Game machine

JP2024078606A5Pending Publication Date: 2026-05-08SAMMY CORPORATION
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2022-11-30
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements in performance and sound output to enhance player engagement and interest.

Method used

Implementing a predetermined storage mechanism to control the duration between game rotations, outputting specific sounds based on timer values, and varying sound volumes for different game events.

Benefits of technology

Enhances the gaming experience by improving performance and sound effects, thereby increasing player engagement and interest in the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine improved in performance.SOLUTION: A game machine includes a wait sound which can be output in a wait period, and a reel start sound which can be output when a reel is rotated. The wait sound has a predetermined performance volume of a predefined value. The reel start sound has a predetermined performance volume of a specific value. The predefined value being the performance volume of the wait sound is set to a value smaller than the specific value being the performance volume of the reel start sound.SELECTED DRAWING: Figure 94
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Description

[Technical field]

[0001] Concerning gaming machines. [Background technology]

[0002] In a slot machine, a game starts when a start command device (start lever) is operated after a predetermined number of game medals are inserted, and multiple rows of reels with multiple symbols arranged on the outer periphery rotate. When the reels are stopped by using a reel stop device (stop button) to stop the rotation, if a combination of predetermined symbols (for example, a winning combination such as "777") is lined up on an active line, the machine generally transitions to a special game state (a game state in which the probability of winning a small role or the like is higher than usual) that is more profitable for the player than the normal game state. In a slot machine, various effects are performed in addition to such basic games, thereby improving the overall entertainment value. In addition, when the game medals are paid out, a payout sound is output, the number of medals won is displayed, and a backlight is turned on, allowing the player to recognize that the game medals have been paid out appropriately. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-217068 A Summary of the Invention [Problem to be solved by the invention]

[0004] There is a demand for improved performance in this type of gaming machine. [Means for solving the problem]

[0005] a predetermined storage means capable of storing a predetermined timer value for setting a period from the start of reel rotation in a certain game to the start of reel rotation in a next game to be equal to or longer than a predetermined period; When the predetermined timer value stored in the predetermined storage means is not 0, the predetermined sound can be output; A specific sound can be output when the reels start spinning. Each game sound that can be output according to the performance has a performance volume setting. At a certain volume, the performance volume of the predetermined sound is smaller than the performance volume of the specific sound. Amusement machine. Effect of the Invention

[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a perspective view of the outside of the cabinet of the slot machine PS1. [Diagram 2] A diagram showing the back surface of the front panel PS2. [Diagram 3] A diagram showing the inside of the cabinet PS3. [Figure 4] FIG. 2 is a diagram showing functional blocks. [Diagram 5] 13 is a flowchart showing a program start process. [Figure 6] 11 is a flowchart showing a power-off process. [Figure 7] 13 is a flowchart showing a timer interrupt process. [Figure 8] 11 is a flowchart showing a power interruption recovery process. [Figure 9] 13 is a flowchart showing the main game progress. [Figure 10] 13 is a flowchart showing a setting change process. [Figure 11] 1 is a diagram illustrating a reel arrangement in the present embodiment. [Figure 12]11A to 11C are diagrams illustrating the pattern combinations in this embodiment. [Figure 13] 11A to 11C are diagrams illustrating the pattern combinations in this embodiment. [Figure 14] 11A to 11C are diagrams illustrating the pattern combinations in this embodiment. [Figure 15] 11A to 11C are diagrams illustrating the pattern combinations in this embodiment. [Figure 16] 11A to 11C are diagrams illustrating the pattern combinations in this embodiment. [Figure 17] 11A to 11C are diagrams illustrating the pattern combinations in this embodiment. [Figure 18] FIG. 2 is a diagram illustrating a condition device according to the present embodiment. [Figure 19] A diagram explaining the internal lottery placement number in this embodiment. [Figure 20] A diagram explaining the internal lottery placement number in this embodiment. [Figure 21] A diagram explaining the internal lottery placement number in this embodiment. [Figure 22] FIG. 13 is a diagram illustrating a case where the MAX bet switch is not operated to insert a coin after the payout process is completed. [Diagram 23] FIG. 13 is a diagram illustrating a case where an input operation is performed using the MAX bet switch after the payout process is completed. [Figure 24] 13 is a diagram illustrating a case where a settlement operation is performed using a settlement switch after the dispensing process is completed. FIG. [Diagram 25] FIG. 13 is a diagram illustrating a case where no gaming medal is inserted after the settlement process is completed. [Figure 26] FIG. 13 is a diagram illustrating the case where a gaming medal is inserted after the settlement process is completed. [Figure 27] FIG. 13 is a diagram illustrating a case where a payout is performed normally. [Figure 28] 13 is a diagram for explaining a case where dispensing is not performed normally (when a hopper empty error occurs). FIG. [Figure 29] 13 is a diagram for explaining a case where dispensing is not performed normally (when a hopper retention error occurs). FIG. [Diagram 30]FIG. 13 is a diagram showing an example of a display screen when a payout has been normally performed. [Diagram 31] FIG. 13 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper empty error occurs). [Diagram 32] FIG. 13 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper retention error occurs). [Diagram 33] A figure showing an example of a push order navigation image. [Diagram 34] A figure showing an example of a push order navigation image displayed on a liquid crystal display. [Diagram 35] A figure showing an example in which a specified error occurs while a push order navigation image is being displayed. [Diagram 36] This is a time chart for when the MAX bet switch is not used to insert a bet after the payout process based on the winning push order role is completed. [Figure 37] This is a time chart when a MAX bet switch is used to insert a bet after the payout process based on the winning push order role has been completed. [Figure 38] This is a time chart for when the MAX BET switch is not used to insert a bet after the payout process based on the winning of the Cherry role is completed. [Figure 39] This is a time chart when a MAX BET switch is operated after the payout process based on the winning of the Cherry role is completed. [Diagram 40] This is a time chart for when no gaming medal is inserted after the automatic insertion process based on the winning of a replay role is completed. [Diagram 41] This is a time chart when a gaming medal is inserted after the automatic insertion process based on the winning of a replay role is completed. [Diagram 42] This is a time chart when the settlement operation is performed using the settlement switch after the payout process based on the winning push order role is completed. [Diagram 43] This is a time chart when a settlement operation is performed using the settlement switch after the automatic insertion process based on the winning of a replay role is completed. [Diagram 44]This is a time chart when the payout is not performed normally after the cherry role is won (when a hopper empty error occurs). [Diagram 45] This is a time chart when the payout is not performed normally after the cherry role is won (when a hopper retention error occurs). [Diagram 46] 2 is a diagram showing each area stored in a main control ROM. FIG. [Figure 47] 13 is a diagram illustrating an interrupt initial setting area and automatic allocation according to the priority order of the interrupt initial setting area. FIG. [Figure 48] 11 is a diagram showing the relationship between power-on processing and interrupt vector addresses of timer interrupt processing; [Figure 49] 11 is a diagram showing the relationship between the interrupt vector addresses of the power-on process and the timer interrupt process and other programs. FIG. [Figure 50] A figure showing an example of ball output specifications that span advantageous zones. [Figure 51] A figure showing an example of ball output specifications that span advantageous zones. [Figure 52] A figure showing an example of ball output specifications that span advantageous zones. [Figure 53] A flowchart showing a favorable zone clear counter management process corresponding to the favorable zone difference counter. [Figure 54] A flowchart showing a favorable zone clear counter management process corresponding to the favorable zone difference counter. [Figure 55] 13 is a flowchart showing a stoppage monitoring process. [Figure 56] 13 is a flowchart showing a stoppage monitoring process. [Figure 57] 13 is a flowchart showing a stoppage monitoring process. [Figure 58] 13 is a flowchart showing a stoppage monitoring process. [Figure 59] 13 is a flowchart showing a stoppage monitoring process. [Figure 60] A figure showing an example of the presentation of the operation advance notification state and the end notification state. [Figure 61]A diagram showing an example of the configuration of the bet number display lamp 25 and the payout number display. [Figure 62] A diagram showing an example of the configuration of the bet number display lamp 25 and the payout number display. [Figure 63] A diagram showing an example of the configuration of the bet number display lamp 25 and the payout number display. [Figure 64] 13 is a diagram showing the positional relationship when the medal selector 34, the chute member, and the return member are attached to the back surface of the front panel PS2. [Figure 65] 13 is a diagram illustrating the gap between the medal selector 34 and the chute member. FIG. [Figure 66] 13 is a diagram illustrating the gap between the medal selector 34 and the chute member. FIG. [Figure 67] 13 is a diagram showing the positional relationship between the gap between the medal selector 34 and the chute member, and the hopper 44 when the front panel PS2 is closed. [Figure 68] 13 is a diagram showing the positional relationship between the gap between the medal selector 34 and the chute member, and the hopper 44 when the front panel PS2 is closed. [Figure 69] 13 is a diagram for explaining the position and dimensions of a fastening part (screw) that fastens the chute member when the fastening part of the chute member is fixed to the front panel PS2 by the fastening part. FIG. [Figure 70] 13 is a diagram showing another aspect of the positional relationship when the medal selector 34, the chute member, and the return member are attached to the back surface of the front panel PS2. FIG. [Figure 71] FIG. 13 illustrates an example of an error history screen. [Figure 72] 13 is a diagram showing an example of an error history screen when the front door is opened and closed while the error history screen is displayed. FIG. [Figure 73] FIG. 13 is a diagram showing an example of a time setting screen. [Figure 74] This is a list of display patterns of error history when multiple errors occur. [Figure 75]A figure showing an example of a presentation when the notification state related to the limit is the "normal state." [Figure 76] A figure showing an example of a presentation when the notification state related to the limit is the "activation notice state." [Figure 77] A figure showing an example of a presentation when the notification state related to the limit is the "operation notification state." [Figure 78] FIG. 13 is a diagram illustrating the transition of notification states related to a cutoff. [Figure 79] 13 is a diagram for explaining the relationship between the difference in the number of gaming media related to the cap in the bonus gaming state and the temporary cap flag. FIG. [Figure 80] 13 is a diagram illustrating an advance notification image in the bonus game state. FIG. [Figure 81] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 82] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 83] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 84] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 85] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 86] 13 is a diagram illustrating an error image that is displayed when an error occurs during automatic settlement. FIG. [Figure 87] 13 is a diagram illustrating an error image that is displayed when an error occurs during automatic settlement. FIG. [Figure 88] A figure showing an example of ball output specifications that span advantageous zones. [Figure 89]A figure showing an example of ball output specifications that span advantageous zones. [Figure 90] FIG. 13 is a diagram showing the progress of a game and the lighting state of the bet lamp. [Figure 91] FIG. 13 is a diagram showing the progress of a game and the lighting state of the bet lamp. [Figure 92] FIG. 13 is a diagram showing the progress of a game and the lighting state of the bet lamp. [Figure 93] FIG. 13 is a diagram showing the progress of a game and the lighting state of the bet lamp. [Figure 94] FIG. 13 is a diagram showing the performance volume in each situation. [Figure 95] FIG. 13 is a diagram showing a dangerous installation situation of the gaming machine. [Figure 96] 13 is a diagram showing the movement of the selector when the gaming machine is in a normal installation state and a dangerous installation state. FIG. [Figure 97] This is a view of the gaming machine with the left side facing down, seen from behind the front door. [Figure 98] FIG. 2 is a diagram showing the gaming machine as viewed from the front, illustrating the configuration around the speaker. [Figure 99] This is a front view of the front door from the back side. [Figure 100] FIG. 13 is a view of the selector as seen from the right side. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] <Terminology explanation> "Medals (number of medals)", "game media (number of game media)", and "game value" are synonymous. "Bet", "BET", and "insertion" regarding game media are synonymous, and all are the act of betting (putting) game media. When expressing a hexadecimal number, it is written as "0xXXX" or "XXXh", and when expressing a binary number, it is written as "XXXXXXXXXb" or "XXXXXXXXXB", and if there is no special notation before or after the number, it is expressed in decimal. "Reel" may be called "rotary drum", and all are synonymous. "Storage means" may be called "RWM", "RAM", or "storage area", and all are synonymous. "Granting" used in "granting game media" or "granting points" may be called "payout" or "acquisition", and all are synonymous. The "setting / reset switch" may be referred to as a "setting change switch" or a "reset switch" depending on its function, but in both cases, they refer to the same switch. The "setting change switch" and the "reset switch" may each be provided as different switches. When a small symbol with a large payout or a small symbol with a small payout stops depending on the operation mode, the small symbol with a large payout may be referred to as a high symbol (high symbol bell, high symbol small symbol are also synonymous), and the small symbol with a small payout may be referred to as a low symbol (low symbol bell, low symbol small symbol are also synonymous). When a symbol combination with no payout stops at this time, it may be referred to as a spill symbol (synonymous spill symbol).

[0009] Hereinafter, an embodiment of the present invention (hereinafter, referred to as the present embodiment) will be described in detail with reference to the drawings.

[0010] <Explanation of the PS1 slot machine> The components of the slot machine PS1 according to this embodiment will be described with reference to FIGS.

[0011] The slot machine PS1 is roughly divided into a front panel PS2 side and a cabinet PS3 side, with the necessary parts and circuit boards attached to each side. The front panel PS2 of the slot machine PS1 and the cabinet PS3 are joined on their respective sides by a hinge device and a locking device, and the locking device side can be opened by inserting a lock key into the locking device provided on the front panel PS2 and rotating it in a specific direction. In other words, the front panel PS2 functions as a door to the cabinet PS3.

[0012] <Front panel PS2> The front panel PS2 (also referred to as the front door PS2, front surface door PS2, or front door PS2, or simply the front door) is a plate-like member with a design, and on the front side (player side) are provided a middle panel (including a display window 4, operation indicator lamps 24, etc.), an operation panel 11 (including a bet number display lamp 25, credit number display 26, number of won coins display 27, etc.), a lower panel 5 (also referred to as the lower panel 5), upper or both side performance lamps, etc., and on the back side are provided a medal selector 34 (hereinafter sometimes simply referred to as the "selector"), a display device 32, a sub-control board 1000, various boards, etc., and a setting display LED (hereinafter sometimes referred to as the setting value display LED, setting display device, setting value display device, setting value display device).

[0013] <Display window 4> The display window 4 is an area provided on the front panel PS2, and when the front panel PS2 is closed, the symbols drawn on the reels are visible. The symbols printed on the outer periphery of each reel tape fixed to the reel rim of each of the left reel 8a, the center reel 8b, and the right reel 8c are configured to be visible from the front side (the player side) through the display window 4. When the reels are stopped, three consecutive symbols out of 21 symbols (20 or 16 symbols may be freely designed depending on the specifications) are visible. That is, a total of nine symbols (3 symbols x 3 reels) are visible from the display window 4. Here, of the stop positions at which the left reel 8a, the center reel 8b, and the right reel 8c stop three symbols, the uppermost stop position is called the upper row, the center stop position is called the middle row, and the lowermost stop position is called the lower row.

[0014] <Valid line> The pay line is a symbol combination line that is the target of the winning judgment process (described later) when the left reel 8a, the center reel 8b, and the right reel 8c stop. In this embodiment, the pay line is visible through the display window 4 and is composed of a symbol combination line (middle horizontal line) that passes through the middle of each reel. When the winning judgment process determines that the symbol combination stopped on the pay line corresponds to any winning combination, a process corresponding to the stopped symbol combination is performed. As an example, when it is determined that a symbol combination corresponding to a minor winning combination such as a bell has stopped, a payout process of game medals (hereinafter sometimes referred to as medals, game media, or game value) or a credit addition process is performed, and when it is determined that a symbol combination corresponding to a replay has stopped, an automatic bet process is performed.

[0015] Depending on the slot machine PS1, the active lines may be set to five lines, including the top horizontal line, the middle horizontal line, the bottom horizontal line, the upward-right line, and the downward-right line, or may be set to six or more lines, including non-straight, roughly mountain-shaped (lower left reel 8a, upper middle reel 8b, lower right reel 8c), roughly valley-shaped (upper left reel 8a, lower middle reel 8b, upper right reel 8c), roughly L-shaped (upper left reel 8a, lower middle reel 8b, lower right reel 8c), or may be set to change depending on the number of coins bet, or may be freely designed according to the specifications of the slot machine PS1. Also, straight lines other than the active lines may be called inactive lines.

[0016] <Operation indicator lamp 24> The operation instruction lamps 24 are provided around the display window 4, and instruct the player on the operation sequence of the stop switches 13 (described later) when the left reel 8a, the center reel 8b, and the right reel 8c are spinning. That is, when the left operation instruction lamp 24a is lit (the center operation instruction lamp 24b and the right operation instruction lamp 24c are off), it indicates that the left stop switch 13a should be operated, when the center operation instruction lamp 24b is lit (the left operation instruction lamp 24a and the right operation instruction lamp 24c are off), it indicates that the center stop switch 13b should be operated, and when the right operation instruction lamp 24c is lit (the left operation instruction lamp 24a and the center operation instruction lamp 24b are off), it indicates that the right stop switch 13c should be operated.

[0017] <Bet number display lamp 25> The bet number display lamp 25 (also called the bet number display lamp 25, the bet number display lamp 25, the bet number display lamp 25, or the bet number display lamp 25) is provided on the operation panel 11 and has a function of displaying the number of bets made by the player's operation. It is also composed of a 1 bet lamp 25a (not shown), a 2 bet lamp 25b (not shown), and a 3 bet lamp 25c (not shown). When one medal is bet, the 1 bet lamp 25a lights up, when a total of two medals are bet, the 1 bet lamp 25a and the 2 bet lamp 25b light up, and when a total of three medals are bet, the 1 bet lamp 25a, the 2 bet lamp 25b, and the 3 bet lamp 25c light up. In addition, although not shown, after the symbol combination related to the replay is displayed, when the automatic bet process is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay was won is turned on, and the replay lamp is turned on. The timing of lighting the bet number display lamp 25 and the timing of lighting the replay lamp may be simultaneous, or one of them may be configured to light up first.

[0018] <Credit number indicator 26> The credit number display 26 (also called credit, medal number display, medal number display device, game media number display device, game media number display device) is provided on the operation panel 11 and is composed of a segment display 26a (not shown) which is composed of a total of eight segments, seven segments and a decimal point (DP), and mainly displays the upper digits of the credit number, and a segment display 26b (not shown) which is composed of a total of eight segments, seven segments and a decimal point (DP), and mainly displays the lower digits of the credit number. The credit number means the number of medals credited (electrically stored) in the slot machine PS1, and can be stored up to a maximum of 50. In addition, when an error is detected and normal play cannot proceed, a display related to the error may be displayed.

[0019] <Acquisition number indicator 27> The acquired coin number display 27 (also called acquired coin number display, acquired number display, payout coin number display, or payout number display) is provided on the operation panel 11 and is composed of a segment display 27a (not shown) which is composed of a total of eight segments, seven segments and decimal points (DP), and mainly displays the upper digits of the acquired coin number, and a segment display 27b (not shown) which is composed of a total of eight segments, seven segments and decimal points (DP), and mainly displays the lower digits of the acquired coin number. The acquired coin number means the number of medals paid out to the player (including the number of medals stored in the credit number display 26) according to the results of the game in the slot machine PS1. In addition, when normal gameplay cannot proceed, such as when an error is detected, a display related to the error may be displayed.

[0020] The credit number display 26 and the acquired number display 27 may display information other than the information on the credit number or the information on the acquired number depending on whether the DP is lit or not. For example, information indicating that the player is in a favorable zone (described later) or information indicating that a specific external signal is being output may be notified by lighting the DP of one of the segment displays. The acquired number display 27 may also have the ability to notify the player of the push order using the display unit of the upper digits and the display unit of the lower digits. When the acquired number display 27 is used to notify the player of the push order, the acquired number display 27 may be referred to as an instruction monitor.

[0021] <Operation panel 11> The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a horizontal section that is approximately horizontal and a vertical section that extends approximately vertically downward from the tip of the horizontal section, and a start switch 12 and a stop switch 13, which will be described later, are provided on the vertical section, and a medal insertion slot 17, a plurality of bet switches (MAX bet switch 18, 1 bet switch 19), a sub switch 20, a sub cross key switch 21, an eject switch 22, a settlement switch (not shown), and a performance switch (not shown) are provided on the horizontal section.

[0022] <Start switch 12> The start switch (also called start lever) 12 is provided on the vertical part of the operation panel 11. It is a lever-shaped operation part, and the start switch sensor is ON when not operated, and the mechanism is such that the start switch is determined to have been operated when the start switch sensor is OFF when operated. The operation of the start switch 12 becomes effective when the number of bets reaches a specified number, and when the operation of the start switch 12 is accepted, an internal lottery process, a process related to the instruction function, a reel rotation process, or the like is executed. In addition, since the input signal is low active in this embodiment, when the start switch sensor is ON when not operated, the start switch input signal is OFF, and when the start switch sensor is changed from ON to OFF when operated, the start switch input signal is ON. Not limited to this, the start switch input signal may be ON when the start switch sensor is ON. In other words, the specified number refers to the number of bets required to start a game.

[0023] Hereinafter, when it is simply stated that "the start switch is ON" or "the start switch is operated", it 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.

[0024] <Stop switch 13> The 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. When the stop switch 13 can be operated, the color of the lamp provided on the main body of the stop switch 13 or the lamps around it is changed to indicate that the stop switch 13 is active. For example, when the stop switch 13 can be operated, the lamp is lit in blue, and when the stop switch 13 cannot be operated, the lamp is lit in red. When the stop switch 13 can be operated, the lamp is lit, and when the stop switch 13 cannot be operated, the lamp is turned off.

[0025] <Medal slot 17> The medal insertion port 17 is provided on the operation panel 11. It has an opening for inserting medals into the medal insertion port, and restricts the insertion of medals larger than the standard size. A number of different medal insertion ports 17 are manufactured according to the standard sizes of a number of different medals, but the installation standards for the various medal insertion ports 17 are made the same so that they can be installed on the operation panel 11 in a common manner.

[0026] Regarding the insertion of gaming media, the gaming media is not limited to the medals mentioned above, but may be, for example, gaming balls (so-called Parrots) used in pachinko gaming machines, or gaming medium information stored in an electrical storage medium such as a magnetic card or flash memory, which is input into the gaming machine, and the number of bets is set and added when a prize is won based on the input gaming medium information.

[0027] <Bet Switch (MAX Bet Switch 18, 1 Bet Switch 19)> The bet switch is provided on the operation panel 11. When the bet switch is operated while there are medals stored in the credit, a bet process is executed and a process of setting the number of bets is performed equivalent to the act of inserting medals into the medal insertion slot 17. However, even if the bet switch is operated when there are no medals stored in the credit, the bet process is invalid (the operation of the bet switch is not accepted). The MAX bet switch 18 is composed of a push-down part operated by the player, a detection part that detects the operation of the push-down part, and a light-emitting part (also called a MAX bet lamp) that lights up the push-down part, and the 1 bet switch 19 is composed of a push-down part operated by the player and a detection part that detects the operation of the push-down part (the 1 bet switch 19 does not have a light-emitting part).

[0028] The MAX BET lamp informs the player that the betting process can be executed when the MAX BET switch is operated, and various notification modes are possible, such as lighting the MAX BET lamp in a predetermined color, blinking the MAX BET lamp at a predetermined interval, etc. Conversely, when the MAX BET switch is operated but the betting process cannot be executed, the MAX BET lamp may be lit in a specific color or may not be lit at all.

[0029] Also, the slot machine PS1 is provided with a MAX bet switch 18 that allows the user to bet the maximum number of coins (3 coins in this embodiment) set for each slot machine PS1, and a 1 bet switch 19 that allows the user to bet 1 coin. The MAX bet process is executed when the user operates the MAX bet switch 18, and the 1 bet process is executed when the user operates the 1 bet switch 19. The MAX bet process is executable when the sum of the number of credits and the number of bets currently betted is 3 or more, and the number of bets currently betted is less than 3. The MAX bet process cannot be executed when the sum of the number of credits and the number of bets currently betted is less than 3 (in other words, even if the MAX bet switch 18 is operated, the number of bets is less than 3) or when 3 bets have already been made. The 1 bet process is executable when the number of credits is 1 or more, and the number of bets currently betted is less than 3, and cannot be executed when 3 bets have already been made.

[0030] In addition, the 1 bet switch 19 executes one bet process each time it is operated, and when the 1 bet switch 19 is operated three times from a state in which no bets have been made, it becomes a state in which three bets have been made, and three operations of the 1 bet switch 19 are equivalent to one operation of the MAX bet switch 18.

[0031] Also, an embodiment has been described in which the 1 bet switch 19 is disabled when 3 bets have been made, but the switch 19 may be configured so that when 3 bets have been made and the 1 bet switch 19 is operated once, it enters a 1 bet state and 2 cards are returned to the credits.

[0032] Also, in the embodiment described above, the MAX bet process executed by operating the MAX bet switch 18 is not executed when the number of bets is less than 3, but a process of betting the maximum number that can currently be betted is also conceivable. In other words, a process of betting 2 credits when the MAX bet switch 18 is operated when no bet has been made and the number of credits is 2 is also conceivable.

[0033] The maximum number of coins that can be betted may be configured to differ depending on the gaming state, and may be three coins during non-bonus play and two coins during bonus play.

