority and cannot be missed, so when replay and small winnings, or replay and bonus condition device flags are turned on at the same time, patterns related to replay are always drawn.
[0126] <Normal section> A normal section is a section in which processing related to the instruction function cannot be performed. When the pushing order is won in the normal section, a process of transmitting to the sub-control means 1000 masked information (effect group number) indicating which pushing order was won is executed. In addition, when winning the pushing order in the normal section, notification of the pushing order (both the correct pushing order and the incorrect pushing order) is not displayed on the instruction monitor. As a result, in the normal section, both the main control means 100 and the sub-control means 1000 do not notify the pushing order even if the pushing order is won. I don't know. In other words, it is a game section that does not become AT state.
[0127] <advantageous section> The advantageous section is a section in which processing related to the instruction function can be executed, and the advantageous section is provided to suppress excessive medal acquisition by AT. If you win the advantageous section transition lottery executed in the normal section, you can shift to the advantageous section. In the advantageous section, it is possible to perform a lottery to transition to AT or have a case of being in AT state, but in order to suppress the above-mentioned excessive medal acquisition, the advantageous section ends based on certain conditions. It is designed to move to the normal section. in particular, 1) When 1500 games have been played from the next game after moving to one advantageous section 2) When more than 2400 medals are obtained from the next game after shifting to one advantageous section 3) When any condition is met is mentioned. By these means, excessive acquisition of medals can be suppressed. The 1,500 games in 1) may be 3,000 games, or 65,535 games, which is the maximum value that can be stored in a 2-byte storage area. It may be configured not to end. In addition, the arbitrary condition of 3) includes, for example, when one AT ends, when a specific symbol combination is displayed, and the like.
[0128] If it is an advantageous section, information indicating that it is an advantageous section (also called an advantageous section type) is stored in a predetermined RAM area. If the value stored in the RAM area is 0 (if the advantageous section type is 0), it indicates that it is a normal section, and if the value stored in the RAM area is 1 (if the advantageous section type is 1) indicates that it is an advantageous section.
[0129] <Advantageous section ramp> An advantageous section lamp is provided as information indicating on the main side that the vehicle is staying in an advantageous section. As a result, when the player confirms whether or not he / she is staying in the advantageous section, he / she can easily judge by lighting / non-lighting of the advantageous section lamp. Specifically, when the DP of the credit display 26 is lit, it indicates that the player is staying in the advantageous section, and when the DP of the credit display 26 is not lit, the player is not staying in the advantageous section. It is shown that. In addition, the lighting timing of the advantageous section lamp is after all reels stop, after accepting bet switch operation, when the first medal inserted for maintenance is detected, when the second medal inserted for maintenance is detected, 3 medals inserted for maintenance are detected. Examples include when the second medal is detected, after receiving the start switch, or after winning a winning combination by internal lottery. In addition, as a condition to always light up, if you stay in the advantageous section and notify the operation procedure information of the choice hand, and if the ball output rate (maximum ball output rate) of the information game exceeds 1 ( increase).
[0130] In addition, it is configured to light the advantageous section lamp even when notifying the RT transition to RT with a high replay probability even if the ball output rate does not exceed 1 because the push order small role is not installed in the specifications. ing. This is to inform the player that the state is advantageous to the player by means of the advantageous section lamp, and is intended to prevent the player from suffering damage due to ignorance of the specifications of the gaming machine.
[0131] Note that if the condition for always lighting the advantageous section lamp as described above is not satisfied, there is no problem even if the timing for lighting the advantageous section lamp after the transition to the new advantageous section is arbitrary.
[0132] In addition, if the advantageous section lamp is lit once, it will continue to be lit until the advantageous section ends, and before accepting the operation of the start switch for the next game after the advantageous section ends (after all reels stop, After accepting the bet switch operation, when the first medal inserted for maintenance is detected, when the second medal inserted for maintenance is detected, or when the third medal inserted for maintenance is detected), the Advantage Zone lamp will not light up. to
[0133] With this configuration, even if the advantageous section lamp is not lit, it may be an advantageous section, and even if the advantageous section lamp is not lit, the player can feel the expectation that the processing related to the instruction function will be executed. can be given to As a result, conventionally, if it is a normal section, it has become a game that only waits to shift to the advantageous section, but with the gaming machine of this embodiment, even if the advantageous section lamp is not lit, AT transition Since there is a possibility that a lottery or the like is being performed, it is possible to maintain the motivation of the game.
[0134] Also, when the advantageous section type is 1, it is not necessarily an advantageous section. This is a normal section (advantageous section type is 0), and in a game where the advantageous section type is 1 after winning the advantageous section transition lottery, the advantageous section type is 1 but before it transitions to the advantageous section. This is because the game state is in the normal section. When executing processing to transmit whether the test signal is an advantageous section or a normal section, if the advantageous section type is referenced, the signal for the advantageous section will be sent even though it is a normal section. send a different signal.
[0135] In order to prevent this situation, the test signal is configured to refer to the value of the advantageous interval clear counter when transmitting either the advantageous interval or the normal interval. When the value of the advantageous section clear counter is 0, a process is executed to output a test signal indicating that it is a normal section. ), a process for outputting a test signal indicating the advantageous section is executed. By configuring in this way, the process for outputting the test signal only needs to determine whether the value of the advantageous section clear counter is 0 or not, and the state can be accurately identified. , and the program execution speed can be improved. As described above, even when the advantageous interval is terminated with any end condition, the value of the advantageous interval clear counter is set to 1, so in the processing for outputting the test signal, the advantageous interval can be output correctly. <at> AT is an abbreviation for assist time, and is also called a notification period, and is a period for facilitating the winning of a winning combination by a winning combination lottery (hereinafter referred to as notification). In general, means for notifying in the AT include stop switch operation timing, stop switch operation order, stop switch operation timing and stop switch operation order, and are also referred to as an operation procedure or operation mode.
[0136] A sub-bonus is a type of AT, and is different from bonuses that can be won by internal lottery (1 type BB, 2 types BB, RB, CB, SB described later). It is basically the same as AT, but it is characterized by stopping the sub-bonus start symbol combination in reel production, pseudo-game, or pushing order at the start of the sub-bonus. It should be added that even if it is simply called "AT", it is a concept that includes a sub-bonus.
[0137] <Grouping of alternative roles> The main control means 100 transmits to the sub-control means 1000 the production group number indicating that the choice is won when the choice is won during non-AT, and the production group number and the operation procedure information are sent when the choice is won during AT. to the sub-control means 1000. In other words, since the operating procedure information is not sent to the sub-control means 1000 during non-AT, the sub-control means 1000 cannot notify the operating procedure. As a result, on the side of the sub-control means 1000, it is unclear which operation procedure is used to display a symbol combination advantageous to the player during non-AT, and a symbol combination advantageous to the player is displayed during AT. Since the operation procedure information that can be performed is transmitted, the operation procedure can be notified by the liquid crystal display device or the operation instruction lamp on the sub-control means 1000 side. As a result, the player can easily recognize the operation procedure, and can suppress illegal acquisition of the operation procedure information during non-AT.
[0138] <Processing related to instruction function> The processing related to the instruction function is AT transition lottery, AT additional lottery, AT end condition update (addition / subtraction of AT game number, addition / subtraction of AT execution notification number), AT execution (notification of operation mode) It is a concept that includes not only lottery related to AT, but also processing related to AT state management. The processing related to this instruction function can be executed with a predetermined number of bets for each gaming state, and if multiple bets are set as a prescribed number in a certain gaming state, only one bet number configured to process. For example, if it is possible to bet 2 and 3 in the middle state of the bonus, the instruction function can be executed only in the game with 3 bets, and the instruction function can be executed in the game with 2 bets. is infeasible. That is, in the game with two bets, even if the AT lottery target role is won, the AT lottery is not executed, or the AT game number is not updated according to the progress of the game. In addition, SB (single bonus) or CB that ends in one game is dedicated to 2-bet games, and in games after SB or CB is 2-bet or 3-bet, SB or CB If the replay is won and the number of automatic bets is 2, the processing related to the instruction function cannot be executed in the game after SB or CB. It is executable), so set the number of bets to be automatically inserted to 3 when the replay wins in SB or CB. By doing so, it is possible to execute the processing related to the instruction function even in the game after the replay is won in SB or CB, so it is possible to eliminate games that are disadvantageous to the player. It should be noted that, as described above, processing related to the advantageous section is configured to be executed regardless of the number of bets.
[0139] <Instruction monitor> During the AT, when announcing information on the operating procedure for the winning hand, the operating procedure information may be announced using the winning number indicator. Specifically, "1" is displayed on the instruction monitor in the case of push order A (left, middle, right correct), and "2" is displayed on the instruction monitor in the case of push order B (left, right, middle, correct). In the case of push order C (middle left right correct), "3" is displayed on the instruction monitor, in the case of push order D (middle right left correct), "4" is displayed on the instruction monitor, push order E (right left In the case of the middle correct answer), "5" is displayed on the instruction monitor, and in the case of the pushing order F (right middle left correct answer), "6" is displayed on the instruction monitor.
[0140] With such a configuration, the player can know the correct pressing order by checking the instruction monitor. In addition, since the instruction monitor is controlled by the main control board, it is possible to accurately notify the pressing order even if the sub-control board is illegally modified.
[0141] In addition, when the instruction monitor is also used as the acquired number display, the above-described numbers (1 to 6) may be displayed in the lower digits, and "=" may be displayed as the identifier in the upper digits. In this case, the identifier can be used to determine whether the winning number indicator displays the winning number or the pressing order, so that the player's recognition is not hindered.
[0142] Also, when the instruction monitor is configured as a dedicated display, a 3-digit 7-segment display may be used. The reason for using 3 digits is that it corresponds to the number of reels. Then, in the case of push order A (left, middle, right correct), "123" is displayed on the instruction monitor, and in the case of push order B (left, right, middle, correct), "132" is displayed on the instruction monitor, and the push order is displayed. In the case of C (middle right left correct), "213" is displayed on the instruction monitor, and in the case of push order D (middle right left correct), "312" is displayed on the instruction monitor, push order E (right left middle correct) In the case of , "231" is displayed on the instruction monitor, and in the case of push order F (right, middle, left correct), "321" is displayed on the instruction monitor. With such a configuration, it becomes easier to intuitively grasp the pressing order of the instruction monitor, and the player can easily grasp the correspondence relationship between the pressing order and the display of the instruction monitor.
[0143] The timing for displaying the pushing order on the instruction monitor is any period from when the pushing order is won by an internal lottery executed based on the operation of the start switch to when the stop switch becomes operable. is preferably the timing of With such a configuration, the pressing order can be notified before the player operates the stop switch, so it is possible to prevent the stop operation from being performed in an incorrect pressing order.
[0144] <Status display monitor (role ratio monitor)> The role ratio monitor is the cumulative advantageous section ratio or the cumulative instructed role ratio (can be selected according to the specifications of the game machine. Also called the instructed role ratio), the continuous role ratio between the latest 6000 games, the latest It is a display device that switches and displays the character ratio between the 6000 games, the cumulative continuous character ratio, the cumulative character ratio, and the cumulative condition ratio of the character, etc. every 4800ms. By using 4 pieces, it is possible to display a 4-digit number. Of the four digits displayed by four 7-segment LEDs, the upper two digits are called the identification segment, and the lower two digits are called the ratio segment.
[0145] "Role" in the role ratio refers to the first type special role (so-called RB), the second type special role (so-called CB), and the ordinary role (so-called SB). ” is a ratio calculated by payout during operation of accessory / total payout×100. In addition, the payout in the operation of the type 1 special role continuous operation device (so-called BB) and the type 2 special role continuous operation device (so-called MB) is also included in "payout during operation", but during BB Payouts in general games and general games during MB are not included in "payouts during operation of accessories". Note that "payout" is a term in which the number of inserted coins is not subtracted. In addition, as a concept combining the first class special role continuous operation device and the second class special role continuous operation device, it may simply be referred to as a role continuous operation device.
[0146] The "continuous role" in the continuous role ratio refers to the first type special role (so-called RB), and the "continuous role ratio" is the payout during operation of the first type special role / total payout It is a ratio calculated by ×100. In addition, payouts in the operation of the type 1 special accessory continuous operation device (so-called BB) are also included in "payouts during operation of accessories", but payouts in general games during BB are "payouts during operation of accessories" not included in
[0147] The "instructed role" in the instructional role ratio includes the payout in the game (so-called AT) in which the instruction function is activated in the above-mentioned "accessory", and the "instructed role ratio" is , (payout during instruction function operation or payout during accessory operation) / total payout x 100. Here, (payout while the instruction function is in operation or payout while the accessory is in operation) does not refer to the payout in the game in which the instruction function is in operation and the accessory is activated, but the payout in the game in which the instruction function is activated. It refers to the sum of the payouts of the game in which the number and the accessory are activated. If the game in which the instruction function was activated was the game in which the accessory was activated, instead of adding the two payouts, the number of payout during product operation). If the player makes a mistake in operating the stop switch in a game in which the AT is activated, the maximum payout may not be obtained, but in this case the payout is calculated based on the actual payout.
[0148] Among the information displayed on the role ratio monitor, the information displayed in the identification segment is the cumulative advantageous section ratio, cumulative instructed role ratio, continuous role ratio among the latest 6000 games, and role ratio among the latest 6000 games. It is information for identifying which ratio is being displayed among the ratio, the cumulative continuous accessory ratio, the cumulative accessory ratio, and the cumulative accessory state ratio, and is respectively ``7U.'' and ``7P. ”, “6Y.”, “7Y.”, “6A.”, “7A.”, “5H.” For example, if "7U." is displayed in the identification segment, it indicates the cumulative advantageous section ratio, and if "6Y." It shows that it is a character ratio. The "." displayed on the role ratio monitor is a decimal point.
[0149] Among the information displayed on the role ratio monitor, the information displayed on the ratio segment is information for visually recognizing the calculation results of various ratios, and is displayed in two-digit numbers using two 7-segment LEDs. For example, if the calculation result is 70, "70" is displayed in the ratio segment. Note that the calculated results are rounded down to the nearest decimal point and displayed. Also, when the calculation result is 100, it is displayed as "99". Also, if the total number of games is less than 400, the ratio segment is displayed as "00".
[0150] The identification seg is displayed in a flashing manner when the cumulative number of games is less than the reference number of games. The number of standard games is determined according to various ratios, and in the case of the cumulative advantageous section ratio, it is 175,000 games, and in the case of the cumulative instructed role ratio, it is 175,000 games. 6000 games for the ratio, 6000 games for the character ratio among the latest 6000 games, 17500 games for the cumulative continuous character ratio, and 17500 games for the cumulative character ratio. is 175,000 games in the case of the total state ratio of accessories, etc.
[0151] The ratio seg is displayed in a blinking manner when the displayed numerical value is equal to or greater than the threshold. The threshold is determined according to various ratios, 70 for the cumulative advantageous section ratio, 70 for the cumulative instructed role ratio, and 70 for the continuous role ratio among the latest 6000 games. 60, 70 for the latest 6000 game character ratio, 60 for cumulative continuous character ratio, 70 for cumulative character ratio, etc. 50 for state ratios. If the total number of games is less than 400 and the calculation result is equal to or greater than the threshold value but "00" is displayed in the ratio segment, the ratio segment is displayed in a lighting mode.
[0152] In order to confirm whether the role ratio monitor can operate normally, a test pattern is displayed in the identification seg and the ratio seg for 4800 ms after the power is turned on and the timer interrupt processing is started. As a test pattern, all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor are displayed in a blinking manner. For example, "8.8.8.8." may be displayed in a blinking manner. The test pattern may be displayed at any timing during setting change, setting confirmation, or RWM (RAM) abnormal error, in addition to the timing after power-on.
[0153] When the cumulative number of games in the identified segment is less than the reference number of games, when the displayed numerical value is greater than or equal to the threshold value in the ratio segment, and when the test pattern is displayed in the identification segment and the ratio segment, the segment is displayed in a blinking manner. However, more specifically, the blinking mode is displayed by switching between lighting and extinguishing every 300 ms, such as lighting for 300 ms→lighting for 300 ms→lighting for 300 ms→lighting for 300 ms→···. Also, when the various ratio information is switched, lighting is started, thereby preventing the display period of various ratio information from becoming longer or shorter depending on the timing of lighting and blinking.
[0154] As described above, the cumulative advantageous section ratio or the cumulative instructed role ratio, the continuous role ratio among the latest 6000 games, the role ratio among the latest 6000 games, and the cumulative continuous The character ratio, the total character ratio, and the total character condition ratio are configured so that the display contents are switched every 4800ms. By doing so, it is possible to configure so that one of the 7-segment LEDs is always lit at the switching timing of the various ratios displayed on the role ratio monitor even when displaying in a blinking mode. becomes.
[0155] By configuring in this way, even at the timing when various ratio information is switched, lighting is started, so that it is possible to continuously display a display that does not give a sense of discomfort due to the fact that the blinking period does not deviate.
[0156] In addition, since the test pattern display period after turning on the power is also set to 4800ms, the 7-segment LED turns off when the test pattern is displayed for 4800ms. It is possible to display information about the instructed accessory ratio from lighting.
[0157] Next, a control method for blinking display on the role ratio monitor will be described.
[0158] In order to blink the display mode of the role ratio monitor, it has a storage area (_TM_CHG_FLS) for managing the time to switch between lighting and lighting. The storage area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is a 2-byte storage area, and increments by 1 each time a timer interrupt is processed. A storage area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is initialized (0 is stored) when the power is turned on, and then circulates from 0 to 299 each time timer interrupt processing is executed. In other words, the next value after 299 is 0.
[0159] Example 1) If the storage area (_TM_CHG_FLS) for managing the time to switch on and off is set to "0" and the update process is performed, the storage area (_TM_CHG_FLS) for managing the time to switch on and off will be set to " 1”. At this time, the carry flag is set to 1 (the carry flag is set to 1 because a carry occurs as a result of calculating "0-299").
[0160] Example 2) If the storage area (_TM_CHG_FLS) for managing the time to switch on and off is "298" and update processing is performed, the storage area (_TM_CHG_FLS) for managing the time to switch on and off will be set to " 299”. At this time, the carry flag is set to 1 (the carry flag is set to 1 because a carry occurs as a result of calculating "298-299").
[0161] Example 3) If the storage area (_TM_CHG_FLS) for managing the time to switch on and off is "299" and update processing is performed, the storage area (_TM_CHG_FLS) for managing the time to switch on and off will be set to " 0”. At this time, the carry flag is set to 0 (the carry flag is set to 0 because no carry occurs as a result of calculating "299-299").
