Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-04-13
- Publication Date
- 2026-04-15
AI Technical Summary
Existing gaming machines lack appropriate control over the relationship between notifications and their cancellation operations, leading to potential misinterpretations or unintended execution of notifications.
A gaming machine with notification control means that manages the execution and cancellation of first and second notifications based on information stored in storage means, ensuring that only one type of notification is active at a time and allowing for controlled transitions between them.
This approach ensures that notifications are appropriately managed, preventing unintended execution and enhancing user understanding of game states and outcomes.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine that includes a gaming area in which gaming balls (gaming value) move and a launching device that launches the gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a big prize opening provided in the gaming area operates to an open state, and a gaming ball is paid out based on the entry of the gaming ball into the big prize opening.
[0003] Also, as a gaming machine, a slot machine is known that is equipped with a plurality of reels with a plurality of symbols arranged on the outer periphery, a start lever, a stop button, etc. In the slot machine, the reels start to rotate based on a game start operation, and an internal lottery is performed using a lottery table. When each reel stops, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed, and when the winning combination is a winning combination, a process corresponding to the winning combination is performed, such as a payout process that provides a game value, or a replay process that allows a player to play again without consuming a new game value.
[0004] Furthermore, some gaming machines of this type notify the user of an error detected via a liquid crystal display or the like (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 6885906 Summary of the Invention [Problem to be solved by the invention]
[0006] Incidentally, in gaming machines, it is required that the relationship between a predetermined notification and a release operation be appropriately controlled.
[0007] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine in which the relationship between a predetermined notification and a release operation is appropriately controlled. [Means for solving the problem]
[0008] In order to achieve the above object, the gaming machine of the present invention comprises: A notification control means (e.g., a performance control means 100) for controlling the execution of a notification; A storage means (e.g., storage means 60), The information that can be stored in the storage means includes first information and second information, The notification control means a first notification indicating that the first information has been stored based on the first information being stored in the storage means, and when a first release operation is performed while the first notification is being executed, the first notification is terminated; a second notification indicating that the second information has been stored based on the second information being stored in the storage means, and when a second release operation is performed while the second notification is being executed, the second notification is terminated; In a specific situation in which the first information and the second information are stored in the storage means, the first notification is executed but the second notification is not executed; If the second cancellation operation is performed while the first notification is being executed in the specific situation, and the first cancellation operation is performed after the second cancellation operation, the first notification is terminated without executing the second notification.
[0009] In a specific situation where the first information and the second information are stored in the storage means, during the execution of the first notification, even if a situation (irregular situation) occurs in which the second release operation corresponding to the second notification is performed first instead of the first release operation corresponding to the first notification, and then the first release operation is performed, the second notification is not executed and the first notification is terminated. In other words, a situation does not occur in which the first notification does not end despite the first release operation being performed, or in which the second notification is executed despite the second release operation being performed. Therefore, it is possible to provide a gaming machine in which the relationship between a predetermined notification and its release operation is appropriately controlled. Effect of the Invention
[0010] According to the present invention, the relationship between a predetermined notification and a release operation can be appropriately controlled. [Brief description of the drawings]
[0011] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Diagram 2] FIG. 13 shows the arrangement of symbols on the reels. [Diagram 3] FIG. 13 is a front view of the gaming machine and the dedicated unit. [Figure 4] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Diagram 5] FIG. 13 is a diagram for explaining the internal lottery table. [Figure 6] FIG. 13 is a diagram for explaining the relationship between the manner of stopping operation when each winning area is won and the winning combination. [Figure 7] FIG. 13 is a diagram for explaining the relationship between winning symbols and symbol combinations. [Figure 8] FIG. 13 is a diagram for explaining the relationship between winning symbols and symbol combinations. [Figure 9] FIG. 13 is a diagram for explaining the relationship between winning symbols and symbol combinations. [Figure 10] FIG. 11 is a state transition diagram of the game state. [Figure 11] FIG. 11 is a state transition diagram of the game section and presentation state. [Figure 12] FIG. 11 is a diagram illustrating the instruction presentation. [Figure 13] FIG. 11 is a diagram illustrating the display displayed during the demo performance. [Figure 14] FIG. 11 is a diagram illustrating another example of the display displayed during the demo performance. [Figure 15] FIG. 11 is a diagram illustrating another example of the display displayed during the demo performance. [Figure 16] FIG. 11 is a diagram illustrating another example of the display displayed during the demo performance. [Figure 17] FIG. 13 is a diagram illustrating the display on the lower panel of the same embodiment. [Figure 18] FIG. 4 is an exploded perspective view illustrating the configuration of the lower panel of the first embodiment. [Figure 19] 11 is a schematic cross-sectional view of a sheet constituting the lower panel of the first embodiment. FIG. [Figure 20] FIG. 11 is a diagram illustrating another example of the display on the lower panel of the same embodiment. [Figure 21] 11A and 11B are diagrams illustrating the grain of the front panel constituting the lower panel of the first embodiment. [Figure 22] FIG. 11 is a front view of another gaming machine to which the present invention can be applied. [Figure 23] 23 is a diagram for explaining the display on the upper panel of the gaming machine shown in FIG. 22. [Figure 24] 13 is a flowchart showing a counting process executed in a gaming machine according to a second embodiment of the present invention. [Diagram 25] FIG. 11 is a diagram illustrating a device check related to a speaker performed in the gaming machine. [Figure 26] FIG. 11 is a diagram illustrating the volume of the error sound of the gaming machine. [Figure 27] FIG. 13 is a diagram explaining main errors that may be detected in the gaming machine. [Figure 28] 13A to 13C are diagrams illustrating a medal count control error detected in a gaming machine according to a third embodiment of the present invention. [Figure 29] 13A and 13B are diagrams illustrating the error notification performed in a gaming machine according to a fourth embodiment of the present invention, where (a) shows the case where an EH error is detected, and (b) shows the case where an EY error is detected. [Diagram 30] FIG. 13 is a diagram illustrating a possession number warning executed in a gaming machine according to a fifth embodiment of the present invention. [Diagram 31] 13 is a timing chart showing the timing of notification of gaming machine information, counting notification, loan notification, and loan receipt result response of the gaming machine. [Diagram 32] 13 is a flowchart showing the loan acceptance determination performed in the gaming machine. [Diagram 33] FIG. 13 is a diagram for explaining the connection between a gaming machine according to a sixth embodiment of the present invention and a test firing machine. [Diagram 34] 10A to 10C are diagrams for explaining the output of a test signal from the gaming machine, where (a) shows a first pattern, (b) shows a second pattern, and (c) shows a third pattern. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] (First embodiment) A first embodiment of the present invention will be described below with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 in which a game is played by using a gaming value as electronic information, without using a gaming medal as a gaming medium, and the gaming value is consumed or awarded. The gaming machine 10 (FIG. 1) is a so-called Smart Pachi Slot (registered trademark) (Sma-Slot (registered trademark)). The gaming machine 10 is different from a conventional slot machine in which physical medals are inserted when playing a game and physical medals are paid out when a winning combination is achieved, and is a gaming machine (medalless gaming machine) in which gaming value as electronic information is used without using physical medals, and gaming value is consumed or awarded through playing. Note that the gaming value in a medalless gaming machine corresponds to medals, which are gaming value in a conventional slot machine, and the gaming value in a medalless gaming machine can be understood as virtual medals (electronic medals), so the gaming value in this embodiment may be referred to as medals (gaming medals). In the following, the number of gaming values is regarded as the number of virtual medals, and the number of gaming values may be indicated as "~ pieces" or "~ pieces".
[0013] In the following explanation, basically, "front and back" means that when a player is in front of the gaming machine 10, the player side is "front" and the gaming machine side is "rear," "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of the player playing on the gaming machine is "left" and the right-hand side is "right." It should be noted that, within the scope of the present invention, the components may be freely combined, or the components may be arbitrarily modified, or the components may be omitted.
[0014] FIG. 1 is a perspective view of a gaming machine 10 seen from the front side. As shown in FIG. 1, the gaming machine 10 of this embodiment includes a box-shaped housing 11 with an opening on the front side, which faces the player, and a front door (front door) 12 for opening and closing the front opening of the housing 11. The front door 12 is divided into an upper door 12a and a lower door 12b, and the upper door 12a and the lower door 12b can be opened and closed freely relative to the housing 11. The front door 12 may be an integrated structure that is not divided into the upper door 12a and the lower door 12b. A power supply unit having a built-in power supply device (power supply means) for supplying power to each component is provided inside the housing 11. The power supply unit includes a power switch, and when the power switch is turned on (turned on), power is supplied from the power supply unit to each component. Some components may be supplied with power even when the power supply unit is turned off (disconnected). Also provided within the housing 11 are a reel unit in which the rotatable first reel 20a, second reel 20b, and third reel 20c are unitized, a main control means 31 (described later), a sub-control means 32 (described later), and the like.
[0015] The reel unit has stepping motors 19a-19c provided corresponding to the reels 20a-20c, and index sensors 21a-21c provided corresponding to the reels 20a-20c. Each of the stepping motors 19a-19c rotates each of the reels 20a-20c. The stepping motors 19a-19c are four-phase stepping motors. Each of the stepping motors 19a-19c includes a rotor and a stator having a first-phase coil, a second-phase coil, a third-phase coil, and a fourth-phase coil. Each of the stepping motors 19a to 19c is displaced by a half step angle (one step angle for two step updates) by one step update of the excitation pulse by 1-2 phase excitation, which alternately repeats a step of supplying a one-phase excitation pulse that turns on one coil and a step of supplying a two-phase excitation pulse that turns on the one coil and the other adjacent coil, and each of the reels 20a to 20c rotates once by 504 step updates (displacement of 252 step angles). The stepping motors 19a to 19c have a one-step angle of about 1.43° and an interruption time t for updating the excitation pulse by one step of 1.49 ms. Each of the index sensors 21a to 21c detects the edge of a semicircular band-shaped index attached to the inside of each of the reels 20a to 20c. Based on the detection information by the index sensors 21a to 21c, control related to the rotation and stopping of the reels 20a to 20c is performed.
[0016] A liquid crystal display (display means) 13 is provided at approximately the center of the upper door 12a as a presentation device. Various images (presentation images) for assisting or livening up the game are displayed on the liquid crystal display 13. A speaker (sound output means) 14 is provided on the lower door 12b as a presentation device. Various presentation sounds (music, sound effects, voice, etc.) for assisting or livening up the game are output from the speaker 14. The speaker 14 may also be provided on the upper door 12a. The front door 12 is provided with lamps (illumination device, illumination means, peripheral lamps) 38 for providing notifications, presentations, etc. A movable accessory that can be operated by an actuator, etc. may also be provided as a presentation device.
[0017] In addition, a display window 16 is provided on the upper door 12a. A reel unit is arranged behind the display window 16 (first display area 13a described later) so that a part of the reel unit can be seen through the display window 16. The outer periphery of each of the reels 20a to 20c is divided into 20 frames (20 areas) at regular intervals, and one of a plurality of types of symbols is arranged in each frame. In other words, a plurality of types of symbols are arranged in a line on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols (upper row symbols, middle row symbols, lower row symbols) are displayed per reel through the display window 16. In addition, the display window 16 is provided with an upper row, a middle row, and a lower row as display positions for viewing the symbols of each of the reels 20a to 20c, and a winning line is set by a combination of the display positions of each of the reels 20a to 20c. In this embodiment, an active line is formed by the top row of the first reel 20a, the middle row of the second reel 20b, and the bottom row of the third reel 20c.
[0018] In this embodiment, the number of game values (prescribed number, prescribed number of coins) required for one game is set to three coins, and when the prescribed number of game values is inserted, the active line is activated. When the game starts, the reels 20a to 20c start to rotate, and an internal lottery is executed to determine whether any of the winning roles will be won or not (not won). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning role won in the internal lottery is displayed on the active line, this winning role will be a prize, and a process (award winning process) corresponding to the winning role that has been won is executed. That is, whether or not the winning role has been won is displayed according to the symbol combination displayed through the display window 16 when the reels 20a to 20c stop. The active line can be said to be a line for determining whether or not the winning role has been won.
[0019] The liquid crystal display 13 is disposed in front of the reel unit including the reels 20a to 20c. The liquid crystal display 13 is capable of executing effects by displaying a predetermined display (display object) on its display surface. The display object (object) refers to, for example, people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) displayed on the liquid crystal display 13. The liquid crystal display 13 has, as display areas, an outside-reel display area (second display area 13b) which is a display area that does not overlap with the reels 20a to 20c when viewed from the front (front), and a front-reel display area (first display area 13a) which is a display area that overlaps with the reels 20a to 20c when viewed from the front (front). The second display area 13b is formed so as to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is configured so that the members behind the first display area 13a (transmissive area) can be made visible. The first display area 13a has a plurality of states including a transparent state and a state in which a display object (performance image) is displayed. When the first display area 13a is in a transparent state, the symbols of the reels 20a to 20c are visible. When the first display area 13a is in a state in which a display object (performance image) is displayed, a performance image is displayed in front of the reels 20a to 20c. In addition, when the first display area 13a displays the display object, the symbols on the reels 20a to 20c may be visible (easy to see) or may be invisible (difficult to see). In this way, the first display area 13a is an area where the symbols on the reels 20a to 20c are visible and images for effects can be displayed. In FIG. 1, the first display area 13a is composed of three separated areas, but is not limited to this and may be a single horizontally long rectangular area.
[0020] The second display area 13b is the display area of the liquid crystal display 13 excluding the first display area 13a. The second display area 13b is capable of displaying images for performance purposes. It is also possible to display a single unified image across the second display area 13b and the first display area 13a. The second display area 13b is not transparent, and is not capable of allowing the components behind it to be seen through it. The liquid crystal display 13 does not have to be a transmissive liquid crystal display, and the reels 20a-20c do not have to be visible through the liquid crystal display 13 (first display area 13a). The display window 16 may be provided in a transparent panel (which cannot display objects), and the reels 20a-20c may be visible through the display window 16.
[0021] On the outer periphery of each of the reels 20a to 20c, as shown in Fig. 2, the following symbols are arranged: a cherry symbol "CH", a watermelon symbol "WM", a bell symbol A "BLA", a bell symbol B "BLB", a replay symbol "RP", a blue BAR symbol "blue BAR", a red BAR symbol "red BAR", a red 7 symbol "red 7", a special symbol A "SPA", and a special symbol B "SPB". Symbol numbers 0 to 19 are assigned to the symbols on each of the reels 20a to 20c.
[0022] Although not shown in FIG. 1, a game information display unit is provided below the display window 16. The game information display unit is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the amount of game value paid out or won in one game, error information, etc. The game information display unit includes a first main display, a second main display, and a sub-display. The game information display unit may also include an advantageous zone indicator.
[0023] The lower door 12b (operation unit installation stand) is provided with a bet button 23 operated when betting (inserting) a game value, a start lever (game start operation means) 24 operated when starting a game, a stop button (stop operation means) 26 (26a, 26b, 26c) operated when stopping the spinning reels, an effect button (effect operation means) 25 operated when progressing an effect, etc. Note that the bet button 23 may be a MAX bet button (first bet button) operated when betting three coins (prescribed number) of game value, and a 1 bet button (second bet button) operated when betting one coin of game value.
[0024] The effect button 25 is operated when proceeding with the effect (changing the aspect of the effect), etc. The effect button 25 is formed to be operable by pressing, and when pressed, for example, the aspect of the effect image displayed on the liquid crystal display 13 changes. By providing the effect button 25 and enabling its operation at a predetermined opportunity, it is possible to increase the player's awareness of participating in the game and improve the interest of the game. For example, the effect button 25 becomes operable during the execution of an effect that gives the player hope of transitioning to an advantageous state, and an image instructing the operation is displayed on the liquid crystal display 13. Then, when the effect button 25 is operated, the result of the game (for example, whether or not the game will transition to an advantageous state) is notified. Note that the effect button 25 is not limited to a button-shaped button, and may be a lever-shaped button, etc., as long as it is configured to be capable of detecting the player's operation.
[0025] Further, the lower door 12b is provided with a door key cylinder 69. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Note that an error can also be released by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.
[0026] Further, the lower door 12b is provided with a lower panel 91. A light source (LED) for illumination is provided on the rear side of the lower panel 91, so that the lower panel 91 is illuminated from behind by light emitted from this light source.
[0027] As shown in FIG. 3, a dedicated unit (game value lending device, game medal lending device, specified device) 200 is provided on the side (right side) of the gaming machine 10 as a device for lending game value. In addition, a bill insertion slot 201 into which bills can be inserted, a card insertion / ejection slot 202 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 203, a replay button (lending operation means) 204, a card return button 205, and the like are provided on the front side of the dedicated unit 200. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be grasped by the card. In addition, the card may be capable of storing a prepaid balance. In addition, management of the number of play values by a card may be performed by storing the number of play values on the card itself, or the number of play values may be stored in a designated management device etc. installed in an amusement arcade etc., and the number of play values stored in the management device etc. may be linked to identification information stored on the card (such as the player's ID or an identification number unique to each card).
[0028] In the dedicated unit 200, an operation (pressing operation) on the loan button 203 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 10. When the loan button 203 is pressed, a predetermined number (e.g., 50 coins) of game value is credited to the gaming machine 10 by consuming a stored value stored as a prepaid balance in a bill inserted in the bill insertion slot 201 or a card. In addition, in the dedicated unit 200, an operation (pressing operation) on the replay button 204 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 10. When the replay button 204 is pressed, a predetermined number (e.g., 50 coins) of game value is credited to the gaming machine 10 by consuming a game value owned by the player and managed by a card (game value linked to the card). In other words, in this embodiment, an operation on the loan button 203 or the replay button 204 as a loan operation means is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined amount of game value is transferred (loaned) from the dedicated unit 200 to the gaming machine 10.
[0029] As shown in FIG. 1, the lower door 12b is provided with a game medal number display device (game value number display device, game value number indicator) 211, a count button 212, and a settlement button 218. The game medal number display device 211 and the count button 212 are provided on the side (right side) of the lower door 12b. Based on the lending operation in the dedicated unit 200, in the gaming machine 10, a value equivalent to a predetermined number of game values is set as credits (a storage value in the game value number storage area 66 (credit storage area) in the storage means 60). The storage value in the game value number storage area 66 can also be called the number of credits (a reserved number, a possessed number). The number of credits (a number of game medals that can be used for playing) is displayed on the game medal number display device 211. The game medal number display device 211 has a 5-digit (or 6-digit) 7-segment indicator, and the 7-segment indicator is adapted to display the number of credits. In the gaming machine 10, the upper limit of the number of credits may be set, for example, within the range of values that can be displayed on the gaming medal number display device 211. In the gaming machine 10, when the bet button 23 is operated in a state in which the gaming value is stored as credits, the gaming value stored as credits is set to an inserted state up to a specified number.
[0030] The game value number control means 55 (FIG. 4), which will be described later, controls the number of game values stored in the game value number storage area 66. The game value number storage area 66 may be provided in the storage means (memory 58) of the game value number control means 55, not in the storage means 60 of the main control means 31. The game value number control means 55 increases the number of credits by a predetermined number when a predetermined role (minor role) is won and a predetermined number of game values is awarded. In addition, when an operation of inserting game values (operation of the bet button 23) is performed at the start of a game, the game value number control means 55 decreases the number of credits by the number of inserted game values. The game medal number display device 211 displays a value obtained by subtracting the number of bets from the number of possessions (number of credits).
[0031] Moreover, the game value number control means 55 performs control to receive game value transferred from the dedicated unit 200 to the gaming machine 10. When game value is transferred from the dedicated unit 200 to the gaming machine 10, the game value number control means 55 increases the number of credits by the amount of game value transferred. Moreover, the game value number control means 55 performs control to transfer game value from the gaming machine 10 to the dedicated unit 200. When game value is transferred from the gaming machine 10 to the dedicated unit 200, the game value number control means 55 decreases the number of credits by the amount of game value transferred. Moreover, the game value number control means 55 causes the number of game values (number of credits) stored in credits to be displayed on the game medal number display device 211, and changes the display content of the game medal number display device 211 according to the increase or decrease in the number of credits.
[0032] The counting button 212 is a button that is operated when transmitting (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200. The counting button 212 has a pressing part (operation part), and the pressing part is formed so as to be capable of being pressed. When the player ends a game, for example, the credited game value can be transferred from the gaming machine 10 to the dedicated unit 200 based on an operation (pressing operation) on the counting button 212 as a counting operation (return operation). Then, when an operation (pressing operation) is performed on the card return button 205 (FIG. 3) after the game value is transferred to the dedicated unit 200, a card that allows the number of game values owned by the player to be known is discharged from the dedicated unit 200 (card insertion / ejection port 202).
[0033] As described above, a predetermined number of game values (game medals) is provided to the gaming machine 10 based on the lending operation in the dedicated unit 200 (the number of credits is added). Next, when the bet button 23 is operated, the game values are set to an inserted state up to a specified number, and a value equivalent to the number of game values (number of game medals) set to the inserted state is subtracted from the number of credits. That is, the number of game values displayed on the game medal number display device 211 decreases.
[0034] When a prescribed number of game values are set to the inserted state, the operation of the start lever 24 becomes valid, that is, the game can be started. Next, when the game start operation is performed on the activated start lever 24, the rotation of each of the reels 20a to 20c begins. Next, when the rotation speed of the reels increases to a prescribed speed and reaches a steady rotation state, the operation of the stop buttons 26a to 26c becomes valid. Next, when the activated stop buttons 26a to 26c are operated, the rotation of the corresponding reel stops. Next, when the rotation of all the reels 20a to 20c stops, a process of granting a prescribed number of game values (adding them to the credits) according to the result of the game, a process of making it possible to start a game again without newly consuming game values (replay process), etc. are performed, and one game (one game) ends. Also, when the counting button 212 is operated, a prescribed number of credits (game medals) are transmitted (returned) to the dedicated unit 200. When a card return operation is performed in the dedicated unit 200, the card on which the predetermined information is stored is discharged from the dedicated unit 200.
[0035] In addition, when the settlement button 218 is operated (pressed) in a state in which the game value is set to an inserted state (bet) in the gaming machine 10, the inserted game value is returned to credits. The settlement button 218 is a button that is operated when returning the game value inserted (set to an inserted state) by operating the bet button 23 to credits (the game value number storage area 66). In other words, a process (introduction return process) is executed to return the game value set to the inserted state to credits based on the operation of the settlement button 218. The insertion return process is a process in which the setting of the inserted state of the game value is canceled, and a value equivalent to the number of game values set to the inserted state is added to the number of credits (the stored value in the game value number storage area 66). When the settlement button 218 is operated in a state in which the game value set to the inserted state exists, the game value is returned (returned) to credits based on that, and the number of game medals displayed on the game medal number display device 211 increases.
[0036] As shown in FIG. 4, the gaming machine 10 and the dedicated unit 200 are connected via a gaming ball etc. lending device connection terminal board 90. The gaming ball etc. lending device connection terminal board 90 is a connection terminal board for connecting the gaming machine 10 and the dedicated unit 200. The gaming machine 10 includes a main control means (main control board) 31 for controlling the progress of the game, a sub control means (sub control board) 32 for controlling the presentation according to the progress of the game, a gaming value number control means (gaming value number control board) 55 for controlling the number of gaming values, and the like. In this embodiment, the gaming value number control means 55 is provided separately from the main control means 31, but the gaming value number control means 55 may be formed integrally with the main control means 31.
[0037] The main control means 31 is provided with a setting change key cylinder, a setting change button, and the like. The setting change key cylinder and the setting change button may be provided in other parts, such as a power supply unit. The setting change key cylinder (setting key switch) has two states, an OFF state and an ON state. In other words, it is switchable between an OFF state and an ON state. The setting change key cylinder is formed so that a setting key can be inserted. The setting change key cylinder is in an OFF state in an initial state. When the inserted setting key is rotated 90 degrees clockwise from the initial position, the state of the setting change key cylinder is switched from an OFF state to an ON state. When the setting key is rotated 90 degrees counterclockwise so that the state of the setting change key cylinder is switched from an ON state to the initial position, it is switched from an ON state to an OFF state. The setting change button can be pressed.
[0038] The main control means 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a-26c, performs various calculations for executing a game, and controls output means such as the reel unit based on the calculation results. The sub-control means 32 receives signals sent from the main control means 31 and input signals from input means such as the effect button 25, performs various calculations for executing effects, and controls effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.
[0039] Furthermore, the main control means 31 and the sub-control means 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control means 31 to the sub-control means 32, but information cannot be transmitted from the sub-control means 32 to the main control means 31. The functions of each board such as the main control means 31 and the sub-control means 32 are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or software consisting of a predetermined program pre-stored in ROM, etc.
[0040] The main control means 31 includes an input receiving means 40, a random number generating means 41, an internal lottery means 42 for performing an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 for controlling the rotation of the reels, a winning determination means 44 for determining whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60 (main storage means, main memory). The storage means 60 includes a ROM and a RAM. The sub-control means 32 includes a performance sub-control means 70 and a sub-side storage means (sub-memory) 72. The sub-side storage means 72 includes a ROM and a RAM.