[0034] The sub-switch 20 is provided on the operation panel 11, and is composed of a push-down portion made of a translucent material for direct operation by the player, a detection portion for detecting that the push-down portion has been operated, and a sub-switch lamp for illuminating the push-down portion of the sub-switch. This sub-switch 20 is a switch for mainly displaying a menu screen (sometimes called a user menu screen) on the display device 32 described later. In addition to the sub-switch 20, a sub-cross key switch 21 (up switch, down switch, left switch, right switch) and a performance switch (a switch operated by an instruction during a game) are provided as input means managed by the sub-control board 1000. The sub-switch 20 can also function as a trigger for starting a linkage system with a mobile terminal (hereinafter also referred to as a mobile linkage system) described later. Although the sub-switch 20 is divided into a menu display function and the performance switch is for operation during a game, they may be common switches.

[0035] The menu screen displays winning combination items, reel arrangement items, volume adjustment items, light intensity adjustment items, and items related to the mobile linkage system, and the cursor selecting an item is controlled to move up and down by operating the up switch or down switch of the sub cross key switch 21. Also, when the sub switch 20 is operated while the cursor is on any of the items, details of that item are displayed. For example, when the sub switch 20 is operated while the cursor is on the volume adjustment item, a volume adjustment screen is displayed, and the player volume can be adjusted by operating the left switch or right switch of the sub cross key switch 21.

[0036] Note that the volume that can be changed with the volume adjustment item on the menu screen is the game sound volume, and the volume of the system sound cannot be changed. Game sounds are sounds that can be output during play or while waiting to play, such as bet sounds, wait sounds, reel start sounds, and other sounds related to effects. System sounds are sounds that can be output mainly when play is not possible, such as error sounds, complete function operation sounds, and other sounds related to the system. Each game sound has a set effect volume, and even if the player volume is the same, not all game sounds are output at the same volume. For example, when the player volume is at the 5th level out of 10, the volume of the bet sound is 30 decibels, and the volume of the wait sound is 20 decibels.

[0037] The menu screen can be displayed by operating the sub switch 20 when no bet has been placed after the game has ended. The menu screen is displayed by operating the sub switch 20 regardless of the presentation state at this time, which may be normal presentation, continuous presentation, AT presentation, or demo screen (a screen that appears 60 seconds after the game has ended, and which displays the manufacturer's name and a presentation introduction in the form of a moving image). However, this is not limiting to the embodiment, and the menu screen may not be displayed even if the sub switch 20 is operated during continuous presentation or AT presentation.

[0038] The volume may be changed by a rotary switch provided in the cabinet. Since the rotary switch is provided in the cabinet, the player cannot operate it. The rotary switch is a switch operated by an administrator, and can set a reference value for the volume that the player can set. For example, if the volume that the player can set has 8 levels, the volume that can be set by the rotary switch also has 8 levels, and if the volume set by the rotary switch is "2", the initial volume of the volume adjustment item on the menu screen where the player volume can be adjusted will be "2". In addition, the rotary switch may have another configuration that allows the player to set the volume within the range of the volume levels set by the rotary switch.

[0039] <Switch for performance> The effect switch is provided on the operation panel 11, and is composed of a push-down part made of a translucent material for direct operation by the player, a detection part for detecting that the push-down part has been operated, and an effect switch lamp for lighting up the push-down part of the effect switch. When the effect switch is operated in a situation where operation of the effect switch is valid, an effect based on the operation is executed. For example, when a continuous effect is being executed on the display device (hereinafter sometimes simply referred to as "liquid crystal") 32, a "success" display (hereinafter sometimes referred to as "successful effect") meaning that a bonus is awarded in the final game of the continuous effect, or a "failure" display (hereinafter sometimes referred to as "failure effect") meaning that a bonus is not awarded, the effect switch may be operated to display "success" or "failure".

[0040] In addition, in a situation where the operation of the effect switch is valid, the effect switch lamp lights up, making it possible to inform the player that the operation of the effect switch is valid. As a lighting mode of the effect switch, a mode in which the effect switch lamp is not lit in a situation where the operation of the effect switch is invalid and is lit in a situation where the operation of the effect switch is valid can be considered. Another lighting mode in a situation where the operation of the effect switch is valid may be a mode in which the effect switch lamp is turned on and off repeatedly at a certain cycle.

[0041] Also, in a situation where the operation of the performance switch is valid, a display simulating the performance switch is displayed on the liquid crystal to notify the user that the operation of the performance switch is valid. When a display simulating the performance switch is displayed on the liquid crystal, the display is based on a command received from the main control means 100. For example, a display simulating the performance switch may be displayed based on a start switch reception command, or a display simulating the performance switch may be displayed based on a command to stop all reels.

[0042] In addition, by pressing the performance switch, the detectable piece provided on the performance switch can be moved to a detection position (on position) where it is detected by a sensor provided on the performance switch, and by moving the performance switch away when the sensor is detecting the detectable piece (an operation in which the spring provided on the performance switch is returned to its natural length by the expanding force of the spring), the detectable piece can be moved to a non-detection position (off position) where it is not detected by the sensor.

[0043] Although the switch for effect has been described as a push switch, the present invention is not limited to this and may be a switch of a jog dial structure. Also, any other structure may be used as long as it can detect the on and off positions.

[0044] <Settlement switch> The settlement switch is provided on the operation panel 11. By operating the settlement switch after the game is finished, a process (settlement process) is executed to pay out the number of game media bet and the number of game media stored in the credit to the player. Note that in this embodiment, when the settlement switch is operated under a situation where a bet has been made and game media are stored in the credit, the bet game media are paid out first, and then the game media stored in the credit are paid out. However, this is not limited to this, and a process of paying out the game media stored in the credit only when the number of game media bet is 0 may be executed. In other words, when the settlement switch is operated under a situation where a bet has been made, only the bet game media are paid out, and then when the settlement switch is operated again, the game media stored in the credit are paid out.

[0045] <Bottom Panel 5> The lower panel 5 is provided below the front panel PS2. It is made of two sheets of transparent resin joined together, with a design sheet sandwiched between the two sheets of resin, and the design sheet is printed with a design that represents the characteristics of each slot machine PS1.

[0046] <Medal payout outlet 45> The medal payout outlet 45 is provided below the lower panel 5. It is an outlet for discharging medals paid out from a hopper 44 (described later) to the outside of the slot machine PS1 (to the tray 28). It also serves as a return port for discharging medals rejected from a medal selector 34 (described later) to the outside of the slot machine PS1.

[0047] <Tray 28> The tray 28 (also called the "lower tray") is provided below the lower panel 5. It has a generally concave structure so that it can receive and store medals discharged from the medal payout opening 45, and is provided protruding towards the player so that the player can check the stored medals.

[0048] Other functions of the tray 28 include a cigarette ashtray 29 and a seal storage section 30 that stores a resin sheet with a union license seal, patent stamp seal, and model seal affixed thereto and has an opening for displaying these to the player.

[0049] <Speaker S> The speakers S are provided at the top and bottom of the front panel PS2. They are connected to the sub-control board 1000 by a harness (not shown), and output sound effects in accordance with the performance, as well as error sounds and warning sounds that notify the user of the occurrence of an error.

[0050] <Display device 32> The display device 32 is provided above the front panel PS2. It is a device capable of displaying images, and various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used. It is electrically connected to the sub-control board 1000, and displays various performance images, as well as game instruction images that instruct the order in which the stop switch 13 is pressed and the position at which it is pressed during a game (when only the order of pressing is displayed, it may be called a push order navigation image (also called a push order image, an operation sequence image, or an operation order image) when only the position at which it is pressed is displayed, or when both the order of pressing and the position at which it is pressed are displayed and it may be called an operation mode navigation image (also called an operation mode image) as a higher concept than the order of pressing and the position at which it is pressed), an error image when an error occurs, etc. Also, some models of slot machines PS1 do not have the display device 32. Also, some models of slot machines PS1 have multiple display devices 32. Even in a case where multiple display devices 32 are provided, unless otherwise specified, the display device 32 refers to any one of the multiple display devices 32, or to multiple display devices 32.

[0051] <Other performance devices such as dot displays and movable props> Other performance devices such as a dot display and movable accessories are provided at any position on the front panel PS2, such as around the display window 4, on the middle panel, or on the lower panel 5. The other performance devices are electrically connected to the sub-control board 1000, and display and operate various performance images and performance operations, as well as game instruction images and operations that indicate the order of pressing the stop switch 13 and the position to press during a game, and error images when an error occurs. The other performance devices are installed arbitrarily according to the type of slot machine PS1. In addition, various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used as other performance devices. In particular, in a gaming machine that is equipped with a liquid crystal as an auxiliary performance device, the display device 32 may be called the main display device, and the liquid crystal as the other performance device may be called the sub-display device. In this case, the main display device is configured to have a larger display area than the sub-display device.

[0052] <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the rear side of the front panel PS2, and is provided in the flow passage below the medal insertion port 17. The medal selector 34 has a medal counting function that counts the number of medals inserted by the player using a sensor provided on the flow passage, a medal removal function that guides inserted medals that do not meet the specifications to a receiving tray 28, an ejection function that removes medals that have become stuck in the medal selector 34 when an eject switch provided on the front side of the front panel PS2 is operated, and a blocker function that removes medals inserted at times other than when medals are accepted from the flow passage using an electrically driven blocking member (also called a blocker). Furthermore, if the medal inserted when medals are accepted is a regular medal, the medal selector 34 discharges the medal into a hopper 44 located downstream.

[0053] The various sensors in the medal selector consist of an aisle sensor, insertion sensor 1, insertion sensor 2, and a chute sensor. The aisle sensor is the first sensor to detect medals inserted through the medal insertion port, and is provided to count the number of inserted medals and ejected medals. Insert sensor 1 and insertion sensor 2 are located downstream of the aisle sensor and blocker, and are provided to determine the passage time of medals passing insertion sensor 1 and insertion sensor 2 to determine whether they pass normally or abnormally. Insert sensor 2 is located downstream of insertion sensor 1. The chute sensor is located downstream of insertion sensor 2, and is provided to count the number of inserted medals and ejected medals. The aisle sensor and chute sensor have overlapping functions, so only one of them may be provided.

[0054] In addition, the passage sensor, insertion sensor 1, insertion sensor 2, or chute sensor may directly detect medals, etc. (medals or illegal devices) using an optical sensor, or a physical movable piece may move when it comes into contact with a medal, etc., and the moved movable piece may be detected by a proximity sensor.

[0055] When the blocker in the medal selector is ON, it allows the game medals to pass through, and when it is OFF, it does not allow the game medals to pass through. Allowing the game medals to pass through means that the game medals inserted through the medal insertion port are guided to the hopper 44, and not allowing the game medals to pass through means that the game medals inserted through the medal insertion port are not guided to the hopper 44.

[0056] The components of the cabinet PS3 in the slot machine PS1 will be described below.

[0057] <PS3 Cabinet> The cabinet PS3 is configured in a rectangular box shape with an opening on one side, and is provided inside with a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter sometimes simply referred to as the "reset switch" or the "setting switch"), a power supply 39, a main control board 100, an external output terminal board 47, etc. Also, it is composed of a bottom plate, side plates (right side plate, left side plate), a top plate, and a back plate.

[0058] <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 fitted together, and the main control board case body and the main control board case cover are caulked together so that they cannot be easily opened or closed (sealed). The main control board 100 is fixed to a main control board case bracket inside the PS3 cabinet.

[0059] <Reel Unit 6> The reel unit 6 is mainly composed of a reel frame, a left reel 8a, a center reel 8b, and a right reel 8c. The reel unit 6 is attached to a reel base 7 in the center of the PS3 cabinet, and is fixed by locking members (screws or rivets).

[0060] The reels (left reel 8a, center reel 8b, right reel 8c) are composed of a reel base, a reel tape with multiple patterns attached to the outer circumference of the reel base, a stepping motor axially supported by the reel base, and a motor fixing base to which the stepping motor is fixed, which is not considered a reel unit. A different pattern arrangement is drawn on the reel tape for each reel.

[0061] When the start switch 12 is operated by the player, the reels are accelerated, and after reaching a constant speed (approximately 80 rotations per minute), the stepping motor is moved one step each time a timer interrupt process (hereinafter sometimes simply referred to as interrupt process) is executed to maintain a constant speed rotation state (constant speed rotation), and then, in response to the player's operation of the stop switch 13, the corresponding reel is moved at a constant speed to a stop position determined for each stop operation acceptance position, and after the reel has been moved to the stop position, the brakes are applied (a four-phase excitation signal is output), stopping the rotation of the reel and terminating the excitation output.

[0062] In addition, an index is provided on the spoke part provided on the reel base of each reel, and an index sensor provided on the motor fixing base of each reel detects the index to determine the position of the reference pattern (also called the initial pattern) during each rotation. In this embodiment, the stepping motor, which is the driving source of the reel, has 336 steps, and during constant speed rotation, one rotation is performed with 336 timer interrupt processes. In addition, during constant speed rotation, a rotation failure detection counter is incremented every time the timer interrupt process is executed twice, and if the counter value of the rotation failure detection counter reaches 180, it is determined that there is a rotation failure. In other words, if the reel does not rotate once even after executing the timer interrupt process 360 times, it is determined that there is a rotation failure. The rotation failure detection counter is set to 0 when the index is detected, so that if the constant speed rotation process is normal, the rotation failure detection counter will reach 0 before it reaches 180.

[0063] In this embodiment, the determination as to whether or not an index is detected is performed during the constant speed processing, and the determination as to whether or not an index is detected is not performed during the acceleration processing, but the present invention is not limited to this, and the determination as to whether or not an index is detected may be performed during the constant speed processing and the acceleration processing. With such a configuration, it is possible to make the state in which the stop acceptance is possible for the player earlier.

[0064] In addition, a back lamp unit is provided on the motor fixing base of each reel, which is turned on to highlight the stopped pattern after the reel has stopped, and is turned on to improve the visibility of the pattern while the reel is spinning.

[0065] <Hopper 44> The hopper 44 is a device that mainly stores medals inserted by a player. The hopper 44 is placed by engaging with a rail provided on the bottom plate of the cabinet PS3, and can slide back and forth along the rail. The hopper 44 is composed of a storage tank section that receives and stores medals guided from the medal selector 34 to the inside of the gaming machine, a hopper motor that is driven by inputting a drive signal from the hopper drive means, a turntable that is supported by the hopper motor and that aligns the medals in the storage tank section, a medal payout section that is provided with a discharge mechanism for discharging medals one by one into the tray 28 by rotating the turntable, a medal discharge port that discharges medals by the medal payout section, and a payout sensor that detects medals discharged from the medal discharge port.

[0066] <Auxiliary Tank 46> The auxiliary tank 46 is configured to be able to store medals, and medals stored in excess of the capacity of the storage tank section of the hopper 44 are stored in the auxiliary tank 46 through a downwardly inclined rail section provided in the storage tank section. The auxiliary tank 46 has a rectangular box structure, and when installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are provided so as to be exposed in the auxiliary tank 46 from through holes provided in at least one side, and when a certain amount or more of medals inserted from the medal insertion port are stored, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. The number of fullness detection electrodes is not limited to two, and the number of fullness detection electrodes may be changed, for example, to three. The method of fullness detection is not limited to the method using fullness detection electrodes, and fullness detection may be possible by a sensor provided at a predetermined position detecting medals.

[0067] <Setting key switch 37> The setting key switch 37 is provided on a setting key switch unit that is provided inside the slot machine PS1 and has an opening / closing door on the front. 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 90 degrees to the right. When the setting key switch 37 is on and medals can be accepted, the current setting value can be confirmed, and if it is determined that the setting key switch 37 is on during the power-off recovery process (also called the power-on process) when the power is turned on, the setting change process is executed.

[0068] <Power supply device 39> The power supply unit 39 is provided at the lower left when viewed from the front of the cabinet PS3. The power supply unit 39 has a rectangular box structure, has a power switch 40 provided on the outside, and has a power supply board that generates voltage provided inside. The power supply unit 39 is individually connected to the reel device board and the sub-control board 1000 via harnesses (not shown), and is further connected from the reel device board to the main control board 100 via a harness to supply power to the main control board 100.

[0069] When the power switch 40 is turned on, the power supply unit 39 is configured to take in power from outside the slot machine PS1, generate a predetermined voltage, and cause the main control board 100 and the sub-control board 1000 to each take in the predetermined voltage, and when the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1.

[0070] <External output terminal board 47> The external output terminal board 47 (also called the external centralized terminal board 47) is generally attached inside the cabinet PS3 of the slot machine PS1, and converts the signal related to the game result output from the main control board 100 into a signal of a predetermined format and transmits it to the outside of the slot machine PS1. The contents of the game result include the number of coins inserted, the number of coins paid out, the number of bonuses (the number of big bonuses, the number of regular bonuses), a door opening signal, etc. Other conditions for transmitting signals to the outside can be set based on predetermined information controlled by the main control board 100, such as when the AT state is reached, when a specific symbol combination is displayed, when the value of a counter related to the game reaches a predetermined value, etc.

[0071] <Function block diagram> A functional block diagram of the slot machine PS1 according to this embodiment will be described with reference to FIG.

[0072] <Main control board 100> The slot machine PS1 of this embodiment is capable of data communication by being electrically connected from a main control board 100 (also referred to as main control means 100, main control board 100, or main control means 100) that controls the general flow of the game to a sub-control board 1000 (also referred to as sub-control means 1000, sub-control board 1000, or sub-control means 1000), a door relay board (also referred to as central display board), a reel device board, a reset / setting switch 38, a setting key switch, etc. However, two-way communication is not possible between the main control board 100 and the sub-control board 1000, and data communication is possible by one-way communication from the main control board 100 to the sub-control board 1000.

[0073] The main control board 100 is equipped with a main control chip. The main control chip is capable of data communication between a main control CPU, a main control ROM, a main control RAM, etc. via a bus. The main control chip also has a main control built-in register, and the main control built-in register and the main control CPU are capable of data communication between each other via a bus. The main control chip also has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that the main control CPU can use for calculations, etc., a PC register that stores a program (return address) after a return command (e.g., RET command) after executing a program by a call command (e.g., CALL command), and an interrupt register (e.g., IFF1 register, IFF2 register) that manages the enable and disable states of maskable interrupts.

[0074] By controlling the main control chip, data communication is appropriately performed to various boards for the lottery of roles (also called internal lottery), drive control of the reels (also called reel control), payout control, etc. In addition, when a selected role (also called AT role, AT target role, push order role, eye-pressing role, or operation procedure role including both push order role and eye-pressing role) is won as a result of the internal lottery, the sub-control board 1000 transmits selected role information (selected role group information, information regarding the display of selected roles) to enable the sub-control board 100 to notify information regarding the display of selected roles (push order, operation timing) when the main control board 100 notifies the sub-control board 100. In addition, all processing related to the AT, such as transition to the AT, extension of the number of AT plays, and push order notification, is sometimes referred to as processing related to the instruction function. In addition, the push order role is a condition device in which the pattern combination that stops and the game medals awarded to the player differ depending on the order in which the reels are stopped (push order), and the eye-pressing role is a condition device in which the pattern combination that stops and the game medals awarded to the player differ depending on the timing at which the stop button is operated.

[0075] The main control ROM mounted on the main control board 100 has a storage capacity of "16 KB or less", and has a usage area (also referred to as a first program area) of "7.5 KB or less" and the rest outside the usage area (also referred to as a second program area). The usage area has a control area (also referred to as a first control area) of "4.5 KB or less" in which the programs executed by the main control board 100 are stored, and a data area (also referred to as a first data area) of "3.0 KB or less" in which only information other than the programs (for example, internal lottery table information) is stored or will be stored. The outside of the usage area has a control area (also referred to as a second control area) and a data area (also referred to as a second data area) similar to the usage area. The usage area stores programs related to the progress of the game, and the outside of the usage area stores programs related to anti-fraud measures and programs used for gaming machine testing.

[0076] The main control RAM mounted on the main control board 100 has a memory capacity of "1024B or less," and has a usable area of ​​"512B or less" (also called the first working area) and the rest of the usable area (also called the second working area). The first working area is a memory area that can be rewritten as the game progresses, and the second working area is a memory area that can be rewritten when programs for anti-fraud measures and gaming machine testing are executed.

[0077] The memory areas of the main control RAM built into the main control chip include a memory area for switch state flags indicating the on / off state of the play-stop switch and the on / off state of the automatic settlement switch, a memory area for setting value information indicating one of the values ​​1 to 6 to be set, a memory area for RT state information indicating which of multiple RT states the RT state is in, a memory area for specific condition devices indicating the winning state of specific condition devices such as bonuses, a memory area for game information in which other information necessary to progress the game is stored, an unused memory area, a memory area for a stack area in which data evacuated from registers is stored, and a memory area for a temporary stack area which is set when the power is turned on.

[0078] The main control RAM is initialized when the setting change process is performed by the setting change means (sometimes referred to as "when the setting change device is activated" or "when transitioning to setting change mode"), when the power is turned off and back on, and at the start of each game, and the scope of the memory area of ​​the main control RAM that is initialized differs depending on the respective case.

[0079] During the setting change process, if the power failure recovery cannot be performed normally, or if the state is unrecoverable (a state in which an unrecoverable error has occurred), data 0 is set (initialized) to the RAM area excluding the storage area for the switch status flag. In other words, only the switch status flag carries over the state before the setting change; for example, the RT status and condition device flags are cleared and not carried over. However, this is not limited to this, and all RWM areas including the switch status flag may be initialized.

[0080] Also, during the setting change process, if the power supply recovery can be performed normally or if the power supply is not in an unrecoverable state, that is, if the setting change process is performed normally, data 0 is set in the RAM area excluding the area in which the switch state flag storage area, the storage area for setting value information, the storage area for RT state information, and the storage area for the specific condition device are stored. In other words, the RT state, setting value data, and condition device flag are inherited so that the game can be played with the setting value after the setting change while maintaining the game state before the setting change. The setting value data inherits the information before the setting change, and a new setting value is set in the subsequent setting change process, so it is used in the sub-control board 1000 to determine whether the setting has been changed.

[0081] Furthermore, during power-off recovery processing, data 0 is set to unused memory areas in the RAM area at the start of each game, and during power-off recovery processing, data 0 is set to memory areas in the stack area excluding the maximum used area at the time of RAM initialization upon power-off recovery.

[0082] The main control internal register built into the main control chip is used to control the operation settings and functions of each peripheral circuit (such as a timer circuit) built into the main control chip.

[0083] For example, by writing (also called setting or storing) data to a specified memory area of ​​the main control built-in register using a program stored in the main control ROM, settings (timer circuit settings) can be made for maskable interrupt processing (e.g., timer interrupt processing), which is one of the programs stored in the main control ROM.

[0084] <Sub-control board 1000> The sub-control board 1000 is equipped with a sub-control chip. The sub-control chip includes a sub-control CPU, sub-control ROM, sub-control RAM, etc., which can communicate data with each other via a bus. The sub-control board 1000 is capable of two-way communication with the performance control board, and transmits data specifying the performance to be output to the speaker S, LED lamps, sub-switches 20, performance switches, etc. Information to the display device 32 is transmitted as data to the image control board. The sub-control board 1000 is also supplied with power directly from the power supply board.

[0085] <Reel device board> The reel device board is a relay board that communicates data between the reel motor, reel sensor, door switch, payout sensor, external output terminal board 47 (also called external centralized terminal board 47), etc., and the main control board 100. The 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 a protruding piece (also called an index) passes the sensor. The door switch is a sensor that determines whether the front door PS2 is opened or not. The payout sensor is a sensor that determines whether a medal passes properly when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to a hall computer outside the gaming machine. In addition, the reel device board is directly supplied with power from the power supply board.

[0086] <Door relay board> The door relay board receives input information from various sensors in the selector (insertion sensor 1, insertion sensor 2, passage sensor, shoot sensor), bet switch information, stop switch information, and settlement switch information, and outputs information from the blocker, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number display 26, payout number display, replay lamp, 1 bet lamp, 2 bet lamp, 3 bet lamp, start lamp, medal insertion possible lamp, and advantageous zone lamp.

[0087] <Performance control board> The performance control board (also called performance control means) is electrically connected to the sub-switch 20, the sub-cross key switch 21, the performance switch, the movable parts, the speaker S, the back lamp, the LED lamp provided on the front panel PS2, and the image control board which controls the display content of the display device 32.

[0088] The performance control means is configured to be capable of two-way communication with the sub-control means 1000, and controls the output of performance to the performance device based on performance commands received from the sub-control means 1000.

[0089] The performance control means selects the performance contents based on the result of the lottery of the winning combination by the internal lottery means. In this embodiment, a plurality of types of performance contents are provided in advance, and the performance control means selects the performance contents by lottery using software random numbers after the lottery of the winning combination by the internal lottery means at the start of a game, etc.

[0090] In addition, multiple types of performance contents are provided depending on 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. Specifically, multiple types of performance contents are provided corresponding to the bonus win, the small win, the replay win, the non-win, etc.

[0091] The presentation content determines what kind of presentation will be output (how the lamp will be turned on, blinking, or turned off, what kind of sound will be output from the speaker S, what kind of image will be displayed on the display device 32, etc.) and at what timing (when the start switch 12 or each stop switch 13 is operated, etc.) as the game progresses.

[0092] It is also possible to make the performance output by the performance control means occur in response to an operation by a player. For example, it is possible to make the performance occur by the performance control means of the sub-control board 1000 based on a sub-control command transmitted from the main control board 100 in response to an operation signal of 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., whose operation signal is input to the main control board 100, or to make the performance occur directly from the sub-control board 1000 in response to a sub-input switch operation means, such as the sub-switch 20, the sub cross key switch 21, the performance switch, etc., whose operation signal is input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are separate boards, they may be configured as one board. In this case, the sub-control board 1000 is equipped with the functions and processing of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switch, movable props, speaker S, back lamp, LED lamps provided on the front panel PS2, and an image control board that controls the display content of the display device 32 may be electrically connected to the sub-control board 1000.