[0162] As described above, if the storage area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is any value from 0 to 298, the carry flag is set to 1, and the time to switch between lighting and extinguishing is set to 1. If the storage area (_TM_CHG_FLS) for management is 299, carry flag=0. In other words, the carry flag becomes 0 every 300 ms.
[0163] When the carry flag=0, it is configured to update the flashing switching flag (_FL_CHG_FLS). The flashing switching flag (_FL_CHG_FLS) is initialized (0 is stored) when the power is turned on, and when 0 is stored in the flashing switching flag (_FL_CHG_FLS), the role ratio monitor is turned on and the flashing switching flag ( _FL_CHG_FLS) turns off the role ratio monitor when 1 is stored. In other words, since the carry flag becomes 0 every 300ms, by repeatedly storing 0 and 1 in the flashing switching flag (_FL_CHG_FLS) every 300ms, the display mode of the role ratio monitor changes between the lighting mode and the extinguishing mode every 300ms. can be repeatedly displayed (blinking display).
[0164] When the display of the role ratio monitor is displayed in a blinking mode, if the total number of games in the identification segment is less than the reference number of games, if the display numerical value is greater than or equal to the threshold value in the ratio segment, the test pattern is displayed in the identification segment and the ratio segment. Since it is one of the cases of displaying, in cases other than these cases, it is displayed in the lighting mode without referring to the flashing switching flag (_FL_CHG_FLS). However, regardless of whether or not the flashing switching flag (_FL_CHG_FLS) is referenced, the storage area (_TM_CHG_FLS) for managing the time to switch between lighting and lighting is updated for each timer interrupt processing, so the flashing switching flag (_FL_CHG_FLS) ) is also updated as needed, and even when the blinking switching flag (_FL_CHG_FLS) is switched from not referring to to referring to it, the timing of turning on and off and the switching timing of various ratio displays should be displayed without deviation. becomes possible.
[0165] <Program start processing flow> The program start processing executed by the main control board 100 according to this embodiment will be described using the flowchart of FIG.
[0166] When the power is turned on, the main control board 100 performs initial settings related to the operation of the gaming machine. Specifically, it performs RAM check processing for setting the interrupt mode, setting the functions of the main CPU, and creating power failure recovery data. The RAM check process determines whether or not the checksums of all RAMs are normal. If the conditions are met, the power failure recovery data is determined to be normal, and if the conditions are not met, the power failure recovery data is determined to be abnormal.
[0167] Next, the states of the setting key switch signal and the door open detection switch signal are checked to determine whether or not the setting key switch 37 and the door open detection switch are on.
[0168] When the setting key switch 37 and the door open detection switch are on, it is determined whether the power failure recovery data is normal or whether the recovery is possible. If the power failure recovery data is normal or in a recoverable state, the first initialization range to be initialized in the initialization process in the setting change process is set, and the setting change process in FIG. 10 is performed. If the power failure recovery data is normal or not in a recoverable state, the second initialization range to be initialized in the initialization process in the setting change process is set, and the setting change process in FIG. 10 is performed. After the setting change process, the game proceeds to the main game shown in FIG.
[0169] If the setting key switch 37 and the door open detection switch are not on, it is determined whether or not the power failure recovery data created by the RAM check process is normal. If the power-off recovery data is abnormal or unrecoverable, an unrecoverable error is reported and the process shifts to unrecoverable error processing to stop the progress of the game of the slot machine PS1. On the other hand, if the power failure recovery data is not abnormal or unrecoverable, the process proceeds to the power failure recovery process of FIG. Then, after the power-off recovery process, the process proceeds to the main game progress shown in FIG. It should be noted that, after the power-off recovery process, the game returns to the saved state when the power-off is detected, so the process is not always executed from the beginning of the main game progress.
[0170] In the non-recoverable error processing, interrupts are prohibited, and the output of the output port (sub control command output, excitation signal output to the stepping motor, etc.) is cleared. Then, the display (notification) of the error is repeated on the obtained number display 27 .
[0171] <Power off processing> Power-off processing executed by the main control board 100 according to the present embodiment will be described with reference to the flowchart of FIG.
[0172] In the present embodiment, when the power switch 40 is turned off or an event such as a power failure occurs in which the supply of power is interrupted (also referred to as power interruption), the operating voltage for operating the slot machine PS1 drops. When the operating voltage falls below the threshold, the voltage monitoring circuit detects the power cutoff, generates a power cutoff detection signal, and the power cutoff detection signal is input to the input port of the main control chip. Then, in the judgment processing for judging whether or not the power interruption detection signal of the timer interrupt processing is inputted, the power interruption processing is executed when it is judged that the power interruption detection signal is inputted. When judging whether or not the power-off detection signal is input in the timer interrupt processing, the judgment may be made by one timer interrupt processing, or by two or more timer interrupt processing. good too. In other words, when judging whether or not the power supply has been turned off by multiple times of timer interrupt processing, even if it is judged that the power supply interruption detection signal has been input the first time, if the power supply interruption detection signal has not been input the second time. If determined, the power-off process is not executed. This is to prevent power-off processing from being executed when noise or an instantaneous interruption (a state in which the voltage falls below the threshold for a moment but immediately rises above the threshold) occurs.
[0173] In power down processing, the output port is cleared, interrupts that are periodically executed are disabled, and the interrupt disable / enable state at power down is saved. Next, the used registers are saved and the stack pointer is saved. When the data is saved, the power-off processing completed flag is turned on to indicate that the power-off processing has been performed, and the checksum data of all RAM areas is calculated and saved. Then, writing to RAM is prohibited, and the system waits for a reset. The address range of the saved stack pointer, the presence or absence of a power-off processing completion flag, and whether or not the checksums of all RAM areas are normal are determined during power-off recovery processing.
[0174] <Timer interrupt processing> Timer interrupt processing executed by the main control board 100 according to this embodiment will be described using the flowchart of FIG.
[0175] In this embodiment, timer interrupt processing is configured to occur periodically every 2.235 ms (milliseconds).
[0176] When the timer interrupt processing starts, the necessary data stored in the register is compared, and when the power-off detection signal is received, the power-off processing is executed, and the inputs of various sensors and operation switches are determined. and measure various timers (freeze period measurement timer, wait period measurement timer, etc.), and as reel drive control, each reel is accelerating, rotating at constant speed, starting to decelerate, decelerating, stopping Control and update of the drive state are performed according to any drive state. Next, port output processing is performed to create and output data (such as an excitation signal for the stepping motor and a drive signal for the hopper 44) to be output for each output port, and it is checked whether or not various abnormalities have occurred. Various kinds of abnormalities include whether or not the current set value is normal, and whether or not the operation pattern of the input / discharge sensor is normal. Next, an external signal is output to set (on / off control) an external signal such as a bonus signal, an ART signal, a security signal, a medal insertion signal, and a medal payout signal to be output to an external system such as a hall computer.
[0177] Next, in the control command transmission process, if there is a sub-control command set, it outputs the sub-control command to the sub-control board 1000, controls the lighting of various LEDs, and sub-controls such as stop switch operation sound and medal insertion sound. By outputting notification data to be transmitted to the board, outputting a signal related to the performance test, restoring the register, and saving the interrupt permission flag to ON, the timer interrupt process is terminated.
[0178] The types of sub-control commands include a start command when the start switch is operated, a winning information command indicating the result of an internal lottery, a reel rotation start command when the reel starts accelerating, and a rotating reel. There are various commands such as a left reel stop command, a middle reel stop command, a right reel stop command, and an all reel stop command by operating each stop switch for stopping.
[0179] Also, the timer measurement process may be performed in the timer interrupt process. In timer measurement, control processing is performed to update the information on the timer (time) stored in the RWM (RAM). For example, the process of updating the value stored in the RWM storage area (hereinafter also referred to as timer area A) that monitors (manages) the minimum game time (4.1 seconds) per game (for example, the process of subtracting 1) conduct. In addition to the RWM storage area that monitors the minimum playing time, the RWM storage area that monitors (manages) the insertion of game medals by the input button (hereinafter also referred to as timer area B) monitors the output time of the external signal. It may have an RWM storage area related to a plurality of timers, such as an RWM storage area to be (managed) (hereinafter also referred to as a timer area C). In this case, in timer measurement, a process of subtracting 1 from the value stored in timer area A, a process of subtracting 1 from the value stored in timer area B, a process of subtracting 1 from the value stored in timer area C, etc. A process of subtracting 1 from the value stored in the RWM storage area (hereinafter also referred to as timer area) that stores information about the timer is executed. Further, when the value stored in a certain timer area is "0" and timer measurement is performed, the value stored in the certain timer area becomes "0". .
[0180] As the control processing for updating the information related to the timer stored in the RWM, the processing for subtracting 1 from the value stored in the timer area was given as an example, but the value stored in the timer area is increased by 1. It can be processed.
[0181] Here, monitoring (management) of insertion of game medals by the insertion button will be described. Monitoring (management) of insertion of game medals by the insertion button is a timer that counts after the bet processing is executed based on the operation of the 1-bet switch 19, and the value of the timer becomes "0". It is a timer for not executing the process of determining whether or not the next 1 bet switch 19 has been operated until.
[0182] For example, under a predetermined situation where the number of credits is a predetermined value or more (for example, the number of bets is 0, the number of credits is 3, and a bet can be made by operating the 1-bet switch 19), the 1-bet switch 19 "20" is stored in the timer area B after the bet processing is executed based on the operation of . After that, the value stored in the timer area B is decremented by "1" by timer measurement in timer interrupt processing. Then, when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". In addition, if the value stored in the timer area B is not "0" (if the value stored in the timer area B is any of "1" to "20"), in the game progress main process, 1 It does not judge whether or not the bed switch 19 has been operated. That is, even if the 1-bet switch 19 is operated when the value stored in the timer area B is not "0", no bet processing is executed. After that, after the value stored in the timer area B becomes "0", the bet processing can be executed when the 1-bet switch 19 is operated.
[0183] By configuring in this way, it is possible to prevent the bet processing from being executed a plurality of times due to an erroneous operation even though the 1-bet switch 19 is operated once. In addition, when a malicious player repeatedly hits the 1-bet switch 19, the bet processing based on the operation of the 1-bet switch 19 is executed a plurality of times, and the command based on the execution of the bet processing is continuously issued to the sub-control means 1000. You can prevent it from being sent to
[0184] <Power failure recovery process> Power-off recovery processing executed by the main control board 100 according to the present embodiment will be described with reference to the flowchart of FIG.
[0185] In this embodiment, when the power is turned on by turning on the power switch 40, the main control board 100 executes a power-off restoration process for restoring various data to the state before the power-off.
[0186] In the power-off recovery process, the stack pointer is recovered and the output data related to the sub-control command to be transmitted to the sub-control board 1000 is recovered. After that, it is determined whether or not the set value data is within the normal range. As a result of judgment, if it is abnormal (the value is out of the defined range), it shifts to unrecoverable error processing. On the other hand, if it is normal (the value is within the specified range), it initializes an unused RAM area, activates an interrupt that is executed periodically, and reads the input port. After that, the power-off processing completion flag is cleared, the used registers are restored, and the interrupt prohibition / permission state at the time of power-off is restored, and the power-off recovery processing is completed. It should be noted that when the power failure return processing is completed, the state before the power failure occurs is restored, and if it does not return (at the time of setting change), the game progress main control processing is performed from the beginning.
[0187] In this embodiment, the interrupt is activated at a predetermined timing during the power-off recovery process, but the interrupt may be activated after the power-off recovery process in the program start process.
[0188] <Description of main game progression> A game progress main control process executed by the main control board 100 according to the present embodiment will be described with reference to the flowchart of FIG.
[0189] The main control board 100 refers to the value of the freeze effect number saved before the previous game, and if the saved freeze effect number corresponds to the number to execute the freeze effect, the freeze effect is executed and saved. If the freeze effect number provided does not correspond to the number to execute the freeze effect, the process proceeds to the next process without executing the freeze effect. It may be configured so that the freeze effect number is not saved when the freeze effect is not executed. may be configured.
[0190] Next, when game medals are inserted from the medal insertion slot 17, the number of bets or the number of credits is updated (game value insertion processing). Next, it is determined whether or not the number of bets enabling the game to be executed has been placed, and if it is determined that a bet has been placed, it is determined whether or not the start switch 12 has been operated, and it is determined that no bet has been placed. In that case, wait for the reception of operation of the bet switch if it is in the state of inserting game medals or in the state of being stored in credits (in the case of being in the state of being stored in credits). If the number of bets that makes the game executable has been placed and the start switch 12 is operated (it is determined that the start switch signal is ON), internal lottery processing is performed and the start switch 12 is not operated ( If the start switch signal is not determined to be ON), it waits for acceptance of the start switch 12 operation.
[0191] In the internal lottery process, the internal lottery random number is generated and acquired, and a predetermined arithmetic process is executed to determine the winning combination (condition device number). After determining the winning combination, a stop control table corresponding to the stop timing of each stop switch is created in advance, and stop control is executed even if the stop switch operation is accepted immediately after allowing the stop switch operation acceptance after reel rotation. be as prepared as possible.
[0192] The types of winning combinations provided in the slot machine PS1 are roughly classified into bonus, small combination, and replay.
[0193] A bonus means a feature that is activated in a predetermined case. Generally, it operates when the symbol combination of "7-7-7" or "7-7-bar" is stopped and displayed on the effective line of the display window 4. Depending on the operation of the bonus-related accessory, the number of symbol combinations related to winning for each specified number is changed, or the conditional device activation probability of the symbol combination related to winning for each specified number is changed. Bonuses are divided into RB, BB, CB, MB and SB.
[0194] RB is an abbreviation for regular bonus, and is also called a first-class special accessory. RB is generally set as the end condition of winning 8 small wins or 12 game results, and during RB, the probability of winning a small win is set higher than the normal lottery table. A role lottery is performed using a lottery table.
[0195] BB is an abbreviation for Big Bonus, and is also referred to as a continuous operating device for the first type special role. BB is set as an end condition for paying out more than a predetermined number of game medals (for example, 269) related to small wins, and during BB, the probability of winning a small win (described later) is set higher than the normal win lottery table. A role lottery is performed using the BB middle role lottery table. In addition, it is not necessary to provide a BB middle role lottery table during BB. For example, the BB middle role lottery table may be called a BB middle part lottery table that continuously operates the RB middle role lottery table described later until the BB end condition is met.
[0196] CB is an abbreviation for challenge bonus, and is also called a second type special accessory. The CB can be set to a state in which at least all small wins have been won regardless of the result of the win lottery. During CB, stop control different from normal stop control is performed for a predetermined reel. For example, it is conceivable to control the left reel 8a to stop within 190 milliseconds to 75 milliseconds.
[0197] As described above, CB is in a state where at least all the small wins have been won, so the symbol combination that can be displayed according to the operation procedure cannot be displayed (also referred to as a dropout). For example, during CB, by controlling the left reel 8a to stop within 190 milliseconds to 75 milliseconds, if it stops within 190 milliseconds, a specific pattern can be placed on the effective line at any operation timing Although it could be displayed, if it stops within 75 milliseconds, there may be a case where a specific pattern cannot be displayed at a specific operation timing.
[0198] MB is an abbreviation for middle bonus, and is also called a continuous operation device related to the second type special role. For MB, for example, payout of more than 153 medals related to winning a small role, winning RB, or winning SB, which will be described later, is set as an end condition.
[0199] SB is an abbreviation for single bonus, and is also commonly referred to as an accessory. The SB is set as an end condition that the result of one game is obtained. During the SB, the role lottery is performed using the SB medium role lottery table in which the winning probability of the small role is set higher than the normal role lottery table.
[0200] The BB in the present embodiment performs the role lottery using the BB middle role lottery table, but it is not limited to this, and the winning probability of the normal role lottery table and the minor role is set to the same probability during the BB A game may also be played using a BB general role lottery table in which the winning probability of RB has increased together with, and an RB medium role lottery table in which the winning probability of a small role is set higher than that of the normal role lottery table. Even in this case, in the BB, there is no change in setting a payout exceeding a predetermined number of medals for winning a small winning combination as an end condition. In addition, what controls these bonuses is generically referred to as special game control means.
[0201] A small combination is a combination of symbols based on the winning minor combination that is stopped and displayed on the active line, and medals are paid out based on the stopped and displayed combination of symbols when it is determined that a prize has been won by the winning determination process (to be described later). be.
[0202] In replay (also called replay role), the symbol combination based on the winning replay is stopped and displayed on the active line, and when it is determined to have won by the winning determination process, replay (automatically without inserting new medals) It is a combination that gives a game that allows the next game to be played by betting. Since the replay is never missed in the winning game, the next game after winning the replay is always a replay.
[0203] In the lottery result of the combination lottery, when none of the bonus combination, the minor combination, and the replay combination are won, the winning process is not performed as described later. When the player loses, the combination of symbols that does not relate to any combination is stopped and displayed on the effective line.
[0204] Of the roles that are drawn by role lottery, regarding BB, RB, and MB, if the symbol combination is not stopped and displayed on the active line in the winning game, the winning flag can be carried over to the next game. Can (special role carryover means). During the winning flag carry-over, the role lottery may be performed using the role lottery table before the winning flag carry-over, or the carry-over medium role lottery table (also referred to as the internal lottery table or the internal medium lottery table) according to the winning flag. ) may be used to draw a role. When using the carryover medium role lottery table, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the active line, it is determined that the transition conditions of the role lottery table are met, and the carryover medium role The lottery table is shifted to the combination lottery table corresponding to the winning flag.
[0205] Winning probabilities for a plurality of types of winning combinations are determined in the winning combination lottery table, and a plurality of types of winning combination lottery tables are provided according to the game state. For example, the BB medium winning lottery table used during BB, the MB medium winning lottery table used during MB, etc. correspond.
[0206] In the role lottery table, there are single winning hands in which one type of symbol combination can be stopped and displayed on the active line, and multiple winning hands in which multiple symbol combinations can be stopped and displayed on one or more active lines. Set according to the result.
[0207] A plurality of symbol combinations set as overlapping winning hands may be set so that one winning hand can be stopped and displayed according to the operation mode of all the symbol combinations, or some of the symbol combinations cannot be stopped and displayed. can be set to Of the multiple winning combinations, the combination corresponding to a part of symbol combinations that cannot be stopped may be referred to as a control combination.
[0208] As for the role of the control service, even if the same symbol combination can be stopped and displayed on the active line as a result of multiple lottery wins, the display will be stopped according to the type of control service set as a duplicate winning combination. It plays the role of being able to control the effective line to be different.
