Game machine

JP2025023702AActive Publication Date: 2025-02-17NEWGIN KK
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Patent Information

Application Number
JP2023128071
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-04
Publication Date
2025-02-17
Estimated Expiration
2043-08-04

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、ユーザーフレンドリーな停止操作を実現する遊技機を提供することができる。

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Abstract

To provide a game machine realizing a user-friendly stop operation.SOLUTION: In a game machine, main control means does not stop a reel when "STOP_SE1" is changed from Low to High during a period when "STOPLED_B1" is Low, and then the main control means can stop the reel when the "STOPLED_B1" is changed from Low to High while the "STOP_SE1" continues to be High.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a slot machine. [Background technology]

[0002] The slot machine has multiple stop buttons, and the operation of each stop button can stop the corresponding reel (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-64035 A Summary of the Invention [Problem to be solved by the invention]

[0004] Generally, a light-emitting element (LED) is incorporated in the stop button, and the manner in which the LED emits light indicates whether the stop button is operable (whether game progress is possible) or not. Assuming that the player follows the above notification, there will be no discrepancy between the operation of the stop button and the progress of the game. However, when the player is looking at the reels and display device of the slot machine, the stop button is located below them and is not necessarily easily visible. Therefore, a player who takes his / her eyes off the stop button and intuitively decides the timing of operation often operates the stop button before and after the state changes from inoperable to operable. In such a case, the player's operation is not permitted, the reel corresponding to that stop button does not stop, and the player cannot progress in the game as intended.

[0005] The present invention has been made in consideration of the above problems, and provides a gaming machine that realizes a user-friendly stopping operation. [Means for solving the problem]

[0006] According to the present invention, a game machine includes a main control means for controlling the progress of a game, a reel that rotates in response to a predetermined operation, and an operation means for stopping the rotating reel, and the main control means executes processing based on a first signal that brings about a first state or a second state, and a second signal that brings about a third state or a fourth state, the first state being a state in which an operation is being performed on the operation means, the second state being a state in which no operation is being performed on the operation means, the third state being a state in which the progress of a game is possible, and the fourth state being a state in which the progress of a game is restricted, and the second signal is a state in which the second signal is in the third state prior to a period in which the second signal is in the third state. The gaming machine is characterized in that when the first signal switches from the second state to the first state, the main control means can execute a first process, when the first signal switches from the second state to the first state during a period in which the second signal is in the fourth state, the main control means does not execute the first process, and thereafter, when the second signal switches from the fourth state to the third state during a period in which the first signal is in the first state, the main control means can execute a second process, and further comprises output means for outputting in an identifiable manner whether the second signal is in the third state or the fourth state. Effect of the Invention

[0007] According to the present invention, a gaming machine that realizes a user-friendly stopping operation can be provided. [Brief description of the drawings]

[0008] [Figure 1] FIG. [Diagram 2] 2 is a perspective view of a hand area II enclosed by a dashed line in FIG. 1. [Diagram 3] A diagram showing the gaming machine with the front door open. [Figure 4] 2 is a block diagram showing the electrical configuration of the gaming machine. [Diagram 5]2 is a functional block diagram showing the functional configuration of the gaming machine. FIG. [Figure 6] FIG. 4 is an electrical circuit diagram relating to the stop button.

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In all drawings, the same components are given the same reference numerals, and the description will be omitted as appropriate. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the gaming machine 10 as viewed from the front side (player side) as shown in FIG. 1, unless otherwise specified. In this embodiment, the term "medal" refers to an actual game medal. However, when the present invention is implemented using a medal-less reel type game machine (a so-called "Smart Slot"), electronic data that counts the number of medals held by the player may be substituted for the medal.

[0010] <Summary> Before describing the details of the gaming machine 10 according to this embodiment, an overview of the features of this embodiment will be given. The gaming machine 10 is a reel type gaming machine (slot machine) and includes a main control means (main board 100) for controlling the progress of the game, a reel (reel 65) that rotates upon a specified operation, and an operating means (stop button 27) for stopping the rotating reel.

[0011] The main control means executes processing based on a first signal going to a first state or a second state, and a second signal going to a third state or a fourth state. Here, the first state is a state in which the operation means is operated, the second state is a state in which the operation means is not operated, the third state is a state in which the game can proceed, and the fourth state is a state in which the game proceeds is restricted. In addition, it is sufficient that the above-mentioned first signal and second signal are electrical signals processed within a board corresponding to the main control means, and the electrical signals may be generated within the board or may be generated by an element outside the board and transmitted to the board.

[0012] When the first signal switches from the second state to the first state while the second signal is in the third state (i.e., when an operation is performed on the operating means during a period when game progress is possible), the main control means can execute a first process. Furthermore, when the first signal switches from the second state to the first state while the second signal is in the fourth state (i.e., when an operation is performed on the operating means during a period when game progress is impossible), the main control means does not execute the first processing, and thereafter, when the second signal switches from the fourth state to the third state while the first signal is in the first state (i.e., when game progress is possible during a period when the above-mentioned operation of the operating means is being continuously performed), the main control means can execute the second processing. The device further includes an output means for outputting in a distinguishable manner whether the second signal is in the third state or the fourth state. Here, the "first process" and the "second process" may be processes with different execution conditions and may result in the same event as the process (for example, both of them stop the reels), or may result in different events as the process (for example, the former only stops the reels, and the latter executes some kind of notification in addition to stopping the reels).

[0013] As described above, when the gaming machine 10 of the present invention receives a reel stop operation in a state in which game progress is restricted (fourth state), and the stop operation is continued until game progress becomes possible (switching from the fourth state to the third state), processing (second processing) is executed by the main control means that controls game progress, in the same manner as when a normal stop operation is performed. Furthermore, the gaming machine 10 according to the present invention outputs whether the game is in the third state or the fourth state in a distinguishable manner. In this way, even when a stop operation is received under conditions that would conventionally restrict the progress of a game, the gaming machine 10 of the present invention executes the second process and outputs a clearly identifiable indication of whether or not the game can continue to progress, thereby realizing a user-friendly stop operation.

[0014] The gaming machine 10 having the above-mentioned features will be specifically described based on the following embodiment.

[0015] <Structure of the gaming machine 10> First, the structure of the gaming machine 10 will be described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 10, Figure 2 is a perspective view of the hand area II enclosed by a dashed line in Figure 1, and Figure 3 is a view showing the gaming machine 10 with the front door 20 open.

[0016] As shown in FIG. 3, the gaming machine 10 comprises a frame body (hereinafter referred to as the outer frame 90) having an opening on the front side, and a front door 20 pivotally supported on the left edge side of the outer frame 90 so as to be able to pivot open and close relative to the opening.