[0093] <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM for specifically displaying the performance contents on the display device 32, a sound ROM, a cooling fan, and the like.

[0094] <Additional information on board configuration> The sub-control board and the performance control board may be configured as one (single) board, or the sub-control board, the performance control board, and the image control board may be configured as one board. When the sub-control board and the performance control board are configured as one board, two sub-control CPUs and two performance control CPUs may be provided, or one CPU may be provided. The same applies when the sub-control board, the performance control board, and the image control board are configured as one board.

[0095] <Power supply board> In the slot machine PS1 of this embodiment, power is supplied from the power supply board to the reel device board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel device board is then supplied to the main control board 100 and the door relay board. The supplied power is then supplied to each component, which makes them electrically connected. The power supplied to the sub-control board 1000 is then supplied to the performance control board, which in turn supplies power to the image control board. The supplied power is then supplied to each component, which makes them electrically connected.

[0096] Next, the control of the main control board 100 that controls the game of the gaming machine will be described.

[0097] <Error type> Errors are broadly divided into recoverable errors and unrecoverable errors.

[0098] <Recoverable error> The recoverable errors are errors related to the selector (medal retention error, medal backflow error, medal passing time error), errors related to the hopper 44 (hopper retention error, hopper empty error, abnormality detection error), door open error, harness coming loose error, etc. When a recoverable error is set, if the cause of the various recoverable errors is removed and the reset switch is operated, the machine is configured to be able to return to play without having to turn the power back on. During a recoverable error, the display device 32, payout number indicator, and various lamps display information related to the error that has occurred in order to inform the player of what error has occurred.

[0099] When a recoverable error is detected during a game, the game progress may be stopped at the time of detection, or may be stopped after the game in which the recoverable error was detected ends. By stopping the game progress during a recoverable error, damage to the amusement facility manager can be reduced even if the recoverable error occurs due to fraud. The condition for recovering from a recoverable error state may be configured to automatically recover by removing the cause of the error, and an error that can be recovered from without turning the power back on is called a recoverable error.

[0100] <Unrecoverable error> In the slot machine PS1 of this embodiment, when an irreversible error occurs, interrupts are prohibited, the output of the output port is cleared, and other measures are taken to restrict the progress of the game, and the fact that an irreversible state exists is notified by displaying a message on the credit number display 26 according to the type of error.

[0101] Furthermore, when a recoverable error is set, the recoverable error is released when a reset switch (not shown) is operated, but once an irrecoverable error is set, the irrecoverable error is not released by simply accepting a reset switch operation or by turning the power back on. In this case, the system is configured to release the irrecoverable error by performing a setting change process. When the power is turned back on in the event of an irrecoverable error, after part of the power failure recovery process is executed, the irrecoverable error display is repeatedly executed, thereby preventing further game processing from being executed.

[0102] Unrecoverable errors include when the number of coins bet when the role is drawn is other than the specified number, when the value is not within the normal range in a setting value error check, when it is determined that the power-off process was not performed normally when power is restored after a power outage (sometimes called an "RWM (RAM) abnormality" or "RWM (RAM) error"), when a random number abnormality is detected such as an abnormality in the crystal oscillator frequency, or when a pattern combination corresponding to a role that has not won is stopped on a valid line during the winning determination process.

[0103] Furthermore, if an unrecoverable error occurs, the progress of the game will be halted regardless of whether the game is in progress or on standby (from the end of a game to the start of the next game).

[0104] <How to play, game flow> To play the slot machine PS1, first, medals are inserted into the medal insertion slot 17, or medals stored in advance are bet (MAX BET switch 18, 1 BET switch 19) to set a predetermined number of medals to be bet (also called a specified number). In this embodiment, the specified number is set to three medals. By setting the number of medals to be bet, the pay line is set to active, and the game becomes available for play.

[0105] When the number of medals bet is set to the upper limit and a new medal is inserted through the medal insertion port, the number of game medals stored in the credit increases. The maximum number of medals that can be stored in the credit is limited to 50. When medals that exceed the upper limit of the number of medals bet (3 medals) and the upper limit of the number of medals stored (50 medals) are inserted through the medal insertion port (the 54th medal), the blocker of the medal selector is turned off (a state that prevents medals from being inserted into the gaming machine) and the medals are returned to the tray. In other words, when the number of medals bet is at the upper limit and the number of medals stored in the credit is at the upper limit, the blocker is turned off (a path to the hopper 44 in the selector is not formed).

[0106] The 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 game state when the medals are inserted). In addition, the situation in which the number of bets is 3 (the maximum number of bets in the game state when the medals are inserted) and the credits are less than 50 (less than the upper limit that can be stored in the credits) when medals are inserted is when the number of bets is 3 (the maximum number of bets in the game state when the medals are inserted) and the credits are less than 50 (less than the upper limit that can be stored in the credits). In other words, when the sum of the number of bets and the number of stored credits is less than 53, the medals will enter the gaming machine when the medals are inserted from the medal insertion slot. In addition, a condition for the medals to enter the gaming machine when the medals are inserted is that the game is in standby (the period from the end of the game to the start of the next game). For example, the medal insertion requirement is met even during game standby after the automatic bet process is executed when a symbol combination related to a replay is displayed. In this case, three medals have been bet in the automatic bet, so if the number of stored credits is less than 50, the medal insertion requirement is met.

[0107] Next, when operation of the start switch 12 is accepted, an internal lottery process is executed, and after determining the result of the internal lottery process (also called the role lottery result or the condition device number), it is determined whether or not the minimum play time (also called the wait time (period) or the 4.1 second timer) has elapsed, and if the wait time has elapsed, the rotation of each reel is started, and if the wait time has not elapsed, each reel is kept waiting without being rotated until the wait time has elapsed.

[0108] Next, when the operation (stop operation) of any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is accepted, the reel corresponding to the operated stop switch 13 stops according to the result of the lottery and the timing of accepting the stop operation. When all reels stop (also called full stop), it is determined whether or not each stopped pattern determined at the time of acceptance of the stop of each reel is abnormal, and if it is not abnormal, a search is performed to determine which pattern combination the stopped pattern combination is, and depending on the pattern combination corresponding to the search result, processing such as paying out medals (including adding to credits), setting replays (automatic betting processing), setting the bonus state, ending the bonus state, setting the RT state, and ending the RT state is performed, and one game is ended.

[0109] <Freeze processing> The freeze process (also called freeze effect) that temporarily stops the progress of the game for a predetermined period of time and delays it includes, for example, temporarily stopping functions related to the progress of the game, such as the reception of game media, the reception of the operation of the bet switch for determining the number of game media to be bet on credited in advance, the reception of the operation of the start switch 12 for starting the game, or the reception of the operation to stop the reels. The freeze process (freeze effect) is a process controlled by the main control board 100.

[0110] The freeze effect may temporarily halt all of the functions related to the progress of the game described above, or may temporarily halt only some of the functions.

[0111] The manner in which the progress of the game can be temporarily paused includes not performing control processes based on the player's operation (processing for forming a passage through which medals are guided to the hopper 44 by blocker control, processing for setting the number of coins to bet based on operation of the bet switch, processing for rotating the reels or processing for internal lottery based on operation of the start switch 12, and processing for stopping the reels based on operation of the stop switch 13).

[0112] When an input signal based on a player's operation is issued during the period when the game progress is temporarily stopped by the freeze effect, the timing of the end of one game is delayed compared to when the freeze effect is not performed, by performing processing such as not performing control processing based on the input signal, not accepting the input signal, or delaying the transmission of the input signal until a predetermined period has passed.

[0113] With regard to the freeze effects that are performed based on the operation of the start switch 12, examples include cases where, when the start switch 12 is operated, the reels are not rotated for a predetermined period of time, but the reels are rotated after the predetermined period has elapsed, when the start switch 12 is operated, an internal drawing and reel rotation are not performed for a predetermined period of time, but an internal drawing and reel rotation are performed after the predetermined period has elapsed, when the start switch 12 is operated, an internal drawing is performed for a predetermined period of time but the reels are not rotated, but the reels are rotated after the predetermined period has elapsed, when the start switch 12 is operated and an internal drawing is performed, a predetermined period is set after which the reels are rotated and stopped during the predetermined period, and when the start switch 12 is operated and an internal drawing is performed and the reels are rotated, a predetermined period is set after which the stop switch 13 stop acceptance is disabled for the predetermined period.

[0114] Regarding the freeze effect based on the operation of the stop switch 13, the control process of the freeze effect is different between the freeze effect based on the acceptance of the operation of the stop switch 13 and the freeze effect based on the stop display of a specific symbol on the reel as a result of the operation of the stop switch 13.

[0115] As a control process for a freeze effect based on the acceptance of the operation of the stop switch 13, for example, when the left stop switch 13a is operated to freeze while all reels are rotating, the acceptance of the stop of the center stop switch 13b and the right stop switch 13c is invalidated after the left reel corresponding to the left stop switch 13a stops. As a result, the player cannot stop the rotating center reel and right reel for a predetermined period of time, but the acceptance of the stop of the center stop switch 13b and the right stop switch 13c is valid after the predetermined period has elapsed, so that the timing until the end of one game can be delayed.

[0116] As a control process for a freeze effect that is performed based on the fact that a specific symbol has been stopped and displayed on a reel as a result of accepting the operation of the stop switch 13, when a specific symbol has been stopped and displayed on each reel as a result of accepting the operation of a stop switch 13 other than the stop switch 13 that is stopped last, there are cases in which the acceptance of the stop of the stop switch 13 that is stopped last is invalidated, and based on the fact that a specific symbol has been stopped and displayed on each reel as a result of accepting the operation of the stop switch 13 that is stopped last, there are cases in which a control process based on the number of bets set based on the operation of a bet switch to start the next game, a process of detecting the insertion of gaming media by a passing sensor, or an automatic bet process that is performed when a replay stops on an active line is not performed.

[0117] During the predetermined period of time when the freeze effect is performed, the game progress control based on the player's operation is temporarily stopped, but the game machine operation that is not related to 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 reel rotation mode can be set arbitrarily, such as rotating in the normal rotation mode, rotating slower or faster than normal, etc.

[0118] The rotation patterns of the reels during a specified period of time may include rotating the reels in the opposite direction to normal rotation (so-called reverse rotation), rotating the reels a specified number of times with symbols and then stopping a specific combination of symbols, stopping a specified reel among multiple reels and allowing the other reels to spin, changing the rotation speed of the reels, or changing the operation of the reels due to the player's operation.

[0119] The predetermined period during which the freeze effect is performed can be changed according to a predetermined condition. Here, the predetermined condition includes detection of a signal based on the operation acceptance status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, settlement switch, etc.) and the result of a freeze lottery. In addition, changing the period includes shortening or lengthening the predetermined period during which the freeze effect is performed, during which the game progress is temporarily stopped, and switching the rotation mode of the reels.

[0120] Examples of the control process for shortening the pause period include forcibly terminating the pause period or rewriting the pause period to a period shorter than the pause period. Examples of the control process for lengthening the pause period include adding another period after the pause period or rewriting the pause period to a longer period. Also, the pause period based on the freeze effect does not need to have an upper limit, and may continue until a certain result is reached based on the result of the operation reception.

[0121] The pause period during which the freeze effect is performed may be set after the wait period has elapsed, or may be set to include the wait period. When the wait period is included, the wait period is compared with the freeze effect period, and if the freeze effect ends during the wait period, the freeze effect is executed during the wait period, and if the freeze effect does not end during the wait period, the freeze effect period is set after the wait period, or the remaining wait period is resumed after the freeze effect ends. Also, if the freeze effect period is longer than the wait period, it is possible to omit the process of comparing the wait period with the freeze effect period and start the freeze effect after the start switch 12 is operated (after the internal lottery process).

[0122] As a freeze effect, it is also possible to perform a freeze effect (also called pseudo game) during the acceleration process as if a normal game were in progress. In the pseudo game, the start switch 12 is operated, and a pseudo game period is determined during the acceleration process of the reels after the internal lottery is performed. During the pseudo game period, the reel rotation control is performed as in a normal game (the reel rotation control is performed based on the operation of the start switch based on the start of the pseudo game), and the reel stop control is performed based on the operation of the stop switch 13. Also, the reels may be configured to be rotated again by the operation of the start switch 12 during the pseudo game period. However, the internal lottery process based on the operation of the start switch 12 and the winning determination process or payout control process based on the operation of the stop switch 13 are not performed.

[0123] In addition, in the pseudo game, when the reels are stopped by operating the stop switch 13 or when the reels are automatically stopped as a reel effect, each stopped reel is swung up and down (so-called sway fluctuation). This allows the player to determine whether the game is a normal game or a pseudo game when he operates the stop switch 13.

[0124] In addition, when an acceleration process is executed to start a real game (sometimes called a "main game") after the pseudo game ends, a random delay process is executed to randomize the timing at which each reel starts spinning. For example, if a seven-symbol combination is stopped during a pseudo game and the main game starts with the same symbol position relationship, it becomes easier to line up seven symbols in the main game (a so-called aid to hitting the target). In order to prevent such a situation, the timing at which each reel starts spinning is randomized by the random delay process to spread out the symbol combinations stopped in the pseudo game.

[0125] The random delay process sets a timer for each reel to wait for the start of rotation, updates the set timer value at each timer update process of the interrupt process, and starts rotation from the reel whose set timer value has reached 0. If the result of the random delay process is that the timer values ​​of all reels have reached 0 and it is determined that all reels are rotating at a constant speed, it becomes possible to accept the stop switch operation for the reels.

[0126] In addition, if the random delay process is not incorporated, instead, the symbol combination before the start of the pseudo game may be stored, and the symbol positions may be returned to that symbol combination before the start of the actual game, and then the reels may start spinning.

[0127] <Pattern combinations that do not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning symbol combination on the active line, no matter when the stop switch 13 is operated while the reels are spinning. For example, when bell symbols are arranged every 3 symbols on all reels, bell-bell-bell always stops (100% pull rate), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, a pull rate of 100% is referred to as PB=1, and a winning symbol combination with a pull rate of 100% on all reels may be referred to as a PB=1 role.

[0128] On the other hand, PB≠1 means that the winning symbol combination will not stop depending on the timing of the stop switch 13 when the reels are rotating. For example, if there is a portion within the pull-in range where there is no symbol related to the winning symbol (e.g., 5 symbols apart), then PB≠1, and the winning symbol may be referred to as a PB≠1 symbol.

[0129] <Small win priority control, bonus priority control> The small prize priority control means that when a small prize and a bonus are won at the same time, or when a small prize is won within a bonus, if both a symbol related to a small prize and a symbol related to a bonus can be drawn in, the symbol related to the small prize is drawn in.

[0130] The bonus priority control means that when a small win and a bonus are won at the same time, or when a small win within a bonus is won, if both a symbol related to a small win and a symbol related to a bonus can be drawn in, the symbol related to the bonus is drawn in.

[0131] In addition, since replays have the highest priority and cannot be missed, when the condition device flags for replay and small win, or replay and bonus are turned on at the same time, the replay-related symbols are always drawn.

[0132] <Normal section> The normal section is a section in which processing related to the instruction function cannot be performed. When the push order role is won in the normal section, a process is executed to send masked information (performance group number) indicating which push order was won to the sub-control means 1000. Also, when the push order role is won in the normal section, the notification of the push order (both correct and incorrect push orders) is not displayed on the instruction monitor. As a result, in the normal section, even if the push order role is won, both the main control means 100 and the sub-control means 1000 do not notify the push order, so that even if the push order role is won in the normal section, it is not always clear whether it is correct or incorrect. In other words, it is a game section in which the AT state does not occur.

[0133] <Advantageous area> The advantageous zone is a zone where processing related to the instruction function can be executed, and is provided to suppress excessive medal acquisition by the AT. If you win the advantageous zone transition lottery executed in the normal zone, you can transition to the advantageous zone. In the advantageous zone, a transition lottery to the AT can be held, and there are cases where the AT state can be entered, but in order to suppress the excessive medal acquisition mentioned above, the advantageous zone is designed to end based on certain conditions and transition to the normal zone. in particular, 1) When 1,500 games have been played since the next game that transitioned to the first advantageous zone. 2) When you win more than 2,400 medals from the next game that transitions to the first advantageous zone. 3) When any condition is met These include. By these, excessive medal acquisition can be suppressed. The 1500 games in 1) may be 4000 games, or may be 65535 games, which is the maximum number that can be stored in a 2-byte memory area, or may be configured so that the advantageous zone does not end when a predetermined number of games are consumed. In addition, the arbitrary condition in 3) may be, for example, when one AT ends, when a specific pattern combination is displayed, etc.

[0134] If it is a favorable zone, information indicating that it is a favorable zone (also called the favorable zone type) is stored in a specified RAM area. If the value stored in the RAM area is 0 (if the favorable zone type is 0), it indicates that it is a normal zone, and if the value stored in the RAM area is 1 (if the favorable zone type is 1), it indicates that it is a favorable zone.

[0135] <Advantageous Zone Lamp> The advantageous zone lamp is provided as information indicating on the main side that the player is in the advantageous zone. This allows the player to easily determine whether or not the player is in the advantageous zone by checking whether the advantageous zone lamp is on or off. Specifically, when the DP of the credit number display 26 is on, it indicates that the player is in the advantageous zone, and when the DP of the credit number display 26 is not on, it indicates that the player is not in the advantageous zone. The advantageous zone lamp is lit at the following times: after all reels have stopped, after the bet switch operation is accepted, when the first medal inserted by hand is detected, when the second medal inserted by hand is detected, when the third medal inserted by hand is detected, after the start switch is accepted, or after the selection role is won by the internal lottery. In addition, the condition for always lighting the lamp is when the player is in the advantageous zone, and when the operation procedure information of the selection role is announced and the ball payout rate (maximum ball payout rate) of the announced game exceeds 1 (increases).

[0136] In addition, the advantageous zone lamp is configured to be lit even when the machine is not equipped with a push order minor role due to the specifications, and the payout rate does not exceed 1, but the RT transition push order to RT with a high replay probability is notified. This is to inform the player that the advantageous zone lamp is in an advantageous state, and to prevent the player from suffering losses due to not understanding the specifications of the gaming machine.

[0137] In addition, if the conditions for necessarily turning on the favorable zone lamp as described above are not met, it is acceptable to arbitrarily decide the timing for turning on the favorable zone lamp after moving to a new favorable zone.

[0138] In addition, once the advantageous zone lamp is lit, it will remain lit until the advantageous zone ends, and will be turned off before the start switch operation for the next game after the game in which the advantageous zone ends is accepted (after all reels have stopped, after the bet switch operation is accepted, when the first medal inserted during maintenance is detected, when the second medal inserted during maintenance is detected, or when the third medal inserted during maintenance is detected).

[0139] By configuring in this way, even if the advantageous zone lamp is not lit, it may be an advantageous zone, and even if the advantageous zone lamp is not lit, it is possible to give the player a sense of expectation that the processing related to the instruction function will be executed. As a result, in the conventional normal zone, the game was just waiting for the transition to the advantageous zone, but with the gaming machine of this embodiment, even if the advantageous zone lamp is not lit, there is a possibility that the AT transition lottery or the like is being held, so it is possible to maintain motivation to play.

[0140] Also, when the advantageous zone type is 1, it does not necessarily mean that it is an advantageous zone. This is because in a game in which the advantageous zone type is 0 and the advantageous zone transition lottery is won and the advantageous zone type becomes 1, the advantageous zone type is 1 but the game state is the normal zone because it has not yet transitioned to the advantageous zone. When executing the process to send whether the zone is an advantageous zone or a normal zone as a test signal, if the advantageous zone type is referenced, a signal for the advantageous zone will be sent even though it is a normal zone, and a signal different from the original state will be sent.

[0141] In order to prevent this situation, when transmitting a test signal indicating whether the zone is favorable or normal, the value of the favorable zone clear counter is configured to be referenced. When the value of the favorable zone clear counter is 0, a process is executed to output a test signal indicating that the zone is normal, and when the value of the favorable zone clear counter is not 0 (the value of the favorable zone clear counter is 1 to 1500), a process is executed to output a test signal indicating that the zone is favorable. By configuring in this way, the process for outputting the test signal can accurately specify the state by simply determining whether the value of the favorable zone clear counter is 0 or not, so that the pressure on the program capacity can be eliminated and the program execution speed can be improved. Note that, as described above, even when the favorable zone is terminated under any termination condition, the value of the favorable zone clear counter is set to 1, so that the process for outputting the test signal can accurately output that the zone is favorable even in a game where the favorable zone ends.

[0142] <Main game state> The main gaming state is a gaming state managed by the main control means, and is not necessarily the same as the RT state. For example, the main gaming state is determined in correspondence with the AT, sub-bonus, CZ, normal section, etc., which will be described later. When only the main gaming state transitions, the probability of determining the internal lottery result by the internal lottery means does not change. The main gaming state is for the main control means to manage the gaming state, and the performance related to the instruction function such as the AT winning probability, the freeze winning probability, or the output trigger to the external terminal is determined for each main gaming state.

[0143] <at> AT is an abbreviation of assist time, also called the notification period, which is a period for making it easier for players to win the winning combinations selected by the combination lottery (hereinafter referred to as notification). Generally, the means for notifying during AT include the operation timing of the stop switch, the operation order of the stop switch, and the operation timing and operation order of the stop switch, which are also called operation procedures or operation modes.

[0144] A sub-bonus is a type of AT, and is different from the bonuses that can be won by internal lottery (Type 1 BB, Type 2 BB, RB, CB, SB, which will be described later). It is basically the same as an AT, but has the distinctive feature that when a sub-bonus starts, the sub-bonus starting symbol combination is stopped by reel effects, pseudo play, or push order. It should be noted that even when it is simply called "AT", the concept includes sub-bonuses.

[0145] <Grouping of options> When a selection role is won during non-AT, the main control means 100 transmits to the sub-control means 1000 a performance group number indicating that the selection role has been won, and when a selection role is won during AT, the main control means 100 transmits to the sub-control means 1000 a performance group number and operation procedure information. In other words, since operation procedure information is not transmitted to the sub-control means 1000 during non-AT, the sub-control means 1000 is not able to notify the operation procedure. As a result, on the sub-control means 1000 side, it is unclear which operation procedure can be used to display a symbol combination advantageous to the player during non-AT, and operation procedure information that can display a symbol combination advantageous to the player during AT is transmitted, so that the operation procedure can be notified by the liquid crystal display device or operation indication lamp on the sub-control means 1000 side. As a result, the player can easily recognize the operation procedure, and further, it is possible to suppress the illegal acquisition of operation procedure information during non-AT.

[0146] <Processing related to instruction function> The processing related to the instruction function is a concept including not only the AT-related drawing such as the AT transition drawing, the AT additional drawing, the update of the AT termination condition (addition / subtraction of the AT play count, addition / subtraction of the AT execution notification count), and the execution of the AT (notification of the operation mode), but also the processing related to the management of the AT state. The processing related to this instruction function can be executed with a predetermined number of bets for each game state, and when multiple bet counts are set as a prescribed number in a certain game state, the processing is configured to be executed only when any one of the bet counts is set. For example, when two-coin bets and three-coin bets are possible in the bonus internal state, the processing related to the instruction function can be executed only when playing with three-coin bets, and the processing related to the instruction function cannot be executed when playing with two-coin bets. In other words, when playing with two-coin bets, even if the AT lottery target role is won, the AT lottery is not executed, and the AT play count is not updated according to the progress of the game. In addition, in the case where SB (single bonus) or CB, which ends in one game, is dedicated to a two-coin bet game, and the game after SB or CB ends with a two-coin bet or three-coin bet, if a replay is won in SB or CB and the number of coins automatically bet is two, the processing related to the instruction function cannot be executed in the game after SB or CB ends (processing related to the instruction function can be executed with a three-coin bet), so the number of bets automatically inserted when a replay is won in SB or CB is set to three. In this way, the processing related to the instruction function can be executed even in the game after a replay is won in SB or CB, so that a game that is disadvantageous to the player can be eliminated. As described above, the processing related to the advantageous zone is configured to be executed regardless of the number of bets.

[0147] <Indication monitor> During AT, when reporting information on the operation procedure of the push order role, the winning number display may be used to report the operation procedure information. Specifically, in the case of push order role A (left, center, right correct), "1" is displayed on the instruction monitor, in the case of push order role B (left, right, center correct), "2" is displayed on the instruction monitor, in the case of push order role C (center, left, right correct), "3" is displayed on the instruction monitor, in the case of push order role D (center, right, left correct), "4" is displayed on the instruction monitor, in the case of push order role E (right, left, center correct), "5" is displayed on the instruction monitor, and in the case of push order role F (right, center, left correct), "6" is displayed on the instruction monitor.

[0148] With this configuration, the player can know the correct button press sequence by checking the instruction monitor. Also, because the instruction monitor is controlled by the main control board, it can accurately notify the player of the correct button press sequence even if the sub-control board is tampered with.

[0149] In addition, when the indication monitor is used as a coin number display, the lower digits may display the numbers (1 to 6) and the upper digits may display "=" as an identifier. In this case, the player can determine whether the coin number display is displaying the number of coins won or the push order by the identifier, so that the player can easily recognize the coin number.