[0209] Winning flag control means turns on a flag corresponding to the winning combination when any combination is won in the lottery result of the combination lottery. Then, all the stop switches 13 are operated by the player, and the flag corresponding to the winning combination is turned off when the winning process for the winning combination ends.
[0210] In addition, regarding BB, RB and MB mentioned above, the flag is turned on in the winning game, but when all the stop switches 13 are operated, the winning BB, RB or MB symbol combination is the effective line. If it is not displayed stopped above, the flag is carried over to the next game onwards, the above-mentioned carryover middle role lottery table is set, and the winning BB, RB, or MB symbol combination is displayed stopped and won. The flag corresponding to BB, RB, or MB is turned off by completing the winning process for the role.
[0211] In addition, an RT combination lottery table is provided in the combination lottery table. RT is an abbreviation for replay time, which is a gaming state in which the probability of winning a replay in a combination lottery differs from that in a normal combination lottery table.
[0212] As a specific usage example of RT, the losing area of the normal lottery table may be replaced with a replay to increase the winning probability of the replay, or the replay area of the normal lottery table may be replaced with a replay. You may make it reduce the winning probability of. Further, although the area of the normal combination lottery table and the replay are the same, the type of replay to be won within the area of the replay may be made different. The slot machine PS1 is provided with a plurality of RT combination lottery tables, each of which is configured to transition to another RT state when a predetermined transition condition is satisfied.
[0213] The transition conditions of the RT combination lottery table can be listed below. Transition condition 1 is when a specific symbol combination (symbol combination related to bonus, RT transition symbol combination) is stopped, transition condition 2 is when the bonus is won, transition condition 3 is BB, RB, Or when MB ends, transition condition 4 is when a specified number of games have been played after a specific symbol combination (RT transition symbol combination) is stopped and displayed, and transition condition 5 is BB, RB, or It is when the specified number of games have been played after the MB ends. These RT role lottery table transition conditions can be appropriately set according to game characteristics.
[0214] The input number is the number of wins for each lottery result determined in the internal lottery table by the internal lottery means. Become. For example, the probability of winning a predetermined lottery result with the number 4 is 1 / 16384.
[0215] In addition, when any one of transition conditions 1 to 5 of the above-described RT combination lottery table is satisfied, it is possible to change the set number related to replay. For example, the replay probability of RT1 is 1 / 7.3, and when moving from RT1 to RT2, the replay probability of RT2 may be changed to 1 / 1.5. As a result, by shifting to a state where the replay probability is high, it is possible to suppress the decrease in medals and add interest to the game.
[0216] Next, it is checked whether the minimum playing time (equivalent to 4.1 seconds) set in the previous game has passed. If it is determined that the minimum playing time has passed (if it is determined that the value of the minimum playing time timer is 0), set a new minimum playing time, and if it is determined that the minimum playing time has not passed ( If it is not determined that the value of the minimum game time timer is 0), check whether the minimum game time has passed after decrementing the value of the minimum game time timer. This minimum game time check process is executed until it is determined that the minimum game time has passed, and other processes are executed as the game progress main process between the process of determining the minimum game time and the process of newly setting the minimum game time. configured not to. As a result, since the minimum game time is not extended by other processes, the game can be started quickly. That is, it is possible to prevent the game from being delayed without making the player wait.
[0217] However, the present invention is not limited to this, and another process may be executed as the game progress main process between the process of determining the minimum playing time and the process of newly setting the minimum playing time. Other processing in this case may be processing for clearing the RWM address, processing for storing other data in the RWM, or other instructions with a short processing time. Since the processing time for these processes is extremely short, the user cannot experience the extension of the minimum playing time. After newly setting the minimum playing time, reel rotation start preparation processing is executed.
[0218] In the reel rotation start preparation process, the data relating to the spinning reel stop saved in the previous game is initialized, the stop table used in the current game is set, the rotation start output of all reels is requested, and the reel rotation start is started. Set the sub-control command (reel rotation start command) shown.
[0219] The stop table is provided corresponding to the symbol control number determined by the result of the combination lottery by the internal lottery means, and predetermines the stop position of the reel corresponding to the operation timing of the stop switch 13 .
[0220] After the reel rotation start preparation process is completed, a process relating to the freeze effect (for example, reel effect before reel rotation) is executed. In the freeze effect, the reels are slightly moved or reversely rotated, mainly to indicate the degree of expectation of the winning combination.
[0221] If the freeze effect is not executed, or after the freeze effect is executed and the execution of the freeze effect is completed, the reel rotation process (also referred to as reel rotation process, reel rotation start process, or reel rotation start process) is performed. Execute. There are four reel rotation states: an acceleration state, a constant speed rotation state, a stop preparation state, and a stop state. When rotating the reel, the acceleration state is set. In the acceleration state, the stepping motor is gradually rotated by timer interrupt processing.
[0222] Acceleration processing executed in the acceleration state is processing executed from a state in which reel rotation is stopped to a constant speed rotation processing. In the constant-speed rotation process, the stepping motor is moved one step each time the timer interrupt is processed. However, if the constant-speed rotation process is suddenly executed while the reel is stopped, the torque may be insufficient and step-out may occur. become more sexual. Therefore, an acceleration process is required to gradually rotate the reels. In the acceleration process in this embodiment, the stepping motor is first moved by 1 step after 50 timer interrupts are processed, then the stepping motor is moved by 1 step after 30 timer interrupts are processed, and then 10 timer interrupts are processed. After processing, move the stepping motor 1 step, then move the stepping motor 1 step after processing 5 timer interrupts, then move the stepping motor 1 step after processing 2 timer interrupts, and then move the stepping motor 1 step after processing the timer interrupt 1 time. Moves the stepping motor one step after interrupt processing. After that, it is connected to constant speed rotation processing in which the stepping motor is moved by one step for each timer interrupt processing.
[0223] When the constant-speed rotation process is being executed, the value of the above-described rotation failure detection counter is incremented for each timer interrupt process to detect rotation failure. Since the initial value of the rotation failure detection counter is set to 0, it is incremented for each timer interrupt processing. It may be decremented, and when it becomes 0, it may be determined that the rotation failure has been detected.
[0224] In addition, in the constant speed rotation state, the stop reception of the stop switch is permitted, and the operation of the stop switch is waited. When the stop acceptance of the stop switch is permitted, the lamp of the stop switch is lit in blue to notify the player that the stop switch is valid (when the stop acceptance of the stop switch is not permitted, the red light is lit). The lighting control of the stop switch lamp may be performed by the main control means 100 or by the sub control means 1000 . Further, as lighting control of the lamps of the stop switches, when executing push-order navigation, the lamps of the stop switches may be flashed so that the player can easily recognize the stop switch to be stopped. good.
[0225] Also, a command indicating that the reel has started rotating is transmitted to the sub-control means 1000, and when the sub-control means 1000 receives the command, a reel rotation time measurement timer for measuring the rotation time of the reel is set and counted. Start. Then, when the value of the reel rotation time measurement timer reaches a predetermined value (equivalent to 3 minutes), the message "Please stop the reels" (reel stop warning image) is displayed on the liquid crystal to prompt the player to start the reels. encourage rotation. The reel rotation time measurement timer is initialized when the stop switch is operated (when the stop switch operation is accepted), and if there are reels still spinning, the count is executed again. In this way, the reel rotation time measurement timer continues to be updated until all the reels are stopped.
[0226] In addition, if the reel stop warning image is displayed at the same time as the push order navigation, by displaying it in front of the push order navigation, when the display area of the reel stop warning image and the push order navigation overlaps Also, the visibility of the reel stop warning image is ensured, and the player can be clearly urged to operate the stop switch. Also, at this time, the push order navigation becomes difficult to see and there is a risk that you will not know which reel to stop. The warning image may be made smaller or moved) so that the push order navigation can be recognized.
[0227] After enabling reception of operation of the stop switch in the game progress main processing, determination processing of reception of operation of the stop switch (reel stop reception check processing) is repeated until the stop switch is operated. When it is determined that one of the stop switches has been operated, stop control (also referred to as slip control) of the reel corresponding to the operated stop switch is executed. At this time, the reel corresponding to the operated stop switch shifts from the constant speed rotation state to the stop preparation state. In the stop preparation state, the reel is rotated to the target stop position while rotating at a constant speed. Then, when it reaches the target stop position, it shifts to a stop state, and all four-phase excitations are turned ON to apply the brakes. Slip control is performed within 190 milliseconds after the stop switch 13 is operated. In this embodiment, it is possible to pull in the symbols up to 4 symbols ahead when the operation of the stop switch 13 is accepted.
[0228] Here, the target stop position is determined by whether or not the pattern number currently passing and the pattern number saved as the stop position match. As a position, turn on all 4-phase excitation. Also, the pattern number currently passing is the initial pattern number set at the moment the index sensor detects the index (when the index signal rises), and the initial pattern number is moved by one symbol by timer interrupt processing. It is judged by setting the pattern number next to the pattern number.
[0229] After executing the reel stop acceptance check process, it is checked whether all the reels are stopped. When all reels are stopped, winning judgment processing is executed and then winning processing is executed, and when all reels are not stopped, stop operation reception waiting processing of the stop switch corresponding to the spinning reel is executed. . Then, after all the reels have stopped, the contents displayed on the status display monitor are updated, and the process proceeds to advantageous section clear counter management processing. Then, a game end check process for updating the RT state and the like is performed, and a series of main flow of the game progress is terminated. Note that the software random number update process may be performed during the period from when the reel starts to rotate until the stop operation is received.
[0230] Winning judgment processing is processing for judging whether or not the combination of symbols forming a winning combination is stopped on the pay line. In order to determine whether or not the stop symbol determined when the operation of the stop switch is abnormal, the symbol combination actually stopped on the active line is not used for determination. After it is determined by the prize determination process that the combination of symbols constituting the winning combination has been stopped and displayed on the activated line, the winning process is performed, and it is not determined by the winning determination process that the combination of symbols constituting the winning combination has stopped on the activated line. If it does, perform processing based on the loss.
[0231] The winning process is a process of giving a privilege to the player based on the combination of symbols to be stopped on the activated line. Winning processing when a symbol combination based on a minor combination is stopped includes payout of medals based on the stopped symbol combination, processing of shifting the game state based on the stopped symbol combination, and symbol combination based on replay. As the winning process when the is stopped, it is the process of giving the right to replay and the process of shifting the game state based on the stopped symbol combination, and the winning process when stopping the symbol combination based on the bonus is a process of shifting the game state based on the stopped symbol combination. In addition, in the case of a loss, the winning process is not performed.
[0232] However, without being limited to this, when the result of the winning determination process is a loss, the winning process based on the losing process may be performed, and as a result of the winning process, no benefit may be given to the player. Further, as the winning process based on the loss, the game state may be shifted according to the operation mode when the game is lost. For example, when all the stop switches 13 are operated in accordance with a predetermined operation order when it becomes a loss, it may be transferred to a game state with a different freeze winning probability. In addition, even in the case of an apparent loss due to the omission of a small combination, it is possible to perform winning processing such as controlling the transition of the game state such as the transition to the RT state without paying out. Furthermore, as a winning process based on a bonus, a payout of medals or a replay right based on the stop-displayed symbol combination may be added.
[0233] The process of transitioning the game state includes setting a combination lottery table according to the game state to be transitioned, setting reel control according to the game state to be transitioned, and setting a freeze winning probability according to the game state to be transitioned. or a combination thereof.
[0234] In the winning determination process, when the winning symbol combination is determined, the winning symbol combination information (stopped eye information) stopped and displayed on the active line and the winning lottery result information are transmitted to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives these information, it is possible to use the display device 32, the lamp, or the speaker S to output the effect corresponding to the winning symbol combination information and the role lottery result information.
[0235] In the winning determination process, winning is determined on all active lines, and as a result of the determination, when a plurality of symbol combinations based on overlapping winning hands are stopped and displayed on a plurality of activated lines, the stop-displayed plurality of symbol combinations are displayed. Winning processing is performed for each.
[0236] For example, if a small winning combination with a payout number of 2 and a small winning combination with a payout number of 10 are stopped and displayed on multiple active lines, the winning process will be 12 payouts are made by summing the number of payouts based on and 10 and the number of payouts based on the set small combination.
[0237] Then, an upper limit is set for the number of payouts at one time, and when the upper limit of the number of payouts is exceeded when the combination of symbols based on a plurality of small wins is stopped and displayed on the active line, the number of the upper limit is paid out. .
[0238] For example, when the upper limit of the number of payouts is set to 15, a small combination with a number of payouts of 12 and a small combination with a number of payouts of 10 are stopped on multiple active lines. As the winning process, when the total value of the small combination set to 12 and the small combination set to 10 exceeds the upper limit, the upper limit of 15 is paid out.
[0239] In the present embodiment, medals are set to be paid out only for small wins, but medals corresponding to the number of bets may be paid out as prize-winning processing based on replay, or prize-winning processing based on bonuses may be set in advance. You may pay out as many medals as you have.
[0240] <Advantageous section clear counter management processing> Among the processes executed by the game progress main according to the present embodiment, the advantageous zone clear counter management process relating to the management of advantageous zones will be described with reference to FIG.
[0241] Set the advantageous zone clear counter RWM address.
[0242] Subsequently, 2-byte subtraction processing is executed.
[0243] Next, it determines whether the value of the advantageous section clear counter before subtraction is 0 or not, and if the value of the advantageous section clear counter before subtraction is 0, the processing to determine whether the advantageous section type is 0 or not. Then, if the value of the advantageous section clear counter before subtraction is not 0, it is determined whether or not the value of the advantageous section clear counter after subtraction is 0. Advantageous section type = 0 means that the section is not an advantageous section and that it is a normal section, and advantageous section type = 1 means that it is an advantageous section.
[0244] Next, determine whether or not the value of the advantageous section clear counter after subtraction is 0. If the value of the advantageous section clear counter after subtraction is 0, shift to RWM initialization processing, and after subtraction If the value of the advantageous section clear counter is not 0, the process proceeds to acquire the value of the MY counter.
[0245] Subsequently, in the process of acquiring the value of the MY counter, the current value of the MY counter is acquired.
[0246] Subsequently, after executing the process of acquiring the value of the MY counter, it is determined whether or not the re-game operation pattern has been stopped and displayed, and if it is determined that the re-game operation symbol has been stopped and displayed, the value of the MY counter has exceeded the upper limit value (2400), and if it is determined that the replay operation symbol is not stopped and displayed, the process proceeds to the process of acquiring the payout number buffer data. The data of the payout number buffer is data indicating the number of payouts related to winning, and no payout (the number of payouts is 0) when losing or missing a small combination.
[0247] Subsequently, in the process of acquiring the data of the payout number buffer, the number of payouts for the game is acquired.
[0248] Subsequently, the process of adding the acquired payout number buffer data (OUT number) to the MY counter is executed.
[0249] Subsequently, a process of acquiring game medal count data is executed. The data on the number of game medals is data corresponding to the number of inserted medals.
[0250] Subsequently, a process of subtracting the IN number (input number) from the MY counter is executed.
[0251] Subsequently, if it is determined that the value of the MY counter is less than 0 as a result of subtracting the number of IN sheets from the MY counter, the initial value is set to the MY counter and saved in the MY counter. If it is determined that the value of the MY counter is not less than 0 as a result of subtracting the number of IN sheets from the MY counter, the value obtained by subtracting the number of IN sheets from the MY counter is saved in the MY counter. Note that the initial value of the MY counter is 0, and when the value of the MY counter becomes less than 0, it is corrected to 0. Whether or not the value of the MY counter is less than 0 is determined by whether or not the carry flag is 0. The carry flag is a flag that becomes 1 when the result of the subtraction process is a negative value, and becomes 0 when the result of the subtraction process is not a negative value. In the case of addition processing, the value is 1 if the upper limit (65535 for 2 bytes) is exceeded, and 0 if the upper limit is not exceeded.
[0252] Subsequently, after saving the value of the MY counter, the process of determining whether or not the value of the MY counter exceeds the upper limit (2400) is executed. If the value of the MY counter exceeds the upper limit (2400), execute the RWM initialization processing and move to the advantageous section type judgment processing.In the advantageous section type judgment processing, if the advantageous section type is 0, it is advantageous The section clear counter management process is ended, and if the advantageous section type is not 0, the initial value (1500) is set to the advantageous section clear counter, and the advantageous section clear counter management process is ended. Also, if the value of the MY counter does not exceed the upper limit (2400) in the process of judging whether or not the value of the MY counter has exceeded the upper limit (2400), the advantageous section clear counter management process ends.
[0253] Judging whether the value of the advantageous section clear counter before subtraction is 0, and if the value of the advantageous section clear counter before subtraction is 0 and the advantageous section type is not 0, the processing that is passed at the start of the advantageous section , and this process is not passed except at the start of the advantageous section. 1500 stored in the advantageous interval clear counter corresponds to the maximum number of games that can be played in the advantageous interval, and when the advantageous interval is played 1500 times at maximum, the normal interval is set from the next game. This is to prevent addiction, suppressing the state in which the number of medals continues to increase throughout the day, and not significantly fueling the gambling spirit.
[0254] As for the timing of setting the advantageous section type to 1, it is executed in the advantageous section transition lottery process between when the start switch is accepted and when the reels start rotating. In the advantageous section transfer lottery process, it is a process that passes when the condition device number to be the target of the lottery is selected. set the advantageous section type to 0 (normal section).
[0255] In the RWM initialization process that is executed after the value of the MY counter exceeds the upper limit, all parameters that affect performance related to the indication function are updated to 0. The parameters that affect the performance related to the instruction function include the number of AT games and the game state related to AT. Then, by updating the advantageous section type to 0, it becomes a normal section that is not an advantageous section, and when the value of the MY counter is 2400 or less, this processing ends while maintaining the advantageous section. If the replay is won in the advantageous section, the MY counter update process is not executed, but the judgment process of whether the MY counter exceeds 2400 is passed. In the case of replays, the same number of bets as the number of inserted cards is automatically betted, so OUT-IN is always 0. However, there is a possibility that the value of the MY counter will be updated at a timing different from the original processing due to noise or fraudulent activity, so it is determined whether the MY counter has reached the upper limit even during replay.