[0017] As shown in Figures 1 and 2, on the front side of the front door 20, there are provided a bet button 23, a menu selection button 24, a status display LED 25, a start lever 26, a stop button 27, a medal insertion slot 31, a settlement button 32, a medal return button 33, a door lock 34, a medal ejection slot 35, a decorative LED 36, a bottom tray 37, and a speaker port 38.

[0018] In order to open the front door 20, a door key (not shown) must be inserted into the door lock 34 to release a lock mechanism (not shown) that locks the front door 20 and the outer frame 90. When the front door 20 is opened, the power supply device 91 provided in the space below the outer frame 90 can be confirmed as shown in Fig. 3. In this embodiment, a door-opening sensor 50 is provided to determine whether the front door 20 is open or not.

[0019] The reel portion 60 containing the reels 65 (65L, 65C, 65R) is housed in the central space of the outer frame 90. A main board 100 is housed in the space above the outer frame 90 (above the reel portion 60). In addition, a sub-board 200 is provided above the rear surface of the front door 20 (above the reel frame 64). A relay board 400 is provided in the space below the main board 100 and above the reel section 60. The relay board 400 is a board that relays wiring connecting the main board 100 and the sub-board 200 and wiring connecting the main board 100 and the power supply device 91, and is equipped with multiple connectors for realizing these wirings. Although FIG. 3 illustrates an embodiment in which the relay board 400 is made up of a plurality of boards, the present invention may be embodied in a gaming machine having a single relay board 400.

[0020] A setting change device 48 is provided on the rear side of the front door 20. The setting change device 48 is capable of executing a setting change process for setting one of predetermined setting values, and a setting confirmation process for confirming a setting value that has already been set. Here, the set value is a different payout rate that indicates the expected value of the number of medals paid out relative to the number of medals used in the game, and in this embodiment, there are six levels from 1 to 6. In general, the payout rate tends to increase as the set value increases, and in this embodiment, the payout rate increases as the set value increases from 1 to 6.

[0021] The gaming machine 10 has a performance display area 62 formed on the upper front surface thereof, and a reel frame 64 formed on the lower front surface thereof.

[0022] The effect display area 62 is a display screen of the effect display device 63 built into the gaming machine 10, and can display effects and information related to the game of the gaming machine 10. Note that, for example, a liquid crystal display type display device or the like can be adopted as the effect display device 63, and the effects displayed in the effect display area 62 are linked to the sound output from the speaker 49 and the light emission of the decorative LED 36, and can appropriately arouse the interest of the player.

[0023] The reel frame 64 is a window frame formed on the front side of the reels 65 (65L, 65C, 65R) built into the gaming machine 10, and is divided into an internal area and an external area. The internal area of ​​the reel frame 64 is formed of a hollow space or a transparent member, and each part of the reels 65 can be seen through the internal area.

[0024] Here, the reel 65 is composed of a reel 65L, a reel 65C, and a reel 65R, and these reels are configured to be rotatable by a stepping motor. When the reel 65 in this embodiment rotates, in principle, the reel 65 rotates from top to bottom, and the direction in which the reel 65 rotates from top to bottom is sometimes referred to as the "forward direction," and the direction in which the reel 65 rotates from bottom to top is sometimes referred to as the "reverse direction." Each of the reels 65 is provided with a plurality of different patterns, and the patterns on the reels 65 are displayed in a varying manner as the reels 65 are rotated, and the patterns are displayed in a stationary manner as the reels 65 are stopped.

[0025] Each reel 65 is provided with a detection piece (not shown) that moves with the rotation of the reel at a position corresponding to the reference position (a position upstream in the forward direction by the amount of movement in the brake control state described below), and a reel sensor 66 is provided that does not move with the rotation of the reel and detects the detection piece.

[0026] A reel illumination board 67 is provided inside the reel 65, and the LEDs mounted on the reel illumination board 67 are lit to make it easy to see the symbols displayed on the reel 65. In other words, the LEDs mounted on the reel illumination board 67 function as a backlight for the symbols displayed on the reel 65.

[0027] The start lever 26 can receive a player's operation as a trigger to start a game. Here, the operation of the start lever 26 by the player means tilting the start lever 26, which is provided approximately perpendicular to the front door 20 in the initial state, in either direction.

[0028] The start lever sensor 44 can detect whether the start lever 26 is in the on state or the off state. More specifically, the start lever sensor 44 detects the start lever 26 that is approximately perpendicular to the front door 20 as being in the off state, and detects the start lever 26 that is tilted in either direction as being in the on state.

[0029] In this embodiment, if the number of medals used in the game (hereinafter, the number of bets) has not reached the maximum number (3 in this embodiment), the game will not start even if the start lever 26 is operated. Therefore, in order to reach the maximum number of bets, it is necessary to increase the number of bets by inserting medals into the medal insertion slot 31, or to increase the number of bets by deducting medals (hereinafter, credits) stored in the gaming machine 10 by pressing the bet button 23. In addition, if a replay role was won in the previous game, a replay is activated in that game and the number of bets in the previous game is set as the number of bets in the current game. The game can then be started by inserting a medal into the medal insertion slot 31 or pressing the bet button 23 without setting new medals as the number of bets. In this embodiment, a game is started only when the start lever 26 is operated when the number of bets is at the maximum number, but a game may be started when the start lever 26 is operated when the number of bets is smaller than the maximum number and is equal to or greater than 1. In this case, an internal lottery table corresponding to the number of bets may be used in the internal lottery unit 111 described later.

[0030] Here, the accumulation of medals refers to a function of storing a numerical value (credits) equivalent to the number of medals owned by the player inside the gaming machine 10 in place of some or all of the medals owned by the player. Circumstances in which medals are accumulated (credits are added) include, for example, when medals exceeding a predetermined number are inserted through the medal insertion slot 31, when a winning combination with a payout is won, and the like. In addition, when medals are awarded in excess of the upper credit limit, a number of medals equivalent to the amount of the awarded medals that exceeds the upper credit limit are discharged from the medal discharge port 35 onto the lower tray 37.

[0031] The gaming machine 10 also has a maximum bet button 23a and a single bet button 23b as the bet buttons 23. A maximum bet button sensor 45a is provided for the maximum bet button 23a, and a single bet button sensor 45b is provided for the single bet button 23b, and these sensors individually detect operations on each button. The max bet button 23a is a button that subtracts the credits by up to the maximum number of bets (3 in this embodiment) with one operation and adds the subtracted amount to the number of bets, thereby maximizing the number of bets. The single bet button 23b is a button that subtracts 1 credit and adds 1 to the number of bets with one operation. Note that when the number of bets has reached the maximum number, it is not possible to subtract credits and add to the number of bets by operating any of the bet buttons 23.