[0150] Also, when the instruction monitor is configured as a dedicated display, a three-digit seven-segment display may be used. The reason for using three digits is that it corresponds to the number of reels. In addition, in the case of push order A (left, center, right correct), "123" is displayed on the instruction monitor, in the case of push order B (left, right, center correct), "132" is displayed on the instruction monitor, in the case of push order C (center, left, right correct), "213" is displayed on the instruction monitor, in the case of push order D (center, right, left correct), "312" is displayed on the instruction monitor, in the case of push order E (right, left, center correct), "231" is displayed on the instruction monitor, and in the case of push order F (right, center, left correct), "321" is displayed on the instruction monitor. With such a configuration, the push order on the instruction monitor becomes easier to intuitively grasp, and the player can easily grasp the correspondence between the push order and the display on the instruction monitor.

[0151] The timing for displaying the push order on the instruction monitor is preferably any time between the advantageous period and the time when the push order role is selected by the internal lottery executed based on the operation of the start switch, and the time when the stop switch can be operated. With this configuration, the push order can be notified to the player before he operates the stop switch, so that it is possible to prevent the player from performing the stop operation with an incorrect push order.

[0152] <Status display monitor (role ratio monitor)> The role ratio monitor is a display device that switches and displays the cumulative advantageous zone ratio or cumulative instruction-included role ratio (selectable according to the specifications of the gaming machine. Also called instruction-included role ratio), consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, cumulative role etc. status ratio every 4800 ms, and is capable of displaying a four-digit number by using four 7-segment LEDs (with DP). The upper two digits of the four-digit number displayed by the four 7-segment LEDs are called the identification segment, and the lower two digits are called the ratio segment.

[0153] The "functionality" in the functionality ratio refers to the first type special functionality (so-called RB), the second type special functionality (so-called CB), and the normal functionality (so-called SB), and the "functionality ratio" is the ratio calculated by payout during functionality operation ÷ total payout × 100. The payout during the operation of the first type special functionality continuous operation device (so-called BB) and the second type special functionality continuous operation device (so-called MB) is also included in the "payout during functionality operation", but the payout during general play during BB and general play during MB is not included in the "payout during functionality operation". The term "payout" does not include the number of inserted coins, and in the case of the number of payouts - the number of inserted coins, it is called the difference number (difference number). In addition, the first type special functionality continuous operation device and the second type special functionality continuous operation device are sometimes simply called the functionality continuous operation device as a combined concept.

[0154] The "continuous feature" in the continuous feature ratio refers to the first-class special feature (so-called RB), and the "continuous feature ratio" is the ratio calculated by payout during the operation of the first-class special feature ÷ total payout × 100. Note that payouts during the operation of the first-class special feature continuous operation device (so-called BB) are also included in the "payout during feature operation," but payouts during general play during BB are not included in the "payout during feature operation."

[0155] The "instruction-included role" in the ratio of instruction-included roles includes the payout in the game in which the instruction function is activated (so-called AT) in the above-mentioned "role", and the "instruction-included role ratio" is a ratio calculated by (payout during instruction function activation, or payout during role activation) ÷ total payout × 100. Here, (payout during instruction function activation, or payout during role activation) does not refer to the payout in the game in which the instruction function is activated and the role is activated, but refers to the sum of the payout number in the game in which the instruction function is activated and the payout number in the game in which the role is activated. If the game in which the instruction function is activated is a game in which the role is activated, the two payout numbers are not added together, but the payout number in that game is (payout during instruction function activation, or payout during role activation). Note that if a player makes a mistake in the operation of the stop switch in a game in which the AT is activated, the maximum payout may not be obtained, but in this case, the calculation is based on the actual payout.

[0156] The information displayed in the identification segment among the information displayed on the ratio monitor is information for identifying which ratio is being displayed among the cumulative advantageous zone ratio, cumulative instructed role ratio, consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio, and is displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.", respectively. For example, when "7U." is displayed in the identification segment, it indicates the cumulative advantageous zone ratio, and when "6Y." is displayed in the identification segment, it indicates the consecutive role ratio for the latest 6000 games. Note that "." displayed on the ratio monitor refers to decimal points.

[0157] Among the information displayed on the ratio monitor, the information displayed in the ratio segment is for visually checking the calculation results of various ratios, and is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" is displayed in the ratio segment. The calculated result is rounded down to the nearest whole number. If the calculation result is 100, "99" is displayed. If the total number of games played is less than 400, the ratio segment displays "00."

[0158] If the cumulative number of games does not reach the reference number of games, the identification segment is displayed in a blinking manner. The reference number of games is determined according to various ratios, and is 175,000 games for the cumulative advantageous zone ratio, 175,000 games for the cumulative instruction-included role ratio, 6,000 games for the consecutive role ratio among the latest 6,000 games, 6,000 games for the role ratio among the latest 6,000 games, 17,500 games for the cumulative consecutive role ratio, 17,500 games for the cumulative role ratio, and 175,000 games for the cumulative role etc. state ratio.

[0159] The ratio segment is displayed in a blinking manner when the displayed value is equal to or greater than the threshold value. The threshold value is determined according to various ratios, and is 70 for the cumulative advantageous zone ratio, 70 for the cumulative instructed role ratio, 60 for the consecutive role ratio among the latest 6000 games, 70 for the role ratio among the latest 6000 games, 60 for the cumulative consecutive role ratio, 70 for the cumulative role ratio, and 50 for the cumulative role etc. state ratio. Note that when the cumulative number of games is less than 400 games and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit manner.

[0160] To check whether the role ratio monitor is operating normally, a test pattern is displayed on the identification segment and ratio segment for 4800 ms after the power is turned on and the timer interrupt process is started. The test pattern is displayed by blinking all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor. For example, "8.8.8.8." can be displayed in blinking mode. In addition to displaying the test pattern after power is turned on, it may also be displayed during settings changes, settings confirmation, or when an RWM (RAM) abnormal error occurs.

[0161] In the cases where the cumulative number of games played in the identification segment does not reach the reference number of games, where the displayed value in the ratio segment is equal to or greater than the threshold, and where a test pattern is displayed in the identification segment and the ratio segment, the segments are displayed in a blinking mode, specifically, the blinking mode is displayed by switching between lighting and turning off every 300 ms, such as lighting 300 ms → turning off 300 ms → lighting 300 ms → turning off 300 ms → ... Also, when various ratio information is switched, it starts with lighting, so that the display period of various ratio information does not become longer or shorter depending on the timing of lighting and blinking.

[0162] As described above, the cumulative advantageous zone ratio or cumulative instructed role ratio, consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio displayed on the role ratio monitor are configured to switch display contents every 4800 ms, but by setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure it so that one of the 7-segment LEDs is always lit, even if the various ratios displayed on the role ratio monitor are displayed in a blinking mode when they are switched.

[0163] With this configuration, the display starts with lighting even when various ratio information is switched, so that it is possible to continuously display a display without any sense of incongruity caused by a shift in the blinking cycle.

[0164] In addition, since the display period of the test pattern after power-on as mentioned above is also set to 4800 ms, when the test pattern has finished being displayed for 4800 ms, the 7-segment LED will turn off, and the next timer interrupt processing will turn on and make it possible to display information regarding the cumulative favorable zone ratio or the cumulative instruction-included role ratio.

[0165] Next, a control method for the blinking display on the role ratio monitor will be explained.

[0166] In order to blink the display mode of the role ratio monitor, it has a memory area (_TM_CHG_FLS) for managing the time for switching the light on and off. The memory area (_TM_CHG_FLS) for managing the time for switching the light on and off is a 2-byte memory area, and executes a process of adding 1 for each timer interrupt process. The memory area (_TM_CHG_FLS) for managing the time for switching the light on and off is initialized (0 is stored) when the power is turned on, and thereafter cycles through the values ​​0 to 299 each time a timer interrupt process is executed. In other words, the value following 299 is 0.

[0167] Example 1) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "0" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "1". At this time, the carry flag becomes 1 (the carry flag becomes 1 because a borrow occurs as a result of calculating "0-299").

[0168] Example 2) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "298", if an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off will become "299". In this case, the carry flag will be 1 (the carry flag will be 1 because a carry occurs as a result of calculating "298-299").

[0169] Example 3) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "299", if an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "0". In this case, the carry flag becomes 0 (the result of calculating "299-299" is that no borrow occurs, so the carry flag becomes 0).

[0170] As described above, when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag is 1, and when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag is 0. In other words, the carry flag is 0 every 300 ms.

[0171] When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is configured to be updated. The blinking switch flag (_FL_CHG_FLS) is initialized (stores 0) when the power is turned on, and when 0 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned on, and when 1 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking switch flag (_FL_CHG_FLS) every 300 ms, it is possible to display (blink) the display mode of the role ratio monitor alternately between the on mode and the off mode every 300 ms.

[0172] The display of the ratio monitor is displayed in a blinking mode when the total number of games in the identification segment does not reach the reference number of games, when the display value in the ratio segment is equal to or greater than the threshold value, or when a test pattern is displayed in the identification segment and the ratio segment. In other cases, the display is made in a lit mode without referring to the blinking switching flag (_FL_CHG_FLS). However, since the memory area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is updated for each timer interrupt process regardless of whether the blinking switching flag (_FL_CHG_FLS) is referenced or not, the blinking switching flag (_FL_CHG_FLS) is also updated from time to time, and it is possible to display without deviation in the timing of lighting and extinguishing and the switching timing of various ratio displays, even when the state is switched from not referring to the blinking switching flag (_FL_CHG_FLS) to referring to it.

[0173] <Program start processing flow> The program start process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG.

[0174] When the power is turned on, the main control board 100 performs initial settings related to the operation of the gaming machine. Specifically, it sets the interrupt mode, sets the functions of the main CPU, and performs a RAM check process to create power interruption recovery data. The RAM check process determines whether the checksums of all RAM are normal or not, and if the conditions are met, it determines that the power interruption recovery data is normal, and if the conditions are not met, it determines that the power interruption recovery data is abnormal.

[0175] Next, the states of the setting key switch signal and the door open detection switch signal are checked to determine whether the setting key switch 37 and the door open detection switch are on or not.

[0176] If the setting key switch 37 and the door open detection switch are on, it is determined whether the power interruption recovery data is normal or in a recoverable state. If the power interruption recovery data is normal or in a recoverable state, a first initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. If the power interruption recovery data is not normal or in a recoverable state, a second initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. After the setting change process, the process proceeds to the game progress main in FIG. 9.

[0177] If the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. If the power failure recovery data is abnormal or in an irrecoverable state, an irrecoverable error is notified and the process transitions to an irrecoverable error process in which the progress of the game on the slot machine PS1 is stopped. On the other hand, if the power failure recovery data is not abnormal or in an irrecoverable state, the process transitions to the power failure recovery process of FIG. 8. After the power failure recovery process, the process transitions to the main game progress of FIG. 9. Note that after the power failure recovery process, the state that was saved when the power failure was detected is restored, so the process does not necessarily start from the beginning of the main game progress.

[0178] In addition, in the irrecoverable error processing, interrupts are prohibited, and the output of the output port (output of the sub-control command, output of the excitation signal to the stepping motor, etc.) is cleared. Then, the acquired number display 27 repeatedly displays (notifies) the error.

[0179] <Power off processing> The power-off process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG.

[0180] In this embodiment, when the power switch 40 is turned off or an event occurs in which the supply of power is cut off, such as a power outage (also referred to as the occurrence of a power outage), the operating voltage for operating the slot machine PS1 drops, and when the operating voltage falls below a threshold, the voltage monitoring circuit detects the power outage and generates a power outage detection signal, which is input to the input port of the main control chip. Then, in a determination process for determining whether or not the power outage detection signal has been input in the timer interrupt process, the power outage process is executed when it is determined that the power outage detection signal has been input. When determining whether or not the power outage detection signal has been input in the timer interrupt process, the determination may be made in one timer interrupt process, or in two or more timer interrupt processes. In other words, when determining whether or not the power outage has occurred in multiple timer interrupt processes, if it is determined that the power outage detection signal has been input in the first process but not in the second process, the power outage process is not executed. This is to prevent the power outage process from being executed when noise or a momentary outage (a state in which the voltage falls below the threshold for just an instant, but immediately rises above the threshold) occurs.

[0181] During power-off processing, output ports are cleared, interrupts that are executed periodically are prohibited from occurring, and the interrupt prohibited / enabled state at the time of power-off is saved. Next, the registers used are saved, and the stack pointer is saved. After saving, the power-off processing completed flag, which indicates that power-off processing has been performed, is turned on and the checksum data for all RAM areas is calculated and saved. Then RAM writing is prohibited, and the system waits for a reset. The address range of the saved stack pointer, the presence or absence of the power-off processing completed flag, and whether the checksums of all RAM areas are normal are determined during power-off recovery processing.

[0182] <Timer interrupt processing> The timer interrupt process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG.

[0183] In this embodiment, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).

[0184] When a timer interrupt process is started, the necessary data stored in the registers is compared.

[0185] Next, it is determined whether a power interruption has been detected based on whether a power interruption detection signal has been received, and if it is determined that a power interruption has been detected, a power interruption process is executed.

[0186] Next, input ports for determining inputs from various sensors and operation switches are read, and input port data generation processing is executed.

[0187] Next, reel drive control is executed, in which control and update of the drive state of each reel are performed according to whether the reel is accelerating, rotating at a constant speed, starting to decelerate, decelerating, or stopped.

[0188] Next, data to be output for each output port (such as an excitation signal for the stepping motor and a drive signal for the hopper 44) is created, and a port output process is performed to output various signals.

[0189] Next, a check is made to see if any abnormalities have occurred, such as whether the current settings are normal or not, and whether the operation pattern of the dispenser / deposit sensor is normal or not.

[0190] Next, external signals such as bonus signals, ART signals, security signals, medal insertion signals, and medal payout signals are set (controlled on / off) to be output to external systems such as hall computers, and external signal output is performed to transmit them to an external terminal board.

[0191] Next, a control command transmission process is executed. In the control command transmission process, if a sub-control command has been set, the sub-control command is output to the sub-control board 1000.

[0192] Next, the control relating to the lighting of various LEDs is executed. In the control relating to the lighting of various LEDs, the storage area of ​​the RWM representing the lighting / non-lighting of various LEDs is checked, and if a value representing lighting ("1" in this embodiment) is stored, a lighting signal for the LED is output, and if a value representing extinguishing ("0" in this embodiment) is stored, a lighting signal for the LED is not output (or an extinguishing signal is output).

[0193] Various LEDs are used to control lamps such as 1-3 bet lamps, replay lamp, start lamp, medal insertion lamp, credit number indicator, winning number indicator, stop switch lamp, and MAX bet lamp.

[0194] Next, it outputs notification data to be sent to the sub-control board, such as the sound of the stop switch being operated or the sound of a medal being inserted.

[0195] Next, a signal related to the performance test is output.

[0196] Next, the registers are restored.

[0197] Next, the interrupt enable flag is saved on, and the timer interrupt process is completed.

[0198] The types of sub-control commands include a start command issued when the start switch is operated, a winning information command indicating the result of the internal lottery, a reel rotation start command issued when the reels have started to accelerate, a left reel stop command, a middle reel stop command, a right reel stop command, and a all reel stop command issued when each stop switch for stopping the reels while they are spinning is operated.

[0199] Furthermore, timer measurement processing may be performed within the timer interrupt processing. In timer measurement, a control process is performed to update information about the timer (time) stored in the RWM (RAM). For example, a process is performed to update (e.g., subtract 1) the value stored in the RWM memory area (hereinafter also referred to as timer area A) that monitors (manages) the minimum play time (4.1 seconds) for one play (for example, a process to subtract 1). In addition to the RWM memory area that monitors the minimum play time, the RWM may have memory areas related to multiple timers, such as a RWM memory area that monitors (manages) the insertion of game medals using the insertion button (hereinafter also referred to as timer area B) and a RWM memory area that monitors (manages) the output time of an external signal (hereinafter also referred to as timer area C). In this case, the timer measurement executes a process of subtracting 1 from the value stored in a storage area of ​​the RWM that stores information about the timer (hereinafter also referred to as a timer area), such as 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, and a process of subtracting 1 from the value stored in timer area C. Also, if a timer measurement is performed when the value stored in a certain timer area is "0", the value stored in the certain timer area is configured to become "0".

[0200] As an example of the control process for updating the information regarding the timer stored in the RWM, a process of subtracting 1 from the value stored in the timer area has been given, but a process of adding 1 to the value stored in the timer area may also be used.

[0201] Here, the monitoring (management) of the insertion of game medals using the insertion button will be described. Monitoring (management) of the insertion of a gaming medal using the insertion button is a timer that starts counting from the time the bet process is executed based on the operation of the 1 bet switch 19, and is a timer that prevents the process of determining whether the next 1 bet switch 19 has been operated or not from being executed until the timer value reaches "0".

[0202] For example, in a predetermined situation where the number of credits is equal to or greater than a predetermined value (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), "20" is stored in the timer area B after a bet process based on the operation of the 1 bet switch 19 is executed. Thereafter, the value stored in the timer area B is subtracted by "1" by the timer measurement of the timer interrupt process. Then, when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". Note that, 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"), the game progress main process does not determine whether the 1 bet switch 19 has been operated. In other words, even if the 1 bet switch 19 is operated when the value stored in the timer area B is not "0", the bet process is not executed. After that, after the value stored in the timer area B becomes "0", the bet process can be executed when the 1 bet switch 19 is operated.

[0203] This configuration can prevent multiple bet processes from being executed due to a malfunction despite a single operation of the 1 bet switch 19. It can also prevent a malicious player from repeatedly tapping the 1 bet switch 19, which causes multiple bet processes based on the operation of the 1 bet switch 19 and causes commands based on the execution of bet processes to be sent to the sub-control means 1000 in succession.

[0204] <Power off recovery process> The power interruption recovery process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG.

[0205] In this embodiment, when the power switch 40 is turned on to turn on the power, the main control board 100 executes a power interruption recovery process for restoring various data to the state before the power interruption.

[0206] In the power failure recovery process, the stack pointer is restored, and output data related to the sub-control command sent to the sub-control board 1000 is restored. After that, it is determined whether the set setting value data is within the normal range. If the determination result is abnormal (the value is outside the specified range), the process moves to unrecoverable error processing. On the other hand, if the data is normal (the value is within the specified range), the unused RAM area is initialized, an interrupt that is executed periodically is started, and the input port is read. After that, the power failure processing completion flag is cleared, the registers in use are restored, and the interrupt disabled / enabled state at the time of the power failure is restored, and the power failure recovery process is terminated. Note that when the power failure recovery process is terminated, the state before the power failure occurred is restored, and if the data is not restored (when the settings are changed), the main control process for game progress is performed from the beginning.

[0207] In this embodiment, the interrupt is activated at a predetermined timing in the power-off recovery process, but the interrupt may be activated after the power-off recovery process of the program start process.

[0208] <Main explanation of game progress> The main control process for game progress executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG.

[0209] The main control board 100 executes a game value input process. In the game value input process, an automatic input process due to replay is executed (if the game is not replayed, the medal input by the automatic input process is not executed). After that, the game enters a medal input waiting state, and in the game value input process, in the medal input waiting state, the game waits for the insertion of a game medal from the medal input port 17 or the operation of the bet switch. When the game medal is inserted or the bet switch is operated, it judges whether or not a bet is possible (whether or not the amount of the bet is stored in the credit, and whether or not the number of bets is the upper limit value), and if the situation is such that a bet is possible, it updates the number of bets or the number of credits. Then, it judges whether or not the number of bets that allows a game to be executed has been bet, and if it judges that a bet has been made, it judges whether or not the start switch 12 has been operated, and if it judges that no bet has been made, it waits for the insertion of a game medal, or, if the amount is stored in the credit, for the operation of the bet switch (if the amount is stored in the credit). When the number of bets required for a game to be played has been bet and the start switch 12 has been operated (the start switch signal has been determined to be on), an internal lottery process is carried out, and when the start switch 12 has not been operated (the start switch signal has not been determined to be on), the system waits for acceptance of the operation of the start switch 12.

[0210] In the internal lottery process, a random number for internal lottery is generated, and a predetermined calculation process is performed using the obtained random number for internal lottery to determine a winning combination (condition device number). After the winning combination is determined, a stop control table corresponding to the stop timing of each stop switch is created in advance, and preparations are made so that stop control can be executed even if the stop switch operation is accepted immediately after the acceptance of the stop switch operation after the reel rotation is permitted.

[0211] The types of winning combinations provided in the slot machine PS1 are roughly classified into bonus, small combination, and replay.

[0212] A bonus is a device that operates under predefined circumstances. Generally, it operates when the symbol combination "7·7·7" or "7·7·bar" is displayed on the winning line in the display window 4. The operation of the bonus device changes the number of symbol combinations related to winning for each set number, and changes the probability of activating the condition device for the symbol combination related to winning for each set number. Bonuses are divided into RB, BB, CB, MB, and SB.

[0213] RB is an abbreviation for regular bonus, and is also called the first type special role. RB is generally set as the end condition when 8 small roles are won or 12 game results are obtained, and during RB, the role is drawn using the RB role drawing table, which sets the probability of winning a small role higher than the normal role drawing table.

[0214] BB is an abbreviation for Big Bonus, and is also called a continuous operation device for the first type special role. The end condition of BB is set to the payout of more than a predetermined number of game medals (for example, 269 medals) related to winning a small role, and during BB, a role is drawn using a BB middle role drawing table in which the winning probability of a small role (described later) is set higher than that of the normal role drawing table. Note that a BB middle role drawing table does not need to be provided during BB. For example, a table that continuously operates the RB middle role drawing table described later until the end condition of BB is met may be called a BB middle role drawing table.

[0215] CB is an abbreviation of Challenge Bonus, and is also called the second type special role. In CB, at least all minor roles can be set to a winning state regardless of the result of the role lottery. Also, during CB, a stop control different from the normal stop control is performed for a predetermined reel. For example, it is possible to control the left reel 8a to stop within 75 milliseconds from 190 milliseconds.

[0216] As described above, the CB may be configured such that at least all minor winning combinations are in a winning state, and therefore the symbol combination that can be displayed according to the operation procedure cannot be displayed (also called a missed opportunity). For example, during the CB, the left reel 8a may be controlled to stop within 75 milliseconds from 190 milliseconds, so that if it stops within 190 milliseconds, a specific symbol can be displayed on the pay line at any operation timing, but if it stops within 75 milliseconds, a specific symbol cannot be displayed at a specific operation timing.

[0217] MB is an abbreviation for middle bonus, and is also called a continuous operation device related to the second type special role. MB is set as the end condition, for example, when more than 153 medals are paid out for a small role, when RB is won, or when SB, which will be described later, is won.

[0218] SB is an abbreviation for single bonus, and is also called a normal bonus. The end condition for SB is to obtain the result of one game. During SB, the winning probability of a small winning combination is set higher than that of the normal winning combination table, and the winning combination is selected using the SB medium winning combination table.

[0219] In the present embodiment, the BB is performed by using the BB middle role lottery table to draw the role, but this is not limited to this. During the BB, the BB general role lottery table in which the winning probability of the small role is set to the same probability as the normal role lottery table and the winning probability of the RB is increased, and the RB middle role lottery table in which the winning probability of the small role is set higher than that of the normal role lottery table may be used to play. Even in this case, the BB still sets the payout exceeding a predetermined number of medals related to the winning of the small role as the end condition. In addition, the means that control the bonuses are collectively called the special game control means.

[0220] A small prize is a prize in which a symbol combination based on a winning small prize is displayed stopped on an active line, and when it is determined to be a winning prize by the winning prize determination process (described later), medals are paid out based on the symbol combination that is displayed stopped.

[0221] A replay (also called a replay role) is a role that grants a replay (a game in which the next game can be played by automatic betting without inserting new medals) when a symbol combination based on a winning replay is displayed on a winning line and the winning determination process determines that the winning combination has been won. Since a replay cannot be missed in a winning game, the next game after a winning replay is always a replay.

[0222] In the lottery results, if the player does not win any of the bonus, small prize, or replay prizes, the winning combination is lost and the winning process described below is not performed. When the player loses, a symbol combination that does not represent any prize is displayed on the active line.

[0223] Among the roles that are drawn by the role lottery, when the symbol combination of BB, RB, and MB is not stopped and displayed on the effective line in the winning game, the winning flag can be carried over to the next game (special role carryover means). During the carryover of the winning flag, the role may be drawn using the role lottery table before the carryover of the winning flag, or the role may be drawn using the carryover role lottery table (also called the internal-internal lottery table or the internal-internal role lottery table) corresponding to the winning flag. When the carryover role lottery table is used, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the effective line, it is determined that the transition condition of the role lottery table is satisfied, and the role lottery table is transitioned from the carryover role lottery table to the role lottery table corresponding to the winning flag.

[0224] In the role selection table, the winning probability for multiple types of roles is determined, and multiple types of role selection tables are provided according to the game state. For example, there is a BB middle role selection table used during BB, an MB middle role selection table used during MB, etc.

[0225] In the role selection table, single winning roles in which one type of pattern combination can be stopped and displayed on an effective line and multiple winning roles in which multiple pattern combinations can be stopped and displayed on one or multiple effective lines are set according to the result of the role selection.

[0226] The multiple symbol combinations set as the overlapping winning combinations may be set to be able to display one winning combination depending on the operation mode for all symbol combinations, or some symbol combinations may be set to be unable to be displayed. Among these overlapping winning combinations, the combinations corresponding to some of the symbol combinations that cannot be displayed are sometimes called control combinations.

[0227] The role of the control utility is to be able to control the effective line on which the reel is stopped to be displayed to be different depending on the type of control utility set as the overlapping winning role, even if the same symbol combination can be displayed on the effective line as a result of multiple role selections.