[0256] In addition, the advantageous section can be ended at any timing for each gaming machine other than the lapse of 1500 games or exceeding MY2400. For example, when winning the final lottery when a predetermined combination is won, or when an arbitrary number of games (less than 1500 games) are executed. In this way, when ending the advantageous section with an arbitrary termination opportunity, before executing the advantageous section clear counter management process (preferably the processing related to AT executed after all reels are stopped), the value of the advantageous section clear counter is set to 1 By setting , when the advantageous section clear counter management process is executed, the advantageous section clear counter is 1 before subtraction, the subtraction result of the advantageous section clear counter becomes 0, and the advantageous section clear counter management process can be terminated. That is, after setting the value of the advantageous interval clear counter to 1, by subtracting 1 from the counter value, the value of the advantageous interval clear counter becomes 0 and the advantageous interval can be terminated. This makes it possible to perform processing within the same module without using a separate advantageous section termination module when an arbitrary termination condition is achieved.
[0257] Also, the advantageous interval clear counter subtraction processing in the advantageous interval clear counter management processing is configured to be executed in any game state in any number of bets (when a plurality of prescribed numbers are set for the gaming machine). there is
[0258] <Setting change process> Setting change processing executed by the main control board 100 according to the present embodiment will be described using the flowchart of FIG.
[0259] When the setting change mode is activated (setting change processing is executed), it is determined whether the current setting value is within the normal range. If it is outside, save "1" as the setting value and get the setting value "1".
[0260] After obtaining the set value, save the set value display data. After saving the setting value display data, the lighting control is performed by referring to the setting value display data every 5 interrupts by dynamic lighting control, which is timer interrupt processing.
[0261] After that, it is determined whether or not the start switch 12 has been turned on from off. When it is determined that the start switch 12 has not turned on from off, it is determined whether or not the setting switch has turned on from off.
[0262] Here, when it is determined that the setting switch has not turned on from off, it is determined again whether the start switch 12 has turned on from off, and when it is determined that the setting switch has turned on from off, Determines whether the set value is greater than or equal to the maximum set value (setting 6).
[0263] If the set value is less than the maximum value, increment the current set value. conduct. After the set value is incremented, the updated set value is displayed, and the process returns to the process of determining whether or not the start switch 12 has been turned on from off.
[0264] After that, when the start switch sensor is detected and it is determined that the start switch 12 has been turned from off to on, the setting value is fixed, and the setting key switch is waited until it is determined that the setting key switch has been turned off from on. When it is determined that the switch has changed from on to off, the determined setting value is saved in the main control RAM, the setting display LED is turned off, and the blocker provided in the medal selector 34 is turned on (the medals flow down to the hopper 44). ) to end the setting change mode.
[0265] Here, the setting change mode is means for determining one of setting values 1 to 6 (setting values 1 to 6 on display). After any set value is determined, the internal lottery table (also referred to as the winning lottery table) corresponding to the determined set value is continuously set until the set value is changed by the setting change means. Note that a combination lottery table is provided in which the determination probability of the lottery result by the internal lottery (the winning probability of the combination) differs for each set value.
[0266] The setting change means holds the setting key at a rotational position where a setting key switch signal is turned on when the setting key used for setting change is turned on by the administrator of the game arcade while the power of the slot machine PS1 is not turned on. When the power of the slot machine PS1 is turned on in this state, the setting key switch signal is turned on with the power of the slot machine PS1 as a trigger. In this embodiment, turning on of the setting key switch signal means rising on (turning from off to on). Since the rising on state is not detected, it is configured not to shift to the setting change mode. If the setting key is on when the power is turned on again, the setting change mode may be entered.
[0267] When the setting change means determines that the setting key switch signal is on, the door opening signal is on, and the setting changeable flag is on, the setting change means can change the setting value of the slot machine PS1. start mode.
[0268] The setting changeable flag switches between ON and OFF according to the game state. For example, it is conceivable that the setting changeable flag is turned off during the period from when the start switch 12 is operated until the game ends, and the setting changeable flag is turned on during the rest of the period. However, the configuration is not limited to this mode, and the setting changeable flag may be turned off only when a specific bonus game is started or when a specific bonus is in progress. It may be configured so that the setting can be changed in any state.
[0269] When the setting change mode is activated, a blocker provided in the medal selector 34 is turned off so that the game cannot be started by inserting medals. There are 6 levels of set value data that can be changed in the setting change mode: "1", "2", "3", "4", "5", and "6". Set a high winning lottery table.
[0270] After activating the setting change mode, the setting display LED provided on the back of the front panel PS2 lights up to notify that it is in the setting change mode. Then, the set value display data for displaying the set value data is set, and the credit number display 26 arranged on the front panel PS2 of the slot machine PS1 and the credit number indicator 26 arranged on the back of the front panel PS2 of the slot machine PS1 are displayed. The setting display LED (not shown) is turned on to display the setting value. When the set value data is "1", the set value display shows "1", when the set value data is "2", the set value display shows "2", and when the set value data is "3". If the set value data is "4", the set value display will display "4", and if the set value data is "5", the set value display will display "5". " is displayed, and "6" is displayed when the set value data is "6".
[0271] When the set value data stored in the set value data storage area is stored in 6 levels from "0" to "5", the set value display will be "1" when the set value data is "0". If the set value data is "1", the set value display will display "2", and if the set value data is "2", the set value display will display "3" and the set value data will be " When the set value data is "3", the set value display displays "4", when the set value data is "4", the set value display displays "5", and when the set value data is "5", the set value display displays "6".
[0272] After activating the setting change mode, it continues to determine whether or not the sensor signal of the start switch 12 is on. Determines the set value and displays the current set value on the setting display LED. In other words, when it is determined that the sensor signal of the start switch 12 is turned on during the setting change mode, the setting value is not changed even if the setting switch is operated.
[0273] On the other hand, if it is determined that the setting switch signal has turned on while the start switch 12 sensor signal has not been determined to be on, the setting switch start-up data is cleared and the current set value is the maximum set value. (set value data "6") or more, and if it is determined that the current set value is greater than or equal to the maximum set value (set value data "6"), the set value data is cleared. value data to "1"), and if it is determined that the current set value is less than the maximum set value (set values "1" to "5"), the current set value is incremented. As for the processing of the setting change mode when the setting value data is set in six stages from 0 to 5, it is determined whether the current setting value is equal to or greater than the maximum setting value (setting value data "5"), When it is determined that the current set value is greater than or equal to the maximum set value (set value data "5"), the set value data is cleared (the set value data is set to "0") and the current set value becomes the maximum set value. If it is determined to be less than the value (set value "0" to "4"), the current set value may be incremented.
[0274] After starting the setting change mode, the setting display LED displays " 0", or "_X" ("X" is the setting value after confirmation) on the setting display LED, etc. may be displayed.
[0275] <Playability using advantageous sections applicable to the present embodiment> In this embodiment, the prescribed number for starting the game is only three. In other words, the game cannot be started except for the 3-coupling, and even when the bonus is activated, the game is started with only the 3-coupling.
[0276] In this embodiment, the effective line consists of one line consisting of the left reel lower stage, the middle reel middle stage, and the right reel lower stage. Hereinafter, stopping the symbol combination on the active line is simply referred to as "stopping the symbol combination".
[0277] In this embodiment, there are ten kinds of patterns. They are called Red Seven, Blue Seven, Bar, Gold Bar, Blank, Cherry, Watermelon, Bell A, Bell B, and Replay, respectively. It should be noted that the names of the symbols and the types of the symbols are only examples, and there is no problem even if they are changed.
[0278] The reel arrangement of this embodiment will be described with reference to FIG. As shown in FIG. 12, one reel has 20 symbols, and includes a first reel (left reel), a second reel (middle reel), and a third reel (right reel).
[0279] The symbol combinations in this embodiment are shown in FIGS. 13 to 18. FIG. In the figure, the item "winning design / operating design / pattern design name" indicates the name of the condition device corresponding to the design combination. In addition, the "prescribed number and game state" shows the privilege to be given when the symbol combination for each prescribed number is stopped. If "1 type BB" is described in the item of "specified number and game state", it means that 1 type BB will be given when the symbol combination stops, and if it is described as "replay" indicates that replay will be given when the symbol combination is stopped, and if a number is indicated, it indicates the number of payouts when the symbol combination is stopped, and if it is indicated as "-", it is applicable It shows that the symbol combination does not stop in the game state.
[0280] In this embodiment, the bonus is provided with one kind of BB, and the end condition is the payout of more than 11 game medals. In addition, this type 1 BB is a type in which RB operates continuously, and RB ends when either 2 wins or 2 games are satisfied. It is a specification that RB is automatically activated until (payout of more than 11 game medals) is satisfied.
[0281] As shown in FIG. 13, there are 8 types of 1 type BB symbol combinations. When displaying the symbol combination of 1 type BB, it is necessary to press each reel.
[0282] In this embodiment, the RT transition starts from non-RT (also referred to as 1 type BB non-inside), and if 1 type BB wins during non-RT and 1 type BB symbol combination does not stop, the next game ( It may be at the end of the game) to RT1 (also called inside the 1st BB), and when the 1st BB pattern combination stops during RT1, RT1 ends and the 1st BB operates from the next game (1 BB Also called inside), and when the operation of the 1 type BB ends, the next game will shift to non-RT. Also, since the setting change starts from non-RT, if the setting change device operates during RT1 or type 1 BB operation, non-RT is set when the operation of the setting change device is completed. In addition, since the RT state and the type 1 BB operating state are not cleared when the power is turned off when the setting change device does not operate (sometimes referred to as a normal power cut), when the power is restored, the state before the power cut is resumed. Specifically, if the power is interrupted during type 1 BB and then the power is restored, the type 1 BB operation state is during type 1 BB, and the power is interrupted in the situation of RT1, and then the power is restored. RT state is configured to be RT1 if
[0283] A condition device in this embodiment will be described with reference to FIG. In the item of "winning replay" in FIG. 19, numbers corresponding to winning numbers are described. In addition, the conditional device to be activated is described in the item of "conditional device". In addition, the simple name of the operating condition device is described in the item of "common name". For example, the common name corresponding to the replay-H condition device is "right push: strong-battle eye", and it is shown that the strong battle eye stops when the right reel is stopped for the first time, and the winning-A1 condition device The corresponding common name is "push order bell A group 123", and the operation mode of left reel first stop, middle reel second stop, right reel third stop is the correct operation mode (in this case, winning 52 (winning 01 to 02 , 09, 29-31, the symbol combination of winning) is stopped). In addition, the symbol combination corresponding to the condition device is shown in the item of "component". For example, when the replay-A condition device operates (wins), it is indicated that replay 01 or replay 02 can be displayed. It should be noted that the portion described as "0" in the item "winning replay" corresponds to losing.
[0284] The internal lottery results that can be determined by the internal lottery means in the non-internal 1 type BB in this embodiment will be described with reference to FIGS. 20 to 22. FIG. The internal lottery results that can be determined by the internal lottery means during non-1 type BB are 1 type BB, replay -A, replay -B, replay -C (+1 type BB), replay -D (+ 1 kind BB), replay-E (+1 kind BB), replay-F (+1 kind BB), replay-G (+1 kind BB), replay-H (+1 kind BB), replay Game-I (+1 type BB), Replay-J (+1 type BB), Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win -B2, Prize-B3, Prize-B4, Prize-B5, Prize-B6, Prize-C1, Prize-C2, Prize-C3, Prize-C4, Prize-C5, Prize-C6, Prize-D (+1 type) BB), Prize-E (+1 type BB), Prize-F (+1 type BB), Prize-G (+1 type BB), Prize-H (+1 type BB), Prize-I (+1 type) BB), prize-J (+1 type BB), or prize-K (+1 type BB), and there is no exception.
[0285] In addition, the description of "replay-C (+1 type BB)" described above indicates that replay-C and 1 type BB win at the same time, and in FIGS. It corresponds to the fact that the names are described in both "condition device" and "winning replay". 20, 21, and 22, the item "internal lottery" indicates whether or not the internal lottery is applicable for each game state. Indicates that it is not covered. 20, 21, and 22 indicate whether or not the advantageous zone transition lottery is executed for each game state. , "x" indicates that the advantageous section transition lottery is not executed. In addition, in this embodiment, when the advantageous section transition lottery is executed, it is configured to win 100% and move to the advantageous section. In addition, items "R1" to "R6" in Figs. 20, 21, and 22 show the winning numbers of the internal lottery corresponding to the set values, and 65536 numbers are allocated for each game state. . Note that "R1" corresponds to the setting value "1", "R2" corresponds to the setting value "2", "R3" corresponds to the setting value "3", and "R4" corresponds to the setting value "3". corresponds to the setting value "4", "R5" corresponds to the setting value "5", and "R6" corresponds to the setting value "6".
[0286] In this embodiment, the internal lottery results that can be determined by the internal lottery means inside the 1 type BB are Replay-A, Replay-B, Replay-C, Replay-D, Replay-E, and Replay. -F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1 , Prize-B2, Prize-B3, Prize-B4, Prize-B5, Prize-B6, Prize-C1, Prize-C2, Prize-C3, Prize-C4, Prize-C5, Prize-C6, Prize-D, Prize -E, Prize-F, Prize-G, Prize-H, Prize-I, Prize-J, Prize-K, and there is no exception.
[0287] In this embodiment, the internal lottery result that can be determined by the internal lottery means in the 1 type BB is either Win-K, Win-L, or Lose.
[0288] In this embodiment, the conditions for shifting from the normal section to the advantageous section are replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, and replay-I. , Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Prize-B6, Prize-C1, Prize-C2, Prize-C3, Prize-C4, Prize-C5, Prize-C6, Prize-D, Prize-E, Prize-F, Prize-G, Prize-H, Prize- Any one of I, Winning-J, Winning-K wins, and replay-A and replay-B wins do not shift to the advantageous section. That is, in the normal section, replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-A1, Prize-A2 Prize-A3 Prize-A4 Prize-A5 Prize-A6 Prize-B1 Prize-B2 Prize-B3 Prize-B4 Prize-B5 Prize-B6 Prize-C1 Prize- C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, Win-K If any one of them wins, it becomes an advantageous section from the next game.
[0289] In this embodiment, re-game-C, re-game-D, re-game-E, re-game-F, re-game-G, re-game-H, re-game-I, re-game-J, winning during the normal section -A1, Prize-A2, Prize-A3, Prize-A4, Prize-A5, Prize-A6, Prize-B1, Prize-B2, Prize-B3, Prize-B4, Prize-B5, Prize-B6, Prize-C1 , Prize-C2, Prize-C3, Prize-C4, Prize-C5, Prize-C6, Prize-D, Prize-E, Prize-F, Prize-G, Prize-H, Prize-I, Prize-J, Prize If any of -K wins, it will always move to the advantageous section. That is, in the normal section, replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-A1, Prize-A2 Prize-A3 Prize-A4 Prize-A5 Prize-A6 Prize-B1 Prize-B2 Prize-B3 Prize-B4 Prize-B5 Prize-B6 Prize-C1 Prize- C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, Win-K If any one of them wins, it becomes an advantageous section from the next game.
[0290] In this embodiment, in RT1 (inside 1 type BB), there is no deviation (either the replay role or the winning role will always win), so once it shifts to RT1, the push order bell C group (winning-C1 ~C6) It is possible to stop the BB symbol combination in some operation modes at the time of winning. A part of the hitting order bell group C hit is, for example, a part of the middle reel or the first stop of the right reel at the time of winning-C1 win. Also, when winning -C1 wins in the advantageous section, by notifying the correct order (in this case, "1, 2, 3) is displayed on the liquid crystal), the winning 38 will stop and the BB pattern combination will not stop. .With such a configuration, the user can maintain RT1 by notifying the operation mode that the BB symbol combination does not stop.In addition, the number of losers during RT1 is 4 (the minimum design winning probability is 1 / 17500 or more), and by configuring so that the BB symbol combination does not stop in other replay roles and winning roles, the BB symbol combination may be stopped only when it is lost.
[0291] In this embodiment, as the game state managed by the main control means in the advantageous section, the states of the advantageous section general state, chance zone (also referred to as CZ), and AT are provided, and from the advantageous section general state to CZ, from CZ to AT to, from AT to the advantageous zone general state, or CZ respectively. In addition, the game state managed by the main control means in the normal section is only the normal section general state, and the game state does not transition until the transition to the advantageous section. In addition, in the advantageous section general state and the normal section general state, the flag related to the game state to be managed by the main control means may be in the same state or in a different state.
[0292] The normal state is a state in which an advantageous winning pushing order is not notified when any of winning-A1 to winning-C6 is won as a result of the internal lottery.
[0293] CZ is a state that transitions when winning any of the winning-D ~ winning-H as an internal lottery result in the normal state, and during CZ, the result of the internal lottery during CZ and the lottery at the start of CZ AT Perform a lottery to move to.
[0294] AT is a state that shifts when winning the AT lottery in CZ, and is a state in which an advantageous operation mode (winning order) is notified when winning any of winning-A1 to winning-C6.
[0295] In this embodiment, the conditions for always shifting from the advantageous section to the normal section are set when the number of games played in the advantageous section reaches a predetermined number (for example, 1500 times) and when MY in the advantageous section exceeds 2400. When the initialization process based on the change is performed, the RAM clear switch becomes effective, and the end condition of AT and the end condition of the advantageous section do not match. However, part of the end condition of AT (when reaching the ending or when the number of acquisitions reaches a predetermined number (for example, 2300) or more) may be the end condition of the advantageous section. Also, when you hit CZ in the advantageous section, you may shift to the normal section. In this case, it is determined whether to end the advantageous section according to the situation of the advantageous section when it hits the CZ in the advantageous section.
[0296] CZ is determined by lottery when winning any of the prize-D ~ prize-H (hereinafter also referred to as rare role), and basically the more difficult the internal lottery result is, the more CZ will be won. It's getting easier. In this embodiment, the order in which CZ is likely to be won is: Winning-G>Winning-E>Winning-H>Winning-F>Winning-D.
[0297] In this embodiment, CZ does not occur immediately after winning, but after hitting CZ, CZ starts when transitioning from the advantageous section to the normal section and moving to the advantageous section again (when transitioning to the advantageous section in RT1 always start CZ). As a result, it is possible to solve the problem that when the AT is hit from the CZ, the number of remaining games in the advantageous section is small and the ball cannot be put out. In particular, the smaller the number of net additions (expected number of acquisitions per game, also called slope value), the more effective it is. For example, in the case of a net increase of 2 cards, the maximum number of cards obtained in the advantageous section is about 2400, so 1200 games are required to obtain 2400 cards. However, AT is not always performed in the advantageous section, and since it transitions between various game states such as the above-mentioned normal state and CZ, the number of remaining games in the advantageous section may be small (for example, 500 times) at the start of AT. There are many. In this case, even if the game is played 500 times, since the number of net increase is 2, it ends with acquisition of about 1000, and it is difficult to meet the user's expectation of acquisition. Therefore, by ending the advantageous section once with a CZ win and starting the CZ when moving to a new advantageous section, even if the CZ is 100 times the number of games, the advantageous section can be played 1400 times remaining. , it is possible to create a sense of anticipation for the user to win 2400 tickets.