[0041] The main performance control means 52 and the sub-performance control means 70 constitute the performance control means 100. The main performance control means 52 issues instructions to the sub-performance control means 70 based on the game state, the performance state, and the like. The sub-performance control means 70 controls the performance device using the performance data stored in the sub-side storage means 72 based on the game state, the information on the performance state, or the information on whether or not to perform the instruction performance transmitted from the main performance control means 52. The control performed by the main performance control means 52 described in this embodiment may be performed by the sub-performance control means 70, and the control performed by the sub-performance control means 70 may be performed by the main performance control means 52. The control performed by the performance control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the performance control means 100.
[0042] The deposit receiving means 40 receives the deposit of gaming value for each game, and performs a process of validating a game start operation on the start lever 24 based on the fact that a specified number of gaming values have been deposited. When the bet button 23 is pressed with gaming value credited, the deposit receiving means 40 sets the credited gaming value to a deposit state up to a specified number. In this embodiment, the first depression operation of the validated start lever 24 is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.
[0043] Furthermore, the deposit acceptance means 40 controls so that the game value owned by the player is not set to a newly deposited state in the next game after the game in which the replay was won. Specifically, while the deposit of game value is being accepted, the operation of the bet button 23 is not accepted, so that the credited game value is not set to a deposited state even if the bet button 23 is pressed.
[0044] The random number generating means 41 generates random numbers for lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the "random numbers" include not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but whose acquisition timing is irregular and therefore can essentially function as random numbers.
[0045] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of a game). The internal lottery table is a table in which various winning roles including small roles, replays, and bonuses and losing roles (non-winning roles) are associated with each of a plurality of random numbers (for example, 65536 random numbers from 0 to 65535), and a plurality of internal lottery tables are stored in an internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as described later, a normal state, an RBB internal state, and an RBB operating state can be set as the game state, and six setting values from setting 1 to setting 6 can be set as the setting value, and the internal lottery means 42 selects an internal lottery table according to the game state and the setting value to perform an internal lottery. A minor winning combination is a combination that, when won, allows a player to receive a predetermined number of game values corresponding to the minor winning combination. A replay is a combination that, when won (activated), allows a player to play again without consuming new game values. When a replay is won, the operation of the start lever 24 is enabled without consuming game values, and a game can be started by operating the start lever 24.
[0046] In the internal lottery, a random number value for lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning role has been won, and the winning role associated with the random number value becomes a winning role. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 5, and each random number value obtained from the random number generating means 41 is associated with one of the winning areas. In addition, the winning areas include winning areas that include one or more winning roles (are associated with winning roles), and winning areas that do not include any winning roles (are associated with losses). In addition, the combinations of winning roles included in each winning area are different. All winning roles that belong to the winning areas that are associated with the random number value obtained from the random number generating means 41 become winning roles as a result of the internal lottery. Hereinafter, when a role that belongs to a winning area wins in the internal lottery, this will also be referred to as "the winning area wins". In addition, when no role wins, this will also be referred to as "the winning area 'non-winning' wins".
[0047] As shown in FIG. 5, in this embodiment, small prizes 1 to 45 are prepared as small prizes. In addition, as winning areas including small prizes, "small prize ALL", "medium payout ALL", "1 coin ALL", "batting order bell A1" to "batting order bell A8", "batting order bell C1" to "batting order bell C8", "batting order bell D1" to "batting order bell D4", "weak watermelon", "strong che", "weak che", "common 1 coin A", "common 1 coin B", and "1 coin 1" to "1 coin 4" are prepared. In addition, small prize 1 to small prize 8 and small prize 13 to small prize 16 are 15 coin prizes that are awarded 15 coins of play value when winning. In addition, small prize 9 to small prize 12 and small prize 39 are 3 coin prizes that are awarded 3 coins of play value when winning. In addition, small prize 17 to small prize 20 are 10 coin prizes that are awarded 10 coins of play value when winning. In addition, small prize 21 to small prize 38, small prize 40, small prize 41, small prize 43, and small prize 45 are 1-piece prizes that are awarded with 1 game value when they win. In addition, small prize 42 and small prize 44 are 8-piece prizes that are awarded with 8 game values when they win. In the following, the winning areas "Batting Order Bell A1" to "Batting Order Bell A8", "Batting Order Bell C1" to "Batting Order Bell C8" and "Batting Order Bell D1" to "Batting Order Bell D4" may be collectively referred to as "Batting Order Bells". Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A8" may be collectively referred to as "Batting Order Bell A" (eye-pressing batting order bell, 12-choice bell), the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" may be collectively referred to as "Batting Order Bell C", and the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" may be collectively referred to as "Batting Order Bell D".
[0048] The winning area "small prize ALL" is a winning area where all small prizes (small prize 1 to small prize 45) overlap and win. Also, the winning area "medium dividend ALL" is a winning area where small prizes 9 to 12 and small prize 39 overlap and win. Also, the winning area "1 piece ALL" is a winning area where small prizes 21 to 38, small prizes 40, small prizes 41, small prizes 43 and small prizes 45 overlap and win. Also, the winning areas "batting order bell A1" to "batting order bell A8" are winning areas where one type of 15 piece prize, one type of 3 piece prize and multiple types of 1 piece prize overlap and win. Also, the winning areas "batting order bell C1" to "batting order bell C8" are winning areas where one type of 10 piece prize and multiple types of 1 piece prize overlap and win. In addition, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are winning areas where one type of 15-coin role and multiple types of 1-coin roles overlap and are won. In addition, the winning area "Weak Watermelon" is a winning area where multiple types of 8-coin roles overlap and are won. In addition, the winning area "Strong Che" is a winning area where a 1-coin role (small role 40) is won alone. In addition, the winning area "Weak Che" is a winning area where a 3-coin role (small role 39) is won alone. In addition, the winning areas "1-coin 1" to "1-coin 4" are winning areas where multiple types of 1-coin roles overlap and are won.
[0049] In this embodiment, replays are provided in the form of Replay 1 to Replay 12. In addition, the winning areas that include replays are provided as "Selective Replay 1" to "Selective Replay 8", "Selective Replay 11" to "Selective Replay 14", "Selective Replay 21" to "Selective Replay 22", "Match Replay", "Normal Replay 1", "Chance Eye", "Strong Watermelon", and "Normal Replay 2".
[0050] The winning areas "Choice Reply 1" to "Choice Reply 8", "Choice Reply 11" to "Choice Reply 14", "Choice Reply 21" to "Choice Reply 22", "Match Reply", "Normal Reply 1", "Chance Eye", "Strong Watermelon" and "Normal Reply 2" are winning areas where multiple types of replays can be won overlappingly.
[0051] In this embodiment, a big bonus (RBB: special role) is prepared as a bonus. In addition, a winning area "RBB" in which a big bonus is won alone is prepared as a winning area associated with the bonus, and the winning areas "Common 1 piece A", "Common 1 piece B" and "1 piece 1" to "1 piece 4" are set so that the big bonus is won in duplicate. In addition, in the winning areas "Common 1 piece A", "Common 1 piece B" and "1 piece 1" to "1 piece 4", when the game state is in the general state, the big bonus is won in duplicate, but when the game state is in the RBB internal state, the big bonus is not won in duplicate. In this embodiment, the bonus is assumed to be a continuous operation device related to a so-called first-class special bonus, but other bonuses may be used. In addition, other bonuses may also be installed. In addition, the installed bonuses may be set to win independently, or may be set to win in combination with replays or small prizes.
[0052] In addition, a "no win" area is provided as a winning area associated with a losing win.
[0053] Each winning area is set to be winable or non-winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery objects. In FIG. 5, the winning areas are indicated by a circle to indicate whether or not they can be won in each game state. That is, the winning areas "No Win", "Small Win", "Medium Payout ALL" and "1 Coin ALL" are won when the game state is in the RBB operation state, and are not won when the game state is in the normal state or the RBB inside state. Also, the winning areas "Battle Order Bell A1" to "Battle Order Bell A8", "Battle Order Bell C1" to "Battle Order Bell C8", "Battle Order Bell D1" to "Battle Order Bell D4", "Weak Watermelon", "Choice Rip 1" to "Choice Rip 8", "Choice Rip 11" to "Choice Rip 14", "Choice Rip 21" to "Choice Rip 22", "Match Rip", "Normal Rip 1", "Chance Eye", "Strong Watermelon", "Normal Rip 2", "Strong Che", "Weak Che", "Common 1 Coin A", "Common 1 Coin B", and "1 Coin 1" to "1 Coin 4" are won when the game state is in the normal state or the RBB inside state, and are not won when the RBB is in operation. In addition, the winning area "RBB" is won when the game status is in the normal status, and cannot be won when the RBB is inside or the RBB is operating.
[0054] In addition, in this embodiment, the probability of winning a small win is the same in the normal state and the RBB internal state. Also, in the RBB operating state, replays cannot be won. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.
[0055] The internal lottery means 42 sets the winning flag corresponding to the winning combination resulting from the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the overlapping winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.
[0056] In addition, there are two types of winning flags: a winning flag (carry-over flag) that can carry over a winning state to the next game or later until a prize is won, and a winning flag (non-carry-over flag) that is reset to a non-winning state without carrying over a winning state to the next game or later regardless of whether a prize is won. A big bonus is a role to which a carry-over flag is associated. A small role and a replay are roles to which a non-carry-over flag is associated. For example, when a big bonus is won in an internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, even in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 carries out an internal lottery to determine whether or not a small role and a replay are won. That is, in a game in which the winning state of the big bonus winning flag is carried over, when a small role or a replay is won, a winning flag corresponding to two or more roles, the winning flag of the big bonus already won and the winning flag of the small role or the replay won in the internal lottery, is set to a winning state.
[0057] In addition, the gaming machine 10 is designed so that the probability of winning a winning combination differs depending on the difference in the setting value for the six setting values from setting 1 to setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of a plurality of internal lottery tables selected according to the game state is changed to an internal lottery table group corresponding to each setting, and the internal lottery table group is changed to one with a different probability of winning a small winning combination, replay, or bonus depending on the setting.
[0058] The setting change means 47 controls to change the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the gaming machine 10 and the power supply of the gaming machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from the initial position, the setting change means 47 starts the gaming machine 10 in the setting change mode. The setting value can be selected from six setting values from setting 1 to setting 6. In this embodiment, the winning probability of the internal lottery is changed so that the expected value of the ball payout rate increases in order from setting 1 to setting 6. The setting change means 47 changes the setting value in the order of setting 1 → setting 2 → setting 3 →... setting 6 → setting 1 →... each time the setting change button provided inside the gaming machine 10 is pressed in the setting change mode, and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Also, by returning the setting change key inserted into the setting change key cylinder to its initial position, the setting change mode can be switched to the game mode. In this embodiment, the setting value being selected is displayed on the first main display in the setting change mode. In this embodiment, the high and low setting values are expressed in the following order: Setting 1<Setting 2<Setting 3<Setting 4<Setting 5<Setting 6.
[0059] Also, when the power is turned on with the setting change key cylinder in the initial position, the gaming machine 10 is started in the gaming mode. In this embodiment, in the gaming mode, a game can be played but the setting value cannot be changed, whereas in the setting change mode, the setting value can be changed but a game cannot be played. The main control means 31 may be provided with a setting confirmation means. When the setting key is inserted into the setting change key cylinder in the gaming mode with the power turned on and the setting key is rotated 90 degrees clockwise from the initial position, the setting confirmation means shifts the gaming machine (gaming machine 10) from the gaming mode to the setting confirmation mode, and performs a process (setting notification process) of notifying the current setting value via the liquid crystal display 13, the gaming information display unit, etc. In the setting confirmation mode, an image (for example, the text "setting reference") notifying that the setting confirmation mode is being performed is displayed on the liquid crystal display 13. In the setting confirmation mode, the currently set setting value is displayed on the first main display in the gaming information display unit. In the setting confirmation mode, the current setting value can be referred to (informed), but it is not possible to play the game. Also, in the setting confirmation mode, the setting value can be referred to, but it is not possible to change the setting value.
[0060] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a part of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and presentation state to their initial states, which will be described later. That is, when the setting value is changed, the game state becomes a normal state, the game section becomes a non-advantageous section, and the presentation state becomes a non-advantageous section presentation state, and these states become the same as when the power is turned on for the first time after shipping from the factory. In addition, the initialization means 48 initializes other information related to presentation stored in the RAM of the storage means 60 in the initialization process. In addition, the sub-control means 32 also has an initialization means (not shown), and when a signal notifying that the setting value has been changed is transmitted from the main control means 31, the initialization means of the sub-control means 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. In addition, even if the setting value is changed, the game state, game section, and presentation state may not return to their initial states.
[0061] The reel control means 43 starts the rotation of each of the reels 20a-20c when the enabled start lever 24 is operated (i.e., the start of a game) under the control of the main control means 31, and when the enabled stop buttons 26a-26c are operated, it controls the stopping of the reel corresponding to the operated stop button.
[0062] That is, the reel control means 43 determines the stop position of the reel corresponding to the operated button among the first reel 20a to the third reel 20c each time the stop buttons 26a to 26c are operated, and controls the reel to stop at the determined stop position. In the gaming machine 10, when the stop button 26a is operated, the first reel 20a stops spinning, when the stop button 26b is operated, the second reel 20b stops spinning, and when the stop button 26c is operated, the third reel 20c stops spinning. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (batting order) of the stop buttons 26a to 26c.
[0063] In the following, the order of the stop operations (operation order of the stop buttons 26a to 26c) is referred to as the "batting order", which is the order of all the stop buttons 26a to 26c. The first stop operation in the batting order is referred to as the "first stop operation", the second stop operation as the "second stop operation", and the third stop operation as the "third stop operation".
[0064] In the following description, the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c is referred to as "batting order 1," the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b is referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c is referred to as "batting order 3." " Batting order 4" refers to the operation of the stop buttons 26a, 26b, and 26c that stop the reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a. " Batting order 5" refers to the operation of the stop buttons 26a, 26b, and 26c that stop the reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b. " Batting order 6" refers to the operation of the stop buttons 26a, 26b, and 26c that stop the reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a. " Batting order 1" and " Batting order 2" are collectively called "left push", " Batting order 3" and " Batting order 4" are collectively called "center push", and " Batting order 5" and " Batting order 6" are collectively called "right push". "Center push" and "right push" are collectively called "irregular push".
[0065] In this embodiment, the reels corresponding to the first reel 20a to the third reel 20c are stopped within 190 ms from the time when the stop buttons 26a to 26c are operated. The reels can rotate up to 4 frames (4 symbols) from the time when the stop buttons 26a to 26c are operated until the reels 20a to 20c are stopped. The reel control means 43 controls the reels 20a to 20c corresponding to the stop buttons 26a to 26c to which the stop operation is performed to stop so that the symbols corresponding to the roles set to the winning state are displayed on the winning lines when the symbols corresponding to the roles set to the winning state are located within a range of 0 frames to 4 frames (a predetermined pull-in range) on the outer circumferential surface of the reels 20a to 20c corresponding to the stop buttons 26a to 26c to which the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop button 26a to 26c for which the stop operation has been performed so that any one of the symbols from the symbol located on the pay line at the time the stop operation was performed up to the symbol four symbols adjacent thereto is displayed on the pay line.
[0066] In addition, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination with a winning flag set to a winning state wins. Specifically, in a state where the winning flag of one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination wins. In addition, in a state where the winning flags of multiple winning combinations are set to a winning state in a overlapping manner, the reels 20a to 20c are stopped so that a predetermined winning combination wins according to the priority order set for each combination. In this embodiment, the priority order is set in the order of "replay>minor combination>bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the symbol combination showing the winning form of the combination with a higher priority are displayed on the pay line in preference to the symbols constituting the symbol combination showing the winning form of the combination with a lower priority.
[0067] In addition, when multiple types of minor roles are won in the internal lottery, there are two methods for determining the priority of the candidates for the stop positions: a method for determining the priority according to the number of symbol combinations that can be displayed on the winning line (number priority control), and a method for determining the priority according to the number of payouts of the game value (number priority control). When executing the number priority control for determining the priority of the candidates for the stop positions according to the number of symbol combinations that can be displayed on the winning line, the priority of each candidate for the stop positions is determined so that the priority is higher for the stop positions (symbols) that have a larger number of symbol combinations that show winning forms that can be displayed on the winning line. When executing the number priority control for determining the priority of the candidates for the stop positions according to the number of payouts of the game value, the priority is determined so that the priority is higher for the stop positions that have a larger number of payouts of the game value based on the payouts of the minor roles corresponding to the symbols displayed at the display positions on the winning lines (stop positions that can win minor roles with a larger payout). In addition, when determining the priority of candidate stop positions according to the amount of game value paid out, if multiple minor winning combinations with the same payout are won, the priority of candidate stop positions that can win each of the minor winning combinations is treated as being the same.
[0068] Figure 6 shows the relationship between the state of the stop operation and the winning role when the batting order bell is won in the RBB internal state. The batting order bell has a correct batting order and an incorrect batting order set.
[0069] Each winning area of "Batting Order Bell A1" to "Batting Order Bell A8" (Batting Order Bell A, Eye-Pushing Batting Order Bell) has one first correct batting order, one second correct batting order, and four incorrect batting orders. The first correct batting order and the second correct batting order have the same reel that should be stopped first (the stop button that should be operated first).
[0070] When each winning area of "batting order bell A1" to "batting order bell A8" is won in the RBB internal state, if the operation is performed in a correct operation mode (specific operation mode), a correct small role (15-piece role or 3-piece role) can be won, and if the operation is performed in an operation mode (incorrect operation mode) different from the correct operation mode, the correct small role (15-piece role or 3-piece role) will not be won, and a 1-piece role can be won. The correct small role is a small role that can win a game value equal to or greater than the game value bet for one game. In addition, the failed small role (described later) is a small role that can win a game value less than the game value bet for one game. In this embodiment, the correct operation mode when the batting order bell A is won includes a first correct operation mode that can win a 15-piece role and a second correct operation mode that can win a 3-piece role.
[0071] When any of the winning areas of "Batting Order Bell A1" to "Batting Order Bell A8" is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the first correct operation mode, a priority is determined so that the candidate stop position for winning a 15-coin role has the highest priority (priority order), if the stop buttons 26a to 26c are pressed in the second correct operation mode, a priority is determined so that the candidate stop position for winning a 3-coin role has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect operation mode, a priority is determined so that the candidate stop position for winning a 1-coin role has the highest priority.
[0072] Among the batting order bells A, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are configured to win a 15-coin prize when a stop operation is performed in the first correct operation mode, i.e., when an operation is performed in the first correct batting order and a specified stop operation (first stop operation) is performed at a specific timing (correct press timing), in other words, when an operation is performed in the first correct batting order and a pattern (for example, any of the pattern numbers 0 to 9 shown as "blue" in Figure 2) within a specified range including a specific pattern (first specific pattern: blue BAR pattern "blue BAR") on the reel that is stopped first is located at a specific display position (for example, on an effective line) (the reels 20a to 20c are configured to stop in a stop mode in which a pattern combination showing a winning form of a 15-coin prize is displayed on the effective line). In other words, by performing the first correct batting order and performing the first stopping operation aiming at the first specific symbol, it is possible to win the 15-coin role.
[0073] Among the batting order bells A, the winning areas "batting order bell A1" to "batting order bell A4" are configured to win a three-coin prize when a stop operation is performed in the second correct operation mode, that is, (1) when an operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a timing (incorrect pressing timing) different from the specific timing, that is, when an operation is performed in the first correct batting order and a pattern (for example, any of the pattern numbers 10 to 19 shown as "red" in FIG. 2) within a predetermined range that does not include a specific pattern (first specific pattern) on the reel that is stopped first is located at a predetermined display position (for example, on an effective line), or (2) when an operation is performed in the second correct batting order. In this embodiment, the "second correct operation mode" includes a mode in which the operation is performed in the first correct batting order but the timing of the first stop operation is inappropriate (failed to press the button by eye) and a mode in which the operation is performed in the second correct batting order.
[0074] Among the batting order bells A, the winning areas "batting order bell A5" to "batting order bell A8" are configured to win a 15-coin combination when a stop operation is performed in the first correct operation mode, that is, when the operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a specific timing (correct press timing), in other words, when the operation is performed in the first correct batting order and a pattern (for example, any of the pattern numbers 10 to 19 shown as "red" in FIG. 2) within a predetermined range including a specific pattern (second specific pattern: red BAR pattern "red BAR") on the reel that is stopped first is located at a predetermined display position (for example, on an effective line) and the first stop operation is performed, a 15-coin combination is won. In other words, it is possible to win a 15-coin combination by performing an operation in the first correct batting order and performing a first stop operation aiming at the second specific pattern.
[0075] Among the batting order bells A, the winning areas "Batting Order Bell A5" to "Batting Order Bell A8" are configured to win a three-coin role when a stopping operation is performed in the second correct operation mode, that is, (1) when an operation is performed in the first correct batting order and a predetermined stopping operation (first stopping operation) is performed at a timing (incorrect press timing) different from the specific timing, that is, when an operation is performed in the first correct batting order and the first stopping operation is performed when a pattern within a predetermined range that does not include a specific pattern (second specific pattern) on the reel that is stopped first (for example, any of the pattern numbers 0 to 9 shown as "blue" in Figure 2) is located at a specific display position (for example, on an active line), or (2) when an operation is performed in the second correct batting order.
[0076] In the winning areas "Batting Order Bell A1" to "Batting Order Bell A8," if the stopping operation is performed in an incorrect operation mode, i.e., if the operation is performed in an incorrect batting order, either a 1-coin role will be awarded or no role will be awarded.
[0077] The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" have different correct batting orders (first correct batting order and second correct batting order). Also, the winning areas "Batting Order Bell A5" to "Batting Order Bell A8" have different correct batting orders (first correct batting order and second correct batting order). Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" and the winning areas "Batting Order Bell A5" to "Batting Order Bell A8" have different timings for the stop operation (first stop operation) that allows the winning of a 15-coin role when operating in the first correct batting order.
[0078] In addition, for the winning areas "Batting Order Bell A1" to "Batting Order Bell A8", either Batting Order 3 to Batting Order 6 is set as the correct batting order (first correct batting order and second correct batting order), and Batting Order 1 and Batting Order 2 are not set as the correct batting order. Note that the contents in parentheses in FIG. 6 indicate the winning rate of a 1-piece role when the stopping operation is performed in that batting order. For example, the notation "1 piece (1 / 4)" indicates that there is a 1 / 4 probability that a 1-piece role will win and a 3 / 4 probability that the 1-piece role will be missed (the 1-piece role will not win).
[0079] In each winning area of "Batting Order Bell C1" to "Batting Order Bell C8" (Batting Order Bell C), one correct batting order is determined, and the other five batting orders are incorrect batting orders. In each winning area of "Batting Order Bell C1" to "Batting Order Bell C8", if the operation is performed in the correct batting order (correct operation mode) when it is won in the RBB internal state, the 10-coin role (correct minor role) will be won, and if the operation is performed in an operation mode other than the correct operation mode (incorrect operation mode, incorrect batting order), the correct minor role (10-coin role) will not be won, and a 1-coin role may be won. In other words, when any of the winning areas is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can win a 10-coin winning combination has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can win a 1-coin winning combination has the highest priority.
[0080] When the winning areas "batting order bell C1" to "batting order bell C8" are operated in the correct operation mode, a 10-coin role will be awarded. Also, when the winning areas "batting order bell C1" to "batting order bell C8" are operated in the incorrect operation mode, a 1-coin role will be awarded or no role will be awarded.
[0081] As described above, when the Batting Order Bell A is operated in the first correct operation mode, i.e., when it is operated in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a specific timing (correct press timing), a 15-coin role is won. On the other hand, when the Batting Order Bell C is stopped in the correct operation mode (correct batting order), a 10-coin role is won. The correct operation mode when the Batting Order Bell C is won is different from the first correct operation mode when the Batting Order Bell A is won, and it is possible to win a correct minor role regardless of the timing of pressing the stop button 26.
[0082] The winning areas "Batting Order Bell C1" to "Batting Order Bell C4" have different correct batting orders set to each other. Also, the winning areas "Batting Order Bell C5" to "Batting Order Bell C8" have different correct batting orders set to each other. Also, the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" have the correct batting orders set to any of batting orders 3 to 6, and batting orders 1 and 2 are not set to the correct batting order.
[0083] In addition, when each of the winning areas of "Batting Order Bell C1" to "Batting Order Bell C4" is won in the general middle state, even if the stopping operation is performed in a batting order (correct batting order) in which a 10-coin role would be awarded if the RBB internal middle state, the 10-coin role will not be awarded, and instead a 1-coin role will be awarded.
[0084] In each winning area of "Batting Order Bell D1" to "Batting Order Bell D4" (Batting Order Bell D), two correct batting orders are determined, and the other four batting orders are incorrect batting orders. Specifically, batting orders 1 and 2 are correct batting orders, and batting orders 3 to 6 are incorrect batting orders. In each winning area of "Batting Order Bell D1" to "Batting Order Bell D4", when the winning area is won in the RBB internal state, if the operation is performed in the correct batting order (correct operation mode), a 15-coin role (correct small role) will be won, and if the operation is performed in an operation mode other than the correct operation mode (incorrect operation mode, incorrect batting order), the correct small role (15-coin role) will not be won, and a 1-coin role may be won. In other words, when any of the winning areas is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can win a 15-coin winning combination has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can win a 1-coin winning combination has the highest priority.