[0032] The max bet button 23a is used not only for increasing the number of bets by subtracting credits in response to an operation as described above (bet button), but also as a trigger for executing an effect (effect button). When the max bet button 23a is used as a bet button, it is limited to a state in which the number of bets can be increased. However, when the max bet button 23a is used as an effect button, it is not limited to this state and may be in any state, such as during replay operation before the start of play, or during play. When the max bet button 23a is used as an effect button, an effect button sensor 45c is provided to detect pressing of the max bet button 23a, and is distinguished from detection by the max bet button sensor 45a. The difference is that the maximum bet button sensor 45a is directly connected to the main board 100, whereas the performance button sensor 45c is directly connected to the sub-board 200.

[0033] The gaming machine 10 also includes a menu selection button 24 on the left side of the bet button 23. The menu selection button 24 is made up of a cross key button 24a and a determination button 24b located in the center of the cross key button 24a.

[0034] The menu selection button 24 is a component that accepts operations related to a menu screen. Here, the menu screen refers to a screen that is displayed in the effect display area 62 and shows an operation method of the gaming machine 10, explanation information on games, and the like. A player can view a menu screen by operating the menu selection button 24. For example, when the enter button 24b is pressed in a standby state (when all reels are stopped), a list of menus and a cursor are displayed in the effect display area 62. When the player operates the cross key button 24a to move the cursor to a position indicating a desired menu, and when the player presses the enter button 24b when the cursor indicates one of the menus, that menu is displayed in the effect display area 62.

[0035] An operation on the cross key button 24a is detected by a cross key button sensor 46a, and an operation on the decision button 24b is detected by a decision button sensor 46b. More specifically, the cross key button sensor 46a can detect in which direction the cross key button 24a is pressed (either up, down, left or right with respect to the center of the decision button 24b). Also, the decision button sensor 46b can detect that the decision button 24b has been pressed. In addition, the cross key button sensor 46a and the decision button sensor 46b are directly connected to the sub-board 200, similar to the performance button sensor 45c described above.

[0036] The gaming machine 10 also has a status display LED 25 on the right side of the bet button 23, which displays information about the gaming machine 10, such as the number of inserted medals and the number of medals stored. The status display LED 25 is made up of multiple LEDs or a 7-segment display mounted on a status display LED board 42, and is made up of the following eight types of LEDs: The first inserted coin number display LED 25a is composed of three LEDs, and the number of lit LEDs increases by one each time the bet number increases by one. The second reserved medal number display LED 25b is composed of two 7-segment displays, and displays the number of reserved medals (credits) in numbers. The third LED 25c for displaying the number of medals won is made up of two 7-segment displays, and indicates the number of medals won by winning in numbers. The fourth instruction display LED 25d is configured with two 7-segment displays, and displays the correct push order, which will be described later, in a manner that allows the user to specify the correct push order. The manner in which the instruction display LED 25d is displayed will be described later in detail. The fifth replay display LED 25e is composed of one LED, and is turned on when a replay is stopped and displayed during a game. The sixth game start display LED 25f is composed of one LED, and when the LED is lit, it indicates that the conditions for starting a game are met. The seventh insertion possible indication LED 25g is composed of one LED, and when this LED is lit, it indicates that it is possible to insert medals. The eighth advantageous mode display LED 25h is composed of one LED, and lights up in accordance with the game mode (whether or not the advantageous mode is being stayed in) described later.

[0037] The stop button 27 receives from the player a player operation (stop operation) that triggers the stopping of the spinning reels 65. The stop operation for the stop button 27 specifically means pressing the stop button 27. The stop operation on the stop button 27 is related to the characteristics of the present invention, and will be described in detail later.

[0038] Each of the stop buttons 27 (27L, 27C, 27R) is provided for each of the reels 65. Specifically, the stop button 27L accepts a stop operation for stopping the reel 65L, the stop button 27C accepts a stop operation for stopping the reel 65C, and the stop button 27R accepts a stop operation for stopping the reel 65R.

[0039] Stop button sensors 43 (43L, 43C, 43R) are provided to individually detect that the stop button 27L, the stop button 27C, and the stop button 27R have been pressed, and control is performed to stop the rotation of each of the reels 65 in response to detection by the stop button sensor 43. That is, the stop button 27 and the stop button sensor 43 detect a stop operation that triggers the stopping of the rotation of the reels 65.

[0040] The stop button 27 in this embodiment includes a stop possible display LED 27a and is covered with a light-transmitting member. The stop button 27 is designed to notify whether or not a stop operation is possible (whether or not it is possible to stop the reels and proceed with the game) by the lighting color of the stop possible display LED 27a. In this way, since the player can determine whether or not the game can proceed by the color of the stop button 27, the player can smoothly proceed with the game.

[0041] In this embodiment, the stop position of the reel 65 can move up to the maximum number of pull-in frames (sometimes referred to as the maximum pull-in range, which is 4 in this embodiment) based on the position of the reel 65 when the stop button 27 is pressed. Here, the control from when the stop button 27 is pressed until the reel 65 stops is generally referred to as pull-in control.

[0042] The internal area of ​​the reel frame 64 corresponding to each of the reels 65 has a dimension of three frames in the vertical direction. Also, each of the reels 65 is controlled to stop so that three symbols fit in the vertical direction of the internal area of ​​the reel frame 64, and the player can visually recognize the three symbols through the internal area of ​​the reel frame 64. That is, since the reels 65 are arranged three in the horizontal direction, when the reel 65 is stopped, the player can visually recognize three symbols x three reels = nine symbols.

[0043] Here, the approximate straight lines (indicated by dashed lines in FIG. 1) formed by the upper, middle and lower internal regions of each of the reels 65 are referred to as line L1, line L2 and line L3, respectively. Furthermore, the approximately straight line (shown by a dotted line in Figure 1) formed by the upper internal area of ​​reel 65L, the middle internal area of ​​reel 65C, and the lower internal area of ​​reel 65R is referred to as line L4, and the approximately straight line (shown by a dotted line in Figure 1) formed by the lower internal area of ​​reel 65L, the middle internal area of ​​reel 65C, and the upper internal area of ​​reel 65R is referred to as line L5.

[0044] In this embodiment, only substantially straight lines are used as lines in the internal area, but not limited to straight lines, curved lines may be used. Also, lines formed including non-adjacent areas (for example, the upper part of the reel 65L and the lower part of the reel 65C) may be used. In other words, any lines may be used as long as they are formed by arbitrarily selecting an internal area of ​​one symbol from each of the reels 65.

[0045] In this embodiment, the only activated line is the line L2. Here, the activated line is a line on which a winning determination is made for the symbol combination stopped on the line, which will be described later. The pay line may be a single line as in this embodiment, or may be multiple lines.

[0046] While the reel 65 is spinning (while the game is being played), various effects are displayed in the effect display area 62, sounds are output from the speaker 49, or the decorative LEDs 36 are turned on or off, etc., in order to attract the player's attention and arouse his or her interest in the game.

[0047] A speaker port 38 is provided in front of each speaker 49. More specifically, a speaker port 38a is provided in front of the speaker 49a located at the upper right when viewed from the front of the gaming machine, a speaker port 38b is provided in front of the speaker 49b located at the upper left when viewed from the front of the gaming machine, a speaker port 38c is provided in front of the speaker 49c located at the lower left when viewed from the front of the gaming machine, and a speaker port 38d is provided in front of the speaker 49d located at the lower right when viewed from the front of the gaming machine. Each speaker port 38 has a number of cavities so that the sound output from the speaker 49 can be output appropriately.

[0048] The decorative LEDs 36 are arranged around the effect display area 62 or the reel frame 64 as follows. Decorative LEDs 36a and 36b are arranged on the upper right side of the performance display area 62, and decorative LEDs 36g and 36h are arranged on the upper left side of the performance display area 62. A decorative LED 36c is arranged on the lower right side of the performance display area 62, and a decorative LED 36f is arranged on the lower left side of the performance display area 62. A decorative LED 36d is arranged on the lower right side of the reel frame 64, and a decorative LED 36e is arranged on the lower left side of the reel frame 64. Between the effect display area 62 and the reel frame 64, a decorative LED 36j is arranged above the reel 65R, a decorative LED 36k is arranged above the reel 65C, and a decorative LED 36m is arranged above the reel 65L. Each decorative LED 36 may be illuminated in a single color, or may be capable of illuminating in multiple colors.

[0049] When the credits reach the upper limit during execution of the payout process of medals awarded as a result of a winning symbol combination being stopped and displayed on an active line, the gaming machine 10 pays out medals in a number equivalent to the amount exceeding the upper limit from the hopper 93. Also, when the settlement button 32 is pressed, the gaming machine 10 pays out medals in a number equivalent to the credits at the time the settlement button 32 is pressed from the hopper 93. Here, the medals stored in the hopper 93 are paid out to the medal discharge port 35 by a payout mechanism (not shown) built into the hopper 93. More specifically, the payout mechanism is composed of a disk that rotates to dispense medals, a disk motor that rotates the disk, an arm that moves in accordance with the medals dispensed from hopper 93, and an arm sensor that detects the arm when the medals are dispensed from the disk, and by rotating the disk motor until the arm sensor reaches the number of medals to be dispensed, medals equivalent to the number of medals to be dispensed are dispensed to the medal discharge outlet 35. If the payout number has not been reached and the arm sensor does not detect the arm until a predetermined time has elapsed since the arm sensor detected the medal, the rotation of the disk is stopped and the gaming machine 10 enters a hopper error state.

[0050] When the present invention is implemented using a medal-less reel type gaming machine (a so-called Smart Slot), the above-mentioned hopper 93 and medal discharge port 35 are unnecessary components, and these components are omitted from the reel type gaming machine.

[0051] <Electrical and functional configuration of the gaming machine 10> Next, the electrical configuration and functional configuration of the gaming machine 10 in this embodiment will be described with reference to Figures 4 and 5. However, the components illustrated in Figures 1 to 4 described above will also be mentioned, so please refer to them as appropriate. FIG. 4 is a block diagram showing the electrical configuration of the gaming machine 10, and FIG. 5 is a functional block diagram showing the functional configuration of the gaming machine 10. As shown in FIG.

[0052] The gaming machine 10 has a main board 100 and a sub-board 200 built in as its main components. In Fig. 4, the main board 100 or the sub-board 200 is illustrated as if it were a single electronic board, but it does not necessarily have to be a single electronic board. In other words, the main board 100 or the sub-board 200 may be realized by combining multiple electronic boards.

[0053] The main board 100 is mounted with electronic components such as a CPU 101, a RAM 102, a ROM 103, and a random number circuit 104, and is connected to other electronic components such as sensors and boards as shown in Fig. 4. The main board 100 mainly realizes control related to the progress of the game by executing processes based on data and control signals exchanged between these electronic components and the various sensors 40a. Here, the various sensors 40a include the above-mentioned start lever sensor 44, stop button sensor 43, maximum bet button sensor 45a, single bet button sensor 45b, reel sensor 66, and the like.

[0054] The sub-board 200 is also equipped with electronic components such as a CPU 201, a RAM 202, a ROM 203, and a random number circuit 204, and is connected to other electronic components such as sensors and boards as shown in Fig. 4. The sub-board 200 is connected to the main board 100 via one-way communication, and controls the decorative LED board 41, the speaker 49, the performance display device 63, etc. based on control commands sent from the main board 100, and mainly realizes control of the performances related to the game (including control related to the menu screen). The various sensors 40b include a performance button sensor 45c, a cross key button sensor 46a, a decision button sensor 46b, and the like.

[0055] In order to enhance security against illegal acts such as unauthorized modification, the main board 100 has limitations on the capacity of the ROM and the RAM, whereas the sub-board 200 has no similar limitations.

[0056] Next, the functional configuration of the main board 100 and the sub-board 200 will be described with reference to Fig. 5. Note that the following functional configurations and the functions of each functional configuration are examples, and functional configurations not described below may be included, and each functional configuration may have a function not described below. Note that, for convenience of explanation, electronic components outside the main board 100 and the sub-board 200, such as the sensors and boards shown in Fig. 4, are also shown in the figure.

[0057] First, the functional configuration of the main board 100 can be broadly divided into a game progress management section 110 that manages the progress of the game, a status management section 120 that manages the status related to the game, and a main communication section 130. Furthermore, the game progress management unit 110 is composed of an internal lottery unit 111, a reel control unit 112, a prize determination unit 113, a medal management unit 114, and a status display LED control unit 115, the status management unit 120 is composed of a setting change management unit 121, a game status management unit 122, a replay time management unit 123, a game mode management unit 124, and an error management unit 125, and the main communication unit 130 is composed of a control command transmission unit 131 and an external signal transmission unit 132.

[0058] When a game is started, the internal lottery unit 111 determines by lottery a winning combination (hereinafter, sometimes referred to as a "winning combination") from among a plurality of types of combinations. More specifically, the internal lottery unit 111 obtains the random number (in this embodiment, a 2-byte random number is used, the range of which is 0 to 65535) updated by the random number circuit 104 when a game is started, sequentially adds the lottery values ​​in the internal lottery table (not shown) stored in the ROM 103 to the obtained random number, and determines the role corresponding to the lottery value that has generated a carry as the winning role. Note that the "winning role is determined by lottery" in the internal lottery unit 111 may be simply expressed as "the winning role is derived."

[0059] When a game is started, the reel control unit 112 waits for a predetermined delay time, so-called wait time (4.1 s in this embodiment), to elapse between the start of rotation of the reels 65 in the previous game and the start of rotation of the reels 65 in the current game, before starting the rotation of each of the reels 65. Thereafter, each time a stop operation is performed, the reel of the reels 65 corresponding to the stop operation is stopped, thereby individually controlling the rotation of the reels 65. More specifically, the reel control unit 112 sets reel control states (acceleration control state, constant speed control state, retraction control state, brake control state, stop control state) for each of the reels 65 in accordance with the progress of the game, obtains an excitation pattern corresponding to the currently set reel control state from the excitation patterns stored in the ROM 103, and controls each of the reel motors 68 (stepping motors) to output pulse signals in accordance with the obtained excitation pattern, thereby individually controlling the rotation of the reels 65. To explain the above reel control states in detail, the acceleration control state is a control state in which a pulse signal is output according to an excitation pattern for accelerating the reel to a predetermined speed after the start of rotation. The constant speed control state is a control state from the end of the acceleration control state until a stop operation is performed, and in this control state, a pulse signal is output according to an excitation pattern for maintaining a predetermined speed. The reel-in control state is a control state in which the corresponding reel is rotated from a stop operation to a stop position, and in this control state, a pulse signal is output according to an excitation pattern for maintaining a predetermined speed, as in the constant speed control state. The brake control state is a control state in which a pulse signal is output according to an excitation pattern for stopping the corresponding reel after reaching the stop position. The stop control state is a control state in which the corresponding reel is maintained at its current position.

[0060] The "third state" according to the present invention corresponds to the constant speed control state in terms of the above reel control states. The "fourth state" according to the present invention corresponds to the states other than the constant speed control state (acceleration control state, retraction control state, braking control state, and stop control state) in terms of the above reel control states. The reel control unit 112 can notify whether a stop operation can be performed on the stop button 27 (whether the second signal is in the third state or the fourth state) by changing the light emission mode of the stop possible display LED 27a depending on the reel control state at that time.

[0061] Therefore, it can be said that the gaming machine 10 according to this embodiment is provided with an output means (stoppable display LED 27a) that outputs in an identifiable manner whether the second signal is in the third state or the fourth state.

[0062] When the reel control unit 112 stops each of the reels 65 (switches from the retraction control state to the brake control state), it derives (or reads) candidate pattern numbers to be stopped from the stop data stored in ROM 103, and determines, as the stop position, one pattern number from the candidate pattern numbers within the maximum retraction range (in this embodiment, four frames) from the position of the reel (pattern number on the reference line) at the time the stop operation is performed. Here, the symbol number on the reference line of each reel 65 is corrected to the symbol number of the reference position each time a detection piece is detected by the reel sensor 66 during timer interrupt processing, and is updated based on the number of times the pulse signal is switched thereafter. In addition, in the constant speed control state, if the pattern number on the reference line has not been corrected until a predetermined time has elapsed (until a predetermined number of pulse signal switchings have been performed) since the pattern number on the reference line was last corrected, the reel control unit 112 determines that the corresponding reel has lost synchronization, sets the reel control state to an acceleration control state, and re-accelerates the reel.

[0063] The winning determination unit 113 performs a winning determination for determining whether a winning combination has been achieved based on a combination of symbols that have been stopped and displayed on an active line in the game. In addition, when determining whether a winning combination has been achieved, in addition to determining whether the combination of symbols stopped and displayed on the winning line matches the winning combination obtained in the game, a determination may also be made as to whether the winning combination has been achieved.

[0064] The medal management unit 114 manages the increase and decrease of credits described above, and controls the hopper 93 (payout mechanism) described above.

[0065] The status display LED control unit 115 controls the status display LED 25 described above.

[0066] The setting change management unit 121 performs setting change processing and setting confirmation processing. Specifically, the setting change process is started if the setting key switch 48a is operated when the power supply from the power supply device 91 is turned on from an OFF state, and each time the setting change switch 48b is operated, the setting value is changed in a certain order (1, 2, 3, 4, 5, 6, 1, 2, ... in this embodiment), and the setting value at the time when the start lever 26 is operated is determined as the current setting value. Note that this process also includes a process of displaying the setting value being changed on the setting display LED 48c. In addition, in the setting change process, all of the information held before the power supply was turned off may be initialized, or only a part of the information may be maintained. The setting confirmation process is started when the setting key switch 48a is operated while the power supply is ON, and causes the setting display LED 48c to display the setting value that has already been set. In the following description, unless otherwise specified, the "setting value that has already been set" will be simply referred to as the "setting value". In this embodiment, the opening of the front door 20 by the door-opening sensor 50 may be added to the conditions for starting the setting change process and the conditions for starting the setting confirmation process. In this way, unauthorized changes to setting values ​​and unauthorized confirmation of setting values ​​can be prevented.

[0067] The game status management unit 122 performs control to transition the game status among a plurality of types of game status in accordance with transition conditions. In the description of this embodiment, switching from one state (or mode) to another state (or mode) in terms of game state, game mode, presentation mode, etc. is sometimes referred to as a "transition" and sometimes as a "shift," but these are generally treated as synonymous.

[0068] The replay time management unit 123 controls the transition of the gaming state in accordance with transition conditions among a plurality of types of replay times.

[0069] The game mode management unit 124 controls the transition of game modes according to transition conditions among a plurality of game modes. There are at least three game modes managed by the game mode management unit 124: a normal mode, a high probability mode, and an AT mode. The normal mode is a game mode in which the correct button press sequence is not announced. The high probability mode is a game mode in which the correct push order corresponding to the push order bell is announced up to once during the player's stay. The AT mode is a game mode in which the correct push order corresponding to the AT role (including the push order bell) is constantly announced during play. The probability of winning the AT mode transition lottery in the high probability mode is higher than that in the normal mode, and the correct push order corresponding to the push order bell can be executed in the high probability mode. Therefore, from the viewpoints of both the ease of transitioning to the AT mode and the ease of winning the bell in the game in which the push order bell is derived, it can be said that the high probability mode is more advantageous than the normal mode. In this embodiment, the high probability mode and the AT mode correspond to advantageous modes, and when the player is in either of the game modes, the advantageous mode display LED 25h is turned on.

[0070] The error management unit 125, in addition to determining whether or not to enter the various error states described above, also determines whether or not to enter an error state using the detection results of various sensors 40a, etc., and if it decides to enter an error state, it stops the progress of the game as necessary and places the gaming machine 10 in an error state. In addition, when an error state occurs, preparations for sending a control command indicating the occurrence of the error state may be made, and the control command sending unit 131 may be caused to send the control command, and the occurrence of the error state may be notified using a performance device (performance display area 62, decorative LED 36, speaker 49, etc.).

[0071] In this embodiment, the error states determined by the error management unit 125 include, for example, a main board error caused by an abnormality in updating the random number circuit 104 of the main board 100, a radio wave error caused by the detection of unauthorized radio waves, a full tank error caused by the storage error sensor detecting a medal, and the like.

[0072] The control command transmission unit 131 performs processing to transmit the control command that has been prepared for transmission to the sub-board 200 . In addition to the control commands sent when an error occurs, there are also control commands sent as the game progresses, and each control command has information that can identify the type of the control command as well as information that corresponds to the type. Specific examples of control commands will be described later in the flow chart as necessary. In the following description, preparing to transmit a control command and causing the control command transmitting unit 131 to transmit the control command may simply be expressed as transmitting a control command.

[0073] The external signal transmitting unit 132 transmits a signal (external signal) indicating the internal state of the gaming machine 10 to an external device (for example, a hall computer or a data display) outside the gaming machine 10. To explain in more detail the information transmitted by the outer end signal, the information includes information indicating that a game has started, information indicating that an advantageous mode has started or that the player is currently in an advantageous mode, and information indicating that an error has occurred.

[0074] Next, the functional configuration of the sub-board 200 can be broadly divided into a sub-communication unit 210 and a performance management unit 220 that manages the performances related to the game. Furthermore, the sub-communication unit 210 is composed of a control command receiving unit 211, and the performance management unit 220 is composed of a performance mode management unit 221, a performance control unit 222, a performance display control unit 223, a sound control unit 224, and a decorative LED control unit 225. Details of these functional configurations are as follows.

[0075] The control command receiving unit 211 receives a control command transmitted from the main board 100, analyzes the received control command, and updates the information stored in the RAM 202 using the information contained in the control command.

[0076] The presentation mode management unit 221 controls multiple types of presentation modes that can remain over multiple consecutive games based on control commands sent from the main board 100. In this embodiment, the presentation mode transitions based on the game mode controlled mainly by the game mode management unit 124, and the game mode and the presentation mode during the game correspond in principle. In principle, the transition of the presentation mode often accompanies a change in the background display displayed in the presentation display area 62.

[0077] The presentation modes controlled by the presentation mode management unit 221 may correspond to one game mode with multiple presentation modes, or may correspond to one presentation mode with multiple game modes. However, it is preferable to distinguish between the presentation modes corresponding to the normal mode and the presentation modes corresponding to the advantageous modes (high probability mode and AT mode).

[0078] The performance control unit 222 performs processing to determine the content of the performance to be performed by the performance devices (performance display area 62, decorative LEDs 36, speaker 49, etc.) based on the control commands sent from the main board 100 as well as the performance mode controlled by the performance mode management unit 221.

[0079] When there is a performance to be performed by the performance display device 63, the performance display control unit 223 reads device data corresponding to that performance from the ROM 203, and causes the performance display device 63 to perform the performance using that device data.

[0080] When there is a performance to be performed by the speaker 49, the audio control unit 224 reads device data corresponding to the performance from the ROM 203, and causes the speaker 49 to perform the performance using the device data.

[0081] When there is a performance to be performed by the decorative LED board 41, the decorative LED control unit 225 reads device data corresponding to that performance from the ROM 203, and causes the decorative LED board 41 to perform the performance using that device data.

[0082] <Circuit configuration for stop button 27> Next, the circuit configuration related to the stop button 27 will be described with reference to FIG. FIG. 6 is an electrical circuit diagram for the stop button.

[0083] Each notation shown in FIG. 6 corresponds to the following configuration. "STOP_SE1", "STOP_SE2", and "STOP_SE3" are electrical signals that switch between High and Low depending on whether or not a stop operation is performed on stop button 27L, stop button 27C, and stop button 27R, respectively. When the electrical signal is High, it corresponds to a state in which the corresponding stop button 27 is being operated. When the electrical signal is Low, it corresponds to a state in which the corresponding stop button 27 is not being operated. "LED1", "LED2", and "LED3" are each connected to an LED (not shown) mounted on the main board 100, and the corresponding LED lights up by switching between High and Low depending on whether or not the stop operation is performed on the stop buttons 27L, 27C, and 27R. The LEDs corresponding to "LED1", "LED2", and "LED3", respectively, are configured for inspecting the main board 100, and are arranged so as to be difficult to see from outside the outer frame 90 when the front door 20 is closed. "STOPLED_B1", "STOPLED_B2", and "STOPLED_B3" are electrical signals that are High when the corresponding reel 65 is in a constant speed control state, and are Low when the corresponding reel 65 is in any other reel control state. As described above, when the reel 65 is in a constant speed control state, the main board 100 (game progress management unit 110) can accept a stop operation for the reel 65, which can be said to be a state in which the game can proceed. When the reel 65 is in any other reel control state, the main board 100 (game progress management unit 110) cannot accept a stop operation for the reel 65, which can be said to be a state in which the game progress is restricted. When the electrical signal is High, it corresponds to a state in which the game progress is permitted. When the electrical signal is Low, it corresponds to a state in which the game progress is restricted.

[0084] Therefore, the main control means (main board 100) executes processing based on a first signal ("STOP_SE1", "STOP_SE2", and "STOP_SE3") which results in a first state or a second state, and a second signal ("STOPLED_B1", "STOPLED_B2", and "STOPLED_B3") which results in a third state or a fourth state, and it can be said that the first state is a state where an operation is being performed on the operating means, the second state is a state where no operation is being performed on the operating means, the third state is a state where game progress is possible, and the fourth state is a state where game progress is restricted.

[0085] The AND circuit AC1 receives "STOP_SE1" and "STOPLED_B1" whose levels have been attenuated via resistors. Therefore, the output of the AND circuit AC1 becomes High when both "STOP_SE1" and "STOPLED_B1" are High, and becomes Low when either one is Low. That is, when "STOPLED_B1" is High and "STOP_SE1" switches from Low to High, the output of the AND circuit AC1 changes from Low to High, and the stop operation of the stop button 27L can be recognized in the processing of the output destination. On the other hand, when "STOPLED_B1" is Low, even if "STOP_SE1" changes from Low to High, the output of the AND circuit AC1 is maintained at Low, and the stop operation of the stop button 27L cannot be recognized in the processing of the output destination. If "STOP_SE1" remains High and "STOPLED_B1" switches from Low to High, the output of the AND circuit AC1 will change from Low to High at the time of switching, and the stop operation of the stop button 27L will be recognized in the processing of the output destination. The process of the output destination of the AND circuit AC1 is specifically the stopping of the reel 65L, and in this embodiment, the process is the same in either case.

[0086] Therefore, it can be said that when the first signal switches from the second state to the first state (when "STOP_SE1" switches from Low to High) during the period when the second signal is in the third state (the period when "STOPLED_B1" is High), the main control means can execute the first process (stopping reel 65L). In addition, when the first signal switches from the second state to the first state (when "STOP_SE1" switches from Low to High) during the period when the second signal is in the fourth state (when "STOPLED_B1" is Low), the main control means does not execute the first processing, and thereafter, when the second signal switches from the fourth state to the third state during the period when the first signal is in the first state (when "STOPLED_B1" switches from Low to High while "STOP_SE1" remains High), it can be said that the main control means can execute the second processing (stopping reel 65L). As configured as described above, the gaming machine 10 according to this embodiment can effectively accept the operation of the stop button 27 even if the stop button 27 is operated both before and after switching from an inoperable state to an operable state.

[0087] Furthermore, it is provided with an AND circuit (AND circuit AC1) which inputs both the first signal and the second signal, the first signal ("STOP_SE1") being in a first state when it is high and in a second state when it is low, the second signal ("STOPLED_B1") being in a third state when it is high and in a fourth state when it is low, the first process and the second process being the same process (stopping reel 65L), and it can be said that when the output signal of the AND circuit switches from low to high, the main control means can execute the first process. In this way, since the present invention can be realized by a hardware configuration, the processing load of the main control means does not change, and specifications can be easily changed.

[0088] In addition, for example, when the reel 65L is in an acceleration control state (i.e., a state in which the progress of the game is restricted) and the stop button 27L is not operated, a power outage occurs suddenly. At this time, the reel 65L in the acceleration control state is forcibly stopped from rotating. After that, the gaming machine 10 is restored to power while the stop button 27L is being operated. At this time, assuming that the RAM clear process is not performed, the gaming machine 10 maintains the internal state before the power outage, but the main board 100 executes a check (a so-called out-of-step check) to see if the reel 65L can operate normally, and the reel 65L does not immediately resume spinning. Here, it is assumed that the operation of the stop button 27L continues even after the step-out check. Even if the rotation of the reel 65L resumes, it is preferable that the main board 100 invalidates the operation by masking the operation by software or the like and does not stop the reel 65L. The above-mentioned irregular cases include abnormal stopping of reel 65L, and from the viewpoint of safely progressing the game, operation of stop button 27 spanning both before and after the out-of-step check should be invalid.

[0089] Therefore, when power is cut off during the period when the second signal is in the fourth state and the first signal is in the second state (the period when the reel 65L is in an acceleration control state and the stop button 27L is not operated), and power is restored when the second signal is in the fourth state and the first signal is in the first state (when power is restored and the operation of the reel 65L is restricted and the stop button 27L is operated), it can be said that the main control means executes a third process (initial process including an out-of-step check) which is different from both the first process and the second process. Furthermore, even if the second signal switches from the fourth state to the third state while the first signal is in the first state after the power is restored (even if the rotation of the reel 65L resumes while the stop button 27L is being operated), it can be said that the main control means will not execute either the first process or the second process (will not stop the reel 65L).

[0090] Furthermore, when "STOP_SE1" is maintained at a High state, each time "STOPLED_B1" switches from Low to High, the output of the AND circuit AC1 changes from Low to High, and the stop operation of the stop button 27L can be recognized in the processing of the output destination.

[0091] Therefore, during the period during which the first signal continues in the first state (the period during which "STOP_SE1" is High), it can be said that the main control means can execute the second process (stopping reel 65L) every time the second signal switches from the fourth state to the third state (every time "STOPLED_B1" switches from Low to High). As a result, in the gaming machine 10 according to this embodiment, even if the player continuously operates the stop button 27 across multiple games, the second process is executed each time it becomes possible to progress in the game, so that the player can easily progress in the game.

[0092] Furthermore, even if a stop operation is performed on the stop button 27L during a period in which "STOPLED_B1" is maintained at Low (i.e., the progress of the game is restricted), if the stop operation ends before that period, the output of the AND circuit AC1 will be Low throughout that period, and the stop operation of the stop button 27L will not be recognized in the processing of the output destination, and no new processing will be executed.

[0093] Therefore, when the second signal is in the fourth state (when "STOPLED_B1" is Low) and the first signal switches from the second state to the first state, and thereafter the second signal maintains the fourth state for the period until the first signal switches from the first state to the second state (the period until "STOP_SE1" goes from Low to High and then switches again from High to Low), it can be said that the main control means does not execute either the first process or the second process (does not stop reel 65L). In this way, if the operation of the stop button 27L is completed while the progress of the game is restricted, the game will not proceed, so that the gaming machine 10 (main board 100) can appropriately control the progress of the game.

[0094] As shown in FIG. 6, the AND circuit AC2 and the AND circuit AC3 have the same circuit configuration as the AND circuit AC1, and the above description of the AND circuit AC1 also applies to the AND circuit AC2 and the AND circuit AC3. Therefore, detailed description of the reel control relating to these circuits will be omitted.

[0095] As described above, the gaming machine 10 in this embodiment has a circuit configuration that processes the first signal ("STOP_SE1", "STOP_SE2", and "STOP_SE3") and the second signal ("STOPLED_B1", "STOPLED_B2", and "STOPLED_B3") under an AND condition, thereby improving the operability related to the stop operation.

[0096] <Other Modifications> The above-described embodiment is not limited to the above description, and various modifications and improvements are possible. Modifications not mentioned in the above description are listed below.

[0097] In the above embodiment, the present invention is implemented using a hardware configuration (electrical circuits including AND circuits). However, an equivalent configuration may be realized by program processing by the CPU 101 included in the main board 100. In other words, the main control means may input both the first signal and the second signal, and determine whether or not to execute the first process or the second process by program processing based on each of the input signals. Even with such a configuration, it is possible to achieve the same effect as the present invention. In addition, in the case of this modified example, the first process and the second process can be executed in different modes (for example, the first process only stops the reels, whereas the second process not only stops the reels but also notifies the player that the reels have stopped due to a continuing operation).

[0098] In the above embodiment, the first state is when the first signal is high, and the second state is when the first signal is low. In addition, the third state is when the second signal is high, and the fourth state is when the second signal is low. However, in the practice of the present invention, the High / Low relationship of at least one of the signals may be inverted. In this modification, the signal to be inverted is input to a NOT circuit, and the output of the NOT circuit is input to an AND circuit, thereby realizing a hardware configuration capable of executing processes equivalent to those of the present invention (first process and second process).

[0099] In the above embodiment, the stop button 27 is used as the operating means for stopping the reels. However, this may be replaced with another configuration, for example, the bet button 23 or the start lever 26.

[0100] The "first process", "second process", and "third process" described in the above embodiment are processes executed by the main control means, and it is sufficient that the execution conditions (situations in which they are executed) are different from each other. Therefore, the contents (execution modes) that arise when the main control means executes the "first process", "second process", and "third process" are not limited to the contents described in the above embodiment, and can be changed as appropriate.

[0101] <Additional Notes> The present embodiment encompasses the following technical ideas. (1) A game machine including a main control means for controlling the progress of a game, a reel that rotates in response to a predetermined operation, and an operation means for stopping the rotating reel, the main control means executing processing based on a first signal that brings about a first state or a second state, and a second signal that brings about a third state or a fourth state, the first state being a state in which an operation is being performed on the operation means, the second state being a state in which no operation is being performed on the operation means, the third state being a state in which the progress of a game is possible, and the fourth state being a state in which the progress of a game is restricted, and a first processing unit that can execute a first process when the first signal switches from the second state to the first state, a first processing unit that can execute a first process when the first signal switches from the second state to the first state during a period in which the second signal is in the fourth state, and a second processing unit that can execute a second process when the second signal switches from the fourth state to the third state during a period in which the first signal is in the first state, and further comprising an output unit that outputs whether the second signal is in the third state or the fourth state in an identifiable manner. (2) A gaming machine as described in (1), in which, when power is cut off during a period when the second signal is in the fourth state and the first signal is in the second state, and when power is restored while the second signal is in the fourth state and the first signal is in the first state, the main control means executes a third process which is different from either the first process or the second process, and even if the second signal switches from the fourth state to the third state during a period when the first signal is in the first state after the power is restored, the main control means does not execute either the first process or the second process. (3) A gaming machine as described in (1) or (2), wherein the main control means can execute the second processing each time the second signal switches from the fourth state to the third state during a period in which the first signal continues in the first state. [Explanation of symbols]

[0102] 10 Gaming machines 20 Front door 23 Bet Button 23a Maximum bet button 23b Single bet button 24 Menu selection button 24a Cross key button 24b Confirm button 25 Status Indicator LED 25a Input number display LED 25b Storage quantity display LED 25c Acquired number display LED 25d Instruction display LED 25e Replay indicator LED 25f Game start display LED 25g Ready to load LED 25h Advantageous mode display LED 26 Start lever 27(27L, 27C, 27R) Stop button 27a Can be stopped indicator LED 31 Medal slot 32 Checkout button 33 Medal return button 34 Door Lock 35 Medal outlet 36(36a~36m) Decorative LED 37 Lower Plate 38(38a~38d) Speaker port 40a, 40b Various sensors 41 Decorative LED board 42 Status display LED board 43 (43L, 43C, 43R) Stop button sensor 44 Start lever sensor 45a Max Bet Button Sensor 45b Single bet button sensor 45c Performance button sensor 46a Cross key button sensor 46b Decision button sensor 48 Setting change device 48a Setting key switch 48b Setting change switch 48c Setting display LED 49(49a~49d) Speaker 50 Door Open Sensor 51 Coin insertion passage 60 reel 62 Performance display area 63 Performance display device 64 reel slots 65 (65L, 65C, 65R) Reel 66 Reel Sensor 67 Reel lighting board 68 Reel motor 90 Outer Frame 91 Power supply 93 Hopper 97 Back plate 100 Main Board 100C PCB Case 101 CPU 102 RAM 103 ROM 104 Random Number Circuit 110 Game Progress Management Department 111 Internal Lottery Section 112 Reel control section 113 Prize Judging Section 114 Medal Management Department 115 Status display LED control section 120 Status Management Unit 121 Configuration Change Management Section 122 Game Status Management Unit 123 Replay Time Management Department 124 Game Mode Management Unit 125 Error Management Department 130 Main Communication Section 131 Control command transmitter 132 External signal transmitter 200 Sub-board 201 CPU 202 RAM 203 ROM 204 Random Number Circuit 210 Sub-Communication Department 211 Control command receiver 220 Performance Management Department 221 Production Mode Management Unit 222 Production Control Unit 223 Production display control unit 224 Audio control section 225 Decorative LED control unit 400 Relay board

Claims

1. A main control means for controlling the progress of a game; A reel that spins when a specific operation is performed; An operating means for stopping the reel that is rotating; Equipped with the main control means executes processing based on a first signal that is in the first state or the second state, and a second signal that is in the third state or the fourth state; The first state is a state in which an operation is being performed on the operating means, The second state is a state in which no operation is performed on the operating means, The third state is a state in which the game can proceed, The fourth state is a state in which the progress of the game is restricted, When the first signal switches from the second state to the first state while the second signal is in the third state, the main control means may execute a first process; when the first signal switches from the second state to the first state while the second signal is in the fourth state, the main control means does not execute the first process, and thereafter, when the second signal switches from the fourth state to the third state while the first signal is in the first state, the main control means may execute a second process; and further comprising an output means for outputting in a distinguishable manner whether the second signal is in the third state or the fourth state. A gaming machine characterized by:

2. when the power is cut off during a period when the second signal is in the fourth state and the first signal is in the second state, and when the power is restored during a period when the second signal is in the fourth state and the first signal is in the first state, the main control means executes a third process different from either the first process or the second process; even if the second signal switches from the fourth state to the third state during a period in which the first signal is in the first state after the power recovery, the main control means does not execute either the first process or the second process.

2. The gaming machine according to claim 1.

3. the main control means may execute the second process each time the second signal switches from the fourth state to the third state during a period in which the first signal continues in the first state; 3. The gaming machine according to claim 1 or 2.

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