[0298] Also, the winning probability of CZ after the second time in the same advantageous interval may be changed according to the value of the number of winnings after the advantageous interval starts (cumulative number of payouts-cumulative number of inputs). For example, if you start CZ at the time of transition to the advantageous section and hit AT, change the winning probability of CZ in the remaining advantageous section after AT ends depending on whether you get 50 or 1000 at the AT Aspects are conceivable. In this case, the CZ winning probability after obtaining 50 cards may be higher or lower than the CZ winning probability after obtaining 1000 cards.
[0299] If the CZ winning probability after winning 50 is higher than the CZ winning probability after winning 1000, it will be easier to give the next CZ to users who did not get much at AT, so expectations It is possible to play while maintaining it.
[0300] If the CZ winning probability after acquiring 50 cards is lower than the CZ winning probability after acquiring 1000 cards, the remaining advantageous section after obtaining 1000 cards is small (1500 times, which is the condition for ending the advantageous section (Because the number of games played is close to 2400), even if the probability of CZ is high, the gambling spirit will not be significantly increased due to the design of the ball output, and it will be possible to create a new sense of expectation for the user.
[0301] When the CZ is won, a blessing effect is performed in which characters such as "success" or "win" are displayed after the game in which the CZ is won or after a predetermined number of games (which can be arbitrarily set according to the specifications of the gaming machine). As a result, the user can understand that some kind of privilege has been granted, so that the user can intuitively understand the progress of the game. Then, from the next game onwards, a display to the effect that "CZ is being prepared" can be displayed in a liquid crystal or lamp lighting mode, thereby making it possible for the user to create a sense of expectation for the CZ. When the CZ winning game is in the advantageous section, the CZ winning game corresponds to the state from the end of the advantageous section to the transition to the advantageous section again in the subsequent normal section. Since "CZ preparation" is internally a normal section, it is in a disadvantageous state for users who do not perform AT lottery or AT addition at all, but the ball output rate during CZ preparation is regarded as AT state By comparing and lowering, you can allocate the ball to AT and create a wave of balls. In addition, since we are creating expectations for CZ during CZ preparation, we make it difficult for users to feel that they have lost money even if the payout rate is lowered.
[0302] Also, although the advantageous interval is ended in the next game after winning the CZ, it is also possible to execute a predetermined number of games from the game in which the CZ is won until the advantageous interval ends. In this case, it is conceivable to execute a predetermined number of games by producing whether or not the CZ has been won without notifying that the CZ has been won in the game in which the CZ has been won (so-called omen production or continuous production). Then, the blessing effect is executed at the timing of executing the predetermined number of times of the game, and the CZ is being prepared from the next game. This is because the advantageous section lamp is lit in the advantageous section, and when the advantageous section ends, the advantageous section lamp is turned off, so the advantageous section lamp is turned off from the CZ winning game to the announcement that the CZ has been won. This is because it is not possible to know whether or not the player has hit the CZ in the lighting mode. It should be noted that during CZ preparation it is possible to move from the advantageous section to the normal section, in this case it is already notified that CZ is being prepared, so the result depends on the lighting mode of the advantageous section lamp during CZ preparation There is no such thing as knowing ahead of time.
[0303] In addition, CZ preparation does not necessarily have to be a normal section, and may be set to an advantageous section. Even in this case, the ratio of executing CZ preparation in the normal section is relatively higher than the ratio of executing CZ preparation in the advantageous section, and as a condition to execute CZ preparation in the advantageous section, the advantageous section The condition is that the number of remaining games is a predetermined number (for example, 1000 times) or more. By configuring in this way, in order to execute CZ preparation when there is a margin in the number of remaining games in the advantageous section, it is sufficient even if CZ is executed through CZ preparation and as a result AT is executed It is possible to create a feeling of winning. In addition, since the normal section is not used during CZ preparation, it is possible to create a surprise such as starting AT immediately after CZ preparation If you use the section, AT will not be able to start because CZ will be executed at the start of the advantageous section).
[0304] Also, when performing CZ preparation in the above-mentioned advantageous section, it may be determined whether to give AT by lottery when winning any of winning-D to winning-H during CZ preparation . In this case, the order of rare roles that are likely to win AT by AT lottery may be the same as the order that is likely to win CZ, or Win-E> Win-G> Win-F> Win-H> Win-D You may make it partly different like the order of . By configuring in this way, it is possible to make the user expect to win a rare role even during CZ preparation.
[0305] Furthermore, in order not to reduce the desire to play the user who won the rare combination but did not win the AT, a privilege different from the AT may be given. As the privilege, for example, it is possible to display a two-dimensional code that can be read by the user terminal, or display a setting suggesting effect that allows the setting value to be determined. The privilege may be easier to grant as the number of games in the advantageous section is closer to the above-described predetermined number (e.g., 1500 times), or the CZ number of times is a specific number (e.g., multiples of 5). You can make it easier.
[0306] Processing related to setting change in this embodiment will be described.
[0307] When the setting change device is activated, the above-described RAM initialization processing is performed at the timing when the setting change device is activated or at the timing when the setting value is determined. If the gaming state immediately before this RAM initialization processing is performed is RT1, the information of RT1 is initialized when the RAM initialization processing is performed, and the gaming state after the RAM initialization processing becomes non-RT. Also, if the gaming state immediately before the RAM initialization processing is performed is 1 type BB, when the RAM initialization processing is performed, the information in the 1 type BB is initialized, and the game state after the RAM initialization processing is non- RT.
[0308] Also, if the gaming state immediately before the RAM initialization processing is performed is an advantageous interval, the information of the advantageous interval is initialized when the RAM initialization processing is performed, and the gaming state after the RAM initialization processing becomes the normal interval. In other words, the gaming state during the advantageous section is the normal state, CZ, or AT, but regardless of which state the game is in, when the RAM initialization process is performed, the game shifts to the normal section.
[0309] When the RAM initialization process is performed, the game will start from the non-RT and normal section, but in this embodiment, it is designed to start CZ when transitioning from the normal section to the advantageous section , After changing the setting, it is in an advantageous state (a state in which CZ can be started by shifting to an advantageous section without playing a game to hit CZ).
[0310] By configuring in this way, since the state is advantageous after the setting change, it is possible to motivate customers to come to the store in the morning, and to increase the effect of attracting customers.
[0311] In addition, if a state that is too advantageous (a state in which the game shifts to CZ after playing the game several times) can be set after the setting change, there is a risk that gambling will be remarkably fueled (so-called "morning"). Therefore, it is conceivable to change the contents of CZ according to the situation when shifting to the advantageous section.
[0312] In this case, if the RT state of the next game that has decided to move to the advantageous section is RT1, CZ is started because it is a basic game flow, and the RT state of the next game that has decided to move to the advantageous section is non- If it is RT, do not start CZ as it is after setting change. The games that have been decided to move to the advantageous section are the above-mentioned replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay Game-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win- B6, WIN-C1, WIN-C2, WIN-C3, WIN-C4, WIN-C5, WIN-C6, WIN-D, WIN-E, WIN-F, WIN-G, WIN-H, WIN-I, Either Prize-J or Prize-K won.
[0313] In addition, Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-D, Win-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, Winning-K will overlap with 1 type BB, so the RT state of the next game won will be RT1 and CZ will start. , Prize-A1, Prize-A2, Prize-A3, Prize-A4, Prize-A5, Prize-A6, Prize-B1, Prize-B2, Prize-B3, Prize-B4, Prize-B5, Prize-B6, Prize -C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6 do not overlap with 1 type BB, so the next game won is non-RT and CZ does not start.
[0314] With such a configuration, since there is a case where it shifts to an advantageous section in non-RT, it is possible to suppress specifications related to morning such as shifting to CZ just by playing a few times after changing the setting, and gambling can be suppressed.
[0315] It is also conceivable to reduce the gambling property by using a specification that changes the game state managed by the main control means in the advantageous section with reference to the RT state of the next game determined to be shifted to the advantageous section. In this case, AT is not performed in the advantageous section shifted to non-RT (1 type BB non-internal), and AT is made possible in the advantageous section shifted to RT1 (1 type BB internal) good too. With such a configuration, when the setting is changed to a non-RT advantageous section, the ball cannot be obtained because AT is not performed, so the gambling property is suppressed. The end condition of the advantageous section at this time may be until the above-mentioned CZ is won, or the predetermined number of games (for example, 1500 times) has been played.
[0316] In addition, the transition of CZ is controlled by referring to the RT state of the next game that wins the advantageous zone transition lottery, but not limited to this, the condition device that operates the game that wins the advantageous zone transition lottery may be referenced to control the transition of CZ. In this case, if the prize-A1 wins inside the 1st class BB in the normal section, the CZ will start at the start of the advantageous section based on the fact that the condition device for the 1st class BB and the prize-A1 is operating. Control. Also, when winning-A1 wins in the normal section while not inside the 1 type BB, it controls not to start CZ at the start of the advantageous section based on the fact that the winning-A1 condition device is operating.
[0317] In the present embodiment, only one type of BB is the lottery target, but instead of this, RB or MB may be the lottery target, or two or all of the one type BB, RB, and MB may be the lottery target. .
[0318] <Playability with a high expected value for acquiring game value at the start of the advantageous section> A description will be given of a game property in which the expected acquisition value of the game value at the start of the advantageous section, which is applicable to the present embodiment, is increased. Here, in order to increase the expected value of the game value obtained at the start of the advantageous interval, the advantageous interval is configured not to end when the game is played a predetermined number of times. In other words, the advantage interval is not terminated depending on the number of games played in the advantage interval.
[0319] After starting one advantageous section, when a predetermined number of premonitory games are executed in the advantageous section general state, the next game shifts to a predetermined AT (also called AT1), and a predetermined lottery is executed in the AT1. However, if you win a predetermined lottery, the AT1 will continue until the number of acquisitions in the advantageous section exceeds 2400 (until the value of the MY counter exceeds the upper limit), and the conditions for ending the advantageous section are met. After the advantageous section ends, the normal section starts from the next game. Then, after starting a new advantageous interval through the normal interval, when a predetermined number of omen games are executed in the advantageous interval general state, it shifts to AT1, and if a predetermined lottery is won in the AT1, The AT1 continues until the number of wins in the advantageous section exceeds 2400, and when the conditions for ending the advantageous section are met, the advantageous section ends and the normal section starts from the next game. That is, the acquisition of about 2400 game values is looped until a predetermined lottery is not won at AT1. Although the probability of winning in a predetermined lottery can be set as appropriate, it is preferable to set the probability of winning at a high probability of 50% or more and less than 80%. In addition, there is a minimum guarantee (AT50 games, 100 wins, etc.) during the execution period of AT1, and even if AT1 does not win a predetermined lottery, AT1 will not be terminated immediately. AT1 is configured to continue until the minimum guaranteed AT is executed without any delay. Note that the predetermined lottery may be configured to be executed at the start of AT1, or may be configured to be executed after the minimum guaranteed AT is executed in AT1.
[0320] Also, if you do not win in the predetermined lottery in AT1, after the AT1 ends, you will move to the advantageous section general state without ending the advantageous section, and in the advantageous section general state, the role lottery will have a low probability ( For example, if you win a predetermined role (e.g. Replay-A, Replay-J, Prize-J, etc.) that can be won with the lowest probability of 1 / 8192) in the role lottery, the advantageous section ends and the normal section starts from the next game. Then, after starting a new advantageous interval through the normal interval, when a predetermined number of portent games are executed in the advantageous interval general state, the process shifts to AT1.
[0321] In addition, compared to the general state of the advantageous section at the start of one advantageous section, the general state of the advantageous section that transitions after not being elected in a predetermined lottery at AT1 will have a lower expectation for AT. It is configured.
[0322] In addition, it was configured so that the advantageous section ends when the predetermined role is won in the advantageous section general state that transitions after the AT1 is not won in the predetermined lottery, but not limited to this, the advantageous section is ended. A predetermined CZ may be executed, and when the lottery in the predetermined CZ is won, the advantageous section may be terminated.
[0323] In addition, during AT1 or during a predetermined number of omen games immediately after the start of the advantageous interval, even if a predetermined combination is won, the advantageous interval is not ended. By configuring in this way, it is possible to improve the tempo of the game in a state in which the number of acquisitions of 2400 is looped. In addition, even if you win a predetermined role in a situation where it is confirmed that you can win a predetermined lottery in AT1 and acquire a game value of about 2400, AT1 will not end in the middle, so the game will not end. It is possible to prevent the risk of giving disadvantage to a person. In addition, even if you win a predetermined combination in a situation where a predetermined effect indicating that it is confirmed that you can win a predetermined lottery at AT and acquire about 2400 game value, Since the performance is not ended in the middle, the player can be prevented from feeling distrustful. It should be noted that, if a predetermined combination is won during AT2, which will be described later, the advantageous interval may be terminated in the game in which the predetermined combination is won, or the advantageous interval may be terminated after AT2 is completed. .
[0324] In this way, by increasing the expected acquisition value of the game value at the start of the advantageous interval, it is possible to create a new game feature in which the player aims to finish the advantageous interval. In addition, by requiring a predetermined number of premonitory games from the start of one advantageous section to the transition to AT1, even if the predetermined lottery is won in AT1, the number of AT acquisitions exceeds 2400. Since there is no continuation, it is possible to prevent the gambling nature from increasing excessively.
[0325] In addition, even in the general state of the advantageous section that was shifted after the predetermined lottery was not won in AT1, AT lottery may be performed, and the number of ceiling games (for example, 1000 games) is executed by providing a ceiling It may be configured to shift to AT every time it is played (ATs other than AT1 are also collectively referred to as AT2), but it is preferable to configure AT2 so that a predetermined lottery is not executed. In this way, by not executing the predetermined lottery at ATs other than AT1, it is possible to prevent the gambling nature from becoming excessively high and increase the expectation for the predetermined lottery at AT1.
[0326] In addition, even if the expected value of the gaming value at the start of the advantageous section is configured to be high in this way, it is advantageous if the transition to the advantageous section is decided during RT1 (inside the 1st type BB) by the method described above. After starting the section, it will shift to AT1 after a predetermined number of omen games, but if the transition to the advantageous section is decided during non-RT, AT will not be executed even after the predetermined number of games after starting the advantageous section In other words, in the first advantageous interval after the setting change, it is preferable to configure so that AT is not executed after a predetermined number of games have been played after starting the advantageous interval. In this way, when the transition to the advantageous section is decided during RT1, it is relatively more advantageous than when the transition to the advantageous section is decided during non-RT. can be suppressed.
[0327] In addition, if a specific number of games (for example, 5000 games) are played without completing one advantageous interval, the design value of the ball output rate will be set to a predetermined value (100%) from the next game until the advantageous interval ends. and not exceeding 115%). Although the specific number of times can be set as appropriate, it is preferable to set the number of games that can be played during the business hours of the game parlor in one day.
[0328] In addition, in order to set the design value of the ball payout rate in a predetermined state to a predetermined value, 1) every time a predetermined number of games (for example, 100 games) are executed in the advantageous section general state, the AT2 may be configured to always end after a specific number of games (for example, 50 games), or 2) the number of games to shift to AT2 and the number of wins in AT2 after transition so that the payout rate is a predetermined value A plurality of predetermined scenarios may be provided, and the game may proceed according to any of the scenarios.
[0329] By constructing in this way, it is possible to form a motivation to continue the game even in a disadvantageous situation for the player that one advantageous section continues for a long time.
[0330] In a predetermined state in which the design value of the payout rate is a predetermined value, the advantage section may not end even if a predetermined combination is won. By configuring in this way, it is possible to prevent the predetermined state in which the design value of the payout rate is the predetermined value from being excessively advantageous to the player.
[0331] Also, even in a predetermined state where the design value of the payout rate is a predetermined value, the advantage section may be terminated when a predetermined combination is won. By configuring in this way, it is possible to increase the sense of expectation when winning the predetermined combination.
[0332] Further, the designed value of the payout rate may be designed to be the same in a predetermined state in which the designed value of the payout rate is a predetermined value, regardless of the set value. By doing so, in a predetermined state in which the design value of the pay-out rate is a predetermined value, it is possible to provide a stable game with no advantage / disadvantage depending on the set value.
[0333] In addition, the design value of the ball payout rate in a predetermined state where the design value of the ball payout rate is a predetermined value is higher as the set value is higher, such as set value 1 < set value 2 < ... < set value 6. It may be configured to By doing so, the higher the set value is, the earlier the advantageous interval can be ended when the design value of the ball payout rate shifts to the predetermined value in one advantageous interval. It is possible to hasten the transition to a state where the acquisition expected value of value is high.
[0334] Further, the design value of the ball payout rate in a predetermined state where the design value of the ball payout rate is a predetermined value is higher than the lowest set value (set value 1 in this embodiment) and the highest set value (set value 1 in this embodiment). may be configured to be lower than the set value 6). By configuring in this way, even if a predetermined lottery is not won in AT1 of one advantageous section, the game is continued, aiming at a predetermined state where the design value of the ball output rate is a predetermined value. It is possible to increase the significance of the game and not to impair the significance of playing the game with the highest set value.
[0335] <Control corresponding to power off while pressing various switches according to the present embodiment> The front panel PS2 is in a closed state, the game has ended, 3-betting has not been performed (including situations where automatic betting has not been performed), and the number of credits that can be 3-bet or more is stored ( For example, when the number of credits is 3 or more when no bet is placed, or when 1 bet is made, the number of credits is 2 or more. ), the MAX bet process is executed to store 3 as the number of bets, and the 1 bet lamp, 2 bet lamp, and 3 bet lamp light up (before the MAX bet switch 18 is pressed, the 1 bet lamp, 2 bed lamps and 3 bed lamps are off).
[0336] In addition, not only in the situation where the front panel PS2 is closed, but also in the situation where the front panel PS2 is open, it is after the game is over and 3 bets have not been made (situation where automatic betting has not been made) ), and a credit number greater than or equal to 3 bets is stored (for example, the number of credits is 3 or more when no bet is made, or 2 or more when 1 bet is made) Under the circumstances, when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, 3 is stored as the number of bets, and the 1 bet lamp, 2 bet lamp, and 3 bet lamp are lit ( The 1 bed lamp, 2 bed lamp, and 3 bed lamp are turned off before the MAX bed switch 18 is pressed). In the following, unless otherwise specified, when the power is turned on, the front panel PS2 is closed, but the same behavior may be performed even when the front panel PS2 is open. .