[0085] When the winning areas "batting order bell D1" to "batting order bell D4" are operated in the correct operation mode, a 15-coin role will be awarded. Also, when the winning areas "batting order bell D1" to "batting order bell D4" are operated in the incorrect operation mode, a 1-coin role will be awarded or no role will be awarded.
[0086] In the winning areas "Batting Order Bell D1" to "Batting Order Bell D4," the same batting orders (batting order 1 and batting order 2) are set as the correct batting order, and the same batting orders (batting order 3 to batting order 6) are set as the incorrect batting order.
[0087] The winning determination means 44 is activated when the reels 20a-20c stop spinning, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a-20c. Specifically, the symbol combination displayed (stopped display) on the pay line by the stopping of the reels 20a-20c is compared with the winning determination table stored in the ROM of the storage means 60. The winning determination table stores the winning form (the symbol combination that will win when stopped and displayed) of each winning combination, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. The correspondence relationship between the symbol combination displayed on the pay line and the winning combination (minor combination) in this embodiment is shown in FIG. 7, FIG. 8, and FIG. 9. As shown in FIG. 7, for example, if the watermelon symbol "WM" stops on the top of the first reel 20a, the bell symbol A "BLA" stops on the middle of the second reel 20b, and the replay symbol "RP" stops on the bottom of the third reel 20c, then small win 1 will be won.
[0088] When a winning combination is won, the main control means 31 executes a winning process corresponding to the winning combination that has been won. Specifically, the winning process executes a payout process (game value granting process) when a minor combination is won, a replay process (replay process) when a replay is won (activated), and a process for shifting the game state (game state shift control process) when a bonus is won (activated).
[0089] Here, the payout process (game value granting process) is a process of granting a number of game values determined based on a payout determined for each role when a small winning combination is won, and is performed by the payout control means 45. When a small winning combination is won, the payout control means 45 determines the number of game values to be granted based on a payout determined for each role, and grants the determined number of game values to be granted. Specifically, the payout control means 45 transmits information indicating the determined number of granted game values to the game value number control means 55, and causes the game value number control means 55 to execute a credit addition process. The game value number control means 55 performs a process (credit addition process) of adding the granted number to the stored value (number of credits) in the game value number storage area 66.
[0090] In this embodiment, when winning small prizes 1 to 8 and small prizes 13 to 16, 15 game values are awarded, when winning small prizes 9 to 12 and small prizes 39, 10 game values are awarded when winning small prizes 17 to 20, 10 game values are awarded, when winning small prizes 21 to 38, 40, 41, 43 and 45, 1 game value is awarded, and when winning small prizes 42 and 44, 8 game values are awarded. The 15-piece role is a role with a larger payout than the 10-piece role, 8-piece role, 3-piece role and 1-piece role. The 1-piece role is a role with a smaller payout than the 15-piece role, 10-piece role, 8-piece role and 3-piece role. The 15-coin, 10-coin, and 8-coin roles can be said to be roles that, if won, can acquire more game value than the game value bet for one game (roles in which the number of game values awarded when won is greater than the number of game values inserted required to start a game). The 15-coin, 10-coin, 8-coin, and 3-coin roles can be said to be roles that, if won, can acquire more game value than the game value bet for one game. The 1-coin role can be said to be a role that, if won, can acquire less game value than the game value bet for one game.
[0091] Moreover, the replay process is a process for setting the next game to the same game start waiting state as the previous game without requiring the insertion of game value when the replay wins, and is performed by the replay control means 46. When the replay wins, an automatic insertion process is performed in which the same number of game values as the number set to the insertion state in the previous game (the game in which the replay won) are automatically inserted, and the game waits for the next game start operation on the start lever 24 in a state in which an active line corresponding to the number of game values inserted by the automatic insertion process is set. Moreover, when the automatic insertion process is performed, it is not possible to insert additional game value.
[0092] The game state control means 49 performs a game state transition control process for transitioning the game state between a normal state, an RBB internal state (bonus established state), and an RBB operating state (bonus state), as shown in Fig. 10. A single condition may be set as a game state transition condition, or multiple conditions may be set. When multiple conditions are set, the game state may be transitioned based on the establishment of one of the multiple predetermined conditions, or based on the establishment of multiple or all of the multiple predetermined conditions.
[0093] As described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the normal state, the internal lottery means 42 performs an internal lottery by referring to an internal lottery table in which the big bonus is set as a lottery object. In the RBB internal state, the internal lottery means 42 performs an internal lottery by referring to an internal lottery table in which the big bonus is excluded from the lottery object. In the RBB operation state, the internal lottery means 42 performs an internal lottery by referring to an internal lottery table in which the big bonus is excluded from the lottery object.
[0094] The game state is the normal middle state in the initial state. In the normal middle state, the internal lottery is performed by referring to the internal lottery table in which all winning areas except the winning areas "No Win", "All Small Wins", "All Medium Payouts" and "All One Coin" are set as the lottery targets. In addition, it is possible to transition from the normal middle state to the RBB internal middle state. When a big bonus is won in the normal middle state, the game state control means 49 transitions the game state to the RBB internal middle state.
[0095] The RBB internal state (first game state) is a game state to which the game state is shifted when a big bonus (special role) is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win", "Small Role ALL", "Medium Payout ALL", "1 Piece ALL" and "RBB" are set as lottery targets. In the RBB internal state, the lottery flag corresponding to the big bonus is maintained in the winning state until the big bonus is won, and when the symbol combination indicating the winning form of the big bonus is displayed on the pay line, the game state control means 49 shifts the game state from the RBB internal state to the RBB operating state.
[0096] The RBB operating state (second gaming state) is a gaming state to which the game state is shifted when a symbol combination indicating a winning form of a big bonus is displayed on an active line. In the RBB operating state, an internal lottery is performed by referring to an internal lottery table in which the winning areas "No Win", "Small Win", "Medium Payout ALL" and "1 Coin ALL" are set as the lottery targets. In the RBB operating state, the game state control means 49 judges whether or not the termination condition is established based on the total number of game values awarded in the RBB operating state, and when the game values awarded exceed a predetermined number, the game state control means 49 terminates the RBB operating state and shifts the gaming state to the normal state. In this embodiment, the end condition of the RBB operating state is determined by the total number of awarded game values, but the end condition may be determined by the number of games played in the RBB operating state, the number of wins of small winning combinations, etc. Also, the end condition of the RBB operating state may be determined so that it ends after one game.
[0097] As shown in FIG. 4, the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists the winning of a specific role in an advantageous zone. Specifically, when a specific role is won, the instruction function control means 51 determines whether or not to perform an instruction presentation that assists the winning of this role. More specifically, when, for example, a batting order bell is won, the instruction function control means 51 determines whether or not to perform an instruction presentation that notifies a correct batting order (correct operation mode) and assists the winning of a specific role (correct minor role). When the instruction function control means 51 determines to perform an instruction presentation, the presentation control means 100 causes the presentation devices such as the liquid crystal display 13 and the speaker 14 to execute the instruction presentation. Note that, when an instruction presentation is performed, a display (information) corresponding to the operation mode notified by the instruction presentation is also displayed on the 7-segment display of the game information display unit.
[0098] As shown in FIG. 11, the game zone control means 80 performs a game zone transition control process that transitions the game zone between a non-advantageous zone and an advantageous zone according to the progress of the game. The non-advantageous zone is a game zone that corresponds to the initial state among a plurality of types of game zones. In the non-advantageous zone, the bonus granting means 82 performs an advantageous zone transition lottery, and when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone to an advantageous zone. When the game zone is set to a non-advantageous zone, the instruction presentation cannot be performed, and can be performed only when the game zone is set to an advantageous zone. When the end condition of the advantageous zone is met, the game zone control means 80 ends the advantageous zone and transitions the game zone to a non-advantageous zone.
[0099] In the non-advantageous zone, the bonus granting means 82 performs a lottery (advantageous zone transition lottery) to determine whether or not a transition to an advantageous zone is possible at a predetermined opportunity. Specifically, the bonus granting means 82 performs a lottery (advantageous zone transition lottery) to determine whether or not a transition to an advantageous zone is possible based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.
[0100] In addition, the game zone control means 80 performs an increment process of adding "1" to the memory value of the advantageous zone play count counter 65 provided in the RAM of the storage means 60 as a value corresponding to one game, triggered by the game start operation on the start lever 24, every time one game is played in the advantageous zone. The game zone control means 80 does not perform an increment to the advantageous zone play count counter 65 in the non-advantageous zone. In addition, at the time of transition from the non-advantageous zone to the advantageous zone, the memory value of the advantageous zone play count counter 65 is "0". When the memory value of the advantageous zone play count counter 65 reaches a threshold value (upper limit value) "4000", the game zone control means 80 may transition the game zone from the advantageous zone to the non-advantageous zone, assuming that the end condition of the advantageous zone is established. In other words, the upper limit value of the number of games played in the advantageous zone may be set to 4000 times, and games exceeding 4000 times may not be played continuously in the advantageous zone. In this embodiment, the condition for ending the advantageous zone is not met based on the number of times the game is played in the advantageous zone reaching a predetermined number (for example, 4000 times).
[0101] In the advantageous zone, the game zone control means 80 performs an update process in which the stored value of the difference number counter 64 provided in the RAM of the storage means 60 is updated by the difference number of game values, subtracts a value corresponding to the number of game values inserted in the game (for example, "3" if three coins are inserted) from a value corresponding to the number of game values granted (for example, "15" if 15 game values are granted, and "0" if no winning combination is won and no game value is granted) to obtain a calculation result of the difference number in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the game zone control means 80 does not add to the difference number counter 64 in the non-advantageous zone. Also, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter 64 is "0". Then, when the stored value of the difference number counter 64 exceeds a threshold value (for example, "2400"), the game area control means 80 determines that the condition for ending the advantageous area is met, and transitions the game area from the advantageous area to a non-advantageous area. In this embodiment, the stored value of the difference number counter 64 is controlled so that it may fall below the initial value "0" at the time of transition to the favorable zone (at the start of the favorable zone). For example, if the stored value of the difference number counter 64 at the start of the game is "2" and, as a result of playing the game, no winning combination is won and no game value is paid out, the calculation result of the difference number in that game becomes "-3", and the calculation result of the difference number is added to the stored value of the difference number counter 64, which falls below the initial value "0". In this embodiment, an upper limit is set for the number of game values that can be acquired in the favorable zone, and the favorable zone ends (the end condition of the favorable zone is established) when the increase in the game value from the reference exceeds 2400 sheets based on the time of transition to the favorable zone (the start of the favorable zone). In addition, when a replay is won in a game, the game in which the replay was won may be treated as having had a payout of game value equivalent to the specified number of coins inserted for that game, and the difference in the number of coins may be calculated, and for the next game which is provided free of charge as a result of the replay being won, even if no actual game value is inserted, the difference in the number of coins may be calculated by treating the payout of game value equivalent to the specified number of coins inserted for that game.
[0102] The advantageous zone indicator is turned off in the non-advantageous zone and turned on in the advantageous zone. The advantageous zone indicator does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first instruction performance is performed. Also, once turned on, it will not be turned off until the advantageous zone ends.
[0103] As shown in Fig. 11, the presentation state control means 81 performs a presentation state transition control process for transitioning the presentation state between a plurality of types of presentation states including a non-advantageous zone presentation state, a normal presentation state, a first CZ presentation state, a first AT presentation state, a second CZ presentation state, and a second AT presentation state. A single condition may be set as the transition condition of the presentation state, or multiple conditions may be set. When multiple conditions are set, the presentation state may be transitioned when one of the multiple predetermined conditions is satisfied, or the presentation state may be transitioned based on the satisfaction of multiple or all of the multiple predetermined conditions.
[0104] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among a plurality of types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state (non-advantageous zone), the bonus granting means 82 performs a lottery for transition to an advantageous zone as described above, and when a transition to an advantageous zone is determined in the lottery for transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to the normal presentation state.
[0105] The normal presentation state is a presentation state that is basically transitioned to when the advantageous zone starts, and at the start of the advantageous zone, the probability of transitioning to the normal presentation state is set higher than the probability of transitioning to other presentation states. Also, in the normal presentation state, compared to the CZ presentation state (first CZ presentation state and second CZ presentation state) and the AT presentation state (first AT presentation state and second AT presentation state), the instruction presentation is executed less frequently, and instruction presentation is almost not executed or is not executed at all (expectation value for acquisition of game value is low).
[0106] In the normal presentation state, the bonus granting means 82 performs a lottery (first CZ lottery) to determine whether or not to transition to the first CZ presentation state based on the result of an internal lottery (e.g., winning a predetermined role (winning area)). In the normal presentation state, if the first CZ lottery is won, the presentation state control means 81 transitions the presentation state to the first CZ presentation state. Note that, for example, an upper limit (so-called ceiling) may be set on the number of times play is performed in the normal presentation state, and when a predetermined number of times (e.g., 500 times) of play is performed in the normal presentation state, the presentation state control means 81 transitions the presentation state to the first CZ presentation state.
[0107] When a predetermined condition is achieved in the first CZ presentation state (first chance presentation state), the bonus granting means 82 grants the right to transition to the first AT presentation state as a bonus advantageous to the player. Then, based on the right to transition to the first AT presentation state being granted, the presentation state control means 81 transitions the presentation state to the first AT presentation state. That is, in the first CZ presentation state, the presentation state control means 81 may transition the presentation state to the first AT presentation state at a predetermined opportunity. For example, in the first CZ presentation state, the bonus granting means 82 may perform a lottery (first AT lottery) to determine whether or not to transition to the first AT presentation state based on the result of an internal lottery (for example, based on the winning of a predetermined role (winning area)), and when the first AT lottery is won, it may be determined that the predetermined condition is achieved, and the right to transition to the first AT presentation state may be granted.
[0108] When the end condition of the first CZ presentation state is satisfied (for example, when a predetermined number of plays are performed in the first CZ presentation state), the presentation state control means 81 ends the first CZ presentation state. The presentation state control means 81 judges whether or not the right to transition to the first AT presentation state is granted at the end of the first CZ presentation state, and if the right is granted, transitions the presentation state to the first AT presentation state. On the other hand, if the right is not granted, transitions the presentation state to a non-advantageous zone presentation state. At this time, the game zone control means 80 transitions the game zone from the advantageous zone to the non-advantageous zone. Note that, at the end of the first CZ presentation state, there may be cases where the presentation state transitions to the normal presentation state and the advantageous zone continues (without transitioning to the non-advantageous zone).
[0109] In this embodiment, the instruction performance may be executed in the first CZ performance state, but the frequency of the instruction performance is lower than that in the AT performance state (the first AT performance state and the second AT performance state). Note that the frequency of the instruction performance being executed low may include the case where the instruction performance is not executed at all.
[0110] In the first AT performance state, the instruction function control means 51 decides to execute an instruction performance that notifies a correct operation mode based on the winning of a predetermined winning area (batting order bell). When the execution of the instruction performance is decided, the performance control means 100 executes the instruction performance. Details of the instruction performance executed in the first AT performance state will be described later. The performance control means 100 notifies the correct operation mode and causes the performance devices such as the liquid crystal display 13 and the speaker 14 to execute an instruction performance that assists in the winning of a predetermined role (correct minor role). When the stop buttons 26a to 26c are pressed according to the correct operation mode notified by the instruction performance, the predetermined role (correct minor role) can be won.
[0111] The continuation of the first AT presentation state is managed based on the stored value of a first AT end determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to be set in the first AT end determination counter 67 when the presentation state transitions to the first AT presentation state. In other words, the instruction function control means 51 increases the stored value of the first AT end determination counter 67 when the presentation state transitions to the first AT presentation state. In yet other words, the instruction function control means 51 sets a value related to the duration of the first AT presentation state in the first AT end determination counter 67 when the presentation state transitions to the first AT presentation state.
[0112] The instruction function control means 51 decreases the stored value of the 1st AT end judgment counter 67 according to the progress of the game in the 1st AT presentation state. Then, when the stored value of the 1st AT end judgment counter 67 reaches the threshold value "0" in the 1st AT presentation state, the presentation state control means 81 determines that the end condition of the 1st AT presentation state is established, and ends the 1st AT presentation state.
[0113] In this embodiment, when transitioning to the first AT presentation state, the instruction function control means 51 sets the first AT end determination counter 67 to a value (e.g., 50) corresponding to the number of games that can be played in the first AT presentation state. The instruction function control means 51 performs a process of subtracting a value "1" corresponding to one game from the stored value of the first AT end determination counter 67 every time one game is played in the first AT presentation state. When the stored value of the first AT end determination counter 67 reaches a threshold value "0" in the first AT presentation state, the presentation state control means 81 determines that the end condition of the first AT presentation state is established, and ends the first AT presentation state.
[0114] The stored value of the 1st AT end judgment counter 67 may represent, for example, the number of game values that can be acquired in the 1st AT performance state, the number of sets of the executable 1st AT performance state (the number of 1st AT sets), or the number of instruction performances that can be executed in the 1st AT performance state (the number of navigations). In other words, when the 1st AT performance state is started, the number of game values that can be acquired, the number of 1st AT sets, the number of navigations, etc. are set in the 1st AT end judgment counter 67, and the stored value of the 1st AT end judgment counter 67 is updated at a predetermined opportunity, such as each time a game value is awarded, each time one set of the 1st AT performance state is executed, or each time an instruction performance is executed, in the 1st AT performance state, and the 1st AT performance state may be ended based on the stored value of the 1st AT end judgment counter 67 reaching a threshold value.
[0115] The bonus granting means 82 may conduct a lottery (additional lottery) at a predetermined trigger in the first AT presentation state to determine whether or not to increase the stored value of the first AT end determination counter 67 (to determine whether or not to increase the duration of the first AT presentation state), and may increase the stored value of the first AT end determination counter 67 based on the result of the lottery.
[0116] When a predetermined condition is achieved in the first AT presentation state, the bonus granting means 82 grants the right to transition to the second CZ presentation state as a bonus advantageous to the player. In this embodiment, the second AT presentation state is provided which is more advantageous to the player than the first AT presentation state, and in the second CZ presentation state, whether or not to transition to the second AT presentation state is determined. The second CZ presentation state in which the right to transition to the second AT presentation state may be granted is an advantageous presentation state for the player. When the right to transition to the second CZ presentation state is granted in the first AT presentation state, the presentation state control means 81 transitions the presentation state to the second CZ presentation state based on that. That is, in the first AT presentation state, the presentation state control means 81 may transition the presentation state to the second CZ presentation state at a predetermined opportunity.
[0117] For example, in the first AT presentation state, the bonus granting means 82 conducts a lottery (second CZ lottery) to determine whether or not to transition to the second CZ presentation state based on the results of an internal lottery (for example, based on winning a specified role (winning area)), and if the second CZ lottery is won, it may be deemed that a specified condition has been achieved, and the right to transition to the second CZ presentation state may be granted.
[0118] Also, for example, when a plurality of achievement conditions are achieved in the first AT performance state, it may be determined that a predetermined condition has been achieved, and a right to transition to the second CZ performance state may be granted. For example, a performance (battle performance) in which a character to be defeated is fought against is performed a predetermined number of times, and when the defeat is notified the predetermined number of times, a transition to the second CZ performance state may be determined. In this case, for example, whether or not a defeat occurs in one battle performance is determined depending on whether or not a corresponding one achievement condition is in an achievement state (a state in which the achievement condition has been achieved), and when a lottery (a lottery to determine whether or not one achievement condition has been achieved) executed in a game in which the battle performance is performed is won, the achievement condition may be set to an achievement state. Also, in this case, when the lottery is won and one achievement condition is set to an achievement state, the continuation of the first AT performance state may be determined, and when the lottery is not won, the end of the first AT performance state may be determined. When the last lottery is won in the first AT performance state and all achievement conditions are set to an achievement state, a transition to the second CZ performance state may be determined.
[0119] The presentation state control means 81 judges whether or not the right to transition to the second CZ presentation state is granted at the end of the first AT presentation state, and if the right is granted, transitions the presentation state to the second CZ presentation state. On the other hand, if the right is not granted, transitions the presentation state to a non-advantageous zone presentation state. At this time, the game zone control means 80 transitions the game zone from the advantageous zone to the non-advantageous zone. Note that, at the end of the first AT presentation state, there may be cases where the presentation state transitions to the normal presentation state and the advantageous zone continues (without transitioning to the non-advantageous zone).
[0120] When a predetermined condition is met in the second CZ presentation state, the bonus granting means 82 grants the player the right to transition to the second AT presentation state as a bonus advantageous to the player. The presentation state control means 81 transitions the presentation state to the second AT presentation state based on the right to transition to the second AT presentation state being granted. That is, in the second CZ presentation state, the presentation state control means 81 can transition the presentation state to the second AT presentation state at a predetermined opportunity.
[0121] In this embodiment, an instruction performance may be executed in the second CZ performance state, but the frequency with which the instruction performance is executed may be lower than in the AT performance states (the first AT performance state and the second AT performance state).
[0122] For example, in the second CZ presentation state, the bonus granting means 82 conducts a lottery (second AT lottery) to determine whether or not to transition to the second AT presentation state based on the results of an internal lottery (for example, based on winning a specified role (winning area)), and if the second AT lottery is won, it may be deemed that a specified condition has been achieved, and the right to transition to the second AT presentation state may be granted.
[0123] Also, for example, in the second CZ presentation state, if the result of the internal lottery is a predetermined result (for example, if a predetermined winning area related to replay is won), a predetermined presentation (aim presentation) is executed, and if the reels 20a to 20c stop in a predetermined stop mode in a game in which the predetermined presentation is executed, it is considered that a predetermined condition is achieved, and the right to transition to the second AT presentation state may be granted. The predetermined presentation is a presentation related to the granting of the right to transition to the second AT presentation state as a privilege, and is a presentation that instructs (prompts) a stop operation to be performed in a predetermined operation mode. In a game in which the predetermined presentation is executed, it is possible to stop the reels 20a to 20c in a predetermined stop mode by performing a stop operation in a predetermined operation mode. In the predetermined performance, as a display instructing to perform a stop operation in a predetermined operation mode, for example, a display instructing to press the stop button 26 in a predetermined pressing order (for example, a text display of "push in order") and a display instructing to press the stop button 26 at a predetermined timing so that a predetermined pattern (for example, a red BAR pattern "RED BAR" or a blue BAR pattern "BLUE BAR") is displayed at a predetermined display position for the reels 20a to 20c are displayed. Performing a stop operation in a predetermined operation mode can be said to be performing a stop operation in a predetermined hitting order and at a predetermined timing according to the display related to the predetermined performance. In addition, the predetermined stop mode is, for example, a stop mode in which a predetermined pattern is displayed at a predetermined display position (for example, the middle row) for the three reels 20a to 20c, and the three predetermined patterns are aligned in a line. In this embodiment, the predetermined stop mode is a mode in which BAR patterns (red BAR pattern "RED BAR", blue BAR pattern "BLUE BAR", or a combination thereof) are displayed in a straight line in the middle row.
[0124] In this embodiment, when the right to transition to the second AT presentation state is not granted and the end condition of the second CZ presentation state is established (for example, when a predetermined number of plays are performed in the second CZ presentation state), the presentation state control means 81 transitions the presentation state to the first AT presentation state. Note that, when the right to transition to the second AT presentation state is not granted and the end condition of the second CZ presentation state is established, the presentation state control means 81 may transition the presentation state to a normal presentation state or a non-advantageous zone presentation state.
[0125] In the second AT performance state, the instruction function control means 51 determines the execution of an instruction performance that notifies the correct operation mode based on the winning of a predetermined winning area (batting order bell). When the execution of the instruction performance is determined, the performance control means 100 executes the instruction performance. Details of the instruction performance executed in the second AT performance state will be described later.
[0126] The continuation of the second AT effect state is managed based on the stored value of the second AT end judgment counter 68 provided in the RAM of the storage means 60. The method of managing the stored value of the second AT end judgment counter 68 is similar to the method of managing the stored value of the first AT end judgment counter 67, so a duplicated explanation will be omitted. The bonus granting means 82 may perform a lottery (addition lottery) to determine whether or not to increase the stored value of the second AT end judgment counter 68 (to determine whether or not to increase the duration of the second AT effect state) at a predetermined opportunity in the second AT effect state, and increase the stored value of the second AT end judgment counter 68 based on the result of the lottery.
[0127] In the second AT presentation state, for example, the bonus granting means 82 performs a lottery to determine whether or not to transition to the second CZ presentation state based on the result of an internal lottery (for example, based on the winning of a predetermined role (winning area)), and if the lottery is won, the right to transition to the second CZ presentation state is granted. When the end condition of the second AT presentation state is established (for example, when a predetermined number of games are played in the second AT presentation state), the presentation state control means 81 ends the second AT presentation state. The presentation state control means 81 determines whether or not the right to transition to the second CZ presentation state is granted at the end of the second AT presentation state, and if the right is granted, transitions the presentation state to the second CZ presentation state. On the other hand, when the right to transition to the second CZ presentation state is not granted at the end of the second AT presentation state, the presentation state control means 81 transitions the presentation state to a non-advantageous zone presentation state. At this time, the game zone control means 80 transitions the game zone from the advantageous zone to the non-advantageous zone. In addition, when the second AT presentation state ends, the presentation state may transition to a normal presentation state, and the advantageous zone may continue (without transitioning to a non-advantageous zone).
[0128] In this embodiment, the CZ presentation state (the first CZ presentation state and the second CZ presentation state) has a higher expectation of transition to the AT presentation state (the first AT presentation state or the second AT presentation state) than the normal presentation state, and is a state (presentation state) that is more advantageous to the player than the normal presentation state. Also, the AT presentation state (the first AT presentation state and the second AT presentation state) has a higher frequency of executing instruction presentations than the normal presentation state and the CZ presentation state, and is a state (presentation state) that is more advantageous to the player than the normal presentation state and the CZ presentation state.
[0129] In this embodiment, the normal presentation state may be directly transitioned to the AT presentation state (the first AT presentation state or the second AT presentation state). For example, in the first CZ drawing in the normal presentation state, instead of simply determining whether or not to transition to the first CZ presentation state, a drawing may be made as to whether the presentation state should be transitioned to the AT presentation state (the first AT presentation state or the second AT presentation state), the CZ presentation state (the first CZ presentation state or the second CZ presentation state), or whether or not to transition to the normal presentation state. In other words, the AT drawing (the first AT drawing or the second AT drawing) or the second CZ drawing may be performed in the normal presentation state.
[0130] In addition, in this embodiment, the non-advantageous zone presentation state may be directly transitioned to a CZ presentation state (first CZ presentation state or second CZ presentation state) or an AT presentation state (first AT presentation state or second AT presentation state). For example, in the advantageous zone transition lottery, instead of simply determining whether or not to transition to an advantageous zone (normal presentation state), it is also possible to draw a lottery as to whether the presentation state is to be transitioned to an AT presentation state (first AT presentation state or second AT presentation state), to a CZ presentation state (first CZ presentation state or second CZ presentation state), to a normal presentation state, or to remain in the non-advantageous zone presentation state without transition. In other words, the CZ lottery (first CZ lottery or second CZ lottery) or the AT lottery (first AT lottery or second AT lottery) may be performed in the non-advantageous zone presentation state.
[0131] The AT presentation state may also be set according to the game state to which the game is transitioned based on the winning of a bonus or winning a prize. For example, when the game state is in the RBB internal state, transition to the AT presentation state may be possible, and transition to the AT presentation state may be impossible in the general state or the RBB operating state. In other words, in the general state or the RBB operating state, for example, even if the AT lottery is won, the AT presentation state may not be transitioned to, and the AT lottery may not be held.
[0132] In addition, if a bonus is won when the presentation state is the AT presentation state and the game state is the RBB internal state, the AT presentation state may be interrupted until the state transitions again to the RBB internal state via the general state after the end of the RBB operation state that is transitioned to by the winning of this bonus. In other words, the instruction presentation may be stopped when a bonus is won, and may be resumed when the state transitions again to the RBB internal state.
[0133] When the advantageous zone ends and the game zone shifts to a non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the storage value of the advantageous zone play count counter 65, the storage value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, the storage value of the first AT end judgment counter 67, the storage value of the second AT end judgment counter 68, etc. In other words, the information related to the instruction function is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process performed when the set value is changed, the information related to the instruction function (instruction performance) shown here is also initialized.
[0134] In this embodiment, when the gaming state is an RBB internal state (bonus internal state), the instruction function control means 51 (presentation control means 100) performs lotteries related to the instruction function (for example, lotteries related to transition to an AT presentation state), granting of benefits related to the instruction presentation (for example, benefits that increase the probability of transition to the AT presentation state), and processing related to the instruction function such as instruction presentation, but when the gaming state is a general state or an RBB operating state (bonus operating state), it does not perform lotteries related to the instruction function, granting of benefits related to the instruction presentation, or processing related to the instruction function such as instruction presentation.
[0135] In this embodiment, in the bonus internal state, regardless of the result of the internal lottery (and regardless of the manner of the stop operation), the reels 20a to 20c are stopped so that the symbol combination indicating the winning form of the big bonus (RBB) is not displayed on the pay line. That is, in this embodiment, once the gaming state is set to the bonus internal state, the game is continued in the bonus internal state. For this reason, in this embodiment, the game is basically played in the bonus internal state. In the following, the gaming state is basically explained as being in the bonus internal state. In this embodiment, in the general internal state and the bonus internal state, the winning areas "batting order bell" are set so that 15-piece roles (batting order bell C is 10-piece roles) are won without overlapping, while in the bonus operating state, the winning area "small role ALL" is set so that 15-piece roles (10-piece roles) are won overlapping. And, the winning probability of the winning area "small role ALL" in the bonus operating state is set higher than the winning probability of the winning area "batting order bell" in the other gaming states. In addition, the probability of winning the "small prize ALL" winning area during the bonus operation is set lower than the probability of winning any of the "batting order bell" winning areas during other game states. This reduces the chance of winning a 15-coin prize (10-coin prize) during the bonus operation compared to other game states, lowering the expected value of the payout rate when the bonus is in operation.
[0136] As shown in Fig. 4, the sub-control means 32 includes a performance sub-control means 70 and a sub-memory (sub-storage means) 72. The performance sub-control means 70 controls performance using the liquid crystal display 13, the speaker 14, and the lighting device 38 based on performance data stored in the sub-memory 72. For example, the lighting device 38 is turned on or blinks in response to the input of game value, the operation of the bet button 23, the start lever 24, and the stop buttons 26a to 26c, and the occurrence of game events such as changes in the game state, and the like, and thereby controls the execution of performances to liven up the game or assist the game, depending on the progress of the game.
[0137] The content of the effects executed in the game is determined using an effect lottery table stored in the sub-memory 72 in response to commands (information) sent from the main control means 31 corresponding to the game state, the effect state, the result of the internal lottery, etc. In this embodiment, image data stored in the ROM of the sub-memory 72 is read into an image buffer provided in the sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of the sub-memory 72 is read into a sound buffer provided in the sub-memory 72, and a sound based on the sound data read into the sound buffer is output from the speaker 14.
[0138] Here, the first AT presentation state and the second AT presentation state in this embodiment will be described. The second AT presentation state (higher AT presentation state) is a presentation state that is more advantageous to the player than the first AT presentation state (lower AT presentation state). Details will be described later, but the expected value of the increase in the number of play values per game (in other words, the number of net increases) is set higher (larger) in the second AT presentation state compared to the first AT presentation state. In this embodiment, the first AT presentation state and the second AT presentation state have different modes of instruction presentation regarding the correct operation mode that is executed when the batting order bell A (eye-pressing batting order bell) is won. In other words, the mode of instruction presentation that is executed when the batting order bell A is won differs depending on the type of AT presentation state (whether it is the first AT presentation state or the second AT presentation state).
[0139] First, the instruction effect executed when the batting order bell A is won in the second AT performance state will be described. In the second AT performance state, when the batting order bell A is won and the execution of the instruction effect is decided, the performance control means 100 executes the second navigation effect (batting order push-button navigation effect) as an instruction effect that notifies the correct operation mode (first correct operation mode). In other words, when the batting order bell A is won in the second AT performance state, the performance control means 100 executes the second navigation effect that assists (prompts) the stop operation in the correct operation mode (first correct operation mode).
[0140] 12(a), the performance control means 100 displays (a number indicating) the first correct batting order on the liquid crystal display 13, and displays an image (pattern navigation) corresponding to a predetermined pattern (a pattern to be aimed for: a pattern corresponding to a specific timing) of a predetermined reel (reel 20b or reel 20c in this embodiment) that needs to be stopped at a specific timing to win a 15-coin role on the liquid crystal display 13, thereby notifying the first correct operation mode. Specifically, the performance control means 100 displays the first correct batting order on the liquid crystal display 13, and displays on the liquid crystal display 13 a pattern to be displayed at a predetermined display position (a display position visible through the display window 16) during a period (timing) that allows the winning of a 15-coin role, thereby notifying the first correct operation mode. More specifically, the performance control means 100 displays an image corresponding to a pattern displayed at a predetermined display position during a period (timing) when the first stop operation should be performed for the reel related to the first stop operation of the first correct batting order. Also, the performance control means 100 displays the number "1" as a display prompting the first operation at a position corresponding to the stop button 26 related to the first stop operation of the first correct batting order, displays the number "2" as a display prompting the second operation at a position corresponding to the stop button 26 related to the second stop operation of the first correct batting order, and displays the number "3" as a display prompting the third operation at a position corresponding to the stop button 26 related to the third stop operation of the first correct batting order.
[0141] In the second AT performance state, when the batting order bell A is won, if the stop buttons 26a to 26c are pressed according to (according to) the first correct operation mode notified in the second navigation performance, a 15-coin role is always won, and 15 game values can be acquired. That is, when the second navigation performance is executed, the stop operation is performed in the notified first correct batting order, and the first stop operation is performed at the timing when the pattern corresponding to the image displayed on the liquid crystal display 13 is displayed at a predetermined display position (correct press timing), so that 15 game values can be acquired.
[0142] In FIG. 12(a), the winning area "batting order bell A1" is won, and the stop operation is performed at batting order 3 (first correct batting order), and the first stop operation is performed at the timing when the blue BAR pattern "blue BAR" with pattern number 4 is displayed at a predetermined display position (correct press timing) on the reel 20b, thereby executing an effect of notifying that a 15-piece role will be won. In FIG. 12(a), the winning area "batting order bell A1" is won, and the stop operation is performed at batting order 3, and the first stop operation is performed at the timing when any of the patterns with pattern numbers 0 to 9 are displayed on the pay line on the reel 20b, thereby winning a 15-piece role.
[0143] The second navigation effect may be a display on the liquid crystal display 13 of an image corresponding to a pattern displayed at a specific display position when a stop operation is performed at a specific timing (correct press timing) for a specific reel that needs to be stopped to win a 15-coin role, thereby informing the player of the specific timing (the pattern to be aimed for). For example, as shown in FIG. 12(b), when the winning area "batting order bell A1" is won, an image corresponding to a pattern (blue BAR pattern "blue BAR") displayed at a specific display position for reel 20b that needs to be stopped at a specific timing (first stop operation) to win a 15-coin role may be displayed on the liquid crystal display 13, and a number indicating the first correct batting order may be displayed on the liquid crystal display 13 for reels (reels 20a and 20c) that do not need to be stopped at a specific timing (the stop operation may be performed at any timing).
[0144] Next, the instruction effect executed when the batting order bell A is won in the first AT effect state will be described. In the first AT effect state, when the batting order bell A is won and it is decided to execute the instruction effect, the effect control means 100 executes an instruction effect (first navigation effect) that notifies a part of the correct operation mode. Note that the "part of the correct operation mode" here can be said to be a part of the first correct operation mode, or a part of the second correct operation mode.
[0145] When the batting order bell A is won in the first AT performance state, the performance control means 100 executes a first navigation performance that assists (prompts) a part of the stop operation (first stop operation) of the correct operation mode. In the first navigation performance, the stop button 26 corresponding to the reel that will stop spinning first, that is, the stop button 26 that should be operated first (in the first stop operation), is notified. Specifically, a display that prompts the first operation is displayed at a position corresponding to the stop button 26 related to the first stop operation of the correct operation mode.
[0146] As shown in FIG. 12(c), the performance control means 100 notifies a part of the correct operation mode (a part of the operation related to the correct operation mode). The performance control means 100 displays the number "1" as a display to prompt the first operation at a position corresponding to the stop button 26 related to the first stop operation of the correct operation mode, and displays the character (symbol) "?" (or "-", etc.) at a position corresponding to the remaining two stop buttons 26. In FIG. 12(c), the winning area "batting order bell A1" is won, and if the first stop operation is performed on the stop button 26b and then operated in the first correct batting order (batting order 3), a 15-coin role or a 3-coin role will be won, and if it is operated in the second correct batting order (batting order 4), a 3-coin role will be won.
[0147] When the winning area "batting order bell A1" (batting order bell A) is won in the first AT performance state, if the stop buttons 26a to 26c are pressed along with the first navigation performance, there are cases where the operation is performed in the first correct operation mode and a 15-piece role is won, and cases where the operation is performed in the second correct operation mode and a 3-piece role is won. Specifically, there are cases where (1) the first stop operation is performed at a specific timing (correct press timing) and the operation is performed in the first correct batting order and a 15-piece role is won, (2) the first stop operation is performed at a timing (incorrect press timing) different from the specific timing, and the operation is performed in the first correct batting order and a 3-piece role is won, and (3) the operation is performed in the second correct batting order and a 3-piece role is won. For this reason, in the first AT performance state, the probability of winning a 15-piece role when the batting order bell A (eye-pressing batting order bell) is won is lower than the probability of winning a 3-piece role. In other words, in the first AT presentation state, the probability of winning a 3-coin role when the batting order bell A is won is higher than the probability of winning a 15-coin role.
[0148] As a result, the first AT performance state has a lower expected value of the increase in the number of game values per game (net increase number) than the second AT performance state. In other words, the second AT performance state has a higher expected value of the increase in the number of game values per game (net increase number) than the first AT performance state. In this embodiment, the net increase in the number of game values in the first AT performance state (low net increase period) is 2.3, and the net increase in the number of game values in the second AT performance state (high net increase period) is 4.0. The net increase number is calculated by subtracting the expected value of the number of game values inserted per game from the expected value of the number of game values granted per game. In addition, the calculation takes into account the winning of a replay, but the winning of a replay may be calculated as the award of the same number of game values as the number of game values inserted in that game, or may be calculated as the number of game values inserted in the next game being "0".
[0149] Here, comparing the first navigation effect with the second navigation effect, the second navigation effect makes it easier to win a 15-piece role (correct minor role) compared to the first navigation effect. Therefore, the second navigation effect can be said to be an effect that is more advantageous to the player than the first navigation effect. In this embodiment, the first navigation effect is executed when the batting order bell A is won in the first AT effect state, and the second navigation effect is executed when the batting order bell A is won in the second AT effect state, but each effect may always be executed when the batting order bell A is won in each effect state, or there may be cases where each effect is not executed. Also, the second navigation effect may be executed when the batting order bell A is won in the first AT effect state, and the first navigation effect may be executed when the batting order bell A is won in the second AT effect state.
[0150] Next, the instruction effect executed when the batting order bell C is won in the first AT effect state and the second AT effect state will be described. When the batting order bell C is won in the first AT effect state and the second AT effect state and it is decided to execute the instruction effect, the effect control means 100 executes the third navigation effect as an instruction effect that notifies the correct operation mode (correct batting order). In other words, whether in the first AT effect state or the second AT effect state, when the batting order bell C is won, the same (common) third navigation effect regarding the correct operation mode is executed. When the batting order bell C is won, the effect control means 100 executes the third navigation effect that assists (prompts) the stop operation in the correct operation mode (correct batting order).
[0151] The performance control means 100 displays the correct operation mode (correct batting order) on the liquid crystal display 13. As shown in FIG. 12(d), the performance control means 100 displays the number "1" as a display prompting the first operation at a position corresponding to the stop button 26 related to the first stop operation of the correct batting order, displays the number "2" as a display prompting the second operation at a position corresponding to the stop button 26 related to the second stop operation of the correct batting order, and displays the number "3" as a display prompting the third operation at a position corresponding to the stop button 26 related to the third stop operation of the correct batting order. In FIG. 12(d), the winning area "batting order bell C1" has been won, and it is notified that the stop operation in batting order 3 is the correct operation mode (correct batting order).
[0152] When the third navigation performance is executed, if the stop operation is performed as notified in the third navigation performance, the 10-coin role will always be won. The batting order bell C is configured so that if the stop operation is performed in the correct operation mode, the 10-coin role will always be won regardless of the timing of each stop operation.
[0153] (Demo performance) The performance control means 100 determines that the demo transition condition is established when the state in which the player is not playing continues for a predetermined time (for example, 60 seconds) (when the predetermined time has passed without the player inputting a predetermined operation to the gaming machine). When the performance control means 100 determines that the demo transition condition is established, it causes the performance device to execute a demo performance (standby state performance). This demo performance is designed to attract the interest of the player.
[0154] The performance control means 100 can display a demo image (performance image) on the liquid crystal display 13 (display surface) as a demo performance. The demo image is, for example, a movie (video) related to the gaming machine, such as a story explanation of a story that unfolds in the gaming machine and an explanation (introduction) of a character. In this embodiment, the demo image is a movie of about 60 seconds, and is a video including an introduction of a character. For example, the performance control means 100 may display a manufacturer name display for a predetermined time at a predetermined timing in the first half of the demo performance (at the start of the demo performance) (before the display of the demo image), and after the display ends, display a model name display (model title) of the gaming machine 10 for a predetermined time. In addition, the performance control means 100 may display an explanatory display related to the operation (function) of the gaming machine, such as how to start a game and how to end a game, for a predetermined time at a predetermined timing in the second half of the demo performance (at the end of the demo performance) (after the display of the demo image). When a series (one time) of demo performances ends, the demo performance is executed (looped) from the beginning again.
[0155] When the display of the demo image (movie) ends during the execution of the demo performance, the performance control means 100 causes the liquid crystal display 13 (image display means) to display the background B, logo display L1, supplementary explanation display E, and addiction prevention display N shown in FIG. 13 for a predetermined time (for example, about 3 seconds). In this embodiment, the logo display L1, supplementary explanation display E, and addiction prevention display N can be displayed simultaneously in a predetermined situation (during the execution of the demo performance) (a situation in which the demo performance is being performed and the background is white). In addition, the background B is a single color, and is white in this embodiment. By making the background B white and making it a relatively simple display, the logo display L1, supplementary explanation display E, and addiction prevention display N are made more noticeable (make a strong impression). Note that the background B may be a color other than white. In addition, in this embodiment, the logo display L1, supplementary explanation display E, and anti-addiction display N shown in FIG. 13 are displayed after the demo image (movie), but this is not limited to the above, and the logo display L1, supplementary explanation display E, and anti-addiction display N may be configured to be displayed for a predetermined period of time (e.g., approximately 3 seconds) before the demo image (movie).
[0156] (Anti-addiction display N) The addiction prevention display N (third image display) is displayed above (directly above) the reels 20a to 20c, approximately in the center of the screen. The addiction prevention display N is a rectangular shape that is long in the left-right direction (horizontally long). The addiction prevention display N is one of the displays to alert the player, and is a display to prevent the player from becoming too addicted to the game, and includes the text "Be careful not to get addicted. Pachinko and Pachislot are games that should be enjoyed in moderation." The addiction prevention display N is written in two lines, and the upper line displays the text "Be careful not to get addicted" in white text in a rectangular area filled in red, and the lower line displays the text "Pachinko and Pachislot are games that should be enjoyed in moderation" in red text in a white area inside a red frame. The text size of the lower line is larger than that of the upper line.
[0157] The anti-addiction mark N can be said to be red because the red portion occupies a relatively large proportion of the anti-addiction mark N. The logo L1 and the supplementary explanation mark E are displayed above the anti-addiction mark N. The color (hue) of the anti-addiction mark N is different from the colors of the logo L1 and the supplementary explanation mark E.
[0158] (Logo display L1) The logo display L1 (first image display) is a display indicating (informing) that the gaming machine is a Smart Pachi Slot (registered trademark). In other words, the logo display L1 is a display indicating that the gaming machine is a gaming machine (specific gaming machine) with specifications in which gaming profits are counted (awarded) electronically. In other words, the logo display L1 is a display indicating that the gaming machine is capable of playing games without using gaming medals (physical (real) gaming medals) as gaming media.
[0159] The logo display L1 has a purple portion and a white portion, with the proportion of the purple portion being relatively large. For this reason, it can be said that the logo display L1 is purple. The RGB values of the purple portion are R145, G72, and B151. Furthermore, the RGB values of the white portion are R255, G255, and B255. The logo display L1 is a display including the characters "SmartRo (registered trademark)," which are in outline (white with a purple border). The logo display L1 is displayed in the center (left-right center) of the liquid crystal display 13.
[0160] (Supplementary explanation display E) The supplementary explanation display E (second image display) is displayed below the logo display L1 and above the anti-slipping display N. In other words, the supplementary explanation display E is displayed between the logo display L1 and the anti-slipping display N. The supplementary explanation display E is a rectangular shape that is long in the left-right direction (horizontally long). The left-right width of the supplementary explanation display E is the same or approximately the same as the left-right width of the anti-slipping display N. Approximately the same means, for example, that the difference is within about 5 mm. In other words, the supplementary explanation display E and the anti-slipping display N have the same (approximately the same) width. By making the widths of the supplementary explanation display E and the anti-slipping display N the same, a unified appearance can be achieved (a beautiful appearance can be achieved). The supplementary explanation display E is displayed in a single row, and the vertical width of the supplementary explanation display E is smaller than the vertical width of the anti-slipping display N.
[0161] The supplementary explanation display E includes, for example, the text "Please be careful not to forget to count (CREDIT settlement) and not to forget to take your card or have it stolen." The supplementary explanation display E is a display related to SmaSlot (registered trademark) and can be said to be one of the warning displays for the player. The supplementary explanation display E is purple. Specifically, purple text is displayed in a white area inside a purple frame. The supplementary explanation display E has the same color (color scheme) as the logo display L1. In other words, the supplementary explanation display E and the logo display L1 have the same color (hue). By making the color of the supplementary explanation display E the same color as the logo display L1 in this way, a sense of unity is created, and it is possible to make it easy for the player to understand (recognize) that the supplementary explanation display E is a display related to the logo display L1 (i.e., SmaSlot (registered trademark)).
[0162] Here, the distance (shortest distance) between the logo display L1 and the supplementary explanation display E is defined as the first distance, and the distance (shortest distance) between the logo display L1 and the anti-addiction display N is defined as the second distance. The first distance is smaller than the second distance. The supplementary explanation display E is provided at a position closer to the logo display L1. This makes it easy for players to understand (recognize) that the supplementary explanation display E is a display related to the logo display L1 (i.e., Smart Slot (registered trademark)). Furthermore, since players tend to read displays from top to bottom, by displaying the logo display L1 and the supplementary explanation display E above the anti-addiction display N, it is possible to make it easier for players to recognize the precautions specific to Smart Slot (registered trademark).
[0163] In this embodiment, the font of the characters in the supplementary explanation display E is not exactly the same as the font of the characters in the addiction prevention display N. In other words, the font of the characters in the supplementary explanation display E is different from the font of the characters in the addiction prevention display N. The font includes the character size (vertical ratio, horizontal ratio). This allows the player to more easily distinguish and understand the supplementary explanation display E and the addiction prevention display N.
[0164] In this embodiment, in the demo performance, the logo display L1, the supplementary explanation display E, and the addiction prevention display N start and end displaying at the same timing. In other words, the display times (display periods) of the logo display L1, the supplementary explanation display E, and the addiction prevention display N are all the same length (there is no lag). However, the display timing of the addiction prevention display N and the display timing of the logo display L1 and the supplementary explanation display E may be shifted (they may be displayed at different times). For example, during a demo performance, the addiction prevention display N may be displayed for a predetermined time (3 seconds) together with a white background, and after the display ends, the logo display L1 and the supplementary explanation display E may be displayed for a predetermined time (3 seconds) together with a white background. However, when the display timing is shifted in this way (i.e., when the display time of the attention-calling display is made longer), the display time of the demo image (movie) during the demo performance is relatively reduced. In other words, the display time of the movie that can attract the interest of the player is reduced. In this embodiment, the logo display L1 and the supplementary explanation display E are displayed together with the addiction prevention display N (at the same time). This has the effect of suppressing the reduction in the display time of the movie.
[0165] In this embodiment, the logo display L1 and the supplementary explanation display E are displayed only during the execution of the demo performance (during standby state). On the other hand, the addiction prevention display N can be displayed in scenes other than during the execution of the demo performance. For example, in the final game of the AT performance state (first AT performance state or second AT performance state) as a predetermined performance state, the addiction prevention display N is displayed for a predetermined time at a predetermined opportunity (triggered by the detection of the release of the last stop button). In this case, for example, the addiction prevention display N is displayed in the upper right corner of the screen. Also, in this case, unlike during the demo performance, the background may include, for example, characters or scenery, and may not be a single color (white). Also, the addiction prevention display N may be displayed together with other displays (for example, a display showing the number of game values obtained (results) in a series of AT performance states). In addition, in the final game of the AT performance state, the supplementary explanation display E may be displayed at the specified opportunity together with the addiction prevention display N. In this case, it is possible to warn a player who may finish playing about addiction and about forgetting to count or forgetting to take out cards.
[0166] (Variation 1) As shown in FIG. 14(a), the supplementary explanation display E may display text "Be careful not to forget to take your game medals" and an image imitating the counting button 212 inside a purple frame. The text display is white with a purple border (similar to the notation of the logo display L1 of SmaSlot (registered trademark)). As shown in FIG. 14(b), during the demo performance, the anti-addiction display N may be displayed with a white background for a predetermined time (3 seconds), and after the display ends, the logo display L1 and supplementary explanation display E may be displayed with a white background for a predetermined time (3 seconds). In other words, in this example, when the background is white, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for different periods of time than the addiction prevention display N (third image display). In addition, in a situation where the background is white and the first image display and the second image display are displayed, in addition to the first image display and the second image display, an indication may be displayed to suggest that it is possible to move to a menu screen or that it is possible to adjust the volume. In addition, in a situation where the background is white and the third image display is displayed, in addition to the third image display, an indication indicating that it is possible to move to a menu screen or an indication indicating that the volume can be adjusted may be displayed. In addition, the addiction prevention display N in this example may be a rectangular area filled in blue with white text displaying "Pachinko and Pachislot are games that should be enjoyed in moderation," with "Be careful not to get addicted" displayed below that in blue text.
[0167] In the first modification, during the demo performance, the anti-obsession display N (third image display), the logo display L1 (first image display), and the supplementary explanation display E (second image display) may be displayed for different periods. Here, a configuration will be described in which (1) the anti-obsession display N (third image display) is displayed with a white background for a predetermined period, (2) the logo display L1 (first image display) is displayed with a white background for a predetermined period, and (3) the supplementary explanation display E (second image display) is displayed with a black background for a predetermined period. In the following description of the first modification, the area enclosed by the dashed line in FIG. 13 is the screen (display screen, display area) of the liquid crystal display 31.
[0168] The display starts in the order of the anti-addiction display N (third image display), the logo display L1 (first image display), and the supplementary explanation display E (second image display). Here, the period during which the third image display is displayed is the display period X, the timing when the display period X starts is the timing X1, and the timing when the display period X ends is the timing X2. The period during which the first image display is displayed is the display period Y, the timing when the display period Y starts is the timing Y1, and the timing when the display period Y ends is the timing Y2. The period during which the second image display is displayed is the display period Z, the timing when the display period Z starts is the timing Z1, and the timing when the display period Z ends is the timing Z2. The display period X, the display period Y, and the display period Z may each be called a "predetermined period," but the length of the predetermined period may be different for each display, or may include the same length.
[0169] The addiction prevention display N (third image display) is displayed in approximately the center of the screen during display period X against a white background. Furthermore, the logo display L1 (first image display) is displayed in approximately the center of the screen during display period Y against a white background. The third image display and the first image display begin to be displayed by fading in, and end to be displayed by fading out. By starting and ending the display in a similar manner, a sense of tempo is created, making the display easy for the player to see.
[0170] Timing Y1 is after timing X2. That is, after the third image display (addiction prevention display N) has finished being displayed for the display period X, the first image display (logo display L1) is started being displayed for the display period Y. In other words, the third image display and the first image display are configured so that there is no period during which they are displayed overlapping each other. The third image display is a display calling attention to addiction, and the first image display is a display notifying the user that the gaming machine is a Smart Slot (registered trademark), so the two displays are not related to each other.
[0171] On the other hand, the timing Z1 is before the timing Y2. That is, before the display of the first image display (logo display L1) for the display period Y ends, the display of the second image display (supplementary explanation display E) for the display period Z starts. In other words, the first image display and the second image display have a period during which they are displayed overlapping each other (period during which they are displayed overlapping each other). The first image display is a display that notifies the user that the gaming machine is a Smart Slot (registered trademark), and the second image display is a display that calls attention to Smart Slot (registered trademark), so the two displays are related to each other. During the period during which the two displays are displayed overlapping each other, the first image display fades out and the second image display fades in. In other words, during the period during which the two displays are displayed overlapping each other, at least one of them is displayed semi-transparently. The transition from the state in which the first image display is displayed to the state in which the second image display is displayed does not change instantly, but changes gradually.
[0172] The gaming machine of this embodiment is A counting operation means (e.g., a counting button 212) that is operated when counting; An image display means (e.g., a liquid crystal display 13); A performance control means (e.g., performance control means 100) for controlling image display, the performance control means is capable of causing the image display means to display a first image display, a second image display, and a third image display during execution of a predetermined performance; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which a gaming profit is electronically calculated, The second image display is a warning display (e.g., supplementary explanation display E) regarding the specific gaming machine, including an image imitating the counting operation means, The third image display is a warning display against addiction (for example, addiction prevention display N), The third image display, the first image display, and the second image display are started in this order, There is no period during which the third image display and the first image display are displayed in an overlapping manner, but there is a period during which the first image display and the second image display are displayed in an overlapping manner.
[0173] By not setting a period during which unrelated displays (the third image display and the first image display) overlap each other, while setting a period during which related displays (the first image display and the second image display) overlap each other, the player can easily grasp that the first image display and the second image display are related to each other. This makes it possible to realize a display that is easy for the player to understand.
[0174] When the display period Z of the second image display (supplementary explanation display E) ends, a movie related to the demo performance starts (playback), but before the movie starts, a white background is first displayed for a predetermined period, and then a black background is displayed for a predetermined period. Then, the movie starts while the black background is displayed.
[0175] (4th image display) During the demo performance, for example, before the third image display (addiction prevention display N) is displayed, the fourth image display is displayed in the approximate center of the screen for a predetermined period (display period W). The fourth image display may be displayed against a white background. The fourth image display is a display that notifies the manufacturer (company name) related to (manufacturing) the gaming machine (slot machine 10), and is, for example, a display of the manufacturer's logo.
[0176] The display period W of the fourth image display is about 112 frames (1 frame is about 0.03 seconds), which is longer than the display period X of the third image display (about 98 frames) and the display period Y of the first image display (about 98 frames). The first image display (and the second image display) are displays unique to SmaSlot (registered trademark), and did not need to be displayed in conventional slot machines. Thus, in SmaSlot (registered trademark), the number of displayed objects during the demo performance is increased, but even if the number of displayed objects increases, the display period of the fourth image display is secured relatively long, which prevents the manufacturer name (company name) from being buried and makes a strong impression on the player.
[0177] The display periods of the third image display and the first image display are the same or substantially the same, which means that the difference between the two is about 5% or less (for example, 5 frames or less) of the display period of one of them.
[0178] The gaming machine of this embodiment is An image display means (e.g., a liquid crystal display 13); A performance control means (e.g., performance control means 100) for controlling image display, the performance control means is capable of causing the image display means to display a first image display, a third image display, and a fourth image display during execution of a predetermined performance; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which a gaming profit is electronically calculated, The third image display is a warning display against addiction (for example, addiction prevention display N), the fourth image display is a display for notifying a manufacturer, a display period of the fourth image display is longer than a display period of the first image display and a display period of the third image display; The display period of the first image display and the display period of the third image display are the same or approximately the same.
[0179] Since the display period of the fourth image display is longer than the display period of the first image display and the display period of the third image display, the display notifying the player of the manufacturer can be made to leave a strong impression on the player. Also, since the display period of the first image display and the display period of the third image display are the same or approximately the same, a constant tempo can be created in the display. This allows for a display that is easy for the player to understand.
[0180] Like the third and first image displays, the fourth image display starts by fading in and ends by fading out. The fourth image display (manufacturer logo display) and the third image display (addiction prevention display N) are not related to each other, and there is no period during which they are displayed overlapping each other.
[0181] By making the difference in display period between the third image display and the first image display (including 0) smaller than the difference in display period between the fourth image display and the third image display (approximately 14 frames), the tempo of the display is made slightly faster.
[0182] Moreover, the display period Z of the second image display is about 139 frames, which is longer than the display period of the fourth image display. The display period Z is less than twice the display period of other displays (for example, the third image display). By placing the longest display period at the end, the second image display can be displayed last without losing the sense of tempo created, and the player can have time to read the attention display.
[0183] (Two types of supplementary explanation E) The second image display (supplementary explanation display E) includes an image imitating the counting button 212 and text that calls attention to forgetting to count (for example, "When the game is over, please operate the counting button to transfer the credits to the dedicated unit"). The text is, for example, a white-filled text. In this example, two types of second image displays (2A image display and 2B image display) with different display modes (including display size) are provided as the second image display. After the logo display L1 is displayed, the 2A image display, which has a larger display size than the 2B image display, is displayed in the approximate center of the screen for a predetermined period (display period Z) with a black background. Note that the 2A image display and the 2B image display may differ only in display size, or may have differences other than the display size.
[0184] When the addiction prevention display N (third image display) and logo display L1 (first image display) are displayed, the background is white (white-based), but when the supplementary explanation display E (second A image display) is displayed, the background is black (black-based) (with white text). By switching the background to black when displaying the supplementary explanation display E (second A image display), the impression that the display has switched is stronger than when a white background is used continuously, and the player's attention can be attracted.
[0185] The 2B image display, which has a smaller display size than the 2A image display, is displayed in the lower right corner of the screen. During the period (display period X) when the anti-addiction display N (third image display) is displayed, the 2B image display is displayed in the lower right corner of the screen. During the period (display period Y) when the logo display L1 (first image display) is displayed, the 2B image display is displayed in the lower right corner of the screen. After the logo display L1 is displayed, when the 2A image display is displayed, the 2B image display is not displayed (not displayed). When the 2A image display is not displayed (when the display period Z of the 2A image display ends), the 2B image display is displayed again in the lower right corner of the screen. During the movie related to the demo performance is being played, the 2B image display is displayed in the lower right corner of the screen. During the demo performance, the 2B image display may be displayed in the lower right corner of the screen during periods other than the period when the 2A image display is displayed.
[0186] The gaming machine of this embodiment is A counting operation means (e.g., a counting button 212) that is operated when counting; An image display means (e.g., a liquid crystal display 13); A performance control means (e.g., performance control means 100) for controlling image display, the performance control means is capable of causing the image display means to display a first image display, a second image display, and a third image display during execution of a predetermined performance; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which a gaming profit is electronically calculated, The second image display is a warning display (e.g., supplementary explanation display E) regarding the specific gaming machine, including an image imitating the counting operation means, The third image display is a warning display against addiction (for example, addiction prevention display N), the second image display includes a second A image display and a second B image display having a smaller display size than the second A image display; During a period in which the third image display is being displayed, the second image display B is displayed; During a period in which the first image display is being displayed, the second image display B is displayed; When the second A image display is displayed, the second B image display is not displayed. When the 2A image display is no longer displayed, the 2B image display is displayed again.
[0187] The second B image display is displayed during the period in which the third image display is displayed, during the period in which the first image display is displayed, and after the display of the second A image display has ended. By making the display period of the second B image display longer, the second B image display including the image imitating the counting operation means (counting button) can be made to catch the player's eye more easily. This can better attract the player's attention. On the other hand, if the second B image display is displayed while the second A image display with a large display size is displayed, the display of the same content will be overlapped (the amount of information on the screen will increase), which can cause a problem of confusion for the player. Therefore, by making the second B image display not displayed while the second A image display is displayed, it is possible to prevent such a problem from occurring. This can realize a display that is easy for the player to understand.
[0188] The gaming machine of this embodiment is equipped with a counting means (counting button unit 213) having a counting operation means (counting button 212) operated when counting, and a gaming value number display means (game medal number display device 211) that displays the number of gaming values to be counted. In addition, a dedicated unit 200 is provided beside (on the right side of) the gaming machine. The 2B image display is displayed on the dedicated unit 200 side, in the vertical direction (vertically above) of the counting means (counting button unit 213). In this example, the 2B image display is displayed in the lower right corner of the screen, but the 2B image display need only be displayed in a position that is vertical to the counting means (counting button unit 213), and does not have to be in the lower right corner of the screen.
[0189] The gaming machine of this embodiment is A counting means (e.g., a counting button unit 213) having a counting operation means (e.g., a counting button 212) operated when counting and a game value number display means (e.g., a game medal number display device 211) for displaying the number of game values to be counted; An image display means (e.g., a liquid crystal display 13); A performance control means (e.g., performance control means 100) for controlling image display, the performance control means is capable of causing the image display means to display a first image display and a second image display during execution of a predetermined performance; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which a gaming profit is electronically calculated, The second image display is a warning display (e.g., supplementary explanation display E) regarding the specific gaming machine, including an image imitating the counting operation means, The second image display is adapted to be displayed at a position that is vertical to the counting means.
[0190] By making the second image display (2nd B image display) include an image that imitates the counting operation means (counting buttons), the second image display (2nd B image display) and the counting operation means (counting buttons) have a visual relationship. Also, by making the display position of the second image display (2nd B image display) vertical to the counting means (counting button unit), the second image display (2nd B image display) and the counting means have a positional relationship. In this way, it is possible for the player to more easily grasp the appearance, position, function, etc. of the counting operation means. In other words, it is possible to make the relationship between the display and the operation means corresponding to the display easy for the player to understand. This makes it possible to realize a display that is easy for the player to understand. Moreover, by positioning the second image display at the lower right corner of the screen and positioning the second image display close to the counting means, the relationship between the second image display and the counting means can be made easier to understand.
[0191] (Machine explanation display) When the supplementary explanatory display E (second A image display) is displayed after the logo display L1 (first image display), the logo display L1 and the supplementary explanatory display E may be perceived as less related than when both are displayed simultaneously (for the same period). Therefore, an explanatory display regarding the gaming machine (gaming machine explanatory display) is displayed together with the second A image display. The gaming machine explanatory display is a display indicating (explaining) that the gaming machine is a gaming machine that does not use gaming medals, and includes, for example, the text "This gaming machine does not have a slot for gaming medals and does not use gaming medals." Note that the gaming medals here refer to physical (real) gaming medals, not electronic ones.
[0192] The gaming machine of this embodiment is A counting operation means (e.g., a counting button 212) that is operated when counting; An image display means (e.g., a liquid crystal display 13); A performance control means (e.g., performance control means 100) for controlling image display, the performance control means is capable of causing the image display means to display a first image display and a second image display during execution of a predetermined performance; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which a gaming profit is electronically calculated, The second image display is a warning display (e.g., supplementary explanation display E) regarding the specific gaming machine, including an image imitating the counting operation means, The first image display and the second image display are started in this order, During the period in which the second image display is being displayed, a display is displayed to indicate that the gaming machine is a gaming machine that does not use gaming medals.
[0193] By displaying "a display indicating that the gaming machine is a gaming machine that does not use gaming medals" together with the second image display (second A image display), the player can understand that the gaming machine is a gaming machine that does not use gaming medals, and can grasp that because the gaming machine has such specifications, the player must operate the counting operation means (counting button) to count when finishing playing. In addition, it is possible to spread the knowledge that care must be taken not to forget to count with gaming machines that do not use gaming medals. In addition, the player can understand that the gaming machine is a gaming machine that does not use gaming medals through the first image display (logo display L1), and can also understand that the gaming machine is a gaming machine that does not use gaming medals through the "display indicating that the gaming machine is a gaming machine that does not use gaming medals" that is displayed next. Therefore, it is possible to inform the player that the gaming machine is a gaming machine that does not use gaming medals for a longer period of time. This realizes a display that is easy for the player to understand. In the case of the Smapachi (registered trademark) shown in FIG. 22, the gaming machine description display would be, for example, "This gaming machine does not have an outlet for gaming balls and allows you to play without touching the gaming balls."
[0194] (Variation 2) The supplementary explanation display E may be a rectangular area filled with purple, with text (Please be careful not to forget to count, forget to take out your card, or have it stolen.) displayed in white letters, and the supplementary explanation display E may be integrated (continuous) with the logo display L1. As shown in Fig. 15(b), during the demo performance, the anti-addiction display N may be displayed with a white background for a predetermined time (3 seconds), and after the display ends, the logo display L1 and the supplementary explanation display E may be displayed with a white background for a predetermined time (3 seconds). In other words, in this example, when the background is white, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for different periods of time than the addiction prevention display N (third image display). In addition, in a situation where the first image display and the second image display are displayed against a white background, nothing is displayed other than the first image display and the second image display. Moreover, in a situation where the background is white and the third image display is being displayed, nothing is displayed other than the third image display.
[0195] (Variation 3) 16, during a demo performance, a logo display L1, a supplementary explanation display E, and an anti-obsession display N may be displayed for the same display period along with a white background, and the logo display L1 and the supplementary explanation display E may be displayed side by side below the anti-obsession display N. In this example, the logo display L1 is displayed on the left side, and the supplementary explanation display E is displayed on the right side. Even in this case, the distance (first distance) between the logo display L1 and the supplementary explanation display E is smaller than the distance (second distance) between the logo display L1 and the anti-obsession display N. In this example, in a situation where the background is white, the logo display L1 (first image display) and the supplementary explanation display E (second image display) are displayed for the same period as the addiction prevention display N (third image display). In addition, in a situation where the background is white and the first image display, the second image display, and the third image display are displayed, in addition to the first image display, the second image display, and the third image display, there may be a display indicating the number of games progressed in the game (the number of games played). In this example, the width in the left-right direction of the logo display L1 and the supplementary explanatory display E (the sum of the widths of both) is the same or approximately the same as the width in the left-right direction of the anti-slipping display N. In other words, the left end of the logo display L1 is aligned with the left end of the anti-slipping display N, and the right end of the supplementary explanatory display E is aligned with the right end of the anti-slipping display N. Furthermore, the text display of the supplementary explanatory display E is in two rows, and the vertical width of the logo display L1 is the same or approximately the same as the vertical width of the supplementary explanatory display E. Furthermore, the vertical width of the anti-slipping display N is the same or approximately the same as the vertical width of the logo display L1 (and the supplementary explanatory display E). This configuration makes it possible to realize a unified display and to make the appearance beautiful.
[0196] (Logo display on panel) FIG. 17 is a view of the lower panel 91 as viewed from the front side. In this embodiment, logo display L2 (second logo display) is displayed in the upper right corner of the lower panel 91. Logo display L2 is a display similar to logo display L1 (first logo display), has a similar shape to logo display L1, and is different in size (size, magnification, scale) from logo display L1. In this embodiment, logo display L2 is smaller in display size than logo display L1. Note that logo display L1 and logo display L2 may be the same size, or logo display L2 may be larger than logo display L1.
[0197] Logo display L2 is the same color (purple) as logo display L1. In other words, logo display L2 and logo display L1 have the same color (hue). As will be described in detail later, logo display L2 is formed by printing on a sheet (film), and the CMYK values of the purple part are C50%, M80%, Y0%, K0%, and the CMYK values of the white part are C0%, M0%, Y0%, K0%.
[0198] In this embodiment, the logo display L2 is provided on the lower panel 91, but this is not limited to the above. For example, if a panel (upper panel or side panel) is provided above or to the side (side surface) of the front door 12, the logo display L2 may be provided on that panel.
[0199] The logo display L1 displayed on the liquid crystal display 13 was displayed for a predetermined time during the demo performance. In other words, it was not displayed at all times. In contrast, the logo display L2 is displayed at all times (always displayed). A player can recognize that the gaming machine is a Smart Slot (registered trademark) by looking at the logo display L2 that is always present on the exterior of the gaming machine. In other words, the provision of the logo display L2 makes it easier to find the Smart Slot (registered trademark) in the gaming facility. The logo display L2 may be referred to as a panel logo display, and the logo display L1 may be referred to as a liquid crystal logo display. It is sufficient that at least one of the liquid crystal logo display L1 and the panel logo display L2 is displayed on the gaming machine 10 (i.e., Smart Slot (registered trademark)).
[0200] Various display objects are displayed on the display surface (screen) of the liquid crystal display 13 depending on the performance being executed, etc. The display objects include characters, vehicles, backgrounds (scenery), letters (including numbers and symbols), patterns, etc., and displays including letters include, for example, the above-mentioned logo display L1, supplementary explanation display E, and addiction prevention display N. As described above, the supplementary explanation display E and addiction prevention display N can be said to be displays that call the attention of the player. Note that the attention display may be included in the message display described later.
[0201] On the liquid crystal display 13, the logo display L1 and the supplementary explanation display E are displayed in purple (the same color) as described above, so that the player can easily recognize that the supplementary explanation display E is a display related to the logo display L1. Furthermore, the logo display L1 and the supplementary explanation display E are in a different color from the addiction prevention display N. Because the color of the supplementary explanation display E is different from the color of the addiction prevention display N, the player can more easily recognize that they are warnings with different contents. In other words, the player can distinguish between the two.
[0202] In this embodiment, the logo display L1 and the supplementary explanation display E are in a color different from other display objects displayed on the liquid crystal display 13 at least during the execution of the demo effect. In other words, the color (purple) of the logo display L1 and the supplementary explanation display E is a color that is not used in other display objects displayed during the demo effect. This makes it possible to make a stronger impression on the player when the logo display L1 and the supplementary explanation display E are displayed during the demo effect. In other words, it is possible to make the logo display L1 and the supplementary explanation display E stand out more.
[0203] Here, a display including characters (character display) that gives a predetermined instruction to the player is referred to as a "message display." An example of a message display is an error display (error-related message display) that notifies the occurrence of an error. When a predetermined error occurs in a gaming machine, an error display that notifies the occurrence of the error is displayed on the liquid crystal display 13. The error display, for example, displays the words "Please call an attendant" in white characters (white characters) on a black background together with characters indicating the type of error (error code). In other words, the error display is white.
[0204] Also, the message display includes a reel spinning warning display that instructs the player to stop the spinning reel. If the reel continues to spin for a predetermined period of time (e.g., 60 seconds), the reel spinning warning display is displayed on the liquid crystal display 13. The reel spinning warning display, for example, displays the text "Please stop the reels" in white characters (white characters) in a dark blue area inside a white frame. In other words, the reel spinning warning display is in white.
[0205] Furthermore, the message display may include, for example, a left push recommendation display. The left push recommendation display is displayed when a period in which left push is recommended (for example, a normal presentation state) is set and a game is played with irregular pushes during that period. The left push recommendation display is, for example, displayed in white text (white text) stating "left push recommended" in a dark blue area inside a white frame. In other words, the left push recommendation display is in white.
[0206] The message display may include a display related to the batting order navigation effect (for example, a display related to the third navigation effect in Fig. 12). The display is, for example, in white or yellow.
[0207] In this embodiment, the color (purple) of the logo display L1 and the supplementary explanation display E is different from the color of any message display (other message displays except the logo display L1 and the supplementary explanation display E). By setting the color of the logo display L1 and the supplementary explanation display E to a color not used in the message display (other message displays) in this way, it is possible to give a strong impression to the player when the logo display L1 and the supplementary explanation display E are displayed. In other words, it is possible to make the logo display L1 and the supplementary explanation display E stand out more.
[0208] The display including characters (character display) displayed on the liquid crystal display 13 includes, in addition to message display (as a display that does not give a predetermined instruction to the player), a display notifying the start of a predetermined presentation state (game state), a display notifying information related to the game, a dialogue display, etc. An example of a display notifying the start of a predetermined presentation state is a display notifying the start of an AT presentation state, in which the characters "XX bonus" (XX is, for example, a character name) are displayed in white characters, for example. Also, examples of displays notifying information related to the game include a display notifying the number of games played (number of games) and a display notifying the number of points acquired (accumulated points), and the display is, for example, white or silver. Also, a dialogue display corresponds to, for example, a line uttered by a character in the above-mentioned battle presentation, etc., and lines such as "Battle!" and "Wait!" are displayed in white characters, for example.
[0209] The color (purple) of the logo display L1 and the supplementary explanation display E may be different from the color of all other character displays displayed on the liquid crystal display 13. By setting the color of the logo display L1 and the supplementary explanation display E to a color not used in any other character displays, a strong impression can be made on the player when the logo display L1 and the supplementary explanation display E are displayed. In other words, the logo display L1 and the supplementary explanation display E can be made to stand out more. In addition, the color (purple) of the logo display L1 and the supplementary explanation display E may be different from the color of all other display objects displayed on the liquid crystal display 13. In this embodiment, a case has been described in which a demo performance is executed in a gaming machine 10 that is a SmaSlot (registered trademark), and a logo display L1, a supplementary explanation display E, and an anti-addiction display N are displayed. However, the gaming machine is not limited to this, and may be a pachinko gaming machine 1000 (FIG. 22) that is a SmaPachi (registered trademark) described later. That is, in the pachinko gaming machine 1000, as in this embodiment, the logo display L1, the supplementary explanation display E, and the anti-addiction display N may be displayed on the liquid crystal display in a predetermined situation. In this case, the logo display L1 and the supplementary explanation display E have the same color (tone) (tone is made the same), and both are blue. The RGB values of the blue part are R3, G110, and B183. The logo display L1 is a display including the characters SmaPachi (registered trademark), and the characters are white characters (white characters with a blue border). The RGB values of the white part of the logo display L1 are R255, G255, and B255.
[0210] The gaming machine of this embodiment is An image display means (e.g., a liquid crystal display 13); A performance control means (e.g., performance control means 100) for controlling image display, the performance control means is capable of causing the image display means to display a first image display, a second image display, and a third image display under a predetermined situation; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which a gaming profit is electronically calculated, The second image display is a warning display (e.g., supplementary explanation display E) regarding the specific gaming machine, The third image display is a warning display against addiction (for example, addiction prevention display N), The first image display and the second image display have the same color.
[0211] Since the first image display and the second image display are the same color, it is easy for a player to understand (easily recognize) that the second image display is a display related to the first image display, that is, the second image display is a warning display related to a specific gaming machine in which gaming profits are electronically counted. In other words, a player can understand at a glance that the second image display is a display related to the first image display. This makes it easier for a player to understand the predetermined displays (the first image display and the second image display).
[0212] In addition, in the gaming machine of this embodiment, the colors of the first image display and the second image display are different from the color of the third image display. Therefore, the player can more easily recognize that the display related to the specific gaming machine (the first image display and the second image display) and the warning display against addiction (the third image display) are different displays. In other words, the player can distinguish between the two.
[0213] In addition, in the gaming machine of this embodiment, the first image display, the second image display, and the third image display are displayed for the same period of time against a white background. This makes the first image display, the second image display, and the third image display more noticeable and easier for players to recognize. In addition, this prevents the problem of the display period of other displays, such as performance images, being reduced when the display periods of each display are different periods instead of the same period.
[0214] In addition, in the gaming machine of this embodiment, the second image display is displayed closer to the first image display than the third image display, which makes it easier to recognize that the second image display is related to the first image display.
[0215] Next, the lower panel 91 (panel unit) will be described. As shown in FIG. 18, the lower panel 91 includes a front panel 102, a sheet 110 (design sheet), and a rear panel 103. The sheet 110 is sandwiched (clamped) between the front panel 102 and the rear panel 103. The lower panel 91 is fitted into a frame 120 (the peripheral portion is covered by the frame 120 from the front) and attached to the lower door 12b. The frame 120 is made of a colored resin. The frame 120 has an opening 121 through which the lower panel 91 is exposed. Although not shown, a speaker 14 is disposed behind the lower panel 91. A plurality of holes may be provided in the lower panel 91 at a position overlapping the speaker 14 when viewed from the front.
[0216] (Sheet 110) The sheet 110 is a sheet-like member (decorative member) formed by printing characters or other display objects on the back surface of a transparent (highly light-transmitting) base material (film). A plurality of LEDs 131 (illumination means) (LED board on which the LEDs 131 are arranged) are arranged behind the lower panel 91, and light from the LEDs 131 is irradiated onto the sheet 110 (lower panel 91). In other words, the sheet 110 is capable of emitting light (illuminating).
[0217] 17 is a view of the lower panel 91 seen from the front side, with the front panel 102 omitted from the illustration. A logo display L2 (first printed display) is printed on the upper right part of the sheet 110. Because the logo display L2 is displayed on the lower panel 91 (sheet 110), the player can recognize (identify) that the gaming machine is a Smart Slot (registered trademark) from the outside.
[0218] The logo display L2 is composed of purple and white parts. The purple parts of the logo display L2 are printed with paint in a color scheme of C50%, M80%, Y0%, and K0%. The white parts of the logo display L2 are printed with paint in a color scheme of C0%, M0%, Y0%, and K0%. The proportion of the purple parts in the logo display L2 is relatively large, and it can be said that the logo display L2 is purple. It should be noted that the purple color can also be said to be the color (specific color) of the non-white parts of the logo display L2.
[0219] As shown in Fig. 17, the logo display L2 has a white border W (white border W) formed (applied) along the outer periphery. The white border W has a constant width, for example, about 1.5 mm. The logo display L2 has a vertical width of, for example, about 40 mm, and a horizontal width of, for example, about 50 mm.
[0220] On the sheet 110, the size (area) of the logo display L2 is relatively smaller than the size of the model name display 111, which will be described later, and the size of the background 112. In other words, on the sheet 110, the model name display 111 and the background 112 (character P) are displayed larger than the logo display L2. In this case, it is necessary to suppress a decrease in visibility of the logo display L2.
[0221] A model name display 111 (second printed display) is printed on the sheet 110. The model name display 111 is a display related to the model name (assumed to be "ABC") of the gaming machine 10, and is a display including characters. The model name display 111 is in a color different from the logo display L2. In other words, purple (specific color) is not used in the model name display 111. In addition, the model name display 111 is provided at a position that does not overlap with the logo display L2 (has no overlapping portion). In this embodiment, the model name display 111 is printed on the left side (upper left) of the sheet 110. In other words, the model name display 111 and the logo display L2 are arranged at a predetermined distance apart. By ensuring the predetermined distance, it becomes easier to distinguish and recognize the two.
[0222] A background 112 (third print display) is printed on the sheet 110. The background 112 includes display objects such as characters and scenery. The background 112 is a background with the model name display 111 as a main subject, for example. In this embodiment, the background 112 includes a character P. The background 112 (character P) is a color different from the logo display L2. In other words, purple (specific color) is not used in the background 112. In this embodiment, the background 112 (at least a part of the background 112) overlaps with the logo display L2 (are provided at a position where they overlap each other), so that the logo display L2 is visually recognized in front of the background 112. In this embodiment, the hair part of the character P overlaps with the logo display L2. Note that by making the overlapping part the hair part of the character P, rather than the face part of the character P, it is possible to prevent the face part of the character P from being covered by the logo display L2, thereby preventing the visibility of the character P from being reduced.
[0223] FIG. 19 is a schematic cross-sectional view of a portion of the sheet 110 including the logo display L2. The logo display L2 and the character P (hair portion) are printed on the back side (reverse side) of the transparent base material 113 (film) of the sheet 110. The purple portion of the logo display L2 is printed with C50% first, and then with M80%. Note that "upper" refers to the back side (rear side). The sheet 110 is designed so that a white layer is printed (back-printed) all over the back side (uppermost side). The white portion (including the white edge portion W) of the logo display L2 is formed by back-printing with white. Note that "printing with a white layer all over" does not necessarily mean printing that completely covers the entire surface, but may also mean that there are some portions (for example, peripheral portions) where the white layer is not printed. In other words, it is sufficient that the white layer is printed almost entirely.
[0224] A black portion representing the hair of the character P is printed on the back side of the transparent base material 113 of the sheet 110. This black portion (background 112) is not printed within the range of the logo display L2. In other words, the black portion (background 112) is excluded from printing within the range of the logo display L2. If the background 112 (the hair of the character P) were printed within the range of the logo display L2, in other words, if the background 112 was printed behind (on) the logo display L2, when the light from the LED 131 is irradiated (emitted), the color of the background 112 would mix, causing a problem of reduced visibility of the logo display L2. By excluding the printing of the background 112 within the range of the logo display L2 as in this embodiment, it is possible to prevent such a problem of reduced visibility.
[0225] Returning to FIG. 17, the background 112 is designed so that there is no part (printed part) of the same color (white) as the white border part W outside the white border part W, adjacent to the white border part W. The absence of parts of the same color makes the outline (boundary) of the logo display L2 clearer and more distinct. Furthermore, by providing the white border part W (white part), even if the background 112 (the hair part of the character P) overlaps with the white border part W in the event of misalignment of the printing, it is possible to prevent the purple part of the logo display L2 from overlapping with it. Therefore, it is possible to prevent a decrease in visibility of the purple part when light from the LED 131 is irradiated.
[0226] As shown in FIG. 19, the back surface (rear surface) of the sheet 110 is the innermost side, and a white layer is printed (back printing) over the entire surface. The white portion (including the white border W) of the logo display L2 is formed by this printing. For example, if the white portion of the logo display L2 is formed by a method of partially printing white instead of back printing, this printing is performed, and then back printing is performed last. In other words, the white portion is printed twice. In this embodiment, the partial white printing is omitted, and the white portion of the logo display L2 is formed by back printing (which also serves as back printing). This makes it possible to reduce the number of printing steps, improve the production efficiency of the sheet 110, and reduce the cost of the sheet 110.
[0227] Also, by back printing, a white layer (white portion) is provided on the back side of the purple portion of the logo display L2, the back side of the background 112 (character P), the back side of the model name display 111, etc. By printing the white color, it is possible to prevent light from being visible through the back side (rear side) when it is irradiated with light.
[0228] In this embodiment, a case has been described in which a logo display L2, a model name display 111 and a background 112 are provided on the sheet 110 of the lower panel 91, but the logo display L2, the model name display 111 and the background 112 may also be provided on the sheets of other panels (upper panel or side panel) not limited to the sheet 110 of the lower panel 91.
[0229] (Modification) As shown in FIG. 20, the logo display L2 may be provided at the lower right of the sheet 110, and the supplementary explanation display E may be displayed (printed) around (for example, below) the logo display L2. The supplementary explanation display E in this example is a rectangular area filled with purple, with text (white text) saying "Please be careful not to forget to count, forget to take your card, or have it stolen." The supplementary explanation display E is purple. The logo display L2 and the supplementary explanation display E have the same color (hue). In other words, the supplementary explanation display E is provided at the lower right of the sheet 110, and is printed in the same color as the logo display L2. The white text in the supplementary explanation display E is formed by a white layer printed on the entire sheet 110, similar to the white part including the border (white edge) of the logo display L2. In this example, a black border (black border) is formed around the logo display L2 and the supplementary explanation display E along the periphery. The width of the black border is, for example, about 3 to 5 mm. By providing the black border, the boundary with the background 112 is made clearer, and the logo display L2 and the supplementary explanation display E can be made to stand out. Even if printing misalignment occurs, the background 112 and the logo display L2 (supplementary explanation display E) are unlikely to overlap, and the visibility of the logo display L2 (supplementary explanation display E) can be prevented from decreasing. In this example, the logo display L2 has a white border (white border) formed (applied) along the periphery, and the part adjacent to the white border (outside) is a black border, so that there is no part of the same color (white) as the white border. Furthermore, the logo display L2 may be displayed so as to overlap not only the background 112 but also the model name display 111. In this case, the logo display L2 is visually recognized in front of the model name display 111. Moreover, neither the background 111 nor the model name display 111 is printed within the range of the logo display L2.
[0230] The gaming machine of this embodiment is a panel (e.g., lower panel 91) having a sheet (e.g., sheet 110); A lighting means (e.g., LED 131) capable of irradiating the panel with light, The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display for informing that the gaming machine is a gaming machine of a specification in which a gaming profit is electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia being a background; The first printed indicia is visually recognized in front of the third printed indicia, The third printed indicia is not printed within the range of the first printed indicia.
[0231] If the third printed indication is printed within the range of the first printed indication, when the sheet is irradiated with light from the illumination means, the third printed indication may interfere with the light (the color of the third printed indication may be mixed with the light) and a problem may occur in which the visibility of the first printed indication may be reduced. In this embodiment, the third printed indication is not printed within the range of the first printed indication. This makes it possible to prevent the problem of the visibility of the first printed indication (predetermined indication) being reduced when light is irradiated.
[0232] In addition, in the gaming machine of this embodiment, the first printed mark has a border portion formed along the outer periphery, and there is no portion of the same color as the border portion outside the border portion and adjacent to the border portion. This makes the outline (boundary) of the first printed mark clearer and more distinct, making the first printed mark stand out. Furthermore, by providing the border portion, it is possible to prevent the third printed mark (background) from overlapping with the portion of the first printed mark that is inside the border portion when printing misalignment occurs. This makes it possible to prevent a decrease in visibility of the first printed mark when light is irradiated.
[0233] In addition, in the gaming machine of this embodiment, the first printed marking has a white portion, and the white portion is formed by a white layer printed on the entire sheet. If the white portion of the first printed marking is formed by partial white printing rather than the white layer, the printing and the printing of the white layer are applied twice. In this embodiment, the printing is not applied, and the white portion is formed by the white layer. Therefore, the printing process can be reduced, the production efficiency of the sheet can be improved, and the cost of the sheet can be reduced.
[0234] As described above, since the logo display L2 is provided on the lower panel 91, the player can recognize (identify) that the gaming machine is a Smart Slot (registered trademark) from the outside. Since the lower panel 91 is provided with the model name display 111 and background 112 in addition to the logo display L2, it is necessary to prevent the logo display L2 from becoming inconspicuous. In other words, it is necessary to make the logo display L2 more conspicuous. Hereinafter, when referring to the logo display L2, the logo display L2 may include the supplementary explanation display E shown in FIG. 20 (the supplementary explanation display E on the lower panel 91). Note that the black border described in FIG. 20 is not included in the logo display L2.
[0235] An explanation will be given with reference to FIG. 17. Here, purple (the color of the non-white parts) in the logo display L2 is set as the specific color. In the model name display 111, the specific color (purple) related to the logo display L2 is not used. In other words, the logo display L2 is printed in a color (color scheme) not used in the model name display 111. Although the logo display L2 and the model name display 111 both contain characters, by making the logo display L2 purple, it can be distinguished from the model name display 111 and made more noticeable. This makes it possible for the logo display L2 to be easily recognized by players.
[0236] Furthermore, the specific color (purple) associated with the logo display L2 is not used in the background 112. In other words, the logo display L2 is printed in a color not used in the background 112. The logo display L2 is visible in front of the background 112 (it overlaps with the background 112), but by making the logo display L2 purple, it can be distinguished from the background 112 and made more noticeable. This makes the logo display L2 easier to recognize by the player.
[0237] The sheet 110 may have other displays in addition to the logo display L2, the model name display 111, and the background 112. In this embodiment, the specific color (purple) related to the logo display L2 is not used in the entirety of one sheet 110 (lower panel 91) including the logo display L2 (where the logo display L2 is provided) except for the logo display L2. In other words, the specific color is used only in the logo display L2. That is, the logo display L2 is printed in a color scheme that is not used in the other displays (the model name display 111 and the background 112). For this reason, the logo display L2 can be distinguished from the other displays (the model name display 111 and the background 112) and made more noticeable (it can be prevented from being confused). This makes it possible to make the logo display L2 easily recognizable by the player (easy to attract the player).
[0238] The gaming machine 10 may be provided with an upper panel and / or a side panel in addition to the lower panel 91. In this case, the upper panel and / or the side panel also have a sheet. The specific color (purple) may not be used on all sheets provided in the gaming machine, but may be a color used only on the logo display L2 on the sheet including the logo display L2. By configuring it in this way, the logo display L2 can be made more noticeable and easily recognized by the player.
[0239] In addition, the gaming machine 10 is provided with resin design components that constitute the exterior. The specific color (purple) may not be used in the entire exterior of the gaming machine 10, but may be used only in the logo display L2.
[0240] 3, a card unit (a specific dedicated unit 200) is placed beside (to the right) (next to the right) the gaming machine 10. As described above, a player can perform operations such as lending and returning cards to the dedicated unit 200. By providing the logo display L2 on the right side (right end side) of the sheet 110 and positioning the logo display L2 close to the dedicated unit 200, it is possible to indicate that the logo display L2 is related to the dedicated unit 200.
[0241] The gaming machine 10 also includes a counting button 212 (counting operation means), and the player operates (presses) the counting button 212 when returning credits to the dedicated unit 200 (counting credits). When the gaming machine 10 is viewed from the front (front), the logo display L2 is provided in the vertical direction (vertically below, directly below, below the counting button when viewed from the front) of the counting button 212. By providing the logo display L2 on the right side (right end side) of the sheet 110 and positioning the logo display L2 below the counting button 212, it is possible to show that the logo display L2 is related to the counting button 212. It is also possible to show that the logo display L2, the counting button 212, and the dedicated unit 200 are related to each other. The gaming machine 10 also includes a gaming medal number display device 211 (gaming value (number) display means) capable of displaying the number of counted gaming values. The gaming medal number display device 211 is provided near the counting button 212, and serves as a display capable of displaying the number of credits. If a configuration including the counting button 212 and the gaming medal number display device 211 is referred to as a counting button unit 213 (counting means), the logo display L2 is provided in the vertical direction (vertically below, on the lower side in the vertical direction) of the counting button unit 213. The logo display L2 and the counting button unit 213 are positioned on an imaginary straight line along the vertical direction when viewed from the front (nearby). In addition, the number of credits displayed by the segment-type LED in the game medal number display device 211 can be seen when the counting button unit 213 is viewed from the front, and can also be seen when viewed from a plane (top) (can be seen from the front side or from above). This allows sufficient visibility to be provided even when a video of the game machine is taken, and also allows sufficient visibility to be provided even when the player stands up from his chair and finishes playing.
[0242] Front panel 102 (FIG. 18) is formed into a plate shape from transparent (light-transmitting) resin. Front panel 102 covers the front surface (surface) of sheet 110 to protect sheet 110. Rear panel 103 (FIG. 18) is formed into a plate shape from transparent (light-transmitting) resin. Rear panel 103 covers the rear surface (rear surface) of sheet 110 to protect sheet 110. A substrate (LED substrate, backlight substrate) on which multiple LEDs 131 are arranged is provided on the rear side (rear side) of rear panel 103.
[0243] As shown in FIG. 21, the front surface of the front panel 102 is provided with a textured portion 102a (textured portion). The textured portion 102a is provided in a strip shape on the edge portion (peripheral portion) of the front panel 102 along the outer periphery (outer edge) of the front panel 102. The textured portion 102a is provided within a range of a predetermined distance d from the outer edge toward the inside, and the predetermined distance d is, for example, about 5 mm. In other words, the width of the textured portion 102a is about 5 mm. The texture is formed by providing fine irregularities in a mold, but is not limited to this, and may be formed by chemical processing such as etching or sandblasting. The textured portion 102a may also be provided on the back side (rear side) of the front panel 102.
[0244] When the lower panel 91 is viewed from the front through the opening 121 of the frame body 120 (FIG. 18), a band-shaped textured portion 102a (approximately 5 mm) protrudes (appears) inside the opening 121. The inner edge of the textured portion 102a and the opening 121 have similar shapes, and the inner edge of the textured portion 102a is formed smaller (inward) than the opening 121.
[0245] The thickness of the front panel 102 is about 3 mm. The distance (about 5 mm) that the textured portion 102a protrudes inward from the opening 121 is greater than the thickness (about 3 mm) of the front panel 102. Therefore, even if a player tries to look into the inside of the gaming machine 10 through the front panel 102, the inside (internal equipment) of the gaming machine 10 and the outer edge (edge) of the sheet 110 are not visible. In other words, even if a player looks into the textured portion 102a at a predetermined angle (about 45° to 60°), the inside of the gaming machine 10 and the outer edge of the sheet 110 are not visible.
[0246] The textured portion 102a of the front panel 102 faces (overlaps) the outer edge of the sheet 110 (FIG. 17). As shown in FIG. 21, the logo display L2 of the sheet 110 is provided at a position that does not overlap with the textured portion 102a of the front panel 102 when viewed from the front. The distance (shortest distance) between the edge of the logo display L2 and (the inner edge of) the textured portion 102a is, for example, about 5 mm. This prevents the logo display L2 from being covered (hidden or buried) by the textured portion 102a, which would reduce the visibility of the logo display L2.
[0247] Furthermore, by providing the front panel 102 with the textured portion 102a, it becomes difficult to insert a member such as a wire, and the anti-tamper performance can be improved.
[0248] The gaming machine of this embodiment is a panel (e.g., lower panel 91) having a sheet (e.g., sheet 110); A lighting means (e.g., LED 131) capable of irradiating the panel with light, The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display for informing that the gaming machine is a gaming machine of a specification in which a gaming profit is electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia being a background; If the color of the non-white portion in the first printed representation is a specific color, In the second printed representation, the specific color is not used.
[0249] The second printed mark (model name mark) does not use the specific color of the first printed mark. This makes the first printed mark (mark notifying the player that the gaming machine is a gaming machine that electronically counts gaming profits) more noticeable on the sheet. This makes the first printed mark (predetermined mark) more easily recognizable to players.
[0250] In addition, the gaming machine of this embodiment has a panel (e.g., lower panel 91) having a sheet (e.g., sheet 110); A lighting means (e.g., LED 131) capable of irradiating the panel with light, The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display for informing that the gaming machine is a gaming machine of a specification in which a gaming profit is electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia being a background; The first printed indicia is visually recognized in front of the third printed indicia, If the color of the non-white portion in the first printed representation is a specific color, In the third printed representation, the specific color is not used.
[0251] The first printed indication is visible in front of the third printed indication (background), but the third printed indication (background) does not use the specific color of the first printed indication. This makes the first printed indication (indication informing the player that the gaming machine is designed to electronically count gaming profits) more noticeable on the sheet. This makes the first printed indication (predetermined indication) more easily recognizable by the player.
[0252] In addition, the gaming machine of this embodiment is equipped with a counting means (e.g., counting button unit 213) having a counting operation means (e.g., counting button 212) operated when counting and a gaming value number display means (e.g., gaming medal number display device 111) that displays the gaming value number to be counted, and the first printed display is provided on the side of a predetermined dedicated unit (e.g., dedicated unit 200) arranged beside the gaming machine, and the first printed display is provided in the vertical direction of the counting means. Therefore, it is possible to make it easy for a player to recognize that the first printed display (a display informing that the gaming machine is of a specification in which the gaming profit is electronically counted) and the counting means (counting button unit 213) are related to each other.
[0253] Moreover, the gaming machine of this embodiment includes a front panel (e.g., front panel 102) disposed in front of the seat, the front panel includes a textured portion (e.g., textured portion 102a) formed on the periphery, and the first printed indication is provided at a position that does not overlap with the textured portion when viewed from the front. Therefore, the first printed indication (an indication informing the user that the gaming machine is of a type in which gaming profits are electronically counted) is covered by the textured portion, and the visibility of the first printed indication can be prevented from being reduced.
[0254] In the above, the present embodiment has been described by taking the gaming machine 10, which is a Smart Slot (registered trademark), as an example, but the present invention can also be applied to a pachinko gaming machine, which is a Smart Pachi (registered trademark). The pachinko gaming machine 1000 shown in FIG. 22 is a Smart Pachinko (registered trademark). In the pachinko machine 1000, a gaming value as electronic information is used, and a game is played by consuming the gaming value or by being granted the gaming value. The pachinko gaming machine 1000 is a pachinko gaming machine that allows a player to play a game by using a gaming value as electronic information without directly touching the gaming balls, and by consuming the gaming value or by being granted the gaming value, by circulating gaming balls (physical gaming balls) as gaming media inside the machine.
[0255] As shown in Fig. 22, the pachinko gaming machine 1000 includes an upper panel (top panel) 500. The upper panel 500 is configured similarly to the above-mentioned lower panel 91, and includes a sheet 510 (Fig. 23). The sheet 510 is formed similarly to the above-mentioned sheet 110, and is configured to receive light from the rear side. The sheet 510 includes a first printed display (logo display L3), a second printed display (model name display 111), and a third printed display (background 112).
[0256] In the sheet 510, the relationship between the first printed display (logo display L3), the second printed display (model name display 111), and the third printed display (background 112) is configured similarly to the relationship between the first printed display (logo display L1), the second printed display (model name display 111), and the third printed display (background 112) in the above-mentioned sheet 110. However, it is different in that the logo display L3 is provided on the left side of the sheet 510, and the model name display 111 is provided on the right side of the sheet 510. As shown in FIG. 22, a card unit (dedicated unit 201) where a player performs a lending operation, a card return operation, etc. is disposed on the left side (next to) of the pachinko gaming machine 1000. The logo display L3 is provided on the dedicated unit 201 side. Therefore, it can be shown that the logo display L3 and the dedicated unit 201 are related to each other.
[0257] The logo display L3 (FIG. 23) is a display indicating (informing) that the gaming machine is a Smart Pachinko (registered trademark). In other words, the logo display L3 is a display informing that the gaming machine is a gaming machine (specific gaming machine) in which gaming profits are counted (awarded) electronically. The logo display L3 is blue. The logo display L3 has blue and white parts, and the proportion of the blue part is relatively large, so that it can be said that the logo display L3 is blue. The blue color can also be said to be the color (specific color) of the non-white parts of the logo display L3.
[0258] The CMYK values of the blue part are C85%, M50%, Y0%, K0%. The CMYK values of the white part are C0%, M0%, Y0%, K0%. The logo display L3 includes the characters "Sumapachi (registered trademark)", and the characters are in white (white with a blue border).
[0259] 23, the logo display L3 has a white border W (white border W) formed (applied) along the outer periphery. The white border W has a constant width, for example, about 1.5 mm. The logo display L3 has a vertical width of, for example, about 42 mm, and a horizontal width of, for example, about 46 mm. In FIG. 22, the part indicated by the symbol X (left side of the front door) is provided with a counting button unit (counting means) in the pachinko game machine 1000, although not shown. The counting means includes a counting operation means (a counting button operated when transferring the held balls to the dedicated unit 201) and a game value (number) display device (game medal number display device). The logo display L3 is provided in the vertical direction (vertically above, on the upper side in the vertical direction) of the counting button unit. When viewed from the front (nearby), the logo display L3 and the counting button unit are positioned on a virtual straight line along the vertical direction. It can be shown that there is a relationship between the logo display L3 and the counting button unit. In addition, the counting button unit is provided on the dedicated unit 201 side. Therefore, it can be shown that there is a relationship between the counting button and the dedicated unit 201.
[0260] 20, the supplementary explanation display E may be provided below the logo display L3. Furthermore, when simply referring to the logo display L3, the supplementary explanation display E may be included (integrated with the supplementary explanation display E).
[0261] In Fig. 22, the logo display L3 and the counting button unit may be provided on the opposite side to the dedicated unit 201 side. In other words, the logo display L3 and the counting button unit may be provided on the latch side opposite to the hinge side of the front door (in other words, the right side of the front door where the cylinder side and the handle side are located). This reduces the function of indicating that the logo display L3 and the counting button unit have an association with the dedicated unit 201, but at least the function of indicating that the logo display L3 and the counting button unit have an association can be maintained, and the administrator can easily operate the counting button while opening the front door to access the game board, or while opening both the front door and the inner frame and visually checking various boards (e.g., main control board, sub control board, payout control board, etc.) provided on the back of the game machine.
[0262] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the same configuration as the gaming machine of the first embodiment will be omitted or simplified.
[0263] (Counting processing) In this embodiment, the operation mode of the counting button 212 includes a short press (less than 500 msec) and a long press (500 msec or more), and the game value number counted in the case of a short press is different from that in the case of a long press. The process (counting process) related to the operation of the counting button 212 in the game value number control means 55 will be described using the flowchart shown in FIG. 24. The game value number control means 55 monitors the state (signal state) of the signal (counting button signal) input from the counting button 212. When the counting button 212 is not operated, the signal (counting button signal) input to the game value number control means 55 is OFF, and when the counting button 212 is operated, the signal (counting button signal) input to the game value number control means 55 is ON.
[0264] When the game value number control means 55 detects a change from ON to OFF of the counting button signal (detects an OFF edge), or detects ON of the counting button signal for a predetermined time or longer, it transmits (transfers) information indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200, and subtracts a value equivalent to the predetermined number from the stored value of the game value number storage area 66 (game value number storage area). In other words, the game value number control means 55 transfers a predetermined number of game values to the dedicated unit 200 based on the operation of the counting button 212, and subtracts a value equivalent to the predetermined number from the stored value of the game value number storage area 66 (game value number storage area). With the subtraction of the predetermined number (reduction in the number of credits), the number of game values displayed on the game medal number display device 211 decreases.
[0265] In the counting process, the game value number control means 55 first judges whether the counting button signal is ON or not (step S301). If it is judged in step S301 that the counting button signal is ON (step S301: YES), it judges whether a specific condition is satisfied (step S302). On the other hand, if it is judged in step S301 that the counting button signal is not ON (step S301: NO), the process of step S301 is repeated. The specific condition is a condition that the OFF edge of the counting button signal is detected and the detection time (ON detection time) of the ON of the counting button signal is less than 500 ms (first condition), or a condition that the ON detection time of the counting button signal is 500 ms or more (second condition).
[0266] In step S302, if it is determined that the specific condition is satisfied (step S302: YES), the game value number control means 55 determines whether it is the first condition (step S303). On the other hand, in step S302, if it is determined that the specific condition is not satisfied (step S302: NO), the process returns to step S301.
[0267] In step S303, if it is determined that the first condition is met (step S303: YES), the game value control means 55 determines whether the credit number is "1" or more (step S304). On the other hand, in step S303, if it is determined that the first condition is not met (i.e., the second condition is met) (step S303: NO), the game value control means 55 determines whether the credit number is "50" or more (step S306).
[0268] In step S304, when it is determined that the number of credits is "1" or more (step S304: YES), the game value number control means 55 transmits information indicating the number of credits "1" (a value equivalent to a part of the number of credits) to the dedicated unit 200, and subtracts "1" from the number of credits (step S305). After step S305, the process returns to step S301. On the other hand, in step S304, when it is determined that the number of credits is less than "1" (step S304: NO), the process returns to step S301.
[0269] In step S306, when it is determined that the number of credits is "50" or more (step S306: YES), the game value number control means 55 transmits information indicating a value equivalent to the number of credits "50" (a part of the number of credits) to the dedicated unit 200 and subtracts "50" from the number of credits (step S307). After step S307, the process proceeds to step S309. On the other hand, in step S306, when it is determined that the number of credits is less than 50 (step S306: NO), the game value number control means 55 transmits information indicating a value equivalent to the current number of credits (for example, "30", the entire number of credits) to the dedicated unit 200 and sets the number of credits to "0" (step S308). After step S308, the process returns to step S301. In step S308, it is possible that the current number of credits is "0." In that case, information indicating the number of credits "0" may be transmitted to the dedicated unit 200, and a process of subtracting 0 from the number of credits may be performed, or such a process may not be performed.
[0270] When step S307 is executed, the game value number control means 55 judges whether the ON of the count button signal is continuously detected (step S309). In step S309, if it is judged that the ON of the count button signal is continuously detected (step S309: YES), the game value number control means 55 judges whether the ON detection time of the count button signal after the processing of step S307 has reached 300 ms (step S310). On the other hand, in step S309, if it is judged that the ON of the count button signal is not continuously detected (step S309: NO), the process returns to step S301.
[0271] In step S310, if it is determined that the ON detection time of the counting button signal after the process of step S307 has reached 300 ms (step S310: YES), the process proceeds to step S306. On the other hand, in step S310, if it is determined that the ON detection time of the counting button signal after the process of step S307 has not reached 300 ms (step S310: NO), the process proceeds to step S309.
[0272] Next, a sound output from the speaker 14 in association with a change in the display (change in the number of credits) of the game medal count display device 211 will be described. In other words, a sound output in association with a transfer of game value between the dedicated unit 200 and the game machine 10 will be described.
[0273] (First sound effect: loan sound) When the game value is transferred from the dedicated unit 200 to the gaming machine 10, the performance control means 100 outputs a predetermined sound (loan sound) to the speaker 14. The sound output at this time is called a first sound effect. Note that data of the first sound effect is stored in the sub-memory 72, and the first sound effect is output by the performance control means 100 reproducing the data.
[0274] The first sound effect is a sound effect whose pitch (pitch, interval) rises. That is, the first sound effect is a sound whose pitch rises gradually (in stages) as time progresses. In this embodiment, the first sound effect is a sound whose pitch keeps rising from the start of output to the end of output and does not include a portion (time period) where the pitch falls, but as long as the player can recognize it as a sound effect whose pitch rises when he hears it, it may include a portion (time period) where the pitch falls.
[0275] In this embodiment, when the lending operation means (the lending button 203 or the replay button 204) of the dedicated unit 200 is operated, a signal (lending signal) related to the lending of game value is transmitted from the dedicated unit 200 to the gaming machine 10 (the game value number control means 55). The lending signal may include information such as the number of game values to be transferred. The lending signal can also be said to be a signal that notifies the lending of a predetermined number of game values.
[0276] When the game value number control means 55 receives a lending signal, it increases the stored value of the game value number storage area 66 (game value number storage area) by a predetermined number (for example, "50") based on the lending signal, and increases the game value number displayed by the game medal number display device 211 by a predetermined number (for example, "50"). In addition, when the game value number control means 55 receives a lending signal, it controls the performance control means 100 to output a first sound effect from the speaker 14. That is, in this embodiment, when the game value is transferred (lent) from the dedicated unit 200 to the gaming machine 10 based on the operation of the lending operation means, the game value number displayed on the game value number display device 100 increases and the first sound effect is output from the speaker 14. The player can visually and audibly confirm (understand) the execution of lending.
[0277] In this embodiment, when the lending operation means is pressed once, a predetermined number (for example, 50 coins) of game values is transferred from the dedicated unit 200 to the gaming machine 10. When the lending operation means is pressed once, the number of game values displayed on the game medal number display device 211 increases by a predetermined number (for example, "50"), and the first sound effect is output once. Furthermore, even if the lending operation means is continuously pressed (pressed and held), the game value is not transferred from the dedicated unit 200 to the gaming machine 10, and the display of the gaming medal count display device 211 is not updated, and the first sound effect is not output. In other words, when the lending operation means is pressed once and the game value is transferred and the first sound effect is output based on the pressing operation, by stopping the pressing once and pressing the lending operation means again, the game value is transferred again from the dedicated unit 200 to the gaming machine 10, and the first sound effect is output again.
[0278] (2nd sound effect: counting sound) When the gaming value is transferred from the gaming machine 10 to the dedicated unit 200, the performance control means 100 outputs a predetermined sound (counting sound) to the speaker 14. The sound output at this time is called a second sound effect. Note that data of the second sound effect is stored in the sub-memory 72, and the performance control means 100 reproduces the data to output the second sound effect.
[0279] The second sound effect is a sound effect with a descending pitch (pitch, interval). That is, the second sound effect is a sound with a gradual (stepwise) descending pitch as time progresses. In this embodiment, the second sound effect is a sound with a descending pitch from the start of output to the end of output, and does not include a portion (time period) where the pitch rises, but may include a portion (time period) where the pitch rises as long as the player can recognize it as a descending sound effect when he or she hears it.
[0280] When the count button 212 is operated, the game value number control means 55 executes a counting process and decreases the stored value in the game value number storage area 66 (game value number storage area). When the count button 212 is operated, the game value number control means 55 controls the performance control means 100 to output a second sound effect (counting sound) from the speaker 24. That is, in this embodiment, based on the operation of the count button 212, the game value number displayed on the game medal number display device 211 decreases and the second sound effect is output from the speaker 14. The player can visually and audibly confirm (understand) the execution of the counting.
[0281] In this embodiment, when the count button 212 is pressed and the pressing is stopped within a predetermined time (for example, 800 ms), a predetermined number of game values are transferred from the gaming machine 10 to the dedicated unit 200, and the second sound effect is output once. Specifically, when the pressing is stopped within 500 ms (short pressing), one game value is transferred, and when the pressing is stopped within 800 ms after 500 ms or more have elapsed (long pressing), 50 game values are transferred. That is, when the pressing is stopped within 500 ms, the number of game values displayed on the game medal number display device 211 is reduced by "1" and the second sound effect is output once. Also, when the pressing is stopped within 800 ms after 500 ms or more have elapsed, the number of game values displayed on the game medal number display device 211 is reduced by "50" and the second sound effect is output once. If the button is pressed within 800 ms after 500 ms or more has elapsed and the number of credits is less than 50 (and 1 or more), the game value equal to the number of credits is transferred. In this case, the game value displayed on the game medal number display device 211 decreases to "0" and the second sound effect is output once.
[0282] In addition, when the count button is pressed twice in succession, for example, the second press is made while the second sound effect based on the first press is being output, and a predetermined number of game values are transferred from the gaming machine 10 to the dedicated unit 200 based on the second press, the second sound effect (based on the second press) accompanying the transfer may or may not be output. For example, when the second press is made while the second sound effect based on the first press is being output, the second sound effect based on the second press may be overwritten and output. In other words, when the second press is made while the second sound effect based on the first press is being output, the output (reproduction) of the second sound effect (second sound effect based on the first press) may be stopped midway, and the second sound effect based on the second press may be output (reproduction) from the beginning.
[0283] In this embodiment, when the counting button 212 is continuously pressed (pressed further), a predetermined number (e.g., 50 coins) of game values are transferred from the gaming machine 10 to the dedicated unit 200 every time a predetermined time (e.g., 300 ms) elapses, and the second sound effect is played in a loop. That is, when the counting button 212 is pressed and held, the transfer of a predetermined number of game values is repeated at a predetermined cycle, and the output of the second sound effect is repeated at a predetermined cycle. In other words, when the counting button 212 is pressed and held, a number of game values corresponding to the period of time the button was pressed and held is transferred from the gaming machine 10 to the dedicated unit 200, and the second sound effect is output a number of times corresponding to the period of time the button was pressed and held.
[0284] The above-mentioned first and second sound effects may be reversed. That is, when the game value is transmitted from the dedicated unit 200 to the gaming machine 10 and the number of credits increases, a sound effect with a decreasing pitch may be output from the speaker 14, and when the game value is transmitted from the gaming machine 10 to the dedicated unit 200 and the number of credits decreases, a sound effect with an increasing pitch may be output from the speaker 14.
[0285] (Production device) As described above, the performance control means 100 controls the execution of various performances via the performance device. As shown in Fig. 1, speakers 14 are provided as performance devices on the left and right sides of the lower door 12b. Although not shown, speakers 14 are also provided on the left and right sides of the upper door 12a. The gaming machine 10 may further include tweeters (right tweeter, left tweeter) and woofers as speakers 14 (sound output means).
[0286] As shown in FIG. 1, the front door 12 is provided with lamps 38 (performance lamps) as a performance device. A plurality of lamps 38 are provided on the top, left and right sides of the front door 12, and there are monochromatic lamps (monochromatic LEDs) that emit a single color (e.g., white) and RGB lamps (full-color LEDs) that emit multiple colors (e.g., three colors (red, green, and blue)). The lamps 38 also include reel illumination and reel backlights. An example of a monochromatic lamp is a reel backlight. An example of an RGB lamp is a lamp provided on the top of the front door 12, and the RGB lamps light up in a color (emission color) according to the game result, etc. The gaming machine 10 may further include a movable body or a movable role (performance role device) as a performance device.
[0287] The performance control means 100 controls the output of sound from the speaker 14, and has a plurality of tracks (for example, a total of 40 tracks, from track 1 to track 40). A track is an execution unit for playing back each performance sound (phrase data) stored in the performance sound storage section (ROM) of the sub-memory 72. The performance sound storage section stores, for example, a series of background music (BGM), warning sounds, sound effects, character dialogue, and other performance sounds. The performance control means 100 is capable of outputting the performance sounds played back on each track (the output of each track). Furthermore, the performance control means 100 is capable of playing back a maximum of 40 performance sounds simultaneously.
[0288] 4, the sub-control means 32 is provided with a volume adjustment switch 73. The volume adjustment switch 73 is, for example, a rotary switch equipped with a knob, and by rotating the knob, the volume can be set to any one of 0 to 9 (10 levels). In this embodiment, "0" is silent (mute) and "9" is maximum volume.
[0289] The performance control means 100 (performance sub-control means 70) is capable of adjusting (controlling) the volume of the speaker 14 (the volume of the sound output from the speaker 14) according to the setting value of the volume adjustment switch 73. The performance sub-control means 70 is also capable of adjusting the volume for each track. For example, when BGM is played on track 1 and a character's lines are played on track 2, the volume of the BGM played on track 1 can be set to a first volume, and the volume of the character's lines played on track 2 can be set to a second volume (different from the first volume).
[0290] The sound (sound effects) reproduced from each track is input to an amplifier (not shown). The amplifier has a function of converting the input signal from a digital signal to an analog signal and a function of amplifying the signal, and drives the speaker 14 based on the input signal to output the sound (sound effects) from the speaker 14.
[0291] (Device check) In the gaming machine 10, an operator (gaming arcade manager, gaming arcade clerk) may perform an operation check (device check) to check whether the performance devices (devices) are operating normally. The operator can execute a device check by inputting a predetermined operation (device check execution operation) to the gaming machine 10, which will be described later. In other words, the gaming machine 10 can transition to a device check mode (operation check state) based on the device check execution operation. When the performance sub-control means 70 receives an instruction (signal) to execute a device check based on the device check execution operation, it causes each performance device to execute a performance in a predetermined pattern (operates each performance device). Here, a case where a device check is executed for the speaker 14 and the lamp 38 will be described.
[0292] The sub-control means 32 is equipped with a maintenance switch (not shown). (1) An operator (a staff member at an amusement facility) opens the front door 12 (during a door opening error), and as a device check execution operation, presses the maintenance switch of the sub-control means 32 to display a staff menu on the liquid crystal display 13, operates (presses) a predetermined button (e.g., left / right button, cross key) provided on the front door 12, selects "Device Check" from the staff menu, and operates (presses) a predetermined button (e.g., decision button). This allows the device check to be executed (started). Also, (2) the operator (game center manager) opens the front door 12 (during the door opening error), inserts the setting key into the setting change key cylinder as a device check execution operation, rotates the setting key 90 degrees clockwise from the initial position (presses the setting change button if necessary) to shift the gaming machine 10 to the setting reference mode (setting confirmation mode), presses the maintenance switch of the sub-control means 32 to display the administrator menu on the liquid crystal display 13, operates (presses) a predetermined button (e.g., left / right button, cross key) provided on the front door 12, selects "Device Check" from the administrator menu, and operates (presses) a predetermined button (e.g., decision button). This allows the device check to be executed (started). It should be noted that the administrator menu may be displayed not only by pressing the maintenance switch during setting reference, but also by pressing the maintenance switch during setting change.
[0293] When an instruction (signal) to execute a device check is received based on a device check execution operation by an operator, the performance sub-control means 70 starts a device check.
[0294] As a device check, the performance sub-control means 70 turns on the single-color lamps (all single-color lamps) among the lamps 38 for a predetermined time (e.g., 1 second) and then turns them off for a predetermined time (e.g., 1 second), repeatedly turning them on and off. Also, the RGB lamps (all RGB lamps) among the lamps 38 are turned on in red for a predetermined time (e.g., 1 second), then turned on in green for a predetermined time (e.g., 1 second), then turned on in blue for a predetermined time (e.g., 1 second), and then turned off for a predetermined time (e.g., 1 second). Then, the cycle of "red on" → "green on" → "blue on" → "off" is repeatedly executed.
[0295] The performance sub-control means 70 outputs a predetermined sound (special sound, check sound) from each speaker 14 in order as a device check. For example, as shown in FIG. 25, first, there is no sound (no sound is output from any speaker 14) for a predetermined time (for example, 1 second), then the sound "upper left" is output from the upper left speaker for a predetermined time (for example, 2 seconds), then the sound "upper right" is output from the upper right speaker for a predetermined time (for example, 2 seconds), then the sound "lower right" is output from the lower right speaker for a predetermined time (for example, 2 seconds), and then the sound "lower left" is output from the lower left speaker for a predetermined time (for example, 2 seconds). Then, the cycle of "upper left output" → "upper right output" → "lower right output" → "lower left output" is repeatedly executed. In addition, when tweeters and woofers are provided as speakers 14, after sound (audio) is output from the above four speakers 14, for example, sound (audio) may be output from the woofer for a predetermined time (e.g., 2 seconds), then sound (audio) may be output from the left tweeter for a predetermined time (e.g., 2 seconds), and then sound (audio) may be output from the right tweeter for a predetermined time (e.g., 2 seconds).
[0296] (others) Furthermore, when a movable prop (prop device) is provided as a performance device, the performance sub-control means 70 may operate (move) the movable prop at a predetermined cycle (periodically) as a device check. Furthermore, when the performance button 25 is configured to be vibrable, the performance sub-control means 70 may vibrate the performance button 25 at a predetermined cycle (periodically) as a device check.
[0297] The performance sub-control means 70 ends the device check, for example, based on receiving a signal based on a specified operation by an operator (a device check ending operation, such as re-pressing the maintenance switch) or based on the passage of a specified time from the start of the device check.
[0298] (Counting during device check) The gaming machine 10 is capable of executing counting processing (processing related to game value) even if the counting button 212 is operated (pressed) during the device check. In other words, even during the device check (even if the front door 12 is open), counting is performed based on the operation of the counting button 212, and the game value can be transferred (returned) to the dedicated unit 200. Since the above-mentioned special sound is output from the speaker 14 during the device check (special sound is prioritized), if the sound based on the operation of the counting button 212 (counting sound) is not output from the speaker 14 during the device check, there is a risk of a situation occurring in which the operator cannot notice that counting has been performed. For example, if an operator accidentally presses the counting button 212 during the device check, the operator may not notice the press and may think that the display value of the game medal number display device 211 has decreased during the device check, which may cause a sense of incongruity. In addition, even if the operation is not erroneous, the operator may feel uncomfortable because, even though the counting button 212 can be operated (the counting process can be executed), no counting sound is output when the counting button 212 is operated.
[0299] To prevent such a situation from occurring, in this embodiment, when the counting button 212 is pressed during a device check, a counting sound is output from the speaker 14 based on the press. In other words, even during a device check, it is possible to output the counting sound from the speaker 14. Therefore, when the counting button 212 is pressed during a device check, the counting sound is output, so that the operator can notice that the counting button 212 has been pressed (counting has been performed). This reduces the possibility that the operator will feel uncomfortable.
[0300] The performance sub-control means 70 is capable of outputting the sounds to be played on each track, and can play a sound (audio) related to the device check on the first track and a sound related to the counting sound on the second track. In other words, the performance sub-control means 70 can output the sound related to the device check from the speaker 14 (simultaneously) and can output the counting sound from the speaker 14.
[0301] (error) 4, the main control means 31 includes a main error detection means 86 and a main error management means 87. The main error detection means 86 monitors the signal states of various sensors, judges whether an error detection condition is satisfied, and identifies an occurring main error based on whether the error detection condition is satisfied, thereby detecting the main error.
[0302] The main error detection means 86 can detect main errors based on the signal states of various sensors, such as a backup error (E7), a door open error (E8), an RWM error (EA), a setting value (abnormal) error (EC), a medal over error (EH), a lending device connection error (EL), a medal count control error (EP), and a shot stop error (EY), as shown in Figure 27.
[0303] The backup error (E7) is an error that occurs when a backup abnormality is detected in the main control RWM when the power is turned on. The door open error (E8) is an error caused by the door open / close switch (which is turned ON while the front door 12 (lower door 12b) is open) remaining ON for a predetermined period of time (47.68 ms) or longer. The RWM error (EA) is an error that occurs during a cold start when an RWM that cannot read or write values is detected. A setting value error (EC) is an error that occurs during an internal lottery when the setting value is outside the allowable range (other than setting 1 to setting 6). The medal over error (EH) is an error caused by the credit (number of game medals) being equal to or greater than a predetermined value (for example, 16369). The rental device connection error (EL) is an error caused by the dedicated unit 200 (rental unit) not being connected. The medal count control error (EP) is an error caused by an abnormality occurring in communication between the main control means 31 and the medal count control board (game value number control means 55). The end error (EY) is an error caused when the value of the MY counter 89, which will be described later, is equal to or greater than a predetermined value (19000).
[0304] When the main error detection means 86 detects a predetermined main error, it sets a corresponding error detection flag in the storage means 60 (main storage means). When any error detection flag is set in the storage means 60, the main error management means 87 performs an error wait process to wait for a predetermined release operation to be performed, and in this error wait process, it notifies the main error (error code) detected by the main error detection means 86 via the first main indicator, and performs a release process (error release process) to clear the error detection flag, etc., based on the predetermined release operation being performed. An error code is assigned to each error according to the type of error.
[0305] The backup error (E7), RWM error (EA), setting value error (EC), and end-of-life error (EY) can be resolved (reset) by changing the settings. The door open error (E8) is reset (released) after a predetermined time (for example, about 1.5 seconds) has elapsed since the front door 12 (lower door 12b) was closed. The rental device connection error (EL) is resolved (resolved) by connecting to the dedicated unit 200 (rental unit). The medal over error (EH) is calculated by counting the credits and the error is cleared (removed) when the credits fall below a specified value (16368). The medal count control error (EP) can be resolved (resolved) by turning the power back on.
[0306] During error wait processing, the main error management means 87 accepts a recovery operation (cancellation operation) and performs a cancellation process (error cancellation process) to clear (erase) error-related information such as the detection flag and timing information of the timer (error management timer) stored in the memory means 60.
[0307] The transmission of information from the main control means 31 to the sub-control means 32 is realized by sending commands via serial communication. Information contained in commands sent from the main control means 31 to the sub-control means 32 includes setting values, game status, the number of game values inserted and paid out, the result of an internal lottery, the signal status of various switches, etc., the contents of reel stop control, the result of winning determination, and information related to main errors that have occurred.
[0308] When a main error occurs, the main control means 31 transmits an error occurrence command corresponding to the error type for which the error detection flag is set, or an error release command indicating that a release operation has been performed, to the sub-control means 32. In addition, when the signal state of the door opening / closing switch changes, the main control means 31 receives a door open command based on the change of the signal state from an OFF state (a signal state indicating that the front door 12 is closed) to an ON state (a signal state indicating that the front door 12 is open), and receives a door close command based on the change of the signal state from an ON state to an OFF state.
[0309] As shown in FIG. 4, the sub-control means 32 includes a sub-error detection means 74 and a sub-error management means 75. The sub-error detection means 74 may determine whether a predetermined error detection condition is satisfied based on a command transmitted from the main control means 31, and may specify an error (sub-error) and detect the sub-error when it is determined that the error detection condition is satisfied. For example, the sub-error detection means 74 may detect the above-mentioned door open error as a sub-error. The sub-error detection means 74 may also detect a communication error as a sub-error. The communication error is a sub-error caused by a communication failure due to a disconnection of a communication cable between the main control means 31 and the sub-control means 32, and is detected when a certain period (e.g., 20 ms) or more has elapsed since the reception of a disconnection monitoring command periodically transmitted from the main control means 31. The communication error can be recovered from only by initializing the sub-memory 72 by power recovery.
[0310] When the sub-error detection means 74 receives an error occurrence command transmitted from the main control means 31, it sets an error detection flag corresponding to the main error specified by the error occurrence command in the sub-memory 72. Furthermore, when the sub-error detection means 74 detects a sub-error, it sets the corresponding error detection flag in the sub-memory 72. Furthermore, when an error detection flag corresponding to a sub-error is set in the sub-memory 72, the sub-error management means 75 causes the sub-display to display an error code corresponding to the type of the error detection flag.
[0311] When an error detection flag is set in the sub-memory 72, the sub-error management means 75 determines the error to be notified, and controls the performance devices (liquid crystal display 13, lamp 38, speaker 14) in a performance mode corresponding to the error to perform error notification processing (error notification performance). Specifically, the sub-error management means 75 instructs the performance sub-control means 70 (performance control means 100) to execute the error notification performance.
[0312] As an error notification effect, the effect sub-control means 70 causes an error code or the like to be displayed on the liquid crystal display 13, and causes an error sound (a sound notifying the occurrence of an error) to be output from the speaker 14. The error sound is, for example, a predetermined warning sound along with a voice saying "Please call an attendant." Note that in this embodiment, error notification is not limited to those executed via various effect devices, and may include those executed via the first main display device or the sub-display device.
[0313] The sub-error management means 75 notifies the error to be notified in the error notification process, waits for an error reset command to be sent from the main control means 31, and performs an error recovery process (error reset process) that clears the error detection flag and the like set in the sub-memory 72 based on the establishment of the error recovery condition, and returns the state of the performance device to the original state. In other words, the sub-error management means 75 performs the error recovery process (terminates the error notification performance) based on the fact that an error recovery operation has been performed.
[0314] In this embodiment, no information is sent from the sub control means 32 to the main control means 31, the occurrence of a sub-error does not affect the progress of the main loop processing (main processing) in the main control means 31, and if a main error does not occur, the main loop processing (main processing) can be continued even in a situation where a sub-error occurs. The main processing is a process performed by the main control means 31 to progress the game. Note that in this embodiment, an error described as a sub-error may be a main error, and an error described as a main error may be a sub-error.
[0315] As described above, by rotating the knob of the volume adjustment switch 73 provided on the sub-control means 32, the volume of the sound output from the speaker 14 can be set to any one of 0 to 9 (10 levels). However, since the error sound is a sound that needs to be notified to the staff of the game arcade, it is output at a volume equal to or higher than a predetermined volume ("5") regardless of the setting value of the volume adjustment switch 73. As shown in FIG. 26, when the setting value of the volume adjustment switch 73 is "0" to "5", the error sound is output at a volume of "5". Also, when the setting value of the volume adjustment switch 73 is "5" or more, the error sound is output at a volume according to the setting value. The volume of the error sound may be fixed at a specific volume equal to or higher than "5" (for example, "9"). In this embodiment, since a game cannot be played during the occurrence of an error (main error), the volume of the error sound can be said to be a volume in a state in which a game cannot be played.
[0316] The worker needs to open the front door 12 to perform the device check, and an error sound related to a door open error (E8) is output based on this, but in this embodiment, once the device check is started, sounds other than the sound related to the device check (special sound) and the counting sound are not output from the speaker 14 while the device check is being performed. Therefore, while the device check is being performed, the error sound related to the door open error is not output. Also, during the device check, for example, sound effects such as background music are not output.
[0317] In this embodiment, when the counting sound is output during the device check, the volume of the counting sound is controlled in the same way as the volume of the error sound. That is, the counting sound is output at a volume equal to or higher than a predetermined volume of "5" regardless of the setting value of the volume adjustment switch 73. This may be referred to as the counting sound being output at a volume corresponding to a "state in which playing cannot be performed" (during device check). In this way, when the counting sound is output during the device check, it is possible to prevent a situation in which the volume is too low to hear the counting sound. In other words, it is possible to more reliably notice that the counting button 212 has been pressed.
[0318] When a counting sound is output during a device check, the volume of the counting sound may be set according to (corresponding to) the setting value of the volume adjustment switch 73. For example, when the setting value of the volume adjustment switch 73 is "3", the volume of the counting sound may be "3". In this case, the counting sound may be output at a relatively loud volume, which may startle the operator and suppress psychological stress on the operator.
[0319] On the other hand, the volume of the sound (special sound) related to the device check may be a fixed value or a variable value (variable value). For example, the volume of the sound related to the device check may be set to a predetermined volume (for example, a fixed maximum volume of "9") regardless of the setting value of the volume adjustment switch 73. In the case of the maximum volume, it becomes easier to check whether the speaker 14 is operating normally (whether sound is being output) or not.
[0320] The volume of the sound (special sound) related to the device check may be set according to the setting value of the volume adjustment switch 73. In this case, the operator can turn the knob of the volume adjustment switch 73 during the device check to gradually change the output volume and check whether the sound is being output at an appropriate volume for each setting value.
[0321] The invention according to this embodiment can also be applied to a conventional slot machine in which physical medals (actual medals) are inserted when playing a game, and physical medals are paid out when winning combinations are achieved. In this slot machine, when the settlement button is operated (pressed), a settlement process (processing related to game value) is executed, and medals electronically stored in the slot machine and medals that have been bet but not used in the game are settled. In the settlement process, medals set as at least one of the stored (credit) and bet are settled. Specifically, the medals are discharged into a tray through a medal discharge port. Settlement means that medals used in the game are returned to the player. While the settlement process is being executed, the performance control means 100 displays the text display "Medal settlement in progress" on the liquid crystal display 13 and outputs a predetermined sound (settlement sound) from the speaker 14. The above-mentioned device check (operation check) may be executed every time the power switch of the slot machine (gaming machine) is turned on (power-on operation) as a predetermined operation. Furthermore, the settlement process may be executable while the device check is being executed. Then, when the device check is executed after (immediately after) the power is turned on and the settlement button is operated while a special sound related to the device check is being output, a settlement sound (a sound corresponding to the operation of the settlement button) may be output. Note that the "settlement sound" here may include a sound that notifies the completion of settlement (for example, "settlement completed").
[0322] Also, in the gaming machine 10 (Smart Slot (registered trademark)) described above, a device check may be executed after the power is turned on. Also, in the gaming machine 10 (Smart Slot (registered trademark)), when the settlement button 218 is operated, a process of returning a bet to credits (deposit and return process, process related to game value) is executed, and at that time, a sound (sound effect) corresponding to the operation of the settlement button 218 may be output. And, when the settlement button 218 is operated while a special sound related to a device check is being output, the sound may be output.
[0323] Also, in a slot machine, a game may be played based on the operation of the start lever 24 while a device check is being performed after power is turned on. The execution of a game may be a process related to the game value, since a game value may be awarded. When the start lever 24 is operated while a special sound related to the device check is being output, a sound corresponding to the operation of the start lever 24 may be output. The sound corresponding to the operation of the start lever 24 may be a sound effect corresponding to the operation, or may be a sound effect output in response to the operation.
[0324] The invention according to this embodiment can also be applied to a pachinko game machine 1000, which is a Sma Pachi (registered trademark) shown in FIG. 22. In the pachinko game machine 1000, when the counting button is operated (pressed), the balls held (game value) are transferred to the dedicated unit 201. In addition, in the pachinko game machine 1000, when the operation of turning on the power switch is performed as a predetermined operation, a device check (operation check) is performed. When the device check is performed and the counting button is operated (pressed) during the device check, the counting process is performed and the counting sound may be output from the speaker. In other words, even during the device check, the counting sound may be output from the speaker.
[0325] The invention according to this embodiment is also applicable to conventional pachinko gaming machines that use physical game balls when playing a game, and that pay out physical game balls to a receiving tray based on the game balls entering a predetermined winning hole. The pachinko gaming machine is provided with a ball lending button (lending operation means) and a return button (counting operation means). When the ball lending button is operated (pressed), a predetermined number of game balls (game value) are lent to the receiving tray (upper tray). When the return button is operated (pressed), a card is discharged from a dedicated unit. The performance control means of the pachinko gaming machine may output a predetermined sound (a sound corresponding to the operation of the ball lending button or the return button) from a speaker while the process of lending game value based on the operation of the ball lending button or the process of returning game value based on the operation of the return button is being executed. In the pachinko gaming machine, when the operation of turning on the power switch is executed as a predetermined operation, a device check (operation check) is executed. A device check may be performed, and if the return button (or ball lending button) is operated during the device check, a sound corresponding to the operation of the return button (or ball lending button) may be output.
[0326] The gaming machine of this embodiment is An operation means (e.g., a count button 212) that is operated when executing a process related to a gaming value; a sound output means (e.g., a speaker 14) capable of outputting sound; A performance control means (e.g., performance control means 100) for controlling the output of sound from the sound output means, the performance control means is capable of executing an operation check based on a predetermined operation being performed, and outputting a sound related to the operation check from the sound output means; When the operating means is operated during the execution of the operation check, a sound corresponding to the operation of the operating means can be output from the sound output means.
[0327] Even when an operation check (device check) is being performed and a sound related to the operation check is being output, if an operation means that is operated when executing a process related to a gaming value is operated, a sound corresponding to the operation of that operation means is output. Therefore, if an operator accidentally operates the operation means during the operation check, the operator can notice this. Also, if an operation sound is not output even though a process related to a gaming value is being executed, the operator may feel uncomfortable, but this configuration can reduce such a possibility. This makes it possible to provide a gaming machine that reduces the possibility that the operator will feel uncomfortable.
[0328] In addition, the gaming machine of this embodiment has An error detection means for detecting an error is provided, The performance control means includes: When the error is detected, a sound notifying the occurrence of the error is output from the sound output means at a predetermined volume; If the operating means is operated during the execution of the operation check, a sound corresponding to the operation of the operating means is output at the predetermined volume.
[0329] When a sound corresponding to the operation of the operating means is output during the operation check, the volume of the sound is set to be the same as the volume of the error sound. Error sounds that require notification to those around are set to a relatively large volume. Therefore, the sound corresponding to the operation of the operating means can be made to be as easy to notice as the error sound.
[0330] In addition, the gaming machine of this embodiment has a volume adjustment means for adjusting the volume of the sound output from the sound output means, The performance control means includes: If the operating means is operated during the execution of the operation check, a sound corresponding to the operation of the operating means is output from the sound output means at a volume according to the setting of the volume adjustment means.
[0331] When a sound corresponding to the operation of the operating means is output during the operation check, the volume of the sound is set to a volume according to the setting of the volume adjustment means. The volume adjustment means may set the volume low, so the possibility that the sound corresponding to the operation of the operating means is output at a relatively high volume can be reduced. This makes it possible to prevent the sound corresponding to the operation of the operating means from being output at a high volume, which can be a psychological burden on the operator.
[0332] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine of this embodiment has a configuration similar to that of the gaming machines of the first and second embodiments, so the description of the similar configuration will be omitted or simplified.
[0333] As shown in FIG. 4, the game value number control means 55 includes a game value number control error detection means 56, a game value number control error management means 57, and a memory 58. The game value number control error detection means 56 judges whether an error detection condition for a medal number control error is satisfied, and identifies a medal number control error that has occurred based on whether the error detection condition is satisfied, and detects the medal number control error. The medal number control error is a (unique) error detected by the game value number control means 55, and is an error different from the medal number control error (EP) (error detected by the main control means 31) described above. Although not shown, the game value number control means 55 includes an error release switch, a game medal number clear switch, and an error indicator (7-segment indicator).
[0334] The game value number control error detection means 56 can detect medal number control errors such as backup error 2 (7), RWM error 2 (A), lending device connection error 2 (L), main control communication error (P), manufacturer code error (U), etc., as shown in Figure 28.
[0335] The backup error 2 (7) is an error caused by detecting a backup abnormality in the medal count control RWM. The RWM error 2 (A) is an error caused by detecting an RWM that cannot read or write values normally. The lending device connection error 2 (L) is an error caused by the dedicated unit 200 not being connected. The main control communication error (P) is an error caused by an abnormality occurring in communication with the main control means 31. The manufacturer code error (U) is an error caused by a mismatch in manufacturer codes between the main control means 31 and the game value number control means 55. The RWM of the game value number control means 55 stores information related to games, such as the number of game medals owned.
[0336] When the game value number control error detection means 56 detects a predetermined medal number control error, it sets a corresponding error detection flag in the memory 58 (storage means). Note that detecting an error may be detecting that a condition related to error detection is satisfied, and setting an error detection flag may be setting a flag indicating that a condition related to error detection is satisfied.
[0337] When any of the error detection flags is set in the memory 58, the game value number control error management means 57 performs an error wait process and waits for a predetermined release operation to be performed. In addition, in the error wait process, the game value number control error management means 57 notifies the medal number control error (error code) detected by the game value number control error detection means 56 by displaying it on the error indicator (7-segment indicator) on the game value number control means 55, and performs a release process (error release process) to clear the error detection flag, etc., based on the fact that a predetermined release operation has been performed.
[0338] Each medal count control error is assigned an error code (7, A, L, P, U) depending on the type of medal count control error, and the corresponding error code is displayed on the error display. By checking the error display, the operator can identify which type of medal count control error has occurred. The display of the error code (7, A, L, P, U) on the error display can be said to be a process (alert) that suggests that a specified error detection flag (information) has been set (stored) in memory 58.
[0339] During error wait processing, the game value number control error management means 57 accepts a return operation (cancellation operation) and performs a cancellation process (error cancellation process) to clear (erase) error-related information such as an error detection flag stored in memory 58.
[0340] Backup error 2 (7) and RWM error 2 (A) can be recovered (cleared) by turning the power back on while pressing the error release switch on the game value number control means 55. Lending device connection error 2 (L) can be recovered (cleared) by connecting to the dedicated unit 200 (lending unit). Main control communication error (P) can be recovered (cleared) by turning the power back on. Manufacturer code error (U) can be recovered (cleared) by replacing the board and matching the manufacturer code.
[0341] When the power of the gaming machine 10 is turned on (after power is turned on), the main control means 31 (main CPU) transmits a start command (start command) to the game value number control board 55 (medal number control CPU). In addition, when the game value number control board 55 receives the start command, it transmits a response command (reply command) to the main control means 31. If the response command is not received for a predetermined time (107.28 ms) or more after transmitting the start command to the game value number control board 55, the main error detection means 86 of the main control means 31 determines that the detection condition of the medal number control error (EP) is satisfied and detects the medal number control error (EP) (see FIG. 27). The main control means 31 (main CPU) transmits and receives commands (start command, reply command) to and from the game value number control means 55 (medal number control CPU) to determine the establishment state of communication.
[0342] In addition, if a break occurs in the communication cable between the main control means 31 and the game value number control means 55, the game value number control means 55 cannot receive the start command. The following description is given on the assumption that the game value number control means 55 can normally receive the start command.
[0343] The game value number control means 55 (control means) starts communication with the dedicated unit 200 (specific unit) when (after) receiving a start command from the main control means 31. In other words, the game value number control means 55 starts communication with the dedicated unit 200 upon receiving the start command. As described above, the game value number control error detection means 56 can detect medal count control errors (7, A, L, P, U), but the medal count control errors include errors (referred to as first abnormality) that can be detected (may occur) before communication with the dedicated unit 200 starts, and errors (referred to as second abnormality) that can be detected (may occur) after communication with the dedicated unit 200 starts.
[0344] Backup error 2 (7) is a first abnormality (start-up error) and can be detected before communication with the dedicated unit 200 starts. When power is supplied upon power-on, the game value number control error detection means 56 judges whether or not the detection condition for backup error 2 (7) is met. When a backup abnormality in the medal count control RWM is detected, the game value number control error detection means 56 judges that the detection condition for the error is met. It can be said that the judgment regarding the detection of backup error 2 (7) is performed without waiting for the reception of a start-up command.
[0345] The RWM error 2(A) is a first abnormality (start-up error) and can be detected before communication with the dedicated unit 200 starts. When power is supplied upon power-on, the game value number control error detection means 56 judges whether or not the detection condition for the RWM error 2(A) is met. When the game value number control error detection means 56 detects an RWM that cannot normally read or write a value, it judges that the detection condition for the error is met. It can be said that the judgment regarding the detection of the RWM error 2(A) is performed without waiting for the reception of a start-up command.
[0346] The manufacturer code error (U) is a first abnormality (start-up error) and can be detected before the start of communication with the dedicated unit 200. When the game value number control error detection means 56 receives a start-up command, it judges whether or not the detection condition for the manufacturer code error (U) is met. Specifically, it judges whether or not the manufacturer command information included in the start-up command matches the manufacturer code information of the game value number control means 55 pre-stored in the memory 58, and if they do not match, it judges that the detection condition for the error is met. It can be said that the judgment regarding the detection of the manufacturer code error (U) is executed after the start-up command is received and before the communication between the game value number control means 55 and the dedicated unit 200 is started.
[0347] The main control communication error (P) is a second abnormality, and can be detected after the start of communication with the dedicated unit 200. The game value number control error detection means 56 judges whether or not the detection condition of the main control communication error (P) is satisfied after receiving the start command (after the start of communication with the dedicated unit 200). The game value number control error detection means 56 judges that the detection condition of the main control communication error (P) is satisfied, for example, when a predetermined signal (communication permission signal) transmitted from the main control means 31 has been in the OFF state for a predetermined time or more, or when a command including information indicating an abnormality is received from the main control means 31. It can be said that the judgment regarding the detection of the main control communication error (P) is executed after the start command is received and communication between the game value number control means 55 and the dedicated unit 200 is started.
[0348] The lending device connection error 2 (L) is an error (referred to as the third abnormality) that may be detected when receiving a start command from the main control means 31 and starting communication with the dedicated unit 200. When the game value number control error detection means 56 receives a start command, it judges whether or not the detection conditions for the lending device connection error 2 (L) are met. The game value number control error detection means 56 judges whether or not a predetermined signal (connection signal, VL signal) is received from the dedicated unit 200, and if the predetermined signal is not received, it judges that the detection conditions for the lending device connection error 2 (L) are met. If the predetermined signal is not received, communication with the dedicated unit 200 is not started. On the other hand, if the predetermined signal is received, communication with the dedicated unit 200 is started. In the above, the game value number control error detection means 56 detects the rental device connection error 2 (L) based on not receiving a specific signal, but it may be configured as follows: The game value number control error detection means 56 may start a process of outputting a specific signal to the dedicated unit 200 upon receiving a start command, and detect the rental device connection error 2 (L) when a specific time or more has elapsed without the specific signal being transmitted to the dedicated unit 200.
[0349] It can be said that the manufacturer code error (U), main control communication error (P), and rental device connection error 2 (L) are errors that cannot be detected unless the start command is received normally.
[0350] When it is determined that the detection condition of the first abnormality (backup error 2 (7), RWM error 2 (A) or manufacturer code error (U)) is satisfied, a flag (first information) corresponding to the first abnormality is stored in the memory 58, and an error wait process is executed. Then, until the first abnormality is released, the state in which communication between the game value number control means 55 and the dedicated unit 200 is not started continues. In the state in which the first abnormality is detected (the situation in which the first information is stored in the memory 58), the game value number control means 55 controls so as not to execute a process (counting process) based on the pressing of the counting button 212, even if the counting button 212 is operated (pressed). In other words, when the counting button 212 is operated and the first information is stored in the memory 58, the game value number control means 55 processes so as to make it impossible to execute the counting process. In other words, in the situation in which the first abnormality is detected, counting is not possible.
[0351] When it is determined that the detection condition of the second abnormality (main control communication error (P)) is satisfied, a flag (second information) corresponding to the second abnormality is stored in the memory 58, and an error wait process is executed. At this time, the communication between the game value number control means 55 and the dedicated unit 200 has already started. In a state in which the second abnormality is detected (a situation in which the second information is stored in the memory 58), the game value number control means 55 controls to execute a process (counting process) based on the pressing of the counting button 212 when the counting button 212 is operated (pressed). In other words, when the counting button 212 is operated and the second information is stored in the memory 58, the game value number control means 55 processes to enable the execution of the counting process. In other words, in a situation in which the second abnormality is detected, counting can be performed.
[0352] When it is determined that the detection condition of the third abnormality (rental device connection error 2 (L)) is satisfied, a flag corresponding to the third abnormality (third information: information corresponding to an abnormality in communication between the dedicated unit 200 and the gaming machine 10) is stored in the memory 58, and an error wait process is executed. At this time, the game value number control means 55 and the dedicated unit 200 are in a state in which they cannot communicate. In a state in which this third abnormality is detected (a situation in which the third information is stored in the memory 58), the game value number control means 55 controls so as not to execute a process (counting process) based on the pressing of the counting button 212, even if the counting button 212 is operated (pressed). In other words, in a situation in which the third abnormality is detected, counting cannot be performed.
[0353] In this embodiment, the game value number control error detection means 56 may detect the second abnormality and the third abnormality (overlapping and simultaneously) after receiving the start command. In a situation where the second abnormality and the third abnormality are detected (a situation where the second information and the third information are stored in the memory 58), the game value number control means 55 controls not to execute a process (counting process) based on the pressing of the counting button 212 even if the counting button 212 is operated (pressed). In this embodiment, in a situation where the second abnormality is detected alone, counting based on the pressing of the counting button 212 can be executed, but in a situation where the second abnormality and the third abnormality are detected together, counting based on the operation of the counting button 212 cannot be executed.
[0354] In the present embodiment, the setting of a flag (eg, first information) corresponding to a predetermined error (abnormality) in the memory 58 may be referred to as the first information being stored in the memory 58.
[0355] The invention according to this embodiment is also applicable to a pachinko game machine 1000, which is a Sma-Pachi (registered trademark) shown in FIG. 22. The pachinko game machine 1000 includes a main control means (main control board) corresponding to the above-mentioned main control means 31, a sub-control means (sub-control board) corresponding to the above-mentioned sub-control means 32, a frame control means (frame control board) corresponding to the above-mentioned game value number control means 55, a count button corresponding to the above-mentioned count button 212, a game ball number display device corresponding to the above-mentioned game medal number display device 211, and the like. The game ball number display device displays the game value number (electronic game ball number) that can be used for playing. The frame control means controls the execution of the counting process based on the operation of the counting button. The frame control means (game value number control means) disables the execution of the counting process when the first information is stored in the storage means (memory), and enables the execution of the counting process when the second information is stored in the storage means (memory). Furthermore, when the third information is stored in the storage means (memory) together with the second information, the frame control means disables the execution of the counting process.
[0356] The gaming machine of this embodiment is A gaming machine capable of communicating with a specific unit (e.g., a dedicated unit 200) that lends gaming value, A control means for controlling the execution of the counting process (e.g., a game value control means 55); A storage means (e.g., memory 58), The information that can be stored in the storage means includes first information and second information, The first information corresponds to an abnormality that may occur before the dedicated unit and the gaming machine start communication, The second information corresponds to an abnormality that may occur after the dedicated unit and the gaming machine start communication, The control means When the first information is stored in the storage means, execution of the counting process is disabled; When the second information is stored in the storage means, execution of the counting process is enabled.
[0357] Even if an abnormality occurs, counting processing can be executed if the second information (information corresponding to an abnormality that can occur after the dedicated unit and the gaming machine start communication) is stored. Even if an abnormality occurs, counting can be executed if the abnormality is a specified abnormality, thereby increasing the number of situations in which counting can be executed. This increases the number of opportunities to perform counting in gaming facilities and then proceed to the next task, improving workability (leading to improvements in hall operations).
[0358] In addition, in the gaming machine of this embodiment, The information that can be stored in the storage means includes third information, The third information is information corresponding to an abnormality in communication between the dedicated unit and the gaming machine, The control means When the third information is stored in the storage means together with the second information, execution of the counting process is made impossible.
[0359] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. The gaming machine of this embodiment has a configuration similar to that of the gaming machines of the first to third embodiments, so the description of the similar configuration will be omitted or simplified.
[0360] As described above, in the gaming machine 10 of this embodiment, when a minor winning combination is achieved in a predetermined game, a predetermined number of game values are paid out (awarded) and added to the credits (the value of the game value number memory area 66 increases).
[0361] (EH Error) The medal over error (EH) shown in FIG. 27 is an error caused by the credit (number of game medals, number of possessions) being equal to or greater than a predetermined value (for example, 16369). When the value (storage value) of the game value number storage area 66 (specific area) reaches a predetermined value (16369) or greater, the main error detection means 86 determines that the detection condition for the medal over error (EH) is satisfied, and detects the medal over error (EH). Based on the fact that the medal over error (EH) is detected by the main error detection means 86, the main error management means 87 executes a performance to notify the occurrence of the medal over error (EH), for example, by releasing the pressing of the third stop operation of the game. Specifically, as shown in FIG. 29(a), an error display is displayed on the liquid crystal display 13. The error display includes a predetermined figure, an error code (EH), and the text "Please call an attendant." In addition, an error sound is output from the speaker 14. The error sound includes a warning sound and a voice saying "Please call an attendant." When a medal over error (EH) is detected, the gaming machine 10 transitions to a state in which play cannot be performed. Specifically, the main error management means 87 instructs the performance control means 100 (performance sub-control means 70) to execute a performance that notifies the occurrence of an error (medal over error). The main error management means 87 and the performance control means 100 can be said to be notification control means.
[0362] The main error management means 87 performs counting (execution of counting process) as a return operation, and when the value of the game value number storage area 66 falls below a predetermined value (16369), performs processing to cancel the medal over error (EH) and ends the presentation that notifies the occurrence of the medal over error (EH). Hereinafter, counting as a return operation (cancellation operation) means that counting is performed and the value of the game value number storage area 66 falls below a predetermined value (16369).
[0363] (EY error) The game stop error (EY) shown in FIG. 27 is an error caused by the value (storage value) of the MY counter 89 (specific counter) described later being equal to or greater than a predetermined value (19000). The RAM of the storage means 60 of the main control means 31 is provided with the MY counter 89 (FIG. 4). The main error detection means 86 manages whether or not to execute a process related to game stop (whether or not to activate the complete function) based on the value of the MY counter 89. After changing the setting (after turning on the power), the main control means 31 updates the value of the MY counter 89 by the difference in the number of game val...
Claims
[Claim 1] comprising sound output means and counting buttons, The sound output means is capable of outputting a specific sound at a volume louder than the volume during gameplay when transitioning to a specific state. A gaming machine capable of counting when the counting button is operated while the specific sound is being output from the sound output means.