[0228] The winning flag control means turns on a flag corresponding to a winning combination when any combination is selected as a winning combination in the lottery results of the combination selection. Then, when the player operates all the stop switches 13 and the winning process related to the winning combination is terminated, the means turns off the flag corresponding to the winning combination.

[0229] In addition, for the above-mentioned BB, RB, and MB, the flag is turned on in a winning game, but if the winning BB, RB, or MB pattern combination is not displayed stopped on the active line when all stop switches 13 are operated, the flag is carried over to the next game or later in the on state, the above-mentioned carryover role selection table is set, and the winning BB, RB, or MB pattern combination is displayed stopped and the winning process for the winning role is completed, so the flag corresponding to BB, RB, or MB is turned off.

[0230] In addition, the role selection table includes an RT role selection table. RT is a game state in which the probability of winning a replay in the role selection is different from that in the normal role selection table, and is an abbreviation for replay time.

[0231] As a specific example of the use of RT, the losing area of ​​the normal role lottery table may be replaced with a replay to increase the probability of winning a replay, or the replay area of ​​the normal role lottery table may be replaced with a losing area to decrease the probability of winning a replay. Furthermore, the normal role selection table and the replay area may be the same, but the type of replay that is won within the replay area may be different. The slot machine PS1 is provided with a plurality of RT role selection tables, and is configured to transition to another RT state when a predetermined transition condition is met.

[0232] The transition conditions of the RT role lottery table can be listed as follows. Transition condition 1 is when a specific symbol combination (symbol combination related to a bonus, RT transition symbol combination) is stopped and displayed, transition condition 2 is when a bonus is won, transition condition 3 is when BB, RB, or MB of the bonus ends, transition condition 4 is when a specified number of plays have been played since a specific symbol combination (RT transition symbol combination) is stopped and displayed, and transition condition 5 is when a specified number of plays have been played since BB, RB, or MB ends. These transition conditions of the RT role lottery table can be set appropriately according to the game characteristics.

[0233] The number of entries is the number of winning entries for each lottery result set in the internal lottery table by the internal lottery means. For example, if the total number of entries is 65536, the winning probability is calculated by dividing each number by 65536. For example, the winning probability of a given lottery result with a number of entries of 4 is 1 / 16384.

[0234] In addition, when any of the transition conditions 1 to 5 in the RT role selection table described above is met, the number of replays can be changed. For example, the replay probability of RT1 is 1 / 7.3, and when transitioning from RT1 to RT2, the replay probability of RT2 may be changed to 1 / 1.5. This makes it possible to suppress the decrease in medals by transitioning to a state with a high replay probability, and to add interest to the game.

[0235] In addition, depending on the internal lottery result of the internal lottery means and whether or not the freeze number in the previous game or later is stored, the freeze may be executed after the operation of the start lever. When the freeze is executed by the start lever, the reel spin start process may be executed at the end of the freeze without executing the process of determining whether the next minimum game time has elapsed.

[0236] Next, it is checked whether the minimum play time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum play time has elapsed (if it is determined that the value of the minimum play time timer is 0), a new minimum play time is set, and if it is not determined that the minimum play time has elapsed (if it is determined that the value of the minimum play time timer is not 0), the value of the minimum play time timer is decremented and then it is checked whether the minimum play time has elapsed. This minimum play time check process is executed until it is determined that the minimum play time has elapsed, and it is configured so that no other process is executed as the game progress main process between the process of determining the minimum play time and the process of setting the new minimum play time. This prevents the minimum play time from being extended by other processes, so that the game can be started as soon as possible. In other words, it is possible to prevent the game from being prolonged without making the player wait.

[0237] However, the present invention is not limited to this, and may be configured to execute other processing as the game progress main processing between the processing for determining the minimum play time and the processing for setting a new minimum play time. In this case, the other processing may be a processing for clearing the RWM address, a processing for storing other data in the RWM, or other commands with short processing times. These processing times are so short that the user cannot feel the extension of the minimum play time. After the new minimum play time is set, a reel spin start preparation processing is executed.

[0238] In the reel spin start preparation process, data related to the reel stop saved in the previous game is initialized, the stop table to be used in the current game is set, an output is requested to start spinning of all reels, and a sub-control command (reel spin start command) indicating the start of reel spinning is set.

[0239] The stop table is provided in correspondence with the symbol control number determined by the result of the role drawing by the internal drawing means, and predetermines the stop positions of the reels corresponding to the operation timing of the stop switch 13.

[0240] After the reel spin start preparation process is completed, a process related to a freeze effect (for example, a reel effect before the reel spins) is executed. In the freeze effect, the reel is moved slightly or rotated in the reverse direction, mainly to indicate the expectation of a winning combination.

[0241] When the freeze effect is not executed, or after the freeze effect is executed and the execution of the freeze effect is completed, a process to spin the reels (also called a reel spin process, a reel spin start process, or a reel spin start process) is executed. There are four reel spin states: an acceleration state, a constant speed spin state, a stop preparation state, and a stop state, and when spinning the reels, the acceleration state is set. In the acceleration state, a process to gradually rotate the stepping motor is executed by a timer interrupt process.

[0242] The acceleration process executed in the accelerating state is a process executed from the state where the reel rotation is stopped to the constant speed rotation process. In the constant speed rotation process, a process is executed to move the stepping motor one step for each timer interrupt process, but if the constant speed rotation process is suddenly executed in a stopped state of the reel, the torque will be insufficient and there is a high possibility of stepping out. For this reason, the acceleration process is necessary to gradually rotate the reel. In the acceleration process in this embodiment, the stepping motor is first moved one step after 50 timer interrupt processes, then moved one step after 30 timer interrupt processes, then moved one step after 10 timer interrupt processes, then moved one step after 5 timer interrupt processes, then moved one step after 2 timer interrupt processes, and then moved one step after one timer interrupt process. Then, it is connected to the constant speed rotation process in which the stepping motor is moved one step for each timer interrupt process.

[0243] When the constant speed rotation process is being performed, the value of the rotation failure detection counter described above is incremented for each timer interrupt process to detect a rotation failure. Note that since the initial value of the rotation failure detection counter is set to 0, the counter is incremented for each timer interrupt process. However, if the initial value of the rotation failure detection counter is set to 180, the counter may be decremented for each timer interrupt process, and it may be determined that a rotation failure has been detected when the counter becomes 0.

[0244] Also, in the constant speed rotation state, the stop switch operation is permitted and the operation of the stop switch is awaited. When the stop switch operation is permitted, the stop switch lamp is lit in blue to inform the player that the stop switch is active (when the stop switch operation is not permitted, the lamp is lit in red). The lighting control of this stop switch lamp may be performed by the main control means 100 or the sub control means 1000. When the push order navigation is executed, the lighting control of the stop switch lamp may be configured to make the stop switch lamp flash, for example, so that the player can easily recognize which stop switch should be operated to stop the machine.

[0245] It also transmits a command to the sub-control means 1000 indicating that the reels have started to spin, and when the sub-control means 1000 receives this command, it sets a reel spin time measurement timer that measures the reel spin time and starts counting. Then, when the value of the reel spin time measurement timer reaches a predetermined value (equivalent to 3 minutes), it displays "Please stop the reels" (a reel stop warning image) on the LCD to prompt the player to spin the reels. The reel spin time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there are any reels that are still spinning, it starts counting again. In this way, the reel spin time measurement timer continues to be updated until all the reels have stopped.

[0246] In addition, if the reel stop warning image is displayed at the same time as the push order navigation, it is displayed in front of the push order navigation, so that even if the display areas of the reel stop warning image and the push order navigation overlap, the visibility of the reel stop warning image is guaranteed and the player can be clearly prompted to operate the stop switch. Also, since there is a risk that the push order navigation becomes difficult to see at this time and it becomes difficult to know which reel to stop, the reel stop warning image may be erased (or the reel stop warning image may be made smaller or moved) by operating a sub-switch or a switch for effects, etc., so that the push order navigation can be recognized.

[0247] After the operation acceptance of the stop switch is enabled in the game progress main process, the process of determining whether or not the stop switch is operated (reel stop acceptance check process) is repeated until the stop switch is operated. If it is determined that any of the stop switches has been operated, the reel corresponding to the operated stop switch is stopped (also called slip control). At this time, the reel corresponding to the operated stop switch transitions from a constant speed rotation state to a 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 the target stop position is reached, the state transitions to a stop state, and all four-phase excitations are turned ON to apply the brakes. The slip control is performed within 190 milliseconds from the operation of the stop switch 13. In this embodiment, when the operation of the stop switch 13 is accepted, it is possible to pull in up to four symbols ahead.

[0248] Here, the target stop position is determined by whether the currently passing pattern number matches the pattern number stored as the stop position, and if it is determined that they match, all four-phase excitation is turned ON as the target stop position. Also, the currently passing pattern number is determined by the fact that the initial pattern number is set the moment the index sensor detects the index (when the index signal rises), and when it moves one pattern from there by the timer interrupt process, the pattern number next to the initial pattern number is set.

[0249] After executing the reel stop acceptance check process, it is checked whether all reels are stopped. If all reels are stopped, a winning determination process is executed, followed by a winning process. If all reels are not stopped, a process is executed to wait for the acceptance of a stop operation of the stop switch corresponding to the reel that is spinning. After all reels have stopped, the display contents of the status display monitor are updated, and the process moves to the advantageous zone clear counter management process. Then, a game end check process is executed to update the RT state, etc., and the main sequence of game progress is completed. Note that a software random number update process may be executed during the period from when the reels start spinning until the acceptance of a stop operation.

[0250] The winning judgment process is a process for judging whether or not the symbol combination that constitutes a winning combination has stopped on the winning line. Since it judges whether or not the stopped symbols determined when the operation of the stop switch is accepted are abnormal, it is not judged based on the symbol combination that actually stopped on the winning line. After it is judged by the winning judgment process that the symbol combination that constitutes a winning combination has stopped on the winning line, the winning process is performed, and if it is not judged by the winning judgment process that the symbol combination that constitutes a winning combination has stopped on the winning line, processing based on a miss is performed.

[0251] The winning process is a process of giving a bonus to a player based on the symbol combination stopped on the winning line. The winning process when a symbol combination based on a minor win is stopped is a process of paying out medals based on the stopped symbol combination and a process of shifting the game state based on the stopped symbol combination, the winning process when a symbol combination based on a replay is stopped is a process of giving the right to replay and a process of shifting the game state based on the stopped symbol combination, and the winning process when a symbol combination based on a bonus is stopped is a process of shifting the game state based on the stopped symbol combination. In addition, in the case of a miss, the winning process is not performed.

[0252] However, it is not limited to this, and when the result of the winning judgment process is a miss, a winning process based on the miss may be performed, and a process of not giving a bonus to the player as a result of the winning process may be performed. In addition, as a winning process based on a miss, the game state may be shifted according to the operation mode at the time of the miss. For example, when all the stop switches 13 are operated according to a predetermined operation order at the time of the miss, a game state with a different probability of winning a freeze may be shifted. Even in the case of an apparent miss due to a missed small combination, a winning process such as a shift of the game state to the RT state without a payout may be performed. Furthermore, as a winning process based on a bonus, a medal may be paid out based on the symbol combination displayed in a stopped state, or a right to replay may be given.

[0253] The process of transitioning the game state includes setting a role selection table according to the game state to be transitioned to, setting reel control according to the game state to be transitioned to, setting a freeze winning probability according to the game state to be transitioned to, or a combination of these.

[0254] In the winning determination process, when a winning symbol combination is determined, winning symbol combination information (stopped number information) displayed on the pay line and role selection result information are transmitted to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives this information, it can output a performance according to the winning symbol combination information and role selection result information using the display device 32, lamp, or speaker S.

[0255] In the winning determination process, a winning determination is made for all the active lines, and when a plurality of symbol combinations based on overlapping winning roles are stopped and displayed on a plurality of active lines as a result of the determination, a winning process is performed for each of the plurality of stopped and displayed symbol combinations.

[0256] For example, when a minor winning combination with a payout number set to 2 coins and a minor winning combination with a payout number set to 10 coins are displayed stopped on multiple active lines, the winning process involves adding up the payout number based on the minor winning combination set to 2 coins and the payout number based on the minor winning combination set to 10 coins, and paying out 12 coins.

[0257] An upper limit is set for the number of coins to be paid out at one time, and when a symbol combination based on a plurality of minor winning symbols is stopped and displayed on an active line, if the number of coins to be paid out exceeds the upper limit, the number of coins equal to the upper limit is paid out.

[0258] For example, when the upper limit of the payout number is set to 15, and a minor winning combination with a payout number of 12 coins and a minor winning combination with a payout number of 10 coins are displayed stopped on multiple active lines, if the combined value of the minor winning combination with the minor winning combination set to 12 coins and the minor winning combination set to 10 coins exceeds the upper limit, the upper limit of 15 coins will be paid out.

[0259] In this embodiment, medals are set to be paid out only for minor winnings, but medals equal to the number of medals bet may be paid out as a winning process based on a replay, or a preset number of medals may be paid out as a winning process based on a bonus.

[0260] <Processing for ending the advantageous zone with the difference in the number of gaming media> Conventionally, there have been gaming machines that have a normal zone and a favorable zone as game zones, and that end the favorable zone when the MY of the favorable zone exceeds 2400. (Prior art document: JP 2020-010896)

[0261] Here, the MY of the advantageous zone in the conventional gaming machine (prior art document) is set to the point where the player's ball output is the lowest since the advantageous zone started as the base (0), and when the difference from the base exceeds "2400", the advantageous zone ends. Note that the point where the player's ball output is the lowest is synonymous with the point where the difference in the number of game media is the lowest.

[0262] Therefore, in the conventional gaming machines (prior art documents), in one advantageous zone, the player could only receive a maximum profit of the difference of "2414". Therefore, if a player spends a lot of gaming media in a game in the advantageous zone, he or she cannot get back the spent gaming media in that advantageous zone, and therefore conventional gaming machines were not attractive to players.

[0263] For example, in conventional gaming machines, even if a game in which the difference in the number of game media in the advantageous zone is -3000 is reached and a predetermined game state (for example, AT state) is reached, the game ends when the MY in the advantageous zone exceeds 2400. Therefore, at most, only about 2400 game media could be obtained in one advantageous zone (the difference in the number of game media in the advantageous zone was about -600 and the game ended).

[0264] Therefore, the advantageous zone is not terminated when the MY of the advantageous zone exceeds 2400, but is configured to terminate when the start of the advantageous zone is set as the starting point (0) and the difference in the number of game media obtained in one advantageous zone (the difference between the total number of game media granted in the advantageous zone and the total number of game media bet in the advantageous zone) exceeds a predetermined number (for example, 2400). Specifically, the total number of IN game media in the advantageous zone (also referred to as the total number of inputs or total number of bets) and the total number of OUT game media in the advantageous zone (also referred to as the total number of payouts or total number of awards) are taken into consideration. In other words, the advantageous zone is configured to terminate when the difference between the number of OUT game media in the advantageous zone and the number of IN game media in the advantageous zone (hereinafter referred to as the difference in the number of game media in the advantageous zone) exceeds 2400. By configuring in this way, it is possible to provide a gaming machine with improved playability compared to conventional machines while suppressing the gambling nature within a certain range.

[0265] For example, according to the gaming machine of the present invention, when a certain game state (e.g., AT state) is reached from a certain game in which the difference in the number of game media in the advantageous zone is -3000, the advantageous zone can be ended when the difference in the number of game media in the advantageous zone exceeds 2400, starting from the start of the advantageous zone. Therefore, it becomes possible to obtain a maximum of about 5400 game media from a game in which the difference in the number of game media in the advantageous zone is -3000 (the difference in the number of game media in one advantageous zone becomes +2400, and the advantageous zone ends).

[0266] If the advantageous zone is configured to end when the difference in the number of gaming media obtained in one advantageous zone (the difference between the total number of gaming media awarded in the advantageous zone and the total number of gaming media bet in the advantageous zone) exceeds a predetermined number (e.g., 2400), it is permissible to end the advantageous zone at a value less than this predetermined number. In other words, when the start of the advantageous zone is taken as the starting point (0), the maximum difference in the number of gaming media obtained in one advantageous zone becomes a predetermined number (more precisely, the predetermined number + α (α is the maximum difference in the number of gaming media in one game)).

[0267] Furthermore, even if the advantageous zone is configured to end when the difference in the number of gaming media obtained in one advantageous zone exceeds a predetermined number, the advantageous zone can also be ended if any termination condition is met before the difference in the number of gaming media obtained in one advantageous zone exceeds the predetermined number.

[0268] In this way, in order to end the game when the difference in the number of gaming media obtained in one advantageous zone exceeds a predetermined value, it is necessary to be able to store the difference in the number of gaming media in the advantageous zone even if it is a negative value.

[0269] Below, the specific processing for ending the advantageous zone with the difference in the number of gaming media will be explained using diagrams.

[0270] <<Processing to end the advantageous zone with the difference in the number of gaming media (addition version)>> FIG. 53 is a diagram showing an example of a process for ending the advantageous zone with the difference in the number of gaming media.

[0271] In Fig. 53, there is a favorable section difference number counter. The favorable section difference number counter is one of the RWM areas of the main control board, and is a storage area that can store a value corresponding to the (total) difference number of the game media in the favorable section.

[0272] The value stored in the advantageous zone difference counter is not cleared by turning the power on or off. Also, the value stored in the advantageous zone difference counter is cleared by clearing the RWM when the advantageous zone ends. Also, the value stored in the advantageous zone difference counter is cleared by turning the power on with a setting change (clearing the RWM when a setting change occurs). Also, information indicating that the stop condition has been met is stored in the stop flag area, and is not cleared when the stop state is reached.

[0273] Note that turning on the power with a setting change specifically corresponds to turning on the power switch with the setting key switch on, etc. In other words, turning on the power with a setting change causes the machine to switch to setting change mode, and once the conditions for ending the setting change mode (for example, the setting key switch turning off after the start switch is turned on) are met and the setting change mode ends, play becomes possible.

[0274] The value stored in the advantageous zone difference counter is configured to be updatable by playing in the advantageous zone.

[0275] In addition, the advantageous section difference number counter will be explained using an example in which it is composed of 2 bytes, but the advantageous section difference number counter may be composed of 3 bytes or 4 bytes.

[0276] First, in "favorable zone clear counter-1", 1 is subtracted from the value stored in the favorable zone clear counter. If the result of subtracting 1 from the value stored in the favorable zone clear counter is below 0 (if there is a borrow), the carry flag becomes 1. Also, if the result of subtracting 1 from the value stored in the favorable zone clear counter is not below 0 (if there is no borrow), the carry flag becomes 0. Also, if the result of subtracting 1 from the value stored in the favorable zone clear counter is 0, the zero flag becomes 1.

[0277] The advantageous zone clear counter is one of the RWM areas of the main control board, and is a memory area capable of storing a value corresponding to the number of plays in the advantageous zone.

[0278] "Is the advantageous zone clear counter before subtraction = 0?" will answer NO if the result of subtracting 1 from the value stored in the advantageous zone clear counter does not fall below 0. Specifically, it will answer NO if the carry flag is not 1. In other words, "Is the advantageous zone clear counter before subtraction = 0?" will answer NO if a value of 1 or more is stored in the advantageous zone clear counter for the current game. In other words, this means that the current game is in an advantageous zone.

[0279] On the other hand, if the answer to the question "Before subtracting advantageous zone clear counter = 0?" is YES, it means that the current game is in the normal zone.

[0280] The question "Is the next game in an advantageous zone?" is judged according to the information in the RWM area stored in the main control board. For example, the transition to the advantageous zone may be decided in the current game (game in the normal zone), and the judgment may be made according to the information in the RWM area that stores the information indicating the transition to the advantageous zone. Also, for example, if the specification is such that the transition to the advantageous zone is decided in the current game (game in the normal zone) and the game state of the transition destination is also decided, the judgment may be made according to the information in the RWM area that stores the game state of the transition destination. In any case, it is possible to judge whether the next game is in an advantageous zone or not according to information that can judge whether the next game is in an advantageous zone or not. Then, if the next game is in an advantageous zone, the answer is YES, and if the next game is not in an advantageous zone, the answer is NO.

[0281] In "saving advantageous zone clear counter initial value", an initial value is stored in an RWM area capable of storing the value of the advantageous zone clear counter. For example, if the initial value is 1500, 1500 is stored in an RWM area capable of storing the value of the advantageous zone clear counter. Also, for example, if the initial value is 4000, 4000 is stored in an RWM area capable of storing the value of the advantageous zone clear counter. This initial value corresponds to the maximum number of games that can be played in one advantageous zone. Therefore, the initial value is not limited to 1500 or 4000, and may be any predetermined value. For example, a number of games that cannot be completed in one day (for example, 65535) may be set.

[0282] In "Set initial value of advantageous zone difference counter", the initial value to be stored in the advantageous zone difference counter is set in the register. In other words, when the advantageous zone starts (when the current game is a game in the normal zone and the next game is a game in the advantageous zone), the initial value to be stored in the advantageous zone difference counter is set in the register. Specifically, the initial value is set to 63135 (65535-2400) and stored in the HL register.

[0283] Here, the initial value 63135 is a value obtained by subtracting the value "2400" corresponding to the difference number of the gaming media in the advantageous zone at which the advantageous zone ends from the maximum value "65535" that can be stored in a storage area of ​​2 bytes (corresponding to the size of the storage area of ​​the advantageous zone difference number counter). In this example, the condition for ending the advantageous zone is that the difference number of the gaming media in the advantageous zone exceeds 2400, but the condition for ending the advantageous zone is not limited to that the difference number of the gaming media in the advantageous zone exceeds 2400. For example, the condition for ending the advantageous zone can be set to a predetermined value, such as that the difference number of the gaming media in the advantageous zone exceeds 4800. If the condition for ending the advantageous zone is that the difference number of the gaming media in the advantageous zone exceeds 4800, the initial value is set to 60735 (65535-4800).

[0284] In this example, the advantageous zone difference number counter is 2 bytes, but it can also be 3 bytes. If the advantageous zone difference number counter is 3 bytes and the condition for ending the advantageous zone is when the difference number of game media in the advantageous zone exceeds 2400, the initial value is set to 16774815 (16777215-2400).

[0285] The effect of setting the initial value as "a value corresponding to the size of the memory area of ​​the advantageous zone difference number counter" minus "a value corresponding to the difference in the number of gaming media in the advantageous zone defined as the end condition of the advantageous zone" will be described later.

[0286] In addition, the initial value of the advantageous zone difference counter may be 63120 (65535-2415) when the size of the storage area of ​​the advantageous zone difference counter is 2 bytes. In this case, when the value of the advantageous zone difference counter becomes 65521 or more, the end process of the advantageous zone is executed.

[0287] When configured in this manner, the value of the favorable zone difference counter will not exceed the upper limit value when the favorable zone ends (the favorable zone ends when the difference during the favorable zone exceeds 2400, so the maximum value of the favorable zone difference counter is 65534, as the maximum value can be incremented from the initial value to 2414, which is 2400-1 (1 coin bet) + 15 (15 coins paid out)), and it is possible to prevent the carry flag and zero flag from being raised when the difference during the favorable zone exceeds 2400 and the favorable zone ends.

[0288] For this reason, in the update process of the favorable zone difference number counter, the zero flag is raised only when the value of the favorable zone difference number counter changes from 1 to 0, and the carry flag is raised only when the value falls below the lower limit of the favorable zone difference number counter (when the result of subtracting the difference number of the game in question from the value of the favorable zone difference number counter is less than 0). Therefore, it is possible to determine whether the value has fallen below the lower limit of the favorable zone difference number counter simply by checking the carry flag, and therefore a specific value (for example, ``0'', ``1'', etc.) can be stored in the favorable zone difference number counter when the carry flag = 1 in the update process of the favorable zone difference number counter.

[0289] This enables more accurate determination processing using the carry flag, thereby making it possible to reduce the program size and improve the program readability.

[0290] "Before decrementing favorable zone clear counter = 1?" determines whether the favorable zone clear counter was 1 before performing "favorable zone clear counter -1." For example, if the result of subtracting 1 from the value stored in the favorable zone clear counter with "favorable zone clear counter -1" is that the favorable zone clear counter has a value of 0 (specifically, if the zero flag is 1), the answer is YES. On the other hand, if the result of subtracting 1 from the value stored in the favorable zone clear counter with "favorable zone clear counter -1" is that the value of the favorable zone clear counter is not 0 (specifically, if the zero flag is 0), the answer is NO.

[0291] Note that, after "Is the value before subtracting the favorable section counter = 1?", and before "During replay operation?", a process is performed to store the value stored in the favorable section difference counter in a predetermined register (e.g., HL register).

[0292] "During replay operation?": If, as a result of this game, a symbol combination corresponding to replay stops and is displayed (on the valid line) (if the next game is a game by replay), it is determined as YES. On the other hand, if, as a result of this game, a symbol combination corresponding to replay does not stop and is displayed (on the valid line) (if the next game is not a game by replay), it is determined as NO.

[0293] "Is IN number < OUT number?": It is determined whether the OUT number is greater than the IN number.

[0294] For example, as a result of this game, a) When IN number = 3 and OUT number = 0, it is determined as NO. b) When IN number = 3 and OUT number = 1, it is determined as NO. c) When IN number = 3 and OUT number = 3, it is determined as NO. d) When IN number = 3 and OUT number = 10, it is determined as YES.

[0295] Specifically, perform IN number - OUT number, and store the calculation result in a predetermined register (e.g., A register). Also, if there is a carry (when the carry flag becomes 1) as a result of performing IN number - OUT number, it is determined as YES, and if there is no carry (when the carry flag becomes 0), it is determined as NO. That is, if the difference in the game media in this game is such that the IN number is more than the OUT number, the carry flag is 0 and it is determined as YES. Also, if the difference in the game media in this game is such that the IN number is less than the OUT number, the carry flag is 1 and it is determined as NO.

[0296] Taking a specific example, as a result of this game, a) When IN number = 3 and OUT number = 0, the A register = 3 and the carry flag = 0. i) When the number of INs = 3 and the number of OUTs = 1, the A register = 2 and the carry flag = 0. ii) When the number of INs = 3 and the number of OUTs = 3, the A register = 0 and the carry flag = 0. iii) When the number of INs = 3 and the number of OUTs = 10, the A register = 249 and the carry flag = 1.

[0297] Here, when, as a result of the previous game, the symbol combination corresponding to a replay stopped and was displayed (on the valid line), the bet amount for this game was automatically bet (for example, "3" was set by automatic betting), and as a result of this game, the symbol combination corresponding to the replay did not stop and was displayed (on the valid line), then even if it is the bet amount set by automatic betting, it is treated as the number of INs for this game.

[0298] On the other hand, for the number of INs and the number of OUTs, when, as a result of this game, the symbol combination corresponding to the replay stopped and was displayed (on the valid line) (when the next game is a game by replay), the determination of "Is the number of INs < the number of OUTs?" is not made. In other words, when, as a result of this game, the symbol combination corresponding to the replay stopped and was displayed (on the valid line) (when the next game is a game by replay), the bet amount for this game is not treated as the number of INs. Similarly, when, as a result of this game, the symbol combination corresponding to the replay stopped and was displayed (on the valid line) (when the next game is a game by replay), the number of awards (or the automatic bet amount) for this game is not treated as the number of OUTs.

[0299] Note that for "Is the number of INs < the number of OUTs?", although the number of INs - the number of OUTs is performed, it may also be determined by the number of OUTs - the number of INs. In other words, it is sufficient if the difference in the game media for this game can be calculated using the number of INs and the number of OUTs.

[0300] In "favorable interval difference counter subtraction", the value of the operation result (IN number - OUT number) in "IN number < OUT number?" is subtracted from the value of the favorable interval difference counter stored in a predetermined register (for example, the HL register). Note that when a carry occurs due to "favorable interval difference counter subtraction", the carry flag becomes 1. For example, in a situation where the value stored in the favorable interval difference counter (the value of the HL register) is 2, a) When IN number = 3 and OUT number = 0, HL register = 65535 and carry flag = 1. Note that 2 - 3 = -1, but a register cannot store negative values. Therefore, a carry occurs and it becomes 65535. b) When IN number = 3 and OUT number = 1, HL register = 0 and carry flag = 0. c) When IN number = 3 and OUT number = 3, HL register = 2 and carry flag = 0.

[0301] In "favorable interval difference counter < 0", it is determined whether a carry has occurred due to "favorable interval difference counter subtraction". If a carry has occurred, it is determined as YES; if no carry has occurred, it is determined as NO. In the above example, in a situation where the value stored in the favorable interval difference counter is 2, a) When IN number = 3 and OUT number = 0, it is determined as YES. Also, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, b) When IN number = 3 and OUT number = 1, it is determined as NO. Similarly, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, c) When IN number = 3 and OUT number = 3, it is determined as NO.

[0302] If "favourable section difference counter<0" returns YES, the carry flag is set to 1, so a specified calculation is performed to set the carry flag to 0. For example, the specified calculation is the exclusive OR of the value of the A register and the value of the A register. As a result of this exclusive OR, the carry flag becomes 0. Note that although the exclusive OR of the value of the A register and the value of the A register is given as an example of the specified calculation, any calculation can be used as long as it sets the carry flag to 0.

[0303] In "Setting the lower limit of the favorable section difference number counter", if a carryover occurs due to "Subtracting the favorable section difference number counter", a predetermined lower limit value (0) is stored in the register that stores the calculation result (in this embodiment, the HL register). In the above example, in a situation where the value stored in the favorable section difference number counter is 2, if a) the IN number = 3 and the OUT number = 0, then "Subtracting the favorable section difference number counter" causes the HL register to = 65535. In such a case, "Setting the lower limit of the favorable section difference number counter" stores 0 in the HL register.

[0304] In other words, when a carryover occurs in the value stored in the HL register and an abnormal value is stored, it is possible to calculate the difference number of game media in the advantageous zone as accurately as possible by storing the lower limit value 0 in the HL register. Note that even if "Set advantageous zone difference number counter lower limit value" is executed, the advantageous zone continues, and it is possible to provide the player with a game in the advantageous zone. In other words, even in games after "Set advantageous zone difference number counter lower limit value" is executed, the processing in FIG. 53 is executed as long as the advantageous zone continues.

[0305] In addition, although FIG. 53 had the process of "setting the lower limit value of the advantageous interval difference counter", it is not necessary to have the process of "setting the lower limit value of the advantageous interval difference counter". Specifically, when it is determined to be YES by "advantageous interval difference counter < 0", it may be set to the value stored in the advantageous interval difference counter of the previous game. For example, when the value stored in the advantageous interval difference counter is 2, and the number of INs and OUTs in the game are as follows: a) when the number of INs = 3 and the number of OUTs = 0, it may be configured such that the value stored in the advantageous interval difference counter is 2 (the same value as the value of the advantageous interval difference counter of the previous game). According to such a configuration, an abnormal value (a value with a carry-down) can be prevented from being stored in the "advantageous interval difference counter". In addition, since the process corresponding to "setting the lower limit value of the advantageous interval difference counter" is eliminated, the program capacity can be reduced.

[0306] That is, when a carry-down occurs due to "subtracting the advantageous interval difference counter", by not updating the advantageous interval difference counter using the value at the time of the carry-down, an abnormal value is prevented from being entered as the value of the advantageous interval difference counter. In other words, even when the difference in the game media in the advantageous interval becomes a negative value, the advantageous interval can be ended using the difference in the game media in the advantageous interval as accurately as possible.

[0307] In "adding the advantageous interval difference counter", the complement of the value (the value stored in the A register) of the calculation result (IN number - OUT number) in "IN number < OUT number?" is calculated and stored in the A register. Then, the calculated complement (the value stored in the A register) is added to the HL register.

[0308] Note that the complement in "adding the advantageous interval difference counter" refers to the smallest number among the numbers that carry over beyond 1 byte (255). For example, it can be derived by 0 - the value of the A register, or by a single instruction (NEG instruction) for deriving the complement.

[0309] For example, in a situation where the value stored in the advantageous section difference counter (HL register value) is 2, d) When the IN number is 3 and the OUT number is 10, the A register is 249, but the "advantageous section difference counter addition" first derives 7, which is the complement of 249. Then, by calculating 2+7, 9 is stored in the HL register. Note that 2+7 does not exceed 65535 (there is no carry), so the carry flag is 0.

[0310] Also, for example, in a situation where the value stored in the advantageous section difference counter (the value of the HL register) is 65530, d) When the IN number = 3 and the OUT number = 10, the A register = 249, but the "advantageous section difference counter addition" first derives 7, which is the complement of 249. Next, 65530+7 is calculated, and 2 is stored in the HL register. Note that 65530+7 is 65537, but since it exceeds 65535 (because there is a carry), 2 is stored in the HL register. Also, because there is a carry, the carry flag becomes 1.

[0311] In "saving the advantageous section difference number counter", the value stored in the HL register is stored in the advantageous section difference number counter. In other words, it is a process of updating the advantageous section difference number counter.

[0312] For example, if 63135 is stored in the HL register by "Set favorable section difference number counter initial value," then 63135 is stored in the favorable section difference number counter by "Save favorable section difference number counter."

[0313] For example, if "Replay Activated" is YES, the value of the advantageous zone difference counter from the previous play is stored in the HL register, so "Save Advantageous Zone Difference Counter" stores the same value as the advantageous zone difference counter from the previous play in the advantageous zone difference counter.

[0314] For example, if the answer to "Favorable zone difference number counter<0?" is NO, the value obtained by subtracting the difference in the number of gaming media for the current game (IN number - OUT number) from the value of the favorable zone difference number counter for the previous game is stored in the HL register, so "save favorable zone difference number counter" stores the value obtained by subtracting the difference in the number of gaming media for the current game from the value of the favorable zone difference number counter for the previous game in the favorable zone difference number counter.

[0315] For example, if the answer to "Favourable section difference number counter < 0?" is YES, the lower limit value (0) is stored in the HL register, so the lower limit value (0) is stored in the favourable section difference number counter by "Save favourable section difference number counter".

[0316] For example, after "addition of favorable zone difference number counter", the value obtained by adding the difference number of the media for the current game (OUT number - IN number) to the value of the favorable zone difference number counter for the previous game is stored in the HL register, so by "save favorable zone difference number counter", the value obtained by adding the difference number of the game media for the current game to the value of the favorable zone difference number counter for the previous game is stored in the favorable zone difference number counter.

[0317] "Advantageous zone difference number > 2400?" determines whether the difference in the number of gaming media in the advantageous zone exceeds 2400. Specifically, it determines whether the carry flag is 1. If the carry flag is 1, it is judged as YES, and if the carry flag is not 1 (if the carry flag is 0), it is judged as NO. Note that the carry flag is 1 when there is a carry due to "advantageous zone difference number counter addition." On the other hand, if there is a carry due to "advantageous zone difference number counter subtraction," the carry flag becomes 1 once, but then a specified calculation is performed to set the carry flag to 0, so that "advantageous zone difference number > 2400?" can be judged as NO.

[0318] In other words, in "Advantageous Zone Difference Number>2400?", it is possible to determine whether the difference number of game media in the advantageous zone exceeds 2400 depending on whether the carry flag is 1. Therefore, the program capacity can be reduced compared to when the difference number of game media in the advantageous zone is directly compared with a constant (2400).

[0319] In this way, in "Advantageous Zone Difference Number > 2400?", the "Advantageous Zone Difference Number Counter Initial Value Set" stores 63135 as the initial value to determine whether the difference in the number of gaming media in the advantageous zone has exceeded 2400 depending on whether the carry flag is 1 or not.

[0320] As mentioned above, this 63135 is the value obtained by subtracting the value "2400", which corresponds to the difference in the number of gaming media in the advantageous zone that ends the advantageous zone, from the maximum value "65535" that can be stored in a 2-byte storage area (corresponding to the size of the storage area of ​​the advantageous zone difference number counter). In other words, when the difference in the number of gaming media in the advantageous zone that ends the advantageous zone exceeds 2400, it exceeds 65535, so the carry flag becomes 1. In other words, "Advantageous zone difference number > 2400?" is a process of determining whether the value of the advantageous zone difference number counter exceeds 65535 or not.

[0321] Also, as mentioned above, if the initial value of the favorable zone difference counter is set to "63120", then "favorable zone difference number > 2400?" is a process of determining whether the value of the favorable zone difference counter exceeds 65520 (whether it is 65521 or greater).

[0322] Also, by storing 63135 as the initial value, it is possible to store a value equivalent to -63135 as the difference in game media, with the start of the advantageous zone as the starting point (0). For example, when the initial value is 63135, a situation in which the value of the advantageous zone difference counter is 13135 means that the difference is -50000, with the start of the advantageous zone as the starting point (0).

[0323] As described above, by storing 63135, which is "a value corresponding to the size of the memory area of ​​the advantageous zone difference number counter" minus "a value corresponding to the difference number of gaming media in the advantageous zone set as the end condition of the advantageous zone", as the initial value, it is possible to reduce the program capacity for determining whether the difference number of gaming media in the advantageous zone has exceeded 2400. Also, by storing 63135 as the initial value, it is possible to store up to a value equivalent to -63135 as the difference number of gaming media in the advantageous zone. Note that although an example is given of storing 63135 as the initial value, a value other than 63135 can be used as the initial value as long as it has the same effect.

[0324] In "RWM initialization", all parameters that affect the performance related to the instruction function are updated to 0, and the advantageous zone clear counter management process is terminated. Parameters that affect the performance related to the instruction function include the number of AT games, the game status related to the AT, the advantageous zone clear counter, the advantageous zone difference counter, etc. By updating the advantageous zone type to 0, the next game will be a game in a normal zone that is not an advantageous zone. In the game in the advantageous zone where "RWM initialization" was not executed, the next game will be a game in the advantageous zone (the advantageous zone does not end).

[0325] In other words, if an abnormal value is stored in the HL register due to borrowing, it is possible to calculate the difference number of the advantageous zone as accurately as possible by storing the lower limit value of 0 in the HL register. Note that even if "Set lower limit value of advantageous zone difference number counter" is executed, the advantageous zone continues, and it is possible to provide the player with a game in the advantageous zone. In other words, even in games after "Set lower limit value of advantageous zone difference number counter" is executed, the processing in FIG. 53 is executed as long as the advantageous zone continues.

[0326] Note that in the case of "IN number < OUT number?", the OUT number was subtracted from the IN number, but it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when there is a carry in the A register), in "favorable interval difference counter subtraction", the complement is calculated by a predetermined operation and stored in the A register (the difference in the game medium for the current game), and then the value stored in the HL register (the value stored in the favorable interval difference counter) is subtracted from the value stored in the A register (the difference in the game medium for the current game). In other words, when it is NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference in the game medium for the current game from the value stored in the favorable interval difference counter.

[0327] Similarly, when configured to subtract the IN number from the OUT number in "IN number < OUT number?", when it is determined as YES in "IN number < OUT number?" (when there is no carry in the A register), in "favorable interval difference counter addition", without calculating the complement, the value stored in the HL register (the value stored in the favorable interval difference counter) is added to the value stored in the A register (the difference in the game medium for the current game). In other words, when it is NO in "IN number < OUT number?", it may be configured to add the absolute value of the difference in the game medium for the current game to the value stored in the favorable interval difference counter.

[0328] ≪Processing to end the favorable interval with the difference in the game medium (subtraction version)≫ FIG. 54 is a diagram showing an example of the processing to end the favorable interval with the difference in the game medium.

[0329] In FIG. 54, there is a favorable interval difference counter. The favorable interval difference counter is one of the RWM areas of the main control board and is a storage area capable of storing a value corresponding to the difference in the game medium in the favorable interval.

[0330] The value stored in the advantageous zone difference counter is not cleared by turning the power on or off. Also, the value stored in the advantageous zone difference counter is cleared by clearing the RWM when the advantageous zone ends. Also, the value stored in the advantageous zone difference counter is cleared by turning the power on with a setting change (clearing the RWM when a setting change occurs). Also, information indicating that the stop condition has been met is stored in the stop flag area, and is not cleared when the stop state is reached.

[0331] In addition, the advantageous section difference number counter will be explained using an example in which it is composed of 2 bytes, but the advantageous section difference number counter may be composed of 3 bytes or 4 bytes.

[0332] First, in "favorable zone clear counter-1", 1 is subtracted from the value stored in the favorable zone clear counter. If the result of subtracting 1 from the value stored in the favorable zone clear counter is below 0 (if there is a borrow), the carry flag becomes 1. Also, if the result of subtracting 1 from the value stored in the favorable zone clear counter is not below 0 (if there is no borrow), the carry flag becomes 0. Also, if the result of subtracting 1 from the value stored in the favorable zone clear counter is 0, the zero flag becomes 1.

[0333] The advantageous zone clear counter is one of the RWM areas of the main control board, and is a memory area capable of storing a value corresponding to the number of plays in the advantageous zone.

[0334] "Is the advantageous zone clear counter before subtraction = 0?" will answer NO if the result of subtracting 1 from the value stored in the advantageous zone clear counter does not fall below 0. Specifically, it will answer NO if the carry flag is not 1. In other words, "Is the advantageous zone clear counter before subtraction = 0?" will answer NO if a value of 1 or more is stored in the advantageous zone clear counter for the current game. In other words, this means that the current game is in an advantageous zone.

[0335] On the other hand, if the answer to the question "Before subtracting advantageous zone clear counter = 0?" is YES, it means that the current game is in the normal zone.

[0336] The question "Is the next game in an advantageous zone?" is judged according to the information in the RWM area stored in the main control board. For example, the transition to the advantageous zone may be decided in the current game (game in the normal zone), and the judgment may be made according to the information in the RWM area that stores the information indicating the transition to the advantageous zone. Also, for example, if the specification is such that the transition to the advantageous zone is decided in the current game (game in the normal zone) and the game state of the transition destination is also decided, the judgment may be made according to the information in the RWM area that stores the game state of the transition destination. In any case, it is possible to judge whether the next game is in an advantageous zone or not according to information that can judge whether the next game is in an advantageous zone or not. Then, if the next game is in an advantageous zone, the answer is YES, and if the next game is not in an advantageous zone, the answer is NO.

[0337] In "saving advantageous zone clear counter initial value", an initial value is stored in an RWM area capable of storing the value of the advantageous zone clear counter. For example, if the initial value is 1500, 1500 is stored in an RWM area capable of storing the value of the advantageous zone clear counter. Also, for example, if the initial value is 4000, 4000 is stored in an RWM area capable of storing the value of the advantageous zone clear counter. This initial value corresponds to the maximum number of games that can be played in one advantageous zone. Therefore, the initial value is not limited to 1500 or 4000, and may be any predetermined value. For example, a number of games that cannot be completed in one day (for example, 65535) may be set.

[0338] In "Set initial value of advantageous zone difference counter", the initial value to be stored in the advantageous zone difference counter is set in the register. In other words, when the advantageous zone starts (when the current game is a game in the normal zone and the next game is a game in the advantageous zone), the initial value to be stored in the advantageous zone difference counter is set in the register. Specifically, the initial value is set to 2400 and stored in the HL register.

[0339] Here, the initial value of 2400 is a value "2400" corresponding to the difference in the number of gaming media in the advantageous zone at which the advantageous zone ends. In this example, the condition for ending the advantageous zone is that the difference in the number of gaming media in the advantageous zone exceeds 2400, but the condition for ending the advantageous zone is not limited to that the difference in the number of gaming media in the advantageous zone exceeds 2400. For example, the condition for ending the advantageous zone can be set to a predetermined value, such as that the difference in the number of gaming media in the advantageous zone exceeds 4800. If the condition for ending the advantageous zone is that the difference in the number of gaming media in the advantageous zone exceeds 4800, the initial value is set to 4800.

[0340] In this example, the advantageous zone difference number counter is 2 bytes, but it can also be 3 bytes. If the advantageous zone difference number counter is 3 bytes and the condition for ending the advantageous zone is when the difference number of game media in the advantageous zone exceeds 2400, the initial value is set to 2400.

[0341] The effect of setting the initial value to "a value corresponding to the difference in the number of gaming media in the advantageous zone defined as the end condition of the advantageous zone" will be described later.

[0342] In addition, the initial value of the advantageous zone difference counter may be 2415 when the size of the storage area of ​​the advantageous zone difference counter is 2 bytes. In this case, when the value of the advantageous zone difference counter becomes less than 15, the end process of the advantageous zone is executed.

[0343] When configured in this manner, the value of the favorable zone difference counter will not exceed the lower limit when the favorable zone ends (the favorable zone ends when the difference during the favorable zone exceeds 2400, so the minimum value of the favorable zone difference counter is 1 because the maximum value that can be subtracted from the initial value is 2414, which is 2400-1 (1 coin bet) + 15 (15 coins paid out)), so it is possible to prevent the carry flag and zero flag from being raised when the difference during the favorable zone exceeds 2400 and the favorable zone ends.

[0344] For this reason, in the update process of the advantageous zone difference number counter, the zero flag is raised only when the value of the advantageous zone difference number counter changes from 65535 to 0, and the carry flag is raised only when the upper limit of the advantageous zone difference number counter is exceeded (when the result of adding the difference number of the relevant game to the value of the advantageous zone difference number counter exceeds 65535). Therefore, it is possible to determine whether the upper limit of the advantageous zone difference number counter has been exceeded simply by checking the carry flag, and therefore a specific value (for example, "65535", "65534", etc.) can be stored in the advantageous zone difference number counter when the carry flag = 1 in the update process of the advantageous zone difference number counter.

[0345] This enables more accurate determination processing using the carry flag, thereby making it possible to reduce the program size and improve the program readability.

[0346] "Before decrementing favorable zone clear counter = 1?" determines whether the favorable zone clear counter was 1 before performing "favorable zone clear counter -1." For example, if the result of subtracting 1 from the value stored in the favorable zone clear counter with "favorable zone clear counter -1" is that the favorable zone clear counter has a value of 0 (specifically, if the zero flag is 1), the answer is YES. On the other hand, if the result of subtracting 1 from the value stored in the favorable zone clear counter with "favorable zone clear counter -1" is that the value of the favorable zone clear counter is not 0 (specifically, if the zero flag is 0), the answer is NO.

[0347] In addition, after "Before subtracting favorable zone clear counter = 1?" and before "When re-play is activated?", a process is performed to store the value stored in the favorable zone difference counter in a specified register (e.g., HL register).

[0348] In the case of "When replay operation is activated?", if, as a result of this game, a symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a game by replay), it is judged as YES. On the other hand, if, as a result of this game, a symbol combination corresponding to replay does not stop and is displayed (on the valid line) (when the next game is not a game by replay), it is judged as NO.

[0349] In the case of "Is IN number < OUT number?", it is judged whether the OUT number is larger than the IN number.

[0350] For example, as a result of this game, a) When IN number = 3 and OUT number = 0, it is judged as NO. b) When IN number = 3 and OUT number = 1, it is judged as NO. c) When IN number = 3 and OUT number = 3, it is judged as NO. d) When IN number = 3 and OUT number = 10, it is judged as YES.

[0351] Specifically, perform IN number - OUT number, and store the calculation result in a predetermined register (for example, A register). Also, if there is a carry (when the carry flag becomes 1) as a result of performing IN number - OUT number, it is judged as YES, and if there is no carry (when the carry flag becomes 0), it is judged as NO. That is, when the difference in the game media in this game is such that the IN number is larger than the OUT number, the carry flag is 0 and it is judged as YES. Also, when the difference in the game media in this game is such that the IN number is smaller than the OUT number, the carry flag is 1 and it is judged as NO.

[0352] Taking a specific example, as a result of this game, a) When IN number = 3 and OUT number = 0, A register = 3 and carry flag = 0. b) When IN number = 3 and OUT number = 1, A register = 2 and carry flag = 0. c) When IN number = 3 and OUT number = 3, A register = 0 and carry flag = 0. E) When IN number = 3 and OUT number = 10, A register = 249 and carry flag = 1.

[0353] Here, the IN number is the bet number set by automatic betting (for example, "3" is set by automatic betting) when, as a result of the previous game, the symbol combination corresponding to replay stopped and was displayed (on the valid line), and in this game, the symbol combination corresponding to replay did not stop and was displayed (on the valid line). Even if it is the bet number set by automatic betting, it is treated as the IN number for this game.

[0354] On the other hand, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the determination of "IN number < OUT number?" is not made for the IN number and the OUT number. In other words, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the bet number for this game is not treated as the IN number. Similarly, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the number of awards (or the automatic bet number) for this game is not treated as the OUT number.

[0355] Note that in "IN number < OUT number?", the operation IN number - OUT number is performed, but it may also be determined by OUT number - IN number. In other words, it is sufficient to calculate the difference in the game media for this game using the IN number and the OUT number.

[0356] In "advantageous interval difference counter addition", the value of the operation result (IN number - OUT number) in "IN number < OUT number?" is added to the value of the advantageous interval difference counter stored in a predetermined register (for example, the HL register). Note that when a carry occurs due to "advantageous interval difference counter addition", the carry flag becomes 1. For example, in a situation where the value stored in the advantageous interval difference counter (the value of the HL register) is 65534, A) When the IN number is 3 and the OUT number is 0, the HL register is 1 and the carry flag is 1. Note that 65534+3=65537, but a 2-byte pair register (HL register) cannot store values ​​greater than 65535. Therefore, a carry occurs and becomes 1. a) When the IN number is 3 and the OUT number is 1, the HL register is 0 and the carry flag is 1. Note that 65534+2=65536, but a 2-byte pair register (HL register) cannot store values ​​greater than 65535. Therefore, a carry occurs and the value becomes 0. c) If the IN number = 3 and the OUT number = 3, the HL register = 65534 and the carry flag = 0.

[0357] In "Advantageous zone difference number counter > upper limit value?", it is determined whether a carry has occurred by "advancement of advantageous zone difference number counter." If a carry has occurred, it is determined as YES, and if a carry has not occurred, it is determined as NO. In the above example, when the value stored in the advantageous zone difference number counter is 65534, it is determined as YES if a) IN number = 3 and OUT number = 0. Also, in the above example, when the value stored in the advantageous zone difference number counter is 65534, it is determined as YES if b) IN number = 3 and OUT number = 1. Similarly, in the above example, when the value stored in the advantageous zone difference number counter is 65534, it is determined as NO if c) IN number = 3 and OUT number = 3.

[0358] If "Advantageous section difference counter > upper limit?" returns YES, the carry flag is set to 1, so a specified calculation is performed to set the carry flag to 0. For example, the specified calculation is the exclusive OR of the value of the A register and the value of the A register. As a result of this exclusive OR, the carry flag becomes 0. Note that although the exclusive OR of the value of the A register and the value of the A register is given as an example of the specified calculation, any calculation may be used as long as it sets the carry flag to 0.

[0359] In "Setting favorable section difference number counter upper limit value", if a carry occurs due to "Adding favorable section difference number counter", a predetermined upper limit value (65535) is stored in the register that stores the calculation result (in this embodiment, the HL register). In the above example, in a situation where the value stored in the favorable section difference number counter is 65534, if a) the IN number = 3 and the OUT number = 0, then "Subtracting favorable section difference number counter" causes the HL register to = 1. In such a case, "Setting favorable section difference number counter upper limit value" stores 65535 in the HL register.

[0360] In other words, when a carry occurs in the value stored in the HL register and an abnormal value is stored, it is possible to calculate the difference number of game media in the advantageous zone as accurately as possible by storing the upper limit value of 65535 in the HL register. Even if "Set upper limit value of advantageous zone difference number counter" is executed, the advantageous zone continues, and it is possible to provide the player with a game in the advantageous zone. In other words, even in the game after "Set upper limit value of advantageous zone difference number counter" is executed, the process in FIG. 54 is executed as long as the advantageous zone continues.

[0361] In addition, although FIG. 54 includes the process of "Set upper limit value of favorable section difference counter", the process of "Set upper limit value of favorable section difference counter" may not be included. Specifically, when it is determined that "YES" is determined by "Favourable section difference counter>Upper limit value", the value stored in the favourable section difference counter of the previous game may be set. For example, when the value stored in the favourable section difference counter is 65534, and the number of INs and the number of OUTs of the game are A) IN number=3 and OUT number=0, the value stored in the favourable section difference counter may be set to 65534 (the same value as the value of the favourable section difference counter of the previous game). With such a configuration, it is possible to prevent an abnormal value (a value with a carryover) from being stored in the "favourable section difference counter". In addition, since there is no process corresponding to "Set upper limit value of favourable section difference counter", the program capacity can be reduced.

[0362] That is, when an overflow occurs due to "adding the difference counter for the advantageous section", the value at the time of overflow is not used to update the difference counter for the advantageous section, so that an abnormal value does not enter as the value of the difference counter for the advantageous section. In other words, even when the difference in the game medium in the advantageous section becomes a negative value, the advantageous section can be ended using the difference in the game medium in the advantageous section as accurately as possible.

[0363] Also, although 65535 (the maximum value that can be stored in the difference counter for the advantageous section) has been described as an example of the upper limit value, it is not limited to this. For example, a value such as 12400, which is a numerical value less than the maximum value that can be stored in the difference counter for the advantageous section, may be used. If 12400 is adopted as the upper limit value, the difference counter for the advantageous section can store a value corresponding to -10000 as the difference in the game medium in the advantageous section.

[0364] In "subtracting the difference counter for the advantageous section", the complement of the value of the operation result (the value stored in the A register) in "IN number < OUT number?" (IN number - OUT number) is calculated and stored in the A register. Then, the calculated complement (the value stored in the A register) is subtracted from the HL register.

[0365] Note that the complement in "subtracting the difference counter for the advantageous section" refers to the smallest number among the numbers that overflow beyond 1 byte (255). For example, it can be derived by 0 - the value in the A register, or by a single instruction (NEG instruction) for deriving the complement.

[0366] For example, in a situation where the value stored in the difference counter for the advantageous section (the value in the HL register) is 2, e) When IN number = 3 and OUT number = 10, the A register = 249. In "subtracting the difference counter for the advantageous section", first, 7, which is the complement of 249, is derived. Then, by calculating 2 - 7, 65531 is stored in the HL register. Since 2 - 7 is less than 0 (there is an overflow), the carry flag becomes 1.

[0367] Also, for example, in a situation where the value stored in the advantageous section difference counter (the value of the HL register) is 10, d) When the IN number is 3 and the OUT number is 10, the A register is 249, but the "advantageous section difference counter addition" first derives 7, which is the complement of 249. Then, by calculating 10-7, 3 is stored in the HL register. Note that 10-7 does not fall below 0 (there is no borrowing), so the carry flag is 0.

[0368] In "saving the advantageous section difference number counter", the value stored in the HL register is stored in the advantageous section difference number counter. In other words, it is a process of updating the advantageous section difference number counter.

[0369] For example, if 2400 is stored in the HL register by "Set favorable section difference number counter initial value," then 2400 is stored in the favorable section difference number counter by "Save favorable section difference number counter."

[0370] For example, if "Replay Activated" is YES, the value of the advantageous zone difference counter from the previous play is stored in the HL register, so "Save Advantageous Zone Difference Counter" stores the same value as the advantageous zone difference counter from the previous play in the advantageous zone difference counter.

[0371] For example, if the answer to "Favourable zone difference number counter > upper limit value?" is NO, the value obtained by adding the difference in the number of gaming media for the current game (IN number - OUT number) from the value of the favourable zone difference number counter for the previous game is stored in the HL register, so "Save favourable zone difference number counter" stores the value obtained by adding the difference in the number of gaming media for the current game from the value of the favourable zone difference number counter for the previous game in the favourable zone difference number counter.

[0372] For example, if the answer to "Is favorable zone difference counter > upper limit value?" is YES, the upper limit value (65535) is stored in the HL register, so the "Save favorable zone difference counter" command stores the upper limit value (65535) in the favorable zone difference counter.

[0373] For example, after "subtracting favorable zone difference number counter", the value obtained by subtracting the difference number of gaming media for the current game (OUT number - IN number) from the value of the favorable zone difference number counter for the previous game is stored in the HL register, so by "saving favorable zone difference number counter", the value obtained by subtracting the difference number of gaming media for the current game from the value of the favorable zone difference number counter for the previous game is stored in the favorable zone difference number counter.

[0374] "Advantageous zone difference number > 2400?" determines whether the difference in the number of gaming media in the advantageous zone exceeds 2400. Specifically, it determines whether the carry flag is 1. If the carry flag is 1, it is judged as YES, and if the carry flag is not 1 (if the carry flag is 0), it is judged as NO. Note that the carry flag is 1 when a carry has occurred due to "advantageous zone difference number counter subtraction." On the other hand, if a carry has occurred due to "advantageous zone difference number counter addition," the carry flag becomes 1 once, but then a specified calculation is performed to set the carry flag to 0, so that "advantageous zone difference number > 2400?" can be judged as NO.

[0375] In other words, in "Advantageous Zone Difference Number>2400?", it is possible to determine whether the difference number of game media in the advantageous zone exceeds 2400 depending on whether the carry flag is 1. Therefore, the program capacity can be reduced compared to when the difference number of game media in the advantageous zone is directly compared with a constant (2400).

[0376] In this way, in "Advantageous Zone Difference Number > 2400?", whether the carry flag is 1 determines whether the difference in the number of gaming media in the advantageous zone has exceeded 2400, so the "Advantageous Zone Difference Number Counter Initial Value Set" stores 2400 as the initial value.

[0377] As mentioned above, this 2400 is a value corresponding to the difference in the number of gaming media in the advantageous zone that ends the advantageous zone. In other words, when the difference in the number of gaming media in the advantageous zone that ends the advantageous zone exceeds 2400, it falls below 0, so the carry flag becomes 1. In other words, "Advantageous zone difference number > 2400?" is a process of determining whether the value of the advantageous zone difference number counter is less than 0 or not.

[0378] Also, as mentioned above, if the initial value of the favorable zone difference counter is set to "2415", "favorable zone difference number > 2400?" is a determination process of whether the value of the favorable zone difference counter is less than 15 or not.

[0379] Also, by storing 2400 as the initial value, it is possible to store a value equivalent to -63135 as the difference in game media, with the start of the advantageous zone as the starting point (0). For example, when the initial value is 2400, a situation in which the value of the advantageous zone difference counter is 30000 means that the difference is -27600, with the start of the advantageous zone as the starting point (0).

[0380] As described above, by storing 2400 as the initial value, which is "a value corresponding to the difference in the number of gaming media in the advantageous zone determined as the end condition of the advantageous zone," it is possible to reduce the program capacity for determining whether the difference in the number of gaming media in the advantageous zone has exceeded 2400. Also, by storing 2400 as the initial value, it is possible to store values ​​up to the equivalent of -63135 as the difference in the number of gaming media in the advantageous zone. Note that although an example is given of storing 2400 as the initial value, a value other than 2400 (e.g., 2401) can be used as the initial value as long as it has the same effect.

[0381] In "RWM initialization", all parameters that affect the performance related to the indication function are updated to 0, and the advantageous section clear counter management process is terminated. Note that the parameters that affect the performance related to the indication function include the number of AT games, the gaming state related to AT, the advantageous section clear counter, the advantageous section difference counter, etc. And by updating the advantageous section type to 0, the next game will be a normal section game that is not an advantageous section. In the game of the advantageous section, the next game of the game in which "RWM initialization" was not executed will be a game of the advantageous section (the advantageous section does not end).

[0382] Note that in "IN number < OUT number?", the OUT number is subtracted from the IN number, but it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when there is a carry in the A register), in "advantageous section difference counter addition", the complement is calculated by a predetermined operation and stored in the A register (the difference of the game medium of this game), and then the value stored in the HL register (the value stored in the advantageous section difference counter) is added to the value stored in the A register (the difference of the game medium of this game). In other words, when it is YES in "IN number < OUT number?", it may be configured to add the absolute value of the difference of the game medium of this game to the value stored in the advantageous section difference counter.

[0383] Similarly, when configured to subtract the IN number from the OUT number in "IN number < OUT number?", when it is determined as YES in "IN number < OUT number?" (when there is no carry in the A register), in "advantageous section difference counter subtraction", the value stored in the HL register (the value stored in the advantageous section difference counter) is subtracted from the value stored in the A register (the difference of the game medium of this game) without calculating the complement. In other words, when it is NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference of the game medium of this game from the value stored in the advantageous section difference counter.

[0384] As described above, the specific process for ending the advantageous zone with the difference in the number of gaming media has been explained using Figures 53 and 54, but the present invention is not limited to these. In other words, it is sufficient if the advantageous zone can end with the difference in the number of gaming media.

[0385] In addition, in Figures 53 and 54, the number of games in the advantageous zone reaching a predetermined number was adopted as one of the conditions for ending the advantageous zone, but the number of games in the advantageous zone reaching a predetermined number does not have to be the condition for ending the advantageous zone. In that case, the advantageous zone clear counter in Figures 53 and 54 does not have to be provided.

[0386] If a favorable zone clearing counter is not provided, the process corresponding to "favorable zone clearing counter -1" in Figures 53 and 54, the process corresponding to "favorable zone clearing counter before subtraction = 0?", and the process corresponding to "save favorable zone clearing counter initial value" do not need to be provided.

[0387] <Regarding the relationship between the initialization process accompanying the operation of the setting change device and the advantageous zone difference counter> In the above-mentioned advantageous zone difference counter, the value stored in the advantageous zone difference counter is configured to be cleared by RWM clearing at the end of the advantageous zone or by power-on with a setting change (RWM clearing at the setting change), but it may be configured to be cleared only by RWM clearing at the end of the advantageous zone (not by power-on with a setting change). Note that a setting change includes not only changing to another setting value (for example, changing from setting value 1 to setting value 6), but also changing to the same setting value (for example, changing from setting value 1 to setting value 1).

[0388] In this configuration, when the game is in an advantageous zone and the value of the advantageous zone difference counter is a predetermined value, if the power is turned on with a setting change, the game will start from the normal zone. After that, in order to prevent the advantageous zone difference counter from being updated in the normal zone, the value of the advantageous zone difference counter when the game moves to the advantageous zone will be the predetermined value before the setting change.

[0389] By configuring in this manner, it is possible to provide a gaming machine which keeps the gambling element within a certain range while improving playability compared to a case in which the value of the advantageous zone difference counter is cleared by clearing the RWM, which involves changing the settings and turning on the power.

[0390] For example, if a gaming establishment closes and play ends when the difference in the number of gaming media in a specified advantageous zone is -3000, even if the settings are changed the next day, play can be resumed in the advantageous zone after the setting change when the difference in the number of gaming media is -3000. Therefore, starting from the start of the advantageous zone after the setting change, it will be possible to obtain a maximum of approximately 5400 gaming media in one advantageous zone.

[0391] In addition, by clearing the value of the advantageous zone difference counter at the gaming establishment, it is possible to prevent the user from suffering significant losses when the performance related to the instruction function changes based on the advantageous zone difference counter.

[0392] For example, if the performance related to the instruction function is improved when the value of the advantageous zone difference counter is below its initial value, resulting in a higher probability of winning the AT or a higher rate of bonuses such as an AT extension, even if business ends when the value of the advantageous zone difference counter is below its initial value and the settings are then changed, the value of the advantageous zone difference counter will not be cleared even when business begins the next day, so play can begin in a situation where the performance related to the instruction function has been improved.

[0393] Below, we will explain the relationship between the initialization process that accompanies the operation of the setting change device and the advantageous zone difference counter.

[0394] <<Case 1>> When the initialization process is performed due to a setting change, the favorable zone difference counter is not initialized but the favorable zone type is initialized.

[0395] When the advantageous zone (advantageous zone type = 1) and the value of the advantageous zone difference counter is a predetermined value (predetermined value ≠ 0), the power is cut off, the setting change key is turned ON when no power is being supplied, and when the power is turned on, the setting change device operates and an initialization process associated with the operation of the setting change device is executed. In this initialization process, the value of the advantageous zone difference counter is not initialized, but the advantageous zone is initialized (advantageous zone type = 0). In other words, when the initialization process is executed and the operation of the setting change device is then terminated, the game state is the normal zone, and the value of the advantageous zone difference counter is a predetermined value.

[0396] Then, the first game after the operation of the setting change device is finished will be played in the normal zone, and if a predetermined number (for example, 3) is bet at the start of that first game, and the advantageous zone transition process determines that there will be no transition to the advantageous zone for the next game, and no payout is made as a result of that first game, then the next game will also be played in the normal zone, and the value of the advantageous zone difference counter will be a predetermined value (the value of the advantageous zone difference counter is not updated).

[0397] In addition, the first game after the operation of the setting change device is completed will be played in the normal zone, and even if a predetermined number of bets is placed at the start of the first game, and the advantageous zone transition process determines that there will be no transition to the advantageous zone for the next game, and a specific number (for example, 10) is paid out as a result of the first game, the next game will be played in the normal zone, and the value of the advantageous zone difference counter will be a predetermined value.

[0398] In addition, the first game after the operation of the setting change device is completed will be played in the normal zone, and if a predetermined number of bets are placed at the start of the first game, the advantageous zone transition process determines that the next game will be played in the advantageous zone, and if no payout is made as a result of the first game, the next game will be played in the advantageous zone, and the value of the advantageous zone difference counter will be a predetermined value.

[0399] In addition, the first game after the operation of the setting change device is completed will be played in the normal zone, and if a predetermined number of bets is placed at the start of the first game, the advantageous zone transition process determines that the next game will transition to an advantageous zone, and if a specific number of payouts is made as a result of the first game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter will be a predetermined value.

[0400] In other words, during play in the normal zone, the process of updating the value of the advantageous zone difference counter is not executed.

[0401] Then, in the advantageous zone clear counter management process at the end of a game in which the value of the advantageous zone difference number counter is a predetermined value, the game is played in an advantageous zone, a predetermined number of bets have been placed at the start of the game, and no payout has been made as a result of the game, the value of the advantageous zone difference number counter can be updated (value of the advantageous zone difference number counter = predetermined value - 3).

[0402] In addition, in the advantageous zone clear counter management process at the end of a game in which the value of the advantageous zone difference number counter is a predetermined value, the game is played in an advantageous zone, a predetermined number of bets have been placed at the start of the game, and a specific number of payouts has been made as a result of the game, the value of the advantageous zone difference number counter can be updated (value of the advantageous zone difference number counter = predetermined value + 10 - 3).

[0403] In other words, when playing after transitioning to the advantageous zone, the process of updating the value of the advantageous zone difference counter is executed.

[0404] In case 1, when the value of the advantageous zone difference counter is a predetermined value, it is an advantageous zone, and the main gaming state is AT, when the initialization process is executed in conjunction with the operation of the setting change device, the value of the advantageous zone difference counter is a predetermined value, it is a normal zone, and the main gaming state is a state corresponding to the normal zone (a state that is not AT) as the state after initialization. Note that the RT state may be initialized (transitioned to non-RT) or may be maintained. This is because whether the RT state is initialized or maintained by the setting change can be determined according to the specifications of each gaming machine.

[0405] With this configuration, even if the gaming establishment closes for the day during the AT and the settings are changed the next day, the AT state can be initialized, thereby preventing the user from being given a significant advantage when the establishment opens.

[0406] In addition, in case 1, in order to initialize the value of the favorable zone difference counter, initialization processing is performed due to an RWM abnormality and initialization processing is performed by the favorable zone clear counter management processing at the end of the favorable zone. The initialization processing due to an RWM abnormality is the initialization processing executed when an irreversible error occurs and the setting change device is operated after that. Note that the initialization range is different between the initialization processing associated with the operation of the setting change device when an irreversible error occurs and the initialization processing associated with the operation of the setting change device when an irreversible error does not occur. The initialization processing by the favorable zone clear counter management processing is the initialization processing performed when the value of the favorable zone difference counter reaches the upper limit value (so-called ending) or when any favorable zone end condition is satisfied.

[0407] Furthermore, if the initialization conditions for the value of the favorable zone difference counter in case 1 are limited to the initialization process due to an RWM abnormality and the initialization process by the favorable zone clear counter management process at the end of the favorable zone, it will not be possible to initialize the value of the favorable zone difference counter under any other condition.Therefore, for example, since the value of the favorable zone difference counter cannot be initialized arbitrarily in a situation where the value of the favorable zone difference counter is below the initial value (a situation where the user's difference number is negative), it is possible to prevent the possibility of the user suffering significant losses.

[0408] As another optional condition for initializing the value of the advantageous zone difference counter, the advantageous zone difference counter may be initialized by operating an advantageous zone difference counter clear switch.

[0409] In this case, operation of the advantageous section difference number counter clear switch includes turning on the power while pressing the advantageous section difference number counter clear switch when the power is off, pressing the advantageous section difference number counter clear switch once or pressing and holding it when the power source is shared, etc. The initialization scope of the initialization process based on the advantageous section difference number counter clear switch may be either the advantageous section difference number counter only, or the advantageous section difference number counter and the advantageous section type.

[0410] If the value of the advantageous zone difference counter can be initialized under any other conditions, even if there is a malfunction based on the advantageous zone difference counter, the gaming facility can easily resolve the malfunction.

[0411] In addition, the operation of the advantageous zone difference counter clear switch may be disabled or enabled when the opening of the front door is detected.

[0412] In addition, when the advantageous zone difference counter clear switch is pressed during play, operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled.

[0413] Furthermore, if the operation of the advantageous zone difference counter clear switch is defined as turning on the power while pressing the advantageous zone difference counter clear switch when the power is off, there is a possibility that a case may arise in which the advantageous zone difference counter clear switch is pressed and the setting key switch is ON when the power is off.

[0414] In this case, if the advantageous section difference counter and the advantageous section type are initialized and the setting change mode is started, if the advantageous section difference counter and the advantageous section type are initialized and the setting change mode is not started, the advantageous section difference counter is initialized and the advantageous section type is not initialized, if the setting change mode is started, the advantageous section difference counter is initialized and the advantageous section type is not initialized, if the setting change mode is not started, the advantageous section difference counter is not initialized and the advantageous section type is initialized, if the setting change mode is started, the advantageous section difference counter is not initialized and the advantageous section type is initialized, and if the setting change mode is started, the advantageous section difference counter is not initialized and the advantageous section type is initialized, and the setting change mode is not started.

[0415] In addition, in case 1, since the gaming establishment will not be able to grasp the value of the advantageous zone difference counter, the value of the advantageous zone difference counter may be indicated by a lamp or the like in a location that is not normally visible to the user (for example, behind the front door or inside the cabinet).

[0416] For example, when the red LED is off, the value of the advantageous zone difference counter is greater than or equal to the initial value; when the red LED flashes at 5 second intervals, the value of the advantageous zone difference counter is less than the initial value and greater than or equal to -5000; when the red LED flashes at 3 second intervals, the value of the advantageous zone difference counter is less than the initial value -5000 and greater than or equal to -30000; and when the red LED is lit, the value of the advantageous zone difference counter is the lower limit (the upper limit if the advantageous zone difference counter adds the amount of the bet).

[0417] Also, for example, the value of the advantageous zone difference counter may be displayed using a five-digit display (such as a display having five seven-segment displays arranged side by side).

[0418] In addition, as a method for allowing the gaming establishment to know the value of the advantageous zone difference counter, the value of the advantageous zone difference counter, or the number of inputs (number of bets) and number of payouts for each game in the advantageous zone may be output to an external terminal so that they can be checked on the hall computer.

[0419] Also, in case 1, since the value of the advantageous zone difference counter can easily become the lower limit, in order to determine whether the lower limit was reached through a normal route or due to fraudulent activity, the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are stored for each game, and when the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are compared and the difference is within a certain value (for example, 14), it is determined to be normal and the value of the advantageous zone difference counter is updated, and the value of the advantageous zone difference counter for the current game is saved as the value of the advantageous zone difference counter for the previous game, and when the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are compared and the difference is not within a certain value (for example, 14), it is determined to be abnormal and the value of the advantageous zone difference counter is not updated and the game is stopped by error processing, or the value of the advantageous zone difference counter is updated but an error command is sent to the sub-control means and the sub-control means executes an error notification.

[0420] With this configuration, even if the value of the advantageous zone difference counter is fraudulently set to the lower limit, the gaming facility can be notified.

[0421] In addition, in case 1, the advantageous zone difference counter is not updated during the normal zone, but the advantageous zone difference counter may be updated during the normal zone. In such a case, the advantageous zone clear counter management process is made updateable even during the normal zone, and the subtraction of the bet number and the addition of the payout number are executed for the value of the advantageous zone difference counter according to the progress of the game in the normal zone. In this modified example, it may happen that the upper limit value of the advantageous zone difference counter is reached during the normal zone. When the upper limit value of the advantageous zone difference counter is reached during the normal zone, the initialization process may be executed to initialize the advantageous zone difference counter and the advantageous zone type, or the advantageous zone difference counter may be initialized but the advantageous zone type may not be initialized (because the advantageous zone type is the initial value during the normal zone). In other words, the initialization process (initialization range) when the upper limit value of the advantageous zone difference counter during the advantageous zone is reached and the initialization process (initialization range) when the upper limit value of the advantageous zone difference counter during the normal zone is reached may be the same process or may be different processes.

[0422] <<Case 2>> When both the favorable zone difference counter and the favorable zone type are not initialized during the initialization process due to a setting change.

[0423] When the game is in an advantageous zone (advantageous zone type = 1) and the value of the advantageous zone difference counter is a predetermined value (predetermined value ≠ 0), the power is cut off, the setting change key is turned ON when no power is being supplied, and when the power is turned on, the setting change device operates and an initialization process associated with the operation of the setting change device is executed. In this initialization process, the value of the advantageous zone difference counter and the advantageous zone type are not initialized (advantageous zone type = 1 remains). In other words, when the initialization process is executed and the operation of the setting change device is then terminated, the game state is in an advantageous zone, and the value of the advantageous zone difference counter is a predetermined value.

[0424] Then, the first game after the operation of the setting change device is finished will be played in the advantageous zone, and if a predetermined number (for example, 3) is bet at the start of that first game, and no payout results from that first game, and the advantageous zone clear counter supervision process determines not to transition to the normal zone for the next game, then the next game will also be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value - 3).

[0425] In addition, the first game after the operation of the setting change device is finished will be played in the advantageous zone, and if a predetermined number of bets is placed at the start of that first game, and a specific number (for example, 10) is paid out as a result of that first game, and even if the advantageous zone clear counter supervision process determines not to transition to the normal zone for the next game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value + 10 - 3).

[0426] In addition, the first game after the operation of the setting change device is completed will be played in the advantageous zone, and if a specified number of bets are placed at the start of that first game, and if no payout results from that first game, and the advantageous zone clear counter supervision process determines that the next game will transition to the normal zone (initialization process is executed in the advantageous zone clear counter supervision process), then the next game will be in the normal zone, and the value of the advantageous zone difference counter will be set to its initial value.

[0427] In addition, the first game after the operation of the setting change device is completed will be played in the advantageous zone, and if a specified number of bets is placed at the start of that first game, and a specific number of payouts is made as a result of that first game, and if the advantageous zone clear counter supervision process determines that the next game will transition to the normal zone (initialization process is executed in the advantageous zone clear counter supervision process), then the next game will be in the normal zone, and the value of the advantageous zone difference counter will be set to its initial value.

[0428] In other words, even after the initialization process when a setting change is performed in a favorable zone, the zone is still favorable, and the process of updating the value of the favorable zone difference counter is executed.

[0429] If the setting change device is operated and the initialization process is executed in a situation that is within the normal zone, the first game after the operation of the setting change device ends will be a game in the normal zone, and if a predetermined number of bets is placed at the start of that first game, the advantageous zone transition process determines that there will be no transition to the advantageous zone for the next game, and no payout results from that first game, the next game will also be in the normal zone, and the value of the advantageous zone difference counter will be set to its initial value (the value of the advantageous zone difference counter is not updated).

[0430] In addition, if the setting change device is operated and initialization processing is executed in a situation that is within the normal zone, the first game after the operation of the setting change device ends will be a game in the normal zone, and if a predetermined number of bets is placed at the start of that first game, the advantageous zone transition processing determines that there will be no transition to the advantageous zone for the next game, and a specific number of payouts is made as a result of that first game, the next game will also be in the normal zone, and the value of the advantageous zone difference counter will be set to its initial value (the value of the advantageous zone difference counter is not updated).

[0431] In addition, if the setting change device is operated and initialization processing is executed in a situation that is within the normal zone, the first game after the operation of the setting change device ends will be a game in the normal zone, and if a predetermined number of bets is placed at the start of that first game, and the advantageous zone transition processing determines that the next game will transition to the advantageous zone, and no payout is made as a result of that first game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter will be set to its initial value (the value of the advantageous zone difference counter is not updated).

[0432] In addition, if the setting change device is operated and initialization processing is executed in a situation that is within the normal zone, the first game after the operation of the setting change device ends will be a game in the normal zone, and if a predetermined number of bets is placed at the start of that first game, and the advantageous zone transition processing determines that the next game will transition to the advantageous zone, and a specific number of payouts is made as a result of that first game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter will be set to its initial value (the value of the advantageous zone difference counter is not updated).

[0433] In other words, if the setting change device is operated in the normal section and the initialization process is executed, the game will start from the normal section.

[0434] In case 2, when the value of the advantageous zone difference counter is a predetermined value, it is an advantageous zone, and the main gaming state is AT, when the initialization process is executed in conjunction with the operation of the setting change device, the state after initialization is that the value of the advantageous zone difference counter is a predetermined value, it is an advantageous zone, and the main gaming state is another gaming state different from AT. For example, the other gaming state may be a gaming state with a high stay rate by design (for example, a normal advantageous zone state). Note that the RT state may be initialized (transitioned to non-RT) or may be maintained. This is because whether the RT state is initialized or maintained by the setting change can be determined according to the specifications of each gaming machine.

[0435] In addition, when the main gaming state before the setting change was during AT, the main gaming state after the setting change may be a predetermined main gaming state (for example, a normal state of an advantageous zone).

[0436] In addition, even if the main gaming state before the setting change was a gaming state different from the AT state, the main gaming state after the setting change may be a predetermined main gaming state.

[0437] With this configuration, even if the gaming establishment closes for the day during the AT and the settings are changed the next day, the AT state can be initialized, thereby preventing the user from being given a significant advantage when the establishment opens.

[0438] In addition, in the case of case 2, when the value of the advantageous zone difference counter is a predetermined value, the advantageous zone, and the main game state is AT, and an initialization process is executed in conjunction with the operation of the setting change device, the state after initialization may be such that the value of the advantageous zone difference counter is a predetermined value, the advantageous zone, and the main game state is AT.

[0439] According to such a configuration, the process of changing the main game state during the initialization process accompanying the operation of the setting change device is not required, which reduces the program size and improves the readability of the program.

[0440] In addition, in order to allow game establishments to initialize the main game state, a separate main game state initialization switch may be provided to initialize the main game state. Examples of the main game state initialization switch include turning on the power while pressing the advantageous zone difference number counter clear switch in a power-off state, or pressing the advantageous zone difference number counter clear switch once or holding it down in a state where the power source is shared. Initialization of the main game state may be the main game state selected immediately after transitioning to the normal zone or advantageous zone, or a predetermined game state.

[0441] In addition, in case 2, in order to initialize the value of the favorable zone difference counter, initialization processing is performed due to an RWM abnormality, and initialization processing is performed by favorable zone clear counter management processing at the end of the favorable zone. The initialization processing by favorable zone clear counter management processing refers to the initialization processing when the value of the favorable zone difference counter reaches the upper limit value (so-called ending) or the initialization processing when any favorable zone end condition is satisfied.

[0442] Furthermore, if the initialization conditions for the value of the favorable zone difference counter in case 2 are limited to the initialization process due to an RWM abnormality and the initialization process by the favorable zone clear counter management process at the end of the favorable zone, it will not be possible to initialize the value of the favorable zone difference counter under any other condition.Therefore, for example, since the value of the favorable zone difference counter cannot be initialized arbitrarily in a situation where the value of the favorable zone difference counter is below the initial value (a situation where the user's difference number is negative), it is possible to prevent the possibility of the user suffering significant losses.

[0443] As another optional condition for initializing the value of the advantageous zone difference counter, the advantageous zone difference counter may be initialized by operating an advantageous zone difference counter clear switch.

[0444] In this case, operation of the advantageous section difference number counter clear switch includes turning on the power while pressing the advantageous section difference number counter clear switch when the power is off, pressing the advantageous section difference number counter clear switch once or pressing and holding it when the power source is shared, etc. The initialization scope of the initialization process based on the advantageous section difference number counter clear switch may be either the advantageous section difference number counter only, or the advantageous section difference number counter and the advantageous section type.

[0445] If the value of the advantageous zone difference counter can be initialized under any other conditions, even if there is a malfunction based on the advantageous zone difference counter, the gaming facility can easily resolve the malfunction.

[0446] In addition, the operation of the advantageous zone difference counter clear switch may be disabled or enabled when the opening of the front door is detected.

[0447] In addition, when the advantageous zone difference counter clear switch is pressed during play, operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled.

[0448] Furthermore, if the operation of the advantageous zone difference counter clear switch is defined as turning on the power while pressing the advantageous zone difference counter clear switch when the power is off, there is a possibility that a case may arise in which the advantageous zone difference counter clear switch is pressed and the setting key switch is ON when the power is off.

[0449] In this case, if the advantageous section difference counter and the advantageous section type are initialized and the setting change mode is started, if the advantageous section difference counter and the advantageous section type are initialized and the setting change mode is not started, the advantageous section difference counter is initialized and the advantageous section type is not initialized, if the setting change mode is started, the advantageous section difference counter is initialized and the advantageous section type is not initialized, if the setting change mode is not started, the advantageous section difference counter is not initialized and the advantageous section type is initialized, if the setting change mode is started, the advantageous section difference counter is not initialized and the advantageous section type is initialized, and if the setting change mode is started, the advantageous section difference counter is not initialized and the advantageous section type is initialized, and the setting change mode is not started.

[0450] In addition, in case 2, since the gaming establishment will be unable to grasp the value of the advantageous zone difference counter, the value of the advantageous zone difference counter may be indicated by a lamp or the like in a location that is not normally visible to the user (for example, behind the front door or inside the cabinet).

[0451] For example, when the red LED is off, the value of the advantageous zone difference counter is greater than or equal to the initial value; when the red LED flashes at 5 second intervals, the value of the advantageous zone difference counter is less than the initial value and greater than or equal to -5000; when the red LED flashes at 3 second intervals, the value of the advantageous zone difference counter is less than the initial value -5000 and greater than or equal to -30000; and when the red LED is lit, the value of the advantageous zone difference counter is the lower limit (the upper limit if the advantageous zone difference counter adds the amount of the bet).

[0452] Also, for example, the value of the advantageous zone difference counter may be displayed using a five-digit display (such as a display having five seven-segment displays arranged side by side).

[0453] In addition, as a method for allowing the gaming establishment to know the value of the advantageous zone difference counter, the value of the advantageous zone difference counter, or the number of inputs (number of bets) and number of payouts for each game in the advantageous zone may be output to an external terminal so that they can be checked on the hall computer.

[0454] In addition, in case 2, since the value of the advantageous zone difference counter can easily become the lower limit, in order to determine whether the lower limit was reached through a normal route or due to fraudulent activity, the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are stored for each game, and when the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are compared and the difference is within a certain value (for example, 14), it is determined to be normal and the value of the advantageous zone difference counter is updated, and the value of the advantageous zone difference counter for the current game is saved as the value of the advantageous zone difference counter for the previous game, and when the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are compared and the difference is not within a certain value (for example, 14), it is determined to be abnormal and the value of the advantageous zone difference counter is not updated and the game is stopped by error processing, or the value of the advantageous zone difference counter is updated but an error command is sent to the sub-control means and the sub-control means executes an error notification.

[0455] With this configuration, even if the value of the advantageous zone difference counter is fraudulently set to the lower limit, the gaming facility can be notified.

[0456] In addition, in case 2, even if the initialization process is executed due to a setting change, the type of advantageous zone does not change, so even if the setting is changed when the zone is advantageous, play immediately after the setting change will be in the advantageous zone, and processing related to the instruction function can be executed based on the internal lottery results by the internal lottery means.

[0457] This allows processing related to the instruction function to be executed from the game immediately after the setting is changed, thereby minimizing games (games in the normal area) in which processing related to the instruction function cannot be executed, thereby increasing the enjoyment of the game.

[0458] In addition, in case 2, the advantageous zone difference number counter is not updated during the normal zone, but as a modified example of case 2, the advantageous zone difference number counter may be updated during the normal zone.

[0459] In such a case, the advantageous zone clear counter management process is made capable of being updated even during normal zones, and the number of bets is subtracted and the number of payouts is added to the value of the advantageous zone difference counter according to the progress of play in the normal zone.

[0460] Specifically, when in a normal zone situation, the value of the advantageous zone difference counter is a predetermined value, and if a predetermined number of bets are placed at the start of a game, and the advantageous zone transition process determines that there will be no transition to the advantageous zone for the next game, and no payout results from that game, the next game will also be in the normal zone, and the value of the advantageous zone difference counter can be updated (predetermined value -3).

[0461] In addition, when the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, and if a predetermined number of bets is placed at the start of a game, and the advantageous zone transition process determines that the game will not transition to the advantageous zone for the next game, and a specific number of payouts is made as a result of that game, the next game will also be in the normal zone, and the value of the advantageous zone difference counter can be updated (predetermined value + 10 - 3).

[0462] In addition, when in a normal zone, the value of the advantageous zone difference counter is a predetermined value, and if a predetermined number of bets are placed at the start of a game, and the advantageous zone transition process determines that the next game will transition to the advantageous zone, and no payout is made as a result of that game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value -3).

[0463] In addition, when in a normal zone, the value of the advantageous zone difference counter is a predetermined value, and when a predetermined number of bets are made at the start of a game, the advantageous zone transition process determines that the next game will transition to the advantageous zone, and a specific number of payouts is made as a result of that game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value + 10 - 3).

[0464] With this configuration, the value of the advantageous zone difference counter can be updated regardless of whether it is a normal zone or an advantageous zone, improving playability in the normal zone. Also, since the advantageous zone difference counter update process can be realized in a common module without determining the play zone, the program size can be compressed and the readability of the program can be improved.

[0465] In addition, in a modified example of case 2, the initialization conditions for the favorable zone difference counter may include the initialization process due to an RWM abnormality, the initialization process by the favorable zone clear counter management process at the end of the favorable zone, and also the transition to the favorable zone.

[0466] The initialization process when transitioning to a favorable zone is a process that can be executed when it is decided in the favorable zone transition process in the normal zone to transition to a favorable zone for the next game, and is executed before the start of the next game.

[0467] As a result, even if the value of the advantageous zone difference counter exceeds the initial value during the normal zone, the value of the advantageous zone difference counter can be initialized when the advantageous zone transitions, so that it is possible to prevent the advantageous zone from ending in a situation where the number of coins won by the user is less than 2400 when the AT is won immediately after the advantageous zone starts. Note that the initialization process when the advantageous zone transitions does not necessarily have to be executed when the advantageous zone transitions, and the initialization process may be executed to set the value of the advantageous zone difference counter to the initial value only if the value of the advantageous zone difference counter when the advantageous zone transitions exceeds the initial value.

[0468] In addition, whether or not to execute initialization processing for any end condition (favorable zone end condition other than reaching the favorable zone difference counter upper limit value) among the initialization processing by the favorable zone clear counter management processing at the end of the favorable zone may be determined depending on the situation of the favorable zone.

[0469] For example, if an advantageous zone is ended by satisfying an arbitrary ending condition in the advantageous zone, and the value of the advantageous zone difference counter exceeds the initial value, initialization processing is executed at the end of the advantageous zone, and if the value of the advantageous zone difference counter is equal to or less than the initial value, initialization processing is not executed at the end of the advantageous zone.

[0470] In this case, it is advantageous for the user when the value of the advantageous zone difference counter is below the initial value, so even if the user is unable to obtain any balls in the advantageous zone, the user will be able to recover the balls at the next opportunity, thereby preventing the user's interest in the game from declining when the advantageous zone ends.

[0471] For example, if an advantageous zone is ended by satisfying an arbitrary ending condition in the advantageous zone, and the value of the advantageous zone difference counter exceeds the initial value, initialization processing may not be performed at the end of the advantageous zone, and if the value of the advantageous zone difference counter is equal to or less than the initial value, initialization processing may be performed at the end of the advantageous zone.

[0472] In this case, the possibility of winning more balls than expected for the gaming establishment can be reduced, enabling the establishment to be operated in a stable manner.

[0473] In addition, in a modified example of Case 2, it may occur that the upper limit value of the advantageous zone difference counter is reached during the normal zone. When the upper limit value of the advantageous zone difference counter is reached during the normal zone, the advantageous zone difference counter and the advantageous zone type may be initialized by executing an initialization process, or the advantageous zone difference counter may be initialized but the advantageous zone type may not be initialized (because the advantageous zone type is the initial value during the normal zone). In other words, the initialization process (initialization range) when the upper limit value of the advantageous zone difference counter during the advantageous zone is reached and the initialization process (initialization range) when the upper limit value of the advantageous zone difference counter during the normal zone is reached may be the same process or may be different processes.

[0474] The modified example of case 2 can be combined with other configurations in case 2 without any problem, and is a modification to a configuration in which the advantageous zone difference counter can be updated in the normal zone of case 2. It goes without saying that for the changes, a configuration based on the modified example of case 2 can be adopted, and for other common points (for example, the configuration of the advantageous zone difference counter clear switch, etc.), the configuration of case 2 can be adopted.

[0475] <<Common to Cases 1 and 2>> A common configuration between the above-mentioned cases 1 and 2 (including the modified examples) will be described.

[0476] The advantageous zone clear counter management process is executed at the end of a game (processing after all reels have stopped). For this reason, in a game zone in which the advantageous zone difference counter can be updated, the value of the advantageous zone difference counter is a predetermined value, and the number of bets is a predetermined number, the power-off process is executed during the period (so-called "during a game") from the start of a game (start switch ON) to the end of a game (when all reels stop and before the advantageous zone clear counter management process is executed), and then, in a situation in which the power supply is stopped, the setting key is turned ON and the power supply is resumed, and the initialization process is executed by the operation of the setting change device, the number of bets is initialized, the number of credits is initialized, the reels do not spin and return to the state before the bet was made, and the value of the advantageous zone difference counter is the predetermined value.

[0477] In other words, the timing for subtracting a predetermined number, which is the number of bets, from the advantageous zone difference counter is the advantageous zone clear counter management process at the end of a game, so if an initialization process is executed due to a setting change during a game, the number of bets used in that game is not updated.

[0478] This prevents the gaming establishment from repeatedly placing bets and changing settings to intentionally set the value of the advantageous zone difference counter below its initial value, thereby preventing excessive gambling.

[0479] It is also possible to execute the advantageous zone clear counter management process at the start of a game. In this case, the advantageous zone clear counter management process is executed at the start of a game (start switch ON) and at the end of a game (processing after all reels have stopped). For this reason, in a game zone in which the advantageous zone difference counter can be updated, the value of the advantageous zone difference counter is a predetermined value, and the number of bets is a predetermined number, a power-off process is executed during the period from the start of a game (start switch ON) to the end of a game (transition to the stop of all reels and before the advantageous zone clear counter management process is executed) (so-called "during a game"). After that, in a situation in which the power supply is stopped, the setting key is turned ON and the power supply is resumed, and an initialization process is executed by the operation of the setting change device, the number of bets is initialized, the number of credits is initialized, the reels do not rotate and return to the state before the bet, and the value of the advantageous zone difference counter is a predetermined value minus 3.

[0480] This makes it possible to subtract the number of medals actually used from the value of the advantageous zone difference counter even if the settings are changed during play, thereby enabling accurate updating of the advantageous zone difference counter.

[0481] In addition, when the advantageous zone clear counter management process is executed at the end of a game, it is executed after the payout of medals is completed. For this reason, in a game zone where the advantageous zone difference number counter can be updated, the value of the advantageous zone difference number counter is a predetermined value, and a game is started when the number of bets is a predetermined number, a combination of small winning symbols that pays out a specific number when all reels are stopped is displayed as stopped, and a power-off process is executed in the middle of paying out a specific number of medals (including the middle of adding the payout number to the credits), and then, in a situation where the power supply is stopped, the setting key is turned ON and the power supply is resumed, and an initialization process is executed by operating the setting change device, the number of bets is initialized, the number of credits is initialized, the reels do not spin and return to the state before the bet, the payout of medals is not resumed, and the value of the advantageous zone difference number counter is a predetermined value.

[0482] As a result, even if an initialization process is performed by changing the settings while medals are being paid out, the value of the advantageous zone difference counter for the amount already paid out will not be updated, so the medal payout process does not become complicated.

[0483] <<Case 3>> When both the favorable zone difference counter and the favorable zone type are initialized during the initialization process due to a setting change.

[0484] In case 3, both the favorable zone difference counter and the favorable zone type are initialized by the initialization process caused by a setting change, as in the conventional case, but the difference is that the favorable zone difference counter can also be updated in normal zones.

[0485] Specifically, when in a normal zone, the value of the advantageous zone difference number counter is a predetermined value, and if a predetermined number of bets are placed at the start of a game, and the advantageous zone transition process determines that there will be no transition to the advantageous zone for the next game, and no payout results from that game, the next game will also be in the normal zone, and the value of the advantageous zone difference number counter can be updated (value of the advantageous zone difference number counter = predetermined value - 3).

[0486] In addition, when the game is in the normal zone, the value of the advantageous zone difference number counter is a predetermined value, and if a predetermined number of bets is placed at the start of a game, and the advantageous zone transition process determines that there will be no transition to the advantageous zone for the next game, and a specific number of payouts is made as a result of that game, the next game will also be in the normal zone, and the value of the advantageous zone difference number counter can be updated (value of the advantageous zone difference number counter = predetermined value + 10 - 3).

[0487] Furthermore, when in a normal zone, the value of the advantageous zone difference number counter is a predetermined value, and if a predetermined number of bets are placed at the start of a game, and the advantageous zone transition process determines that the next game will transition to the advantageous zone, and no payout is made as a result of that game, the next game will be in the advantageous zone, and the value of the advantageous zone difference number counter can be updated (value of the advantageous zone difference number counter = predetermined value - 3).

[0488] Furthermore, in a situation where the game is in the normal zone, the value of the advantageous zone difference number counter is a predetermined value, and if a predetermined number of bets is placed at the start of a game, and the advantageous zone transition process determines that the game will transition to the advantageous zone for the next game, and a specific number of payouts is made as a result of that game, the next game will be in the advantageous zone, and the value of the advantageous zone difference number counter can be updated (value of the advantageous zone difference number counter = predetermined value + 10 - 3).

[0489] With such a configuration, the value of the advantageous zone difference counter can be updated regardless of whether it is a normal zone or an advantageous zone, improving playability in the normal zone. Also, since the advantageous zone difference counter update process can be realized in a common module without determining the play zone, it is possible to compress the program size and improve the readability of the program.

[0490] Furthermore, when the player is in a favorable zone, the value of the favorable zone difference counter is a predetermined value, a predetermined number of bets are made at the start of play, and no payout is made as a result of the play, in the favorable zone clear counter management process at the end of the play, the value of the favorable zone difference counter can be updated (value of the favorable zone difference counter = predetermined value - 3).

[0491] In addition, in a situation where the game is in a favorable zone, when the value of the favorable zone difference counter is a predetermined value, a predetermined number of bets are made at the start of the game, and a specific number of payouts is made as a result of the game, the value of the favorable zone difference counter can be updated in the favorable zone clear counter management process at the end of the game (value of the favorable zone difference counter = predetermined value + 10 - 3).

[0492] In other words, when playing after transitioning to the advantageous zone, the process of updating the value of the advantageous zone difference counter is executed.

[0493] In case 3, when the value of the advantageous zone difference number counter is a predetermined value, it is an advantageous zone, and the main gaming state is AT, when the initialization process is executed in conjunction with the operation of the setting change device, the value of the advantageous zone difference number counter is the initial value, it is a normal zone, and the main gaming state is a state corresponding to the normal zone (a state that is not AT) as the state after initialization. Note that the RT state may be initialized (transitioned to non-RT) or may be maintained. This is because whether the RT state is initialized or maintained by the setting change can be determined according to the specifications of each gaming machine.

[0494] With this configuration, even if the gaming establishment closes for the day during the AT and the settings are changed the next day, the AT state can be initialized, thereby preventing the user from being given a significant advantage when the establishment opens.

[0495] In addition, in case 3, in order to initialize the value of the favorable zone difference counter, in addition to the initialization process accompanying the operation of the setting change device, initialization process due to RWM abnormality and initialization process by favorable zone clear counter management process at the end of the favorable zone are performed. The initialization process by favorable zone clear counter management process refers to the initialization process when the value of the favorable zone difference counter reaches the upper limit value (so-called ending) and the initialization process when any favorable zone end condition is satisfied.

[0496] As another optional condition for initializing the value of the advantageous zone difference counter, the advantageous zone difference counter may be initialized by operating an advantageous zone difference counter clear switch.

[0497] In this case, operation of the advantageous section difference number counter clear switch includes turning on the power while pressing the advantageous section difference number counter clear switch when the power is off, pressing the advantageous section difference number counter clear switch once or pressing and holding it when the power source is shared, etc. The initialization scope of the initialization process based on the advantageous section difference number counter clear switch may be either the advantageous section difference number counter only, or the advantageous section difference number counter and the advantageous section type.

[0498] If the value of the advantageous zone difference counter can be initialized under any other conditions, even if there is a malfunction based on the advantageous zone difference counter, the gaming facility can easily resolve the malfunction.

[0499] In addition, the operation of the advantageous zone difference counter clear switch may be disabled or enabled when the opening of the front door is detected.

[0500] In addition, when the advantageous zone difference counter clear switch is pressed during play, operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled.

[0501] Furthermore, if the operation of the advantageous zone difference counter clear switch is defined as turning on the power while pressing the advantageous zone difference counter clear switch when the power is off, there is a possibility that a case may arise in which the advantageous zone difference counter clear switch is pressed and the setting key switch is ON when the power is off.

[0502] In this case, it is possible that the advantageous zone difference counter and advantageous zone type are initialized and the setting change mode is activated, but it is also possible that the advantageous zone difference counter and advantageous zone type are initialized and the setting change mode is not activated.

[0503] <<Regarding the common configuration of cases 1, 2, and 3 regarding the relationship between the initialization process accompanying the operation of the setting change device and the advantageous zone difference counter>> A common configuration for the above-mentioned cases 1, 2 (including the modified examples), and 3 will be described.

[0504] In either case, the hit difference counter for the complete function is initialized (set to an initial value) when the power is turned off or turned on.

[0505] In either case, it is possible to transmit the value of the advantageous zone difference counter to the sub-control means.

[0506] For this reason, when the value of the advantageous zone difference counter is a certain number lower than the initial value, a suggestive display can be given to the user with a predetermined probability, or the value of the advantageous zone difference counter can be displayed on a screen that can only be viewed by the gaming establishment, such as while the settings are being confirmed or changed.

[0507] This is expected to improve the presentation effect for users and the maintenance effect for gaming facilities.

[0508] In the initialization process accompanying the operation of the setting change device, whether the advantageous zone difference counter is initialized or not, the initialization process accompanying the operation of the setting change device can initialize unrecoverable errors, recoverable errors, number of bets, number of credits, and stop status.

[0509] <Settings change process> The setting change process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG.

[0510] When the setting change mode is started (the setting change process is executed), it is determined whether the current setting value is within the normal range, and if it is within the normal range, the current setting value is obtained, and if it is outside the normal range, "1" is saved as the setting value and the setting value "1" is obtained.

[0511] After acquiring the set value, the set value display data is saved. After saving the set value display data, the lighting control is performed by referring to the set value display data every 5 interrupts using dynamic lighting control, which is a timer interrupt process.

[0512] Thereafter, it is determined whether or not the start switch 12 has been changed from off to on. If it is determined that the start switch 12 has not been changed from off to on, it is determined whether or not the setting switch has been changed from off to on.

[0513] If it is determined that the setting switch has not been changed from off to on, it is determined again whether the start switch 12 has been changed from off to on, and if it is determined that the setting switch has been changed from off to on, it is determined whether the setting value is equal to or greater than the maximum setting value (setting 6).

[0514] If the set value is not equal to or greater than the maximum value, the current set value is incremented, and if the set value is equal to or greater than the maximum value, the current set value is set to the initial value (0) and then incremented again. After the set value is incremented, the updated set value is displayed and the process returns to the step of determining whether the start switch 12 has changed from off to on.

[0515] Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, a process of confirming the setting value is performed and the process waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key 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 (to form a passage for medals to flow down to the hopper 44), thereby terminating the setting change mode.

[0516] Here, the setting change mode is a means for determining one of the setting values ​​from 1 to 6 (displayed as 1 to 6 setting values). After determining one of the setting values, the internal lottery table (also called the role selection table) corresponding to the determined setting value continues to be set until the setting value is next changed by the setting change means. Note that role selection tab...

Claims

[Claim 1] It is possible to stop the game when the difference in the number of game media reaches a predetermined value, If the difference reaches a predetermined value during a win, it is possible to stop the game after the end of that win. It is possible to perform a process to output an external signal when the difference in the number of gaming media reaches a specific value before reaching a predetermined value. Even if the process for outputting the external signal is being executed and the process stops because the difference reaches a predetermined value, it is possible to continue executing the process for outputting the external signal. Gaming machine.