[0337] In addition, the MAX bet possible state includes the situation where no bet is made, the situation where 1 bet is made, and the situation where 2 bets are made. When the lamp is lit again, it means that there is no bet, which is the maximum bet possible state. 2 bed lamps and 3 bed lamps are lit, and 2 bed lamps are lit. It has become.
[0338] In addition, in the MAX bet possible state, the MAX bet lamp is lit to inform the player that the operation of the MAX bet switch 18 is valid. When the MAX bet switch 18 is pressed while the MAX bet lamp is on in the MAX bet possible state (when the sensor for detecting the MAX bet switch 18 is changed from OFF to ON), the MAX bet lamp is turned off. In other words, even while the MAX bed switch 18 is being pressed (the MAX bed switch 18 is pressed and not released, and the sensor of the MAX bed switch 18 remains ON), the MAX bed lamp lights out.
[0339] In addition, in the state where the MAX bet is possible, power failure occurs and the operating voltage falls below the threshold value, and in a situation where the gaming machine cannot operate, the MAX bet switch 18 is pressed, and the power is turned on while the MAX bet switch 18 is being pressed. When it is done (when the power-off recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed. Further, since the MAX bet switch 18 is being pressed, the MAX bet processing by pressing the MAX bet switch 18 cannot be performed. In other words, since the MAX bet switch 18 is being pressed (the sensor signal of the MAX bet switch is ON), the MAX bet switch 18 cannot be pressed and the MAX bet processing cannot be performed.
[0340] As a result, for example, even if the MAX bet switch 18 is unintentionally operated when the power is turned on after a power failure (such as a situation where the hand is placed on the MAX bet switch 18), the bet can be placed. In addition, even in such a case, it is possible to accurately notify that the operation of the MAX bed switch 18 is effective by the lighting mode of the MAX bed lamp. For this reason, the player who recognizes that the operation of the MAX bet switch 18 is effective, once releases the MAX bet switch 18 that has been pressed (after the sensor of the MAX bet switch 18 turns from ON to OFF), By pressing the MAX bet switch 18 again (by turning the sensor of the MAX bet switch 18 from OFF to ON), it is possible to make a MAX bet (perform a MAX bet process).
[0341] Also, for example, when the return spring or sensor of the MAX bed switch 18 malfunctions before and after the power is turned off, and the MAX bed switch 18 is pressed down and the MAX bed lamp is lit, MAX It is possible to notify the administrator that the bet processing is not possible but that the software is not malfunctioning.
[0342] In addition, in the state where the MAX bet is possible, power failure occurs and the operating voltage falls below the threshold value, and in a situation where the gaming machine cannot operate, the MAX bet switch 18 is pressed, and the power is turned on while the MAX bet switch 18 is being pressed. When it is done (when the power-off recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed, but the 1 bet switch 19 is newly operated (pressed) (When the sensor that detects the 1-bet switch 19 turns from OFF to ON), 1-bet processing can be executed.
[0343] As a result, for example, even if the MAX bed switch 18 is unintentionally operated when the power is turned on after a power failure (such as when the hand is placed on the MAX bed switch 18), the MAX bed lamp The lighting mode of indicates that bet processing is possible, and suggests that the 1-bet switch 19 can be operated. Also, even in such a case, since the operation of the 1-bet switch 19 is effective, the game can be progressed.
[0344] In addition, in the state where the MAX bet is possible, power failure occurs and the operating voltage falls below the threshold value, and in a situation where the gaming machine cannot operate, the MAX bet switch 18 is pressed, and the power is turned on while the MAX bet switch 18 is being pressed. (When the power-off recovery process is executed), the MAX bet process may be executed. In this case, the MAX bed lamp may or may not be lit after the power is turned on. If the MAX bet lamp is lit after the power is turned on, it suggests that the 1 bet switch 19 can be operated, and when the 1 bet switch 19 is operated, the 3 bet state becomes the 1 bet state, and credits The difference "2" is returned (if the number of credits is 50 in the 3-bet state, the difference cannot be returned to credits, so even if the 1-bet switch 19 is operated, the 1-bet state will not be returned to 3 In order to maintain the bed state, the MAX bed lamp does not light up after the power is turned on (it is turned off)). If the MAX bet lamp is turned off after the power is turned on, it is possible to suggest that the MAX bet process has been executed. In addition, even if the MAX bet lamp is on or off after the power is turned on, the 3 bet sound (1 bet sound 3 times) is output when the power is turned on to notify that the MAX bet process has been executed. It becomes possible to
[0345] Subsequently, when the 1-bet switch 19 is operated (depressed) in the MAX-bet possible state (situation where no bets are placed), 1 is stored as the number of bets and the 1-bet lamp lights up. Further, since the operation of the MAX bet switch 18 is still valid, the MAX bet lamp is also lit.
[0346] In addition, in a state where the MAX bet is possible (situation where no bet is placed), power failure occurs and the operating voltage falls below the threshold value, and in a situation where the gaming machine cannot operate, the 1 bet switch 19 is pressed, and the 1 bet switch 19 If the power is turned on while the is pressed (when the power off recovery process is executed while the sensor of the 1 bet switch 19 remains ON), the MAX bet lamp will light up, and the 1 bet process will be It is no longer running. In addition, since the 1-bet switch 19 is being pressed, a new 1-bet process by pressing the 1-bet switch 19 cannot be performed.
[0347] As a result, for example, even if the 1-bet switch 19 is unintentionally operated when the power is turned on after a power failure (such as when the hand is placed on the 1-bet switch 19), the bet will not be accepted. In addition, even in such a case, it is possible to notify that bet processing is possible by the lighting mode of the MAX bet lamp, and to suggest that the 1 bet switch 19 can be operated. ing. For this reason, the player who recognizes that the operation of the MAX bet switch 18 or the 1 bet switch 19 is effective, releases the pressed 1 bet switch 19 once (the sensor of the 1 bet switch 19 turns from ON to OFF). After becoming), press the 1 bed switch 19 again, or without releasing the pressed 1 bed switch 19 (the sensor of the 1 bed switch 19 remains ON), the MAX bed switch 18 is pressed (by turning the sensor of the MAX bet switch 18 from OFF to ON), 1 bet processing or MAX bet processing can be performed.
[0348] In addition, in a state where the MAX bet is possible (situation where no bet is placed), power failure occurs and the operating voltage falls below the threshold value, and in a situation where the gaming machine cannot operate, the 1 bet switch 19 is pressed, and the 1 bet switch 19 If the power is turned on while the is pressed (when the power off recovery process is executed), the MAX bet lamp lights up and the 1 bet process is not executed, but the new MAX bet switch 18 is MAX bet processing can be executed by operating (pressing).
[0349] As a result, even if there is an unintended operation of the 1 bed switch 19 when the power is turned on after a power outage (such as a situation where the hand is placed on the 1 bed switch 19), the MAX bed lamp The lighting mode of indicates that bet processing is possible, and suggests that the MAX bet switch 18 can be operated. Also, even in such a case, since the operation of the MAX bet switch 18 is effective, the game can be progressed.
[0350] In addition, in the state where the MAX bet is possible, the operating voltage falls below the threshold value, and in the situation where the gaming machine cannot operate, the 1-bet switch 19 is pressed, and the power is turned on while the 1-bet switch 19 is being pressed. 1-bet process may be executed when the power-off recovery process is executed). In this case, the MAX bet lamp is lit after the power is turned on, suggesting that the MAX bet switch 18 can be operated, and when the MAX bet switch 18 is operated, the 1 bet state changes to the 3 bet state. Also, by outputting a 1-bet sound when the power is turned on, it is possible to notify that the 1-bet process has been executed.
[0351] In addition, in a state where the MAX bet is possible (situation where no bet is placed), power failure occurs and the operating voltage falls below the threshold, and the gaming machine cannot operate, the MAX bet switch 18 is pressed (the front panel PS2 If the power is turned on while the MAX bed switch 18 is pressed while the front panel PS2 is open (power off If the return process is executed), the MAX bet lamp lights up and the MAX bet process is not executed, but in the situation where the MAX bet switch 18 continues to be pressed, a new 1 bet switch By operating (pressing) 19, 1-bet processing can be executed. In addition, in a state where the MAX bet is possible (situation where no bet is placed), power failure occurs and the operating voltage falls below the threshold, and the gaming machine cannot operate, the MAX bet switch 18 is pressed (the front panel PS2 If the power is turned on while the MAX bed switch 18 is pressed while the front panel PS2 is open (power off When the return process is executed), the MAX bet lamp lights up and the MAX bet process is not executed, but the MAX bet switch 18 is released and the MAX bet switch 18 is operated (pressed) again. This makes it possible to execute MAX bet processing. In this case, even if the 1-bet switch 19 or the MAX-bet switch 18 is newly pressed and the 1-bet process or the MAX-bet process is executed, the 1-bet sound and the 3-bet sound are not output. Alternatively, the 1-bet switch 19 or MAX-bet switch 18 is newly pressed and 1-bet processing or MAX-bet processing is executed, resulting in a 3-bet and a situation in which the front panel PS2 is open. Below, when the start switch 12 is operated (depressed), the reel rotation process is executed, each reel rotates, but the start sound may not be output.
[0352] As a result, for example, even if the MAX bet switch 18 is unintentionally operated when the power is turned on after a power failure (such as a situation where the hand is placed on the MAX bet switch 18), the bet can be placed. In addition, even in such a case, it is possible to accurately notify that the operation of the MAX bed switch 18 is effective by the lighting mode of the MAX bed lamp.
[0353] Also, for example, when the return spring or sensor of the MAX bed switch 18 malfunctions before and after the power is turned off, and the MAX bed switch 18 is pressed down and the MAX bed lamp is lit, MAX It is possible to notify the administrator that the bet processing is not possible but that the software is not malfunctioning.
[0354] In addition, even if the front panel PS2 is open, by enabling 1-bet processing by the 1-bet switch 19, the work performed by the administrator when the front panel PS2 is open (for example, setting confirmation and administrator menu , etc.), it is possible to check whether or not 1 bet processing is possible normally. In addition, when playing games at amusement arcades, it is not normal to play with the front panel PS2 open, so by intentionally not outputting the 1-bet sound, it is possible to make the player aware that it is not normal. Become.
[0355] In addition, in a state where the MAX bet is possible (situation where no bet is placed), power failure occurs and the operating voltage falls below the threshold, and the gaming machine cannot operate, the MAX bet switch 18 is pressed (the front panel PS2 If the power is turned on while the MAX bed switch 18 is pressed while the front panel PS2 is open (power off If the return process is executed), the MAX bet lamp does not light up, the MAX bet process is not executed, and even if the 1 bet switch 19 is newly operated (pressed), the 1 bet process is not executed, and then When the front panel PS2 is closed (closed is detected) while the operation (pressing) of the MAX bed switch 18 continues, the MAX bed lamp lights up, and when the 1 bed switch 19 is newly operated (pressed) A mode in which 1-bet processing is possible may also be possible.
[0356] As a result, for example, even if the MAX bet switch 18 is unintentionally operated when the power is turned on after a power failure (such as a situation where the hand is placed on the MAX bet switch 18), the bet can be placed. In addition, by not lighting the MAX bet lamp, it is possible for the player to recognize that the game cannot be progressed. Furthermore, when the front panel PS2 is closed, even if the operation (pressing) of the MAX bet switch 18 continues, the bet operation with the 1 bet switch 19 is enabled, so as not to hinder the progress of the game as much as possible. It becomes possible to
[0357] In addition, in the state where the MAX bet is possible, the operating voltage drops below the threshold value and the gaming machine cannot operate. When the power is turned on while the bet switch 19 is pressed (when the power-off recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and 1 bet process are not executed. Also, in this case, when the MAX bet switch 18 is released while the 1 bet switch 19 is being continuously pressed, and the MAX bet switch 18 is newly operated (depressed), the MAX bet processing can be executed. Similarly, in the state where the MAX bet is possible, the operating voltage falls below the threshold value, and the gaming machine cannot operate, the MAX bet switch 18 and the 1 bet switch 19 are If the power is turned on while the 1 bet switch 19 is pressed (when the power off recovery process is executed), the MAX bet lamp lights up and the MAX bet process and 1 bet process are not executed. , When the 1 bet switch 19 is released while the MAX bet switch 18 is being pressed down, and the 1 bet switch 19 is newly operated (depressed), 1 bet processing can be executed.
[0358] As a result, for example, when the power is turned on after a power failure, the MAX bed switch 18 and 1 bed switch 19 are unintentionally operated (the situation where the hand is placed on the MAX bed switch 18 and 1 bed switch 19 etc.), and even in such a case, it is possible to accurately notify that the operation of the MAX bet switch 18 is effective by the lighting mode of the MAX bet lamp. can be done. Also, even in such a case, since the operation of the MAX bet switch 18 and the 1 bet switch 19 is effective, the game can be progressed.
[0359] The front panel PS2 is in the closed state, the game has ended, no bets have been made (replay is not activated), and normal effects are being displayed (states other than continuous effects and AT effects) or demo When the sub-switch 20 is operated (pressed) while the screen is being displayed (hereinafter referred to as a menu screen displayable state) (when the sensor that detects the sub-switch 20 changes from OFF to ON), the menu screen is displayed. is executed, and the menu screen is displayed on the display device 32 .
[0360] In addition, in the state where the menu screen can be displayed, the sub switch 20 is pressed, and the power is turned on while the sub switch 20 is being pressed, in a situation where the power supply is interrupted and the operating voltage falls below the threshold value, and the game machine cannot operate. If the sub-switch 20 sensor remains ON and the power-off recovery process is executed, the sub-switch lamp lights up and the menu screen is not displayed.
[0361] As a result, even if there is an unintended operation of the sub-switch 20 (such as when a hand is placed on the sub-switch 20) when the power is turned on after a power failure, the unintended menu screen can be displayed. Instead of displaying the sub-switch lamp, the fact that the menu screen can be displayed can be indicated by the lighting mode of the sub-switch lamp, thereby suggesting that the sub-switch 20 can be operated. Therefore, the player who recognizes that the operation of the sub-switch 20 is effective releases the sub-switch 20 that has been pressed (after the sensor of the sub-switch 20 turns from ON to OFF), and then the sub-switch is activated again. By pressing 20 (by turning the sensor of the sub switch 20 from OFF to ON), display processing of the menu screen can be performed.
[0362] In addition, in the state where the menu screen can be displayed, the sub switch 20 is pressed, and the power is turned on while the sub switch 20 is being pressed, in a situation where the power supply is interrupted and the operating voltage falls below the threshold value, and the game machine cannot operate. In this case (when the power-off recovery process is executed), the sub-switch lamp may be lit and the menu screen may be displayed. In this case, the intention to press the subswitch 20 is reflected, and the menu screen can be displayed immediately after the power is turned on. Furthermore, by turning on the subswitch lamp, the decision operation of each item on the menu screen is valid. can be suggested.
[0363] In addition, when the MAX bet switch 18 and the sub switch 20 are in a state in which the MAX bet is possible and the menu screen can be displayed, the power supply is interrupted and the operating voltage falls below the threshold value, and the gaming machine cannot operate. When the power is turned on while the MAX bet switch 18 and the sub switch 20 are being pressed (when the power off recovery process is executed), the MAX bet lamp lights up, the MAX bet process is not executed, and the sub switch 20 is pressed. The switch lamp lights up and the menu screen is not displayed. Further, since the MAX bet switch 18 is being pressed, the MAX bet processing by pressing the MAX bet switch 18 cannot be performed. In other words, since the MAX bet switch 18 is being pressed (the sensor signal of the MAX bet switch is ON), the MAX bet switch 18 cannot be pressed and the MAX bet processing cannot be performed.
[0364] As a result, for example, when the power is turned on after a power outage, the MAX bed switch 18 and the sub switch 20 are unintentionally operated (such as placing a hand on the MAX bed switch 18 and the sub switch 20) It is possible to prevent unintentional bets and display of the menu screen even if there is a In addition, the lighting mode of the sub-switch lamp indicates that the menu screen display process is possible, suggesting that the sub-switch 20 can be operated.
[0365] Also, for example, when the return spring or sensor of the MAX bed switch 18 malfunctions before and after the power is turned off, and the MAX bed switch 18 is pressed down and the MAX bed lamp is lit, MAX It is possible to notify the administrator that the bet processing is not possible but that the software is not malfunctioning.
[0366] In addition, when the MAX bet switch 18 and the sub switch 20 are in a state in which the MAX bet is possible and the menu screen can be displayed, the power supply is interrupted and the operating voltage falls below the threshold value, and the gaming machine cannot operate. When the power is turned on while the MAX bet switch 18 and the sub switch 20 are being pressed (when the power off recovery process is executed), the MAX bet lamp lights up, the MAX bet process is not executed, and the sub switch 20 is pressed. The switch lamp may be turned on and the menu screen may be displayed. In this case, reflecting the intention to press the sub switch 20, the menu screen can be displayed immediately after the power is turned on, and furthermore, by lighting the sub switch lamp, the decision operation of each item in the menu screen is valid. can be suggested. In this case, even after the menu screen is displayed, the MAX bet lamp continues to light up to notify that the MAX bet process can be executed.
[0367] The front panel PS2 is closed, the game has ended, no bets have been made (replay is not activated), and the number of credits is 1 or more (hereinafter referred to as the settlement possible state) Then, when the settlement switch is operated (depressed), the settlement process is executed, and the medals stored in the credit are paid out to the tray 28.
[0368] Also, in the settlement possible state, when the operating voltage drops below the threshold and the gaming machine cannot operate, the settlement switch is pressed (the sensor that detects the settlement switch turns from OFF to ON), and the settlement is made. If the power is turned on while the switch is pressed (when the power-off recovery process is executed while the sensor of the settlement switch is ON), the MAX bed lamp will light up and the settlement processing will not be executed. Further, even if the MAX bet switch 18 is pushed while the settlement switch is being pushed, the MAX bet processing is not executed.
[0369] As a result, for example, even if there is an unintended operation of the payment switch when the power is turned on after a power failure (such as when a hand is placed on the payment switch), unintended payment processing can be executed. In addition, since it is possible to notify that there are medals left in the credits by the lighting mode of the MAX bet lamp, it is possible to prevent the player from leaving the seat with the credits left.
[0370] Also, in the settlement possible state, if the power is cut off and the operating voltage falls below the threshold, and the game machine cannot operate, the settlement switch is pressed, and the power is turned on while the settlement switch is being pressed (power When the disconnection return process is executed), the MAX bet lamp lights up and the settlement process is not executed, but if the MAX bet switch 18 is pressed while the settlement switch is pressed, the MAX bet process is executed. good.
[0371] As a result, for example, even if there is an unintended operation of the payment switch when the power is turned on after a power failure (such as when a hand is placed on the payment switch), unintended payment processing can be executed. In addition, since the operation of the MAX bet switch is effective, it is possible to prevent the progress of the game from being hindered as much as possible, thereby not reducing the interest in the game.
[0372] Also, in the settlement possible state, if the power is cut off and the operating voltage falls below the threshold, and the game machine cannot operate, the settlement switch is pressed, and the power is turned on while the settlement switch is being pressed (power When the disconnection recovery process is executed), the MAX bed lamp may be turned on and the settlement process may be executed.
[0373] As a result, for example, when the power is turned on before the opening of the amusement arcade, if the power is turned on while the checkout switch is being operated (such as when a hand is placed on the checkout switch), the power is turned on. Since the settlement process can be executed immediately after the opening, the work of turning on the power before opening the store and the work of settlement of the medals remaining in the credit can be simplified.
[0374] Also, in the settlement possible state, if the power is cut off and the operating voltage falls below the threshold, and the game machine cannot operate, the settlement switch is pressed, and the power is turned on while the settlement switch is being pressed (power When the disconnection recovery process is executed), the lamp of the sub switch 20 is lit and the operation of the sub switch 20 is valid regardless of whether the settlement process is executed or not. (The menu screen can be displayed by accepting the operation of the subswitch 20).
[0375] As a result, for example, even if the settlement switch is operated unintentionally when the power is turned on after a power failure, the menu screen can be displayed by operating the sub switch 20, and the game history can be checked and the volume can be checked on the menu screen. It is possible to view and change information useful for the game, such as adjustments. Also, by validating all the operations related to the progress of the game at this time, all the games other than the payment can be executed. The settlement process is used only at the end of the game, and adjusting the number of inserted medals without executing the settlement process does not put the player at a disadvantage, thus hindering the progress of the game as much as possible. It is possible to run without
[0376] In addition, in the state where the MAX bet is possible and the settlement is possible, the power supply is cut off and the operating voltage falls below the threshold value, and the gaming machine cannot operate. In this situation, the MAX bet switch 18 and the settlement switch are pressed, If the power is turned on while the MAX bet switch 18 and the settlement switch are pressed (when the power-off recovery process is executed), the MAX bet lamp will light up, and the MAX bet processing and settlement processing will not be executed. there is Also, in this case, when the MAX bet switch 18 is released while the settlement switch is being pressed down, and the MAX bet switch 18 is newly operated (depressed), the MAX bet process can be executed, and the MAX bet switch can be executed. When the settlement switch is released while the MAX bet switch 18 continues to be pressed, and the settlement switch is newly operated (pressed) while the MAX bet switch 18 continues to be pressed, the settlement process can be executed.
[0377] As a result, for example, when the power is turned on after a power failure, the MAX bed switch 18 and the settlement switch may be unintentionally operated (such as placing a hand on the MAX bed switch 18 and the settlement switch). However, it is possible to prevent being betted and to prevent settlement processing. In addition, it is possible to accurately notify that there are medals left in the credit and that the operation of the MAX bet switch 18 is effective, by the lighting mode of the MAX bet lamp.
[0378] When the front panel PS2 is in the closed state, the game has ended, and 3 bets have been made (including when replay is in operation) (hereinafter referred to as the reel rotatable state), the start switch 12 is turned off. When operated (depressed), reel rotation processing is executed, and each reel rotates. It should be noted that the reel rotation process is executed after the minimum game time has passed.
[0379] In addition, when the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed in a situation where the operating voltage falls below the threshold value and the game machine cannot operate due to a power failure occurring while the reels are rotatable. (When power-off recovery processing is executed), the start lamp lights up, but none of the reels rotate.
[0380] As a result, for example, even if the start switch 12 is unintentionally operated when the power is turned on after a power failure (such as when a hand is placed on the start switch 12), the unintended rotation of the reel is not executed, it is possible to prevent the player from using the bet game medium unintentionally, and even in such a case, the start lamp indicates that the operation of the start switch 12 is effective. can be accurately notified by the lighting mode.
[0381] In addition, when the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed in a situation where the operating voltage falls below the threshold value and the game machine cannot operate due to a power failure occurring while the reels are rotatable. (When the power-off recovery process is executed), the start lamp may not light and none of the reels may rotate. In such a case, when the operation of the start switch 12 is finished (when the sensor signal of the start switch 12 is turned off), the start lamp may be turned on.
[0382] As a result, for example, even if the start switch 12 is unintentionally operated when the power is turned on after a power failure (such as when a hand is placed on the start switch 12), the unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the game medium that has been bet. It is possible for the player to recognize that the reels will not rotate until the operation is completed, and when the operation of the start switch 12 is completed, the start lamp lights up, indicating that the operation of the start switch 12 is valid. can be reported accurately.
[0383] In addition, when the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed in a situation where the operating voltage falls below the threshold value and the game machine cannot operate due to a power failure occurring while the reels are rotatable. (When the power-off recovery process is executed) may be a mode in which all the reels rotate.
[0384] As a result, the start switch 12 is operated until the operating voltage momentarily falls below the threshold when the power is cut off in the reel rotatable state, and the operating voltage exceeds the threshold and the power is automatically turned on. When the power is automatically turned on while the start switch 12 is being operated (when the power-off recovery process is executed), all the reels will rotate after the power is turned on. Even if the start switch 12 is operated at appropriate timing, the game can be progressed (all reels are rotated), and the effort of the player can be reduced and the game tempo can be improved.
[0385] The front panel PS2 is in the closed state, all the reels are rotating, and the stop switch 13 is operated under the condition that the acceptance of the operation of the stop switch 13 is valid (hereinafter referred to as the reel stop possible state) When (pressed down) (when one of the sensors that detect the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c turns from OFF to ON), the reel corresponding to the operated stop switch 13 stop control processing is executed, and the reel corresponding to the operated stop switch 13 is stopped. Note that the reel stoppable state is not limited to the state in which all the reels are rotating, and the state in which any one reel is rotating can also be referred to as the reel stoppable state.
[0386] In the reel stoppable state, the LED constituting the stop switch 13 is in a lighting mode indicating that it is valid, and in the reel stoppable state in which the reel cannot be stopped even if the stop switch 13 is operated, the stop switch 13 is turned on. It has a lighting mode that indicates that the constituent LEDs are invalid.
[0387] Here, the reel stop impossible state is a state in which the operation of the stop switch 13 is not accepted even though the reel is rotating (during detection of rotation failure or other switches managed by the main control means 100 are operated). (when all the reels are stopped, or when the left stop switch 13a is operated when the left reel is stopped, etc.).
[0388] Further, the lighting mode indicating that the LED constituting the stop switch 13 is valid is a mode of lighting in white or a mode of lighting in a color such as red, and the LED constituting the stop switch 13 is disabled. The lighting mode indicating is a mode in which the light is turned off (extinguished) or a mode in which the lighting is performed in a lighting color (for example, blue) different from the lighting color indicating that it is effective.
[0389] In addition, in the state where the reel can be stopped, power failure occurs and the operating voltage falls below the threshold value, and in a situation where the gaming machine cannot operate, the left stop switch 13a is pressed, and the power is turned on while the left stop switch 13a is pressed. In the case where the left stop switch 13a sensor is kept ON and the power-off recovery process is executed), the stop control process is not executed for the left reel. Further, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating that it is disabled.
[0390] As a result, for example, the left stop switch 13a is the stop switch corresponding to the final stop operation, and after a power failure occurs in the left reel stop possible state, the left stop switch 13a is unintentionally operated when the power is turned on. Even so, since the rotation of the left reel is not stopped by the operation of the left stop switch 13a, it is possible to prevent the player from being disadvantaged, such as missing a small winning combination that requires eye pressing. Also, to prevent the operation of the stop switch 13 from being accepted in a pressing order different from the correct pressing order when the internal lottery result (so-called pressing order role) in which the combination of symbols advantageous to the player stops depending on the pressing order is won. is also possible.
[0391] In addition, in the state where the reel can be stopped, power failure occurs and the operating voltage falls below the threshold value, and in a situation where the gaming machine cannot operate, the left stop switch 13a is pressed, and the power is turned on while the left stop switch 13a is pressed. (When the power-off recovery process is executed), the stop control process may be executed for the left reel. Even in this case, when the power is turned on while the left stop switch 13a is being pressed, the LEDs constituting the stop switch 13 are lit to indicate that they are disabled.
[0392] As a result, the left stop switch 13a is pressed until the operating voltage momentarily falls below the threshold when the power is cut off during a game, and then the operating voltage exceeds the threshold and the power is automatically turned on. When the power is automatically turned on while the left stop switch 13a is pressed (when the power-off recovery process is executed), the left reel stops after the power is turned on. Even if the stop switch 13 is pressed at a certain timing, the game can be progressed (the corresponding reel is stopped), and the effort of the player can be reduced and the game tempo can be improved. In addition, when stopping the reel corresponding to the stop switch 13 pressed after the power is turned on, the reel is configured to be stopped even if the reel is accelerating. becomes possible. However, if there are a plurality of stop switches 13 that are pressed after the power is turned on, none of the reels are stopped.
[0393] <Control corresponding to power interruption during slip control according to the present embodiment> When the start switch 12 is operated and the reel is rotating, when the operation of the stop switch 13 is received, the reel is rotated from the reception position of the stop switch 13 to the stop position (so-called slip control). The reel comes to a stop. If the power-off process is executed during the slip control, the slip control cannot be executed and the reel cannot be stopped at the stop position.
[0394] In addition, the stop position is determined when the stop switch 13 is received, and the winning determination process is executed based on the determined stop position. When it is determined that a minor winning combination has been won, medals are paid out based on the minor winning combination.
[0395] For this reason, in a game in which a small winning combination is won by the internal lottery process, the power cutoff process is executed during the slip control when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the small winning combination can be stopped, and the power is cut off. Even if the symbols corresponding to the minor winning combination are not stopped on the effective line after the return, the symbol combination corresponding to the minor winning winning combination is determined to be stopped by the winning judgment processing after all the reels are stopped, and the stopped symbol combination is selected. The corresponding medals are paid out.
[0396] This is for the following reasons. In other words, it has the effect of preventing the player from being unable to receive the payout of medals even though the player performs the stop operation at the timing of receiving the payout of the medals. There was also the problem of not being able to recognize it. In order to solve this problem, in a game in which a minor winning combination is won by internal lottery processing, when the operation of the stop switch 13 is received at a timing when the symbol corresponding to the minor winning combination can be stopped, the slip control is performed (from the stop acceptance to the slippage). (until the end of control), power-off processing is executed, after power-off recovery, the reel is rotated to detect the index, and based on the detected index information, the reel is rotated to the stop position and then stopped at the stop position. and then pay out the medals.
[0397] With this configuration, even if the power-off process is executed during the slip control, the player can determine which symbol combination has been stopped by rotating it to the stop position where it was scheduled to stop again after the power is restored. Since it is possible to visually recognize it, the interest of the player can be improved.
[0398] Also, even if the same pattern exists while the power is turned off during the slip control, and the index is detected in the re-rotation process after the power is restored, and it moves to the planned stop position, it will not be possible. stop position. If it stops at the same symbol before the planned stop position, there is a possibility that the stop display will not stop during the game, so it is necessary to determine whether the stop is prohibited or not. , is moved to a predetermined position in order to reduce the processing load during re-rotation processing.
[0399] In addition, power-off processing is executed during slip control, and in re-rotation processing after power recovery, acceleration processing and constant-speed processing are executed in the same manner as normal drum rotation start processing. It should be noted that acceleration processing and constant speed processing that are different from normal processing may be executed without being limited to this. For example, it is conceivable that the acceleration time is shortened, the acceleration time is lengthened, the speed of constant-speed rotation is slowed down, or the speed of constant-speed rotation is increased. By changing the acceleration mode or the constant speed mode in this way, it is possible to make the player recognize that the rotation is different from the normal one.
[0400] Also, if it rotates to the same position as the stop reception position while rotating at a constant speed during re-rotation, it will be considered that the stop operation has been received in the same way as normal rotation processing, and slip control will be performed, and the planned stop position will be performed. When it rotates up to , an all-phase excitation signal is output to the stepping motor driving the reel (in the case of a 4-phase stepping motor, a 4-phase excitation signal is output) to stop the spinning reel again.
[0401] In addition, the power is turned off during the slip control, and during the re-rotation process after the power is restored, "re-rotating" is displayed on the liquid crystal so that the player can recognize that it is being re-rotated. Alternatively, it is possible to output a voice saying "Re-rotating", or display an error on an error indicator. This mode allows the player to recognize that the rotation is unusual.
[0402] Further, when the power-off process is executed during the slip control, a flag indicating that the slip control is not completed is stored in a predetermined storage area. If so, execute re-rotation processing. The flag is initialized when the re-rotation processing is stopped as a result of executing the re-rotation processing, so that the re-rotation processing is not executed when the power is normally turned on. In addition, the flag relating to the fact that the slip control is not completed may be an error flag or a game state flag.
[0403] In addition, when power-off processing is executed during slip control, re-rotation processing may be automatically executed after power is restored, or re-rotation processing may be performed after an error occurs after power restoration and is canceled by the reset switch. may be executed. Any aspect is applicable to the re-rotation processing of the subsequent embodiments.
[0404] Further, during the power-off process during the slip control, and during the re-rotation process after the power is restored, the rotation failure detection counter may be updated during acceleration and constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, 180 as described above), the acceleration process is executed again. In this case, the rotation failure may be caused by the reel being held by hand, the motor being out of step due to malfunction, or the deterioration of the member over time.
[0405] In this case, the rotation failure detection counter is initialized in the initialization process when the power is turned on, and updating (counting) of the rotation failure detection counter is started along with the execution of the re-rotation process. After the index is detected for the first time after the power is turned on, the value of the rotation failure detection counter is updated to 0 and the rotation failure detection counter is updated again, and the reel control means rotates the reel to the stop position and stops it. By clearing the rotation failure detection counter after detecting the index for the first time in this way, the position of the reel stopped by the power-off processing is the position immediately after passing the index, and the stop position is the position immediately before passing the index. can stop up to the stop position without detecting rotation failure. In other words, although the reel rotates about two rounds after the power is turned on until the reel stops, it is not determined that the rotation is defective.
[0406] Although the timing for initializing the rotation failure detection counter is assumed to be when the power is turned on, the present invention is not limited to this. A configuration may be adopted in which the rotation failure detection counter is initialized when the rotation failure detection counter occurs.
[0407] In this way, power-off processing is executed during slip control, and rotation failure is detected during re-rotation processing after power is restored. It is possible to stop at the stop position where it is. In addition, since rotation failure is not detected during normal slip control, re-acceleration processing is not executed if step-out or the like occurs during normal slip control.
[0408] Subsequently, when power-off processing is executed during slip control and an error (restorable error) is detected during re-rotation processing after power recovery, error notification is performed after completion of re-rotation processing. Errors detected at this time include medal retention error, medal backflow error, medal passing time error, hopper retention error, hopper empty error, abnormality detection error, door opening error, harness disconnection error, etc. there is In addition to the error code displayed on the acquired number indicator 27, the error notification can be performed in a liquid crystal notification mode, a speaker notification mode, an upper or both side effect lamp, and a switch lamp for effect in a predetermined color (for example, , red, blue, and other highly visible colors). Note that the error notification may be performed by only one error notification, or may be performed by combining a plurality of error notifications.
[0409] In this way, by giving the error notification after the re-rotation process is finished, it is possible to make it easier for the player or the person involved in the game hall to recognize whether the notification is during the re-rotation or the notification of the error. If the re-rotation notification is given during the re-rotation, the re-rotation notification is terminated after the re-rotation is completed, and the error notification is switched to. Note that error notification is not performed during re-rotation, and notification regarding re-rotation, which is not error notification, is not performed.
[0410] The error mode during the re-rotation process described above is not limited to this, and the error to be detected may be a part of the error (for example, the hopper retention error is detected, but the medal retention error is not detected, etc.), and the error notification mode , after an error is detected, the obtained number display 27 notifies the error, and when the re-rotation process is completed and the reel stops, the error is notified by the liquid crystal or the speaker, or after the error detection, the obtained number display 27 and the liquid crystal. Alternatively, the error may be notified by a speaker.
[0411] Subsequently, power-off processing is executed during the slip control, and during the re-rotation processing after the power is restored, the lighting mode of the lamp of the stop switch 13 is disabled, and even if the stop switch 13 is operated, it is supported. The reels are designed not to stop.
[0412] As a situation in which the reel rotates when the power is turned on, power recovery after power loss during normal reel rotation is possible in addition to power recovery after power loss during slip control. When the power is restored after the power is turned off during normal rotation of the reels, the reels can be stopped, and the lighting mode of the lamp of the stop switch 13 is an effective mode. Therefore, when the reel rotates when the power is turned on, it is possible to determine whether the reel re-rotation process is being performed or the reel is rotating normally by checking the lighting state of the lamp of the stop switch 13.
[0413] In addition, as another situation in which the reel rotates when the power is turned on, it is conceivable that the power is restored after the power is turned off during a freeze in which the reel rotates. As a type of freeze in which the reel rotates, there is a pseudo-game that performs temporary stop control by operating the stop switch 13, and a reel effect in which the rotation of the reel does not stop even if the operation of the stop switch 13 is accepted.
[0414] During the pseudo-game, the lighting mode of the lamp of the stop switch 13 is a valid mode, and when the power is restored after the power is turned off during the pseudo-game, the lighting mode of the lamp of the stop switch 13 is a valid mode, so when the power is turned on. When the reel rotates, it is possible to determine whether the reel re-rotation process is being performed or the reel is rotating normally by checking the lighting state of the lamp of the stop switch 13 .
[0415] During the reel production, the lighting mode of the lamp of the stop switch 13 is invalid, and when the power is restored after the power is turned off during the reel production, the lighting mode of the lamp of the stop switch 13 becomes invalid, so when the power is turned on. When the reels are rotating, it is not possible to determine whether the reel is being produced or is being re-rotated by the way the lamp of the stop switch 13 is turned on. It's becoming It should be noted that even if the lighting mode of the lamp of the stop switch is in an invalid mode during the reel production, when enabling the operation of other main system switches (switches managed by the main control means 100), other main system switches Since the lighting mode of the lamp is an effective mode, by checking the lighting mode of the lamps of the other main system switches, it is possible to determine whether reel performance is being performed or re-rotation processing is being performed.
[0416] Also, during the pseudo-game or during the power restoration after the power is turned off during the reel effect, it may be a mode that does not rotate the reels, in this case, since the reels do not rotate when the power is restored, it is possible to determine whether the re-rotation process is being performed. can be easily determined by the rotation mode of the reel.
[0417] Subsequently, if power-off processing is executed during slip control and power-off processing is executed again during re-rotation processing after power restoration, rotation is performed until the index is detected after power restoration, and the index is scheduled again. Move to the stop position and stop. If the power is turned off immediately before the index is detected, and if the index is not detected during acceleration after the power is restored, the index cannot be detected and the index is rotated again until the index detection timing. I can say.
[0418] Since the re-spin process can be executed even when the power is restored after the power is cut off during the re-spin process, the stop symbol can be displayed to the player even in an unstable situation where the power is cut off several times. can be displayed.
[0419] Here, the power-off processing is executed during the slip control, and the power-off processing is executed again during the re-rotation processing after the power is restored. After detecting the index at .
[0420] <Pattern 1> Power-off processing is executed during slip control, and power-off processing is executed again during re-rotation processing after power recovery. It is conceivable to rotate until the index is detected in the second re-rotation process, and then rotate to the planned stop position and stop.
[0421] In this case, since the index is not detected in the first re-rotation process and the reference symbol position is not stored, it is determined that the reference symbol position is not stored in the second re-rotation process and Rotation is performed to detect the index, and it is possible to stop at the planned stop position.
[0422] <Pattern 2-1> In addition, power-off processing is executed during slip control, and power-off processing is executed again during re-rotation processing after power recovery. including the timing at the moment when the sensor detects the index.The same applies hereinafter.), after the power is restored, up to the planned stop position based on the reference pattern position by the index detected before the power was turned off. A mode in which it is rotated and then stopped is conceivable.
[0423] In this case, since the index is detected in the first re-rotation process, it can be stopped at the planned stop position based on the stored reference symbol position, so the game can be played for the time until the index is detected. It is possible to shorten the time until restart.
[0424] In pattern 2-1 described above, after the index during the first re-rotation process is detected, the power supply is turned off until the brake is applied after rotating to the planned stop position (until the 4-phase excitation is output). If the power-off process is executed, even if the timing at which the power-off process was executed was not rotated to the stop reception position, even if it was rotated to the stop reception position, after the power is restored Re-rotation processing or stop control is executed based on the stored reference symbol position without detecting the index again.
[0425] In this way, the same re-rotation processing or stop control can be executed after the second power is restored regardless of the stop reception position accepted immediately before the first power-off processing. can be realized.
[0426] <Pattern 2-2> In addition, if power-off processing is executed during slip control and power-off processing is executed again during re-rotation processing after power recovery, if the index is detected during re-rotation processing, power is restored. A mode is conceivable in which the index is detected again later, and then it is rotated to the planned stop position and then stopped.
[0427] In this case, considering the possibility that the reel may have moved between the time the power was turned off and the time the power was restored, it will rotate again until the index is detected again. It is possible to rotate.
[0428] In pattern 2-2 described above, after the index during the first re-rotation process is detected, the power supply is turned off until the brake is applied after rotating to the planned stop position (until the 4-phase excitation is output). If the power-off process is executed, even if the timing at which the power-off process was executed was not rotated to the stop reception position, even if it was rotated to the stop reception position, after the power is restored A re-rotation process is executed to detect the index again, and the pattern is moved to the planned stop position and stopped.
[0429] In this way, the same re-rotation processing or stop control can be executed after the second power is restored regardless of the stop reception position accepted immediately before the first power-off processing. can be realized.
[0430] <Pattern 2-3> In addition, power-off processing is executed during slip control, and power-off processing is executed again during re-rotation processing after power recovery. If not, after the power is restored, the index is not detected again, and re-rotation processing or stop control is executed based on the stored reference symbol position, and the power is turned off during the slip control, and the power is turned off. During re-rotation processing after recovery, if the index is detected during re-rotation processing and the rotation has reached the stop reception position, the index is detected again after power is restored. A mode is conceivable in which the symbol is moved to the planned stop position by executing the re-rotation process for the purpose and then stopped.
[0431] In this way, since the stop acceptance position accepted immediately before the first power-off process can be finely controlled after the return of the reference power supply, it is possible to execute appropriate processes according to the situation in which the power-off process is executed.
[0432] <Control of effect mode using the effect switch according to the present embodiment> An effect using the effect switch (sometimes referred to as a push button effect) will be described with reference to FIG. FIG. 23 shows the operation of the start switch 12, the operation of the left stop switch 13a, the operation of the middle stop switch 13b, and the operation of the right stop switch 13c. It shows the process in which the performance is executed. In addition, the part labeled "PUSH" in FIG. 23 represents the effect switch (however, the "PUSH" indication on the upper side of the lower middle diagram in FIG. 23 is displayed on the liquid crystal).
[0433] In the upper left diagram of FIG. 23, the start switch 12 for starting the game is operated (more specifically, reception of the start switch reception command or reception of the reel rotation start command from the main control means 100). The production "Win the k-paper-scissors!" is displayed on the LCD. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0434] Subsequently, in the middle upper diagram of FIG. 23, based on the operation of the left stop switch 13a for stopping the left reel (more specifically, reception of the left stop switch reception command from the main control means 100) The effect of "Ja~n!" is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0435] Subsequently, in the upper right diagram of FIG. 23, it is executed based on the operation of the middle stop switch 13b for stopping the middle reel (more specifically, reception of the middle stop switch reception command from the main control means 100) The effect of "Ken!" is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0436] Subsequently, in the lower left diagram of FIG. 23, it is executed based on the operation of the right stop switch 13c for stopping the right reel (more specifically, reception of the right stop switch reception command from the main control means 100) The effect "Pon!" Is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0437] Subsequently, in the middle and lower diagram of FIG. 23, the effect switch executed based on the fact that all the reels are stopped (more specifically, the reception of the all reel stop command from the main control means 100) is simulated. An image of the switch that has been pressed (hereinafter, may be referred to as an effect switch image, an operation promotion image, or an operation promotion effect) is displayed on the liquid crystal. Also, the effect "Pop!" displayed when the right stop switch 13c, which is the third stop, is operated is dimly displayed (lowered in brightness). Since the operation of the effect switch is valid at this time, the effect switch is lit. When the image is displayed dimly, the luminance may be lowered instead of the brightness, or the image may be superimposed with a semi-transparent gray color. In any case, it is also possible to express that the visibility is lowered when the image is displayed dimly.
[0438] Next, in the lower right diagram of FIG. 23, the image "Victory!" is executed based on the operation of the effect switch (more specifically, the input signal related to the effect switch is input to the input port). (hereinafter sometimes referred to as an operation response image or an operation response effect) is displayed on the liquid crystal. Since the operation of the effect switch is invalid at this time, the effect switch is turned off.
[0439] As shown in the lower middle figure of FIG. 23, when displaying the effect switch image on the liquid crystal as an effect to prompt the operation of the effect switch, the effect switch image is larger than the actual effect switch size. make it By displaying in this manner, the effect switches can be effectively displayed on the liquid crystal display that the player is watching, and the player can intuitively be prompted to operate the effect switches.
[0440] In addition, in the effect switch image, an image representing the lighting mode of the effect switch (hereinafter sometimes referred to as a lighting mode image) is also performed. When the effect switch is valid, the effect switch lamp is lit (not blinking), and the lighting mode image is expressed in a blinking mode in which lighting and extinguishing are repeated at a predetermined cycle. According to such a configuration, the effect switch image is repeatedly brightened and darkened, so that the effect switch image can be made conspicuous, and the operation of the effect switch can be effectively urged.
[0441] Also, when the effect switch is valid, the effect switch lamp is lit in a blinking mode that repeats lighting and extinguishing at a specific cycle, and the lighting mode image is expressed in a blinking mode that repeats lighting and extinguishing at a predetermined cycle. It may be in the form of In this case, it is possible to make the lighting state image stand out by making the predetermined period of the lighting state image shorter than the specific period of the effect switch lamp. In this case, even when the effect switch lamp is turned off, the operation (pressing) of the effect switch is valid, and the effect switch is operated at this timing. , from the dimly displayed state of "Pon!" The production is switched.
[0442] Also, even if the eco mode (also called power saving mode) is installed, the brightness of the effect switch when the effect switch is lit when executing the push button effect during the eco mode, The brightness of the switch for performance is made equal to the brightness of the switch for performance when lighting the switch for performance when the push button performance is executed when not in the eco mode. As a result, it is possible to effectively prompt the player to operate (press down) the effect switch. In addition, when the eco mode is set, the brightness of the upper or both side production lamps is reduced or turned off, or the brightness of the lower panel is reduced or turned off, compared to when the eco mode is not set. or turn off the brightness of the liquid crystal display.
[0443] Note that even when the error notification is performed by lighting or blinking the upper or both sides production lamps or production switch lamps in a predetermined color (a highly visible color such as red or blue), the eco mode and the eco It is preferable to make the brightness of the upper or both sides production lamps and the production switch lamps the same as in the non-mode.
[0444] In addition, when displaying an image indicating turning off as a lighting mode image, the brightness of the effect switch image is lowered and displayed, but the brightness is not lowered until it turns black, and the expression is such that it is slightly lit. do. On the other hand, when the production switch lamp is turned off, it is not lit. In this way, by differentiating the expression of the lighting state image from that of the effect switch lamp, it is possible to make the lighting state image stand out. In addition, since the area around the effect switch image is brighter than the area around the effect switch, the brightness of the lighting state image of the effect switch image is not lowered to black, thereby reducing the difference in brightness with the surroundings. making it smaller. By configuring in this way, it is possible to reduce fatigue during the game while making the effect switch image stand out.
[0445] Also, when the effect switch image is displayed before the previous image as shown in the lower middle figure of FIG. The brightness of the previous image is made lower than the brightness. With such a configuration, even when the lightness of the effect switch image is the lowest, the lightness of the effect switch image is higher than that of the surrounding images, so that the effect switch image can be made conspicuous.
[0446] 23 will be further described with reference to FIG. 24. FIG. The effect switch image changes over time until the effect switch is operated. As a mode of change, an effect representing the initial position of the effect switch and the advance / retreat of the pressed position is expressed using the effect switch image.
[0447] The leftmost diagram in FIG. 24 shows that the effect switch image is in the initial position, the second diagram from the left shows that the effect switch image is in the depressed position, and the third diagram from the left. 1 shows that the effect switch image is in the initial position, and the fourth figure from the left shows that the effect switch image is in the depressed position. In this way, by configuring the effect switch image to repeatedly show the state of the initial position and the state of the depressed position, it is possible to effectively encourage the player to press the effect switch. .
[0448] The initial position and the pressed position of the effect switch image change at a constant cycle, and the cycle representing the initial position and the pressed position of the effect switch image is longer than the predetermined cycle representing lighting and extinguishing of the lighting mode image. is configured as By configuring in this way, it is possible to make the effect switch image stand out, and to prevent the user from being reminded of repeatedly pressing the effect switch. Many of the game machines currently on the market continuously change the performance by repeatedly hitting the performance switch, and if the change mode of the performance switch image is changed too quickly, there is a risk of mistaking it for the repeated hitting performance. , There is a possibility that the interest of the game will be reduced. For this reason, by making the period of change between the initial position and the depressed position longer than the period of the lighting mode, it is possible to intuitively express that the effect switch is not being repeatedly hit while making the user aware that the effect switch is being depressed. becomes.
[0449] In addition, in a situation where an effect of repeatedly hitting the effect switch is displayed, by shortening the cycle of changing between the initial position and the depressed position than the cycle of the lighting mode, the player is made to repeatedly hit the effect switch. can be expressed intuitively. It should be noted that the present invention is not limited to this, although the position of the effect switch image does not change, the switching cycle of the lighting mode image is set to be shorter than the cycle when the effect switch is operated once. It may be an aspect.
[0450] Alternatively, the effect switch image may be changed between the initial position and the depressed position in a constant cycle. In this case, since the display area of the liquid crystal can be reduced, it is possible to display characters such as "Press the PUSH button" to the effect that the effect switch should be pressed instead.
[0451] When the switch for presentation is operated while the switch image for presentation for operating the switch for presentation is displayed on the liquid crystal, the switch image for presentation is deleted without any effect. In other words, if the effect switch is operated while the effect switch image is displayed, the effect switch image is immediately erased and the effect based on the depression of the effect switch is immediately executed. . In this case, the effect switch image may be erased in the drawing process immediately after accepting the operation of the effect switch. It may be configured to erase the effect switch image.
[0452] By configuring in this way, it is possible to arouse the player's interest in the result of pressing the effect switch, and the information as to whether or not the effect switch has been pressed is conspicuous. It is possible to eliminate it.
[0453] In addition, even if the front panel PS2 is opened while the effect switch image for operating the effect switch is displayed on the liquid crystal, the display of the effect switch image continues and the effect switch is activated. When operated, the effect switch image is erased without any effect, and the effect based on the depression of the effect switch is immediately executed. At this time, as described above, the effect switch image may be erased in the drawing process immediately after receiving the effect switch operation, or may be executed after a predetermined period from immediately after receiving the effect switch operation. The effect switch image may be erased in the drawing process.
[0454] By executing an effect based on the depression of the effect switch regardless of whether the front panel PS2 is open or closed, the progress of the game is not hindered even if the front panel PS2 is unintentionally opened. becomes possible.
[0455] When the front panel PS2 is open and the effect switch image for operating the effect switch is displayed on the liquid crystal, the lighting mode of the effect switch is the same as when the front panel PS2 is closed. , is configured to be different from the lighting mode of the effect switch when the effect switch image for operating the effect switch is displayed on the liquid crystal. For example, when the front panel PS2 is closed, it lights up, but when it is open, it blinks or turns off. It can be different. In addition, in a situation where the front panel PS2 is open, as shown in FIG. 28, an image indicating that the front panel PS2 is open may be displayed at a position overlapping at least a part of the effect switch image ( In order to improve the visibility of the effect switch image and the image indicating that the front panel PS2 is open, the front panel PS2 is opened at a position where these images do not overlap each other. (You may want to display an image to indicate that). Furthermore, in a situation where the front panel PS2 is open, a sound indicating that the front panel PS2 is open (for example, "the door is open") may be output. It is also possible not to output the effect sound associated with the display of the switch image or the effect sound associated with the effect based on the depression of the effect switch. This makes it possible to accurately notify that the front panel PS2 is open. On the other hand, even in the situation where the sound indicating that the front panel PS2 is open is output, the effect sound accompanying the display of the effect switch image or the effect sound based on the pressing of the effect switch is output. good too. As a result, it is possible to accurately notify that the front panel PS2 is open without interfering with the progress of the game.
[0456] Also, if the front panel PS2 is opened while the effect switch image for operating the effect switch is displayed on the liquid crystal, the front panel PS2 must be opened instead of the effect switch image. may be displayed to invalidate the depression of the effect switch, and then, when the front panel PS2 is closed, the image indicating that the front panel PS2 is open may be erased and the effect switch image may be displayed again. . In addition, by displaying an image indicating that the front panel PS2 is open superimposed on the effect switch image, the effect switch image is made invisible, and when the front panel PS2 is closed after that, the front panel PS2 is open. It is also possible to erase the image indicating that the effect switch image is visible again. In this case as well, it is possible to accurately notify that the front panel PS2 is open by changing the lighting mode of the effect switch before and after the front panel PS2 is opened, as described above.
[0457] Further, in the case of executing an effect (success effect) meaning that a privilege is given to the player when the effect switch is operated, the effect switch image is erased without any effect. In the case of executing an effect (failure effect) meaning that no privilege is given to the player when is operated, the switch image for effect may be erased with an effect. Note that the effect in the case of a failure effect may be a mode in which the effect switch image explodes, or a mode in which the brightness of the effect switch image is maintained in the darkest state (a mode in which the brightness does not change periodically).
[0458] By constructing in this way, it is possible to suggest to the player that the failure performance is displayed as a result of operating the performance switch, to foster a sense of satisfaction in the player, and to reduce the interest in the next game and thereafter. It is possible to prevent it from happening.
[0459] Also, when the effect switch image is displayed when all reels (all reels) are stopped, when the start switch 12 of the next game is operated, the image displayed when the effect switch is operated is not displayed. display an image based on your actions. Furthermore, when displaying an image based on the operation of the start switch 12, the effect switch image is erased. At this time, the effect switch image is erased without any effect.
[0460] By configuring in this way, it is possible to execute an appropriate effect in response to the player's operation without interfering with the effect executed based on the operation of the start switch 12 . A player who skips the production switch image by operating the start switch 12 is likely to know in advance that the degree of expectation is low, or is not interested in the production itself using the production switch, and there is no effect. It is possible to prevent the interest of the game from being lowered by erasing the game without deleting it.
[0461] In addition, when the effect switch is operated in a situation where the effect switch image is displayed and the success effect is displayed, the time from acceptance of the effect switch operation until the effect switch image is erased, and the pressing order a time from accepting the operation of the stop switch 13 when the stop switch 13 corresponding to the correct pressing order is operated in a situation where the navigation image is displayed and a success effect is displayed until the pressing order navigation image is erased; , the time until the effect switch image is erased is longer.
[0462] By configuring in this way, it is possible to change the time until the reaction effect that is executed when various switches are operated, and it is possible to give different fun depending on the time difference between the various switches and the execution ...
Claims
[Claim 1] A memory device having a ROM area, The ROM area has a first control area and a second control area, It has a main process, It has a timer interrupt process, The first control area stores a program related to the progress of a game and vector addresses, The second control area stores a program for fraud prevention measures, The main process has a predetermined interrupt disabled section from an interrupt disable instruction to an interrupt enable instruction (hereinafter, the predetermined interrupt disabled section from an interrupt disable instruction to an interrupt enable instruction is referred to as a "predetermined interrupt disabled section"); When a period for timer interrupt processing arrives at timing t1, which is a certain timing during a predetermined interrupt prohibited section, the timer interrupt processing is not executed at timing t1, but can be executed at timing t2, which is a timing after the predetermined interrupt prohibited section ends, and thereafter, the timer interrupt processing can be executed at timing t3; When the period of the timer interrupt process is T, the timing t1 is "n×T (n is a natural number)," and the timing t2 is a specific timing before "(n+1)×T," the timing t3 is "(n+1)×T." A gaming machine characterized by: