Game machine

JP2025028189AActive Publication Date: 2025-02-28SAMMY CORPORATION
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2024218303
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-13
Publication Date
2025-02-28
Estimated Expiration
2041-01-29

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、遊技機の性能を向上させることができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025028189000001_ABST
    Figure 2025028189000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of preventing an operation mistake by differentiating the activation timings of selection switches in sound volume change and music change.SOLUTION: In the music change, after the music change by earlier operation of a selection switch, the music change cannot be executed again before the finish of a predetermined period. On the other hand, in the sound volume change, after the sound volume change by the earlier operation of the selection switch, the sound volume change can be executed again even within the predetermined period, and a music name is displayed within the predetermined period after the music change.SELECTED DRAWING: Figure 75
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] Concerning gaming machines. [Background technology]

[0002] In a slot machine, a game is started when a start lever is operated after a predetermined number of game medals are inserted, and a plurality of rows of reels with a plurality of symbols arranged on the outer circumference are rotated. When a stop button for stopping the rotation is operated, the reels are stopped, and if a predetermined combination of symbols (for example, a bonus role such as "7 symbols line up") is lined up on an active line, the slot machine generally transitions to a special game (a game state in which the probability of winning a small role or the like is higher than usual) which is more profitable for the player than a normal game. Here, in a slot machine, various effects are performed in addition to such basic games, thereby improving the overall entertainment value.

[0003] In recent years, the mainstream of pachinko machines is a machine in which a special symbol lottery with a predetermined probability is held when a game ball enters a starting winning hole on the game board (game area), and if a jackpot is won in the special symbol lottery, the machine moves to a jackpot game state (special game state), where a large winning hole on the game board opens and a large number of prize balls can be won. Among the pachinko machines configured in this way, there are some that are equipped with a probability fluctuation function that increases the probability of winning in the special symbol lottery, a fluctuation time reduction function that increases the efficiency of the symbol fluctuation to notify the lottery result in the special symbol lottery, and the like, and the operating states of these functions are combined to create a specific game state that is advantageous to the player, thereby increasing the interest of the game.

[0004] Among various types of pachinko gaming machines, a pachinko gaming machine that is capable of executing a high expectation preview performance that occurs during play while a game standby demo performance is being executed to induce a player to start playing when the pachinko gaming machine is not being played is known as prior art. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2015-181620 A [Patent Document 2] JP 2004-215803 A [Patent Document 3] JP 2014-171710 A [Patent Document 4] JP 2006-263138 A [Patent Document 5] JP 2015-181620 A Summary of the Invention [Problem to be solved by the invention]

[0006] There is a demand for improved performance in this type of gaming machine. [Means for solving the problem]

[0007] A display device; A speaker and one or more selection switches; A performance control means for controlling the performance; Equipped with The device is configured to output music from a speaker, A display device is configured to display an indication of the music piece, The performance control means is The music can be changed based on a predetermined operation of the selection switch, The volume can be changed based on a specific operation being performed on the selection switch; the music can be changed when a predetermined operation after the selection switch is accepted at a first timing that is a predetermined period after the music is changed by accepting a predetermined operation before the selection switch; When a predetermined operation after the selection switch is accepted at a second timing within a predetermined period after the selection switch is accepted to change the music, the music cannot be changed, The volume can be changed when a specific operation after the selection switch is accepted at a first timing that is a predetermined period after the volume is changed by accepting a specific operation before the selection switch, The volume can also be changed when a specific operation after the selection switch is accepted at a second timing that is within a predetermined period after the volume is changed by accepting a specific operation before the selection switch, The display device is configured to display a display showing the changed song within a predetermined period of time after the song is changed in response to a predetermined operation of the selection switch. Amusement machine. Effect of the Invention

[0008] According to the present invention, the performance of the gaming machine can be improved. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a perspective view of the outside of the cabinet of the slot machine PS1. [Diagram 2] A diagram showing the back surface of the front panel PS2. [Diagram 3] A diagram showing the inside of the cabinet PS3. [Figure 4] FIG. 2 is a diagram showing functional blocks. [Diagram 5] 13 is a flowchart showing a program start process. [Figure 6] 11 is a flowchart showing a power-off process. [Figure 7] 13 is a flowchart showing a timer interrupt process. [Figure 8] 11 is a flowchart showing a power interruption recovery process. [Figure 9] 13 is a flowchart showing the main game progress. [Figure 10] 13 is a flowchart showing a setting change process. [Figure 11] A flowchart showing the favorable zone clear counter management process. [Figure 12] This is an example of a push button effect. [Figure 13] 13 is an example of a display mode of a display device when a push button effect is executed. [Figure 14] This is an example of a step-up preview in normal presentation mode. [Figure 15] This is an example of a dialogue preview in normal presentation mode. [Figure 16] This is an example of a line preview during a continuous performance. [Figure 17] This is an example of a switch image for effects when the front panel PS2 is open. [Figure 18] 13 is an example of a switch image for effect in a demo screen. [Figure 19] 13 is an example of a switch image for effect in a demo screen. [Figure 20] FIG. 1 is a diagram showing a reel arrangement according to a first specification of the gaming machine of the present invention. [Figure 21] FIG. 1 is a diagram showing a symbol combination 1 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 22] FIG. 1 is a diagram showing the symbol combination 2 / 4 for the specification 1 of the gaming machine according to the present invention. [Figure 23] FIG. 13 is a diagram showing the symbol combination 3 / 4 for the specification 1 of the gaming machine according to the present invention. [Figure 24] FIG. 13 is a diagram showing the symbol combination 4 / 4 for the specification 1 of the gaming machine according to the present invention. [Diagram 25] FIG. 1 is a diagram showing a condition device 1 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 26] FIG. 2 is a diagram showing a condition device 2 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 27] FIG. 13 is a diagram showing a condition device 3 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 28] FIG. 4 is a diagram showing a condition device 4 / 4 relating to specification 1 of the gaming machine according to the present invention. [Figure 29] FIG. 13 is a diagram showing the number of non-RT internal lottery placements 1 / 3 for the specification 1 of the gaming machine according to the present invention. [Diagram 30] FIG. 13 is a diagram showing the number of non-RT internal lottery placements 2 / 3 for the specification 1 of the gaming machine according to the present invention. [Diagram 31] FIG. 13 is a diagram showing the non-RT internal lottery placement number 3 / 3 for the specification 1 of the gaming machine according to the present invention. [Diagram 32] FIG. 1 is a diagram showing the RT change trigger for the gaming machine according to the present invention. [Diagram 33] A diagram showing 1 / 3 of the internal lottery placement number of RT for specification 1 of the gaming machine of the present invention. [Diagram 34] A diagram showing 2 / 3 of the internal lottery placement number of RT for specification 1 of the gaming machine of the present invention. [Diagram 35] A diagram showing the internal lottery placement number 3 / 3 of RT for specification 1 of the gaming machine of the present invention. [Diagram 36] A diagram showing the transition of advantageous zones for specification 1 of the gaming machine of the present invention. [Figure 37] FIG. 13 is a diagram illustrating a case where the MAX bet switch is not operated to insert a coin after the payout process is completed. [Figure 38] FIG. 13 is a diagram illustrating a case where an input operation is performed using the MAX bet switch after the payout process is completed. [Figure 39] 13 is a diagram illustrating a case where a settlement operation is performed using a settlement switch after the dispensing process is completed. FIG. [Diagram 40] FIG. 13 is a diagram illustrating a case where no gaming medal is inserted after the settlement process is completed. [Diagram 41] FIG. 13 is a diagram illustrating the case where a gaming medal is inserted after the settlement process is completed. [Diagram 42] FIG. 13 is a diagram illustrating a case where a payout is performed normally. [Diagram 43] 13 is a diagram for explaining a case where dispensing is not performed normally (when a hopper empty error occurs). FIG. [Diagram 44] 13 is a diagram for explaining a case where dispensing is not performed normally (when a hopper retention error occurs). FIG. [Diagram 45] FIG. 13 is a diagram showing an example of a display screen when a payout has been normally performed. [Figure 46] FIG. 13 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper empty error occurs). [Figure 47] FIG. 13 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper retention error occurs). [Figure 48] FIG. 13 is a diagram illustrating an example of a program showing the prohibition and permission of interrupts. [Figure 49] FIG. 13 is a diagram showing a time chart of an 8-bit counter and timer interrupt processing. [Figure 50] FIG. 11 is a diagram illustrating the execution timing of a timer interrupt process. [Figure 51] FIG. 1 is a front view of the pachinko gaming machine. [Figure 52] This is an oblique view of the front of the above-mentioned pachinko game machine with the frame member open. [Diagram 53] This is an oblique view from the rear of the above-mentioned pachinko game machine with the frame member open. [Figure 54] This is an oblique view showing a game board attached to the pachinko gaming machine in question. [Figure 55] This is a functional block diagram of the pachinko gaming machine. [Figure 56] A diagram showing the transition of the gaming state of the pachinko gaming machine. [Figure 57] A diagram showing the power-on process of the main control board of the pachinko game machine. [Figure 58] A diagram showing the game stop state setting process during the power-on process. [Figure 59] This is a diagram showing the interrupt processing of the main control board of the pachinko gaming machine that is the subject of the present invention. [Figure 60] FIG. 13 is a diagram showing a win / loss lottery table for the assumed pachinko gaming machine. [Figure 61] FIG. 13 is a diagram showing a winning symbol lottery table of the assumed pachinko gaming machine. [Figure 62]This figure shows a fluctuation pattern lottery table during a low base state of the assumed pachinko gaming machine. [Figure 63] This figure shows a fluctuation pattern lottery table during the high base state of the assumed pachinko gaming machine. [Figure 64] This is a diagram showing a special variation pattern lottery table that is referenced during a limited period of the pachinko gaming machine. [Figure 65] A diagram showing the power-on process of the performance control board of the pachinko gaming machine that is the premise. [Figure 66] A diagram showing the interrupt processing of the performance control board of the pachinko gaming machine that is the subject of the present invention. [Figure 67] This is a diagram showing the game presentation of the pattern change display (while decorative patterns are displayed stopped) during normal play (low probability / low base) of the assumed pachinko game machine. [Figure 68] This is a diagram showing the game presentation when the assumed pachinko gaming machine is performing a reach presentation that has a high expectation of resulting in a jackpot. [Figure 69] This is a diagram showing the game presentation when a jackpot game is being played on the pachinko gaming machine that is the subject of the invention. [Figure 70] This is a diagram showing the game presentation when the electric chute support function is operating during a specific game state (high probability or low probability / high base) of the pachinko game machine in question. [Figure 71] FIG. 13 is an image diagram of the confirmation effect according to the present invention. [Figure 72] A diagram showing the timing of occurrence of the confirmation effect and error notification in the present invention. [Figure 73] A diagram showing the timing of occurrence of the confirmation effect and error notification in the present invention. [Figure 74] FIG. 13 is a diagram showing a display screen when a song can be changed according to the present invention. [Figure 75] FIG. 11 is a diagram showing the timing for enabling / disabling music change and volume change according to the present invention. [Figure 76] 11 is an image diagram showing the transition of whether or not music and volume changes are possible according to the present invention. FIG. [Figure 77]1 is a diagram showing an example of a power supply line in a reel-type gaming machine according to the present invention; [Figure 78] A diagram showing an example of a power supply line in a pachinko gaming machine according to the present invention. [Figure 79] 1 is a diagram showing an example of a power supply line in a reel-type gaming machine according to the present invention; [Figure 80] A diagram showing an example of a power supply line in a pachinko gaming machine according to the present invention. [Figure 81] 1 is a diagram showing an example of a power supply line in a reel-type gaming machine according to the present invention; [Figure 82] A diagram showing an example of a power supply line in a pachinko gaming machine according to the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] First, the reel type gaming machine and the pachinko gaming machine that are the premise of the present invention will be described. Note that when both the reel type gaming machine and the pachinko gaming machine are included, they may be described as "the premise gaming machine", "the premise technology", "the gaming machine in the premise technology", etc.

[0011] <<Slot machines>> <Terminology explanation> "Medals (number of medals)", "game media (number of game media)", and "game value" are synonymous. "Bet", "BET", and "insertion" regarding game media are synonymous, and all are acts of betting game media. When expressing a hexadecimal number, it is written as "0x 〇〇" or "〇〇h", and if there is no special notation before or after the number, it is expressed in decimal. "Reel" may be called "rotary drum", all of which are synonymous. "Storage means" may be called "RWM", "RAM", or "storage area", all of which are synonymous. "Grant" used in "grant of game media" or "grant of points", etc. may be called "payout", all of which are synonymous. "Setting / reset switch" may be called "setting change switch" or "reset switch" depending on the function, but in both cases it refers to the same switch. "Setting change switch" and "reset switch" may be provided as different switches. When a small combination with a large payout or a small combination with a small payout stops depending on the operation mode, the small combination with a large payout is called a high-eye (high-eye bell, high-eye small combination are also synonymous), and the small combination with a small payout is called an easy-eye (easy-eye bell, easy-eye small combination are also synonymous). In addition, when a pattern combination with no payout stops at this time, it may be called a spilled eye (also a spilled eye).

[0012] The slot machine PS1 will be described in detail below with reference to the drawings.

[0013] <Explanation of the PS1 slot machine> The components of the slot machine PS1 will be described with reference to FIGS.

[0014] The slot machine PS1 is roughly divided into a front panel PS2 side and a cabinet PS3 side, with the necessary parts and circuit boards attached to each side. The front panel PS2 of the slot machine PS1 and the cabinet PS3 are joined on their respective sides by a hinge device and a locking device, and the locking device side can be opened by inserting a lock key into the locking device provided on the front panel PS2 and rotating it in a specific direction. In other words, the front panel PS2 functions as a door to the cabinet PS3.

[0015] <Front panel PS2> The front panel PS2 (also referred to as the front door PS2, front surface door PS2, or front door PS2) is composed of a designed plate member, and on the front side (player side) are provided a display window 4, operation indicator lamps 24, bet number display lamps 25, credit number display 26, won number display 27, operation panel 11, lower panel 5, upper or both side performance lamps, etc., and on the back side are provided a medal selector 34 (hereinafter sometimes simply referred to as the "selector"), display device 32, sub-control board 1000, various boards, etc., and a setting display LED (hereinafter sometimes referred to as the setting value display LED, setting display device, setting value display device, or setting value display device).

[0016] <Display window 4> The display window 4 is an area provided on the front panel PS2, and when the front panel PS2 is closed, the symbols drawn on the reels are visible. The symbols printed on the outer periphery of each reel tape fixed to the reel rim of each of the left reel 8a, the center reel 8b, and the right reel 8c are configured to be visible from the front side (the player side) through the display window 4. When the reels are stopped, three consecutive symbols out of 21 symbols (20 or 16 symbols may be freely designed depending on the specifications) are visible. That is, a total of nine symbols (3 symbols x 3 reels) are visible from the display window 4. Here, of the stop positions at which the left reel 8a, the center reel 8b, and the right reel 8c stop three symbols, the uppermost stop position is called the upper row, the center stop position is called the middle row, and the lowermost stop position is called the lower row.

[0017] <Valid line> The pay line is a symbol combination line that is the target of the winning judgment process (described later) when the left reel 8a, the center reel 8b, and the right reel 8c stop. The pay line in the slot machine PS1 is visible through the display window 4 and is composed of a symbol combination line (middle horizontal line) that passes through the middle of each reel. When the winning judgment process determines that a symbol combination stopped on the pay line corresponds to any winning combination, a process corresponding to the stopped symbol combination is performed. As an example, when it is determined that a symbol combination corresponding to a minor winning combination such as a bell has stopped, a payout process of game medals (hereinafter sometimes referred to as medals, game media, or game value) and a credit addition process are performed, and when it is determined that a symbol combination corresponding to a replay has stopped, an automatic bet process is performed.

[0018] Depending on the slot machine PS1, the active lines may be set to five lines, including the top horizontal line, the middle horizontal line, the bottom horizontal line, the upward-right line, and the downward-right line, or may be set to six or more lines, including non-straight, roughly mountain-shaped (lower left reel 8a, upper middle reel 8b, lower right reel 8c), roughly valley-shaped (upper left reel 8a, lower middle reel 8b, upper right reel 8c), roughly L-shaped (upper left reel 8a, lower middle reel 8b, lower right reel 8c), or may be set to change depending on the number of coins bet, or may be freely designed according to the specifications of the slot machine PS1. Also, straight lines other than the active lines may be called inactive lines.

[0019] <Operation indicator lamp 24> The operation instruction lamps 24 are provided around the display window 4, and instruct the player on the operation sequence of the stop switches 13 (described later) when the left reel 8a, the center reel 8b, and the right reel 8c are spinning. That is, when the left operation instruction lamp 24a is lit (the center operation instruction lamp 24b and the right operation instruction lamp 24c are off), it indicates that the left stop switch 13a should be operated, when the center operation instruction lamp 24b is lit (the left operation instruction lamp 24a and the right operation instruction lamp 24c are off), it indicates that the center stop switch 13b should be operated, and when the right operation instruction lamp 24c is lit (the left operation instruction lamp 24a and the center operation instruction lamp 24b are off), it indicates that the right stop switch 13c should be operated.

[0020] <Bet number display lamp 25> The bet number display lamp 25 (bet number display lamp 25, bet number display lamp 25, bet number display lamp 25, bet number display lamp 25) is provided on the operation panel 11 and has the function of displaying the number of bets by the player's operation. It is also composed of a 1 bet lamp 25a (not shown), a 2 bet lamp 25b (not shown), and a 3 bet lamp 25c (not shown). When one medal is bet, the 1 bet lamp 25a lights up, when a total of two medals are bet, the 1 bet lamp 25a and the 2 bet lamp 25b light up, and when a total of three medals are bet, the 1 bet lamp 25a, the 2 bet lamp 25b, and the 3 bet lamp 25c light up. In addition, although not shown, after the symbol combination related to the replay is displayed, when the automatic bet process is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay was won is turned on, and the replay lamp is turned on. The timing of lighting the bet number display lamp 25 and the timing of lighting the replay lamp may be simultaneous, or one of them may be configured to light up first.

[0021] <Credit number indicator 26> The credit number display 26 is provided on the operation panel 11 and is composed of a segment display 26a (not shown) which is composed of 7 segments and dot points (DP) and mainly displays the upper digits of the credit number, and a segment display 26b (not shown) which is composed of 7 segments and dot points (DP) and mainly displays the lower digits of the credit number. The credit number means the number of medals credited (electrically stored) in the slot machine PS1, and can be stored up to a maximum of 50. In addition, when normal play cannot proceed, such as when an error is detected, a display related to the error may be displayed.

[0022] <Acquisition number indicator 27> The acquired coin number display 27 is provided on the operation panel 11 and is composed of a segment display 27a (not shown) which is composed of 7 segments and dot points (DP) and mainly displays the upper digits of the acquired coin number, and a segment display 27b (not shown) which is composed of 7 segments and dot points (DP) and mainly displays the lower digits of the acquired coin number. The acquired coin number means the number of medals paid out to the player (including the number of medals stored in the credit number display 26) according to the results of the game in the slot machine PS1. In addition, when an error is detected and normal game play cannot proceed, a display related to the error may be displayed.

[0023] The credit number display 26 and the acquired number display 27 may display information other than the information on the credit number or the information on the acquired number depending on whether the DP is lit or not. For example, information indicating that the player is in a favorable zone (described later) or information indicating that a specific external signal is being output may be notified by lighting the DP of one of the segment displays. The acquired number display 27 may also have the ability to notify the player of the push order using the display unit of the upper digits and the display unit of the lower digits. When the acquired number display 27 is used to notify the player of the push order, the acquired number display 27 may be referred to as an instruction monitor.

[0024] <Operation panel 11> The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a horizontal section that is approximately horizontal and a vertical section that extends approximately vertically downward from the tip of the horizontal section, and a start switch 12 and a stop switch 13, which will be described later, are provided on the vertical section, and a medal insertion slot 17, a plurality of bet switches (MAX bet switch 18, 1 bet switch 19), a sub switch 20, a sub cross key switch 21, an eject switch 22, a settlement switch, and a performance switch, which will be described later, are provided on the horizontal section.

[0025] <Start switch 12> The start switch (also called start lever) 12 is provided on the vertical part of the operation panel 11. It is a lever-shaped operation part, and the start switch sensor is ON when not operated, and when the start switch sensor is OFF when operated, the mechanism is such that it is determined that the start switch has been operated. The operation of the start switch 12 becomes effective when the number of coins bet reaches a specified number, and when the operation of the start switch 12 is accepted, it executes an internal lottery process, a process related to an instruction function, a reel rotation process, or the like. In addition, in the slot machine PS1, which is the premise, the input signal is low active, so that when the start switch sensor is ON when not operated, the start switch input signal is OFF, and when the start switch sensor changes from ON to OFF when operated, the start switch input signal is ON. However, it is not limited to this, and it may be configured so that the start switch input signal is ON when the start switch sensor is ON.

[0026] Hereinafter, when it is simply stated that "the start switch is ON" or "the start switch is operated", it means that the start switch sensor has changed from ON to OFF, and that the start switch input signal has changed from OFF to ON.

[0027] <Stop switch 13> The stop switch 13 is provided on the operation panel 11. In the case of the slot machine PS1, the left reel 8a corresponds to the left stop switch 13a, the middle reel 8b corresponds to the middle stop switch 13b, and the right reel 8c corresponds to the right stop switch 13c. When the stop switch 13 can be operated, the color of the lamp provided on the main body of the stop switch 13 or the lamps around it is changed to indicate that the stop switch 13 is active. For example, when the stop switch 13 can be operated, the lamp is lit in blue, and when the stop switch 13 cannot be operated, the lamp is lit in red. When the stop switch 13 can be operated, the lamp is lit, and when the stop switch 13 cannot be operated, the lamp is turned off.

[0028] <Medal slot 17> The medal insertion port 17 is provided on the operation panel 11. It has an opening for inserting medals into the medal insertion port, and restricts the insertion of medals larger than the standard size. A number of different medal insertion ports 17 are manufactured according to the standard sizes of a number of different medals, but the installation standards for the various medal insertion ports 17 are made the same so that they can be installed on the operation panel 11 in a common manner.

[0029] Regarding the insertion of game media, the game media is not limited to the above-mentioned medals, and may be, for example, pachinko. The gaming machine may input gaming medium information stored in the gaming balls (so-called Parrots) used in the gaming machine, or in an electrical storage medium such as a magnetic card or flash memory, into the gaming machine, and the number of bets may be set and added when a prize is won based on the input gaming medium information.

[0030] <Bet Switch (MAX Bet Switch 18, 1 Bet Switch 19)> The bet switch is provided on the operation panel 11. When the bet switch is operated while there are medals stored in the credit, a bet process is executed and a process of setting the number of bets is performed equivalent to the act of inserting medals into the medal insertion slot 17. However, even if the bet switch is operated when there are no medals stored in the credit, the bet process is invalid (the operation of the bet switch is not accepted). The MAX bet switch 18 is composed of a push-down part operated by the player, a detection part that detects the operation of the push-down part, and a light-emitting part (also called a MAX bet lamp) that lights up the push-down part, and the 1 bet switch 19 is composed of a push-down part operated by the player and a detection part that detects the operation of the push-down part (the 1 bet switch 19 does not have a light-emitting part).

[0031] The MAX BET lamp informs the player that the betting process can be executed when the MAX BET switch is operated, and various notification modes are possible, such as lighting the MAX BET lamp in a predetermined color, blinking the MAX BET lamp at a predetermined interval, etc. Conversely, when the MAX BET switch is operated but the betting process cannot be executed, the MAX BET lamp may be lit in a specific color or may not be lit at all.

[0032] Also, a MAX bet switch 18 that allows the user to bet the maximum number of coins set for each slot machine PS1 (3 coins in the assumed slot machine PS1) and a 1 bet switch 19 that allows the user to bet 1 coin are provided, and the system is configured to execute a MAX bet process when the operation of the MAX bet switch 18 is accepted, and execute a 1 bet process when the operation of the 1 bet switch 19 is accepted. The MAX bet process can be executed when the sum of the number of credits and the number of bets currently betted is 3 or more, and the number of bets currently betted is less than 3, and the MAX bet process cannot be executed when the sum of the number of credits and the number of bets currently betted is less than 3 (in other words, even if the MAX bet switch 18 is operated, the number of bets is less than 3) or when 3 bets have already been made. The 1 bet process can be executed when the number of credits is 1 or more, and the number of bets currently betted is less than 3, and cannot be executed when 3 bets have already been made.

[0033] In addition, the 1 bet switch 19 executes one bet process each time it is operated, and when the 1 bet switch 19 is operated three times from a state in which no bets have been made, it becomes a state in which three bets have been made, and three operations of the 1 bet switch 19 are equivalent to one operation of the MAX bet switch 18.

[0034] Also, an embodiment has been described in which the 1 bet switch 19 is disabled when 3 bets have been made, but the switch 19 may be configured so that when 3 bets have been made and the 1 bet switch 19 is operated once, it enters a 1 bet state and 2 cards are returned to the credits.

[0035] Also, in the embodiment described above, the MAX bet process executed by operating the MAX bet switch 18 is not executed when the number of bets is less than 3, but a process of betting the maximum number that can currently be betted is also conceivable. In other words, a process of betting 2 credits when the MAX bet switch 18 is operated when no bet has been made and the number of credits is 2 is also conceivable.

[0036] The maximum number of coins that can be betted may be configured to differ depending on the gaming state, and may be three coins during non-bonus play and two coins during bonus play.

[0037] The sub-switch 20 is provided on the operation panel 11, and is composed of a push-down portion made of a translucent material for direct operation by the player, a detection portion for detecting that the push-down portion has been operated, and a sub-switch lamp for illuminating the push-down portion of the sub-switch. This sub-switch 20 is a switch for mainly displaying a menu screen on the display device 32 described later. In addition to the sub-switch 20, a sub-cross key switch 21 (up switch, down switch, left switch, right switch) and a performance switch (a switch operated by an instruction during a game) are provided as input means managed by the sub-control board 1000. The sub-switch 20 can also function as a trigger for starting a linkage system with a mobile terminal (hereinafter also referred to as a mobile linkage system) described later. Although the sub-switch 20 is divided into a menu display function and the performance switch is for operation during a game, they may be common switches.

[0038] The menu screen displays winning combination items, reel arrangement items, volume adjustment items, light intensity adjustment items, and items related to the mobile linkage system, and the cursor selecting an item is controlled to move up and down by operating the up switch or down switch of the sub cross key switch 21. Also, when the sub switch 20 is operated while the cursor is on any of the items, details of that item are displayed. For example, when the sub switch 20 is operated while the cursor is on the volume adjustment item, a volume adjustment screen is displayed, and the volume can be adjusted by the left switch or right switch of the sub cross key switch 21.

[0039] The menu screen can be displayed by operating the sub switch 20 when no bet has been placed after the game has ended. The menu screen is displayed by operating the sub switch 20 regardless of the presentation state at this time, which may be normal presentation, continuous presentation, AT presentation, or demo screen (a screen that appears 60 seconds after the game has ended, and which displays the manufacturer's name and a presentation introduction in the form of a moving image). However, this is not limiting to the embodiment, and the menu screen may not be displayed even if the sub switch 20 is operated during continuous presentation or AT presentation.

[0040] <Switch for performance> The effect switch is provided on the operation panel 11, and is composed of a push-down part made of a translucent material for direct operation by the player, a detection part for detecting that the push-down part has been operated, and an effect switch lamp for lighting up the push-down part of the effect switch. When the effect switch is operated in a situation where operation of the effect switch is valid, an effect based on the operation is executed. For example, when a continuous effect is being executed on the display device (hereinafter sometimes simply referred to as "liquid crystal") 32, a "success" display (hereinafter sometimes referred to as "successful effect") meaning that a bonus is awarded in the final game of the continuous effect, or a "failure" display (hereinafter sometimes referred to as "failure effect") meaning that a bonus is not awarded, the effect switch may be operated to display "success" or "failure".

[0041] In addition, in a situation where the operation of the effect switch is valid, the effect switch lamp lights up, making it possible to inform the player that the operation of the effect switch is valid. As a lighting mode of the effect switch, a mode in which the effect switch lamp is not lit in a situation where the operation of the effect switch is invalid and is lit in a situation where the operation of the effect switch is valid can be considered. Another lighting mode in a situation where the operation of the effect switch is valid may be a mode in which the effect switch lamp is turned on and off repeatedly at a certain cycle.

[0042] Also, in a situation where the operation of the performance switch is valid, a display simulating the performance switch is displayed on the liquid crystal to notify the user that the operation of the performance switch is valid. When a display simulating the performance switch is displayed on the liquid crystal, the display is based on a command received from the main control means 100. For example, a display simulating the performance switch may be displayed based on a start switch reception command, or a display simulating the performance switch may be displayed based on a command to stop all reels.

[0043] <Settlement switch> The settlement switch is provided on the operation panel 11. By operating the settlement switch after the game is finished, a process (settlement process) is executed to pay out the number of game media bet and the number of game media stored in the credit to the player. Note that, in the slot machine PS1, which is the premise of the present invention, when the settlement switch is operated under a situation where a bet has been made and game media are stored in the credit, the bet game media are paid out first, and then the game media stored in the credit are paid out. However, this is not limited to this, and a process of paying out the game media stored in the credit only when the number of game media bet is 0 may be executed. In other words, when the settlement switch is operated under a situation where a bet has been made, only the bet game media are paid out, and when the settlement switch is operated again after that, the game media stored in the credit are paid out.

[0044] <Bottom Panel 5> The lower panel 5 is provided below the front panel PS2. It is made of two sheets of transparent resin joined together, with a design sheet sandwiched between the two sheets of resin, and the design sheet is printed with a design that represents the characteristics of each slot machine PS1.

[0045] <Medal payout outlet 45> The medal payout outlet 45 is provided below the lower panel 5. It is an outlet for discharging medals paid out from a hopper 44 (described later) to the outside of the slot machine PS1 (to the tray 28). It also serves as a return port for discharging medals rejected from a medal selector 34 (described later) to the outside of the slot machine PS1.

[0046] <Tray 28> The tray 28 is provided below the lower panel 5. It has a generally concave structure so that it can receive and store the medals released from the medal payout opening 45, and is provided so as to protrude towards the player so that the player can check the stored medals.

[0047] Other functions of the tray 28 include a cigarette ashtray 29 and a seal storage section 30 that stores a resin sheet with a union license seal, patent stamp seal, and model seal affixed thereto and has an opening for displaying these to the player.

[0048] <Speaker S> The speakers S are provided at the top and bottom of the front panel PS2. They are connected to the sub-control board 1000 by a harness (not shown), and output sound effects in accordance with the performance, as well as error sounds and warning sounds that notify the user of the occurrence of an error.

[0049] <Display device 32> The display device 32 is provided above the front panel PS2. It is a device capable of displaying images, and various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used. It is electrically connected to the sub-control board 1000, and displays various performance images, as well as game instruction images that indicate the order in which to press the stop switch 13 and the position to press during a game (when only the order of presses is displayed, it may be called a push order navigation image (also called a push order image, an operation sequence image, or an operation order image) and when only the position to press is displayed, it may be called a push order navigation image (also called a push image or an operation position image) and when both the order of presses and the position to press are displayed and it may be called an operation mode navigation image (also called an operation mode image) as a higher concept than the order of presses and the position to press), error images when an error occurs, etc. Also, some slot machines PS1 are not equipped with the display device 32 depending on the model.

[0050] <Other performance devices such as dot displays and movable props> Other performance devices such as a dot display and movable accessories are provided at any position on the front panel PS2, such as around the display window 4, or on the upper and lower panels. The other performance devices are electrically connected to the sub-control board 1000, and display and operate various performance images and performance operations, as well as game instruction images and operations that indicate the order of pressing the stop switch 13 and the position to press during play, and error images when an error occurs. The other performance devices are installed arbitrarily according to the type of slot machine PS1. In addition, various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used as other performance devices. In particular, in a gaming machine that is equipped with a liquid crystal as an auxiliary performance device, the display device 32 may be called the main display device, and the liquid crystal as the other performance device may be called the sub-display device. In this case, the main display device is configured to have a larger display area than the sub-display device.

[0051] <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the rear side of the front panel PS2, and is provided in the flow passage below the medal insertion slot 17. The medal selector 34 has the following functions: a medal counting function that counts the number of medals inserted by the player with a sensor provided on the flow passage, a medal removal function that guides inserted medals that do not meet the specifications to a receiving tray 28, an ejection function that removes medals that have become stuck in the medal selector 34 by operating an eject switch provided on the front of the front panel PS2, and a blocker function that removes medals inserted at times other than when medals are being accepted from the flow passage with an electrically driven blocking member (also called a blocker). Furthermore, if the medal inserted at the time of medal reception is a legitimate medal, the medal selector 34 discharges the medal to a hopper 44 located downstream.

[0052] The various sensors in the medal selector consist of an aisle sensor, insertion sensor 1, insertion sensor 2, and a chute sensor. The aisle sensor is the first sensor to detect medals inserted through the medal insertion port, and is provided to count the number of inserted medals and ejected medals. Insert sensor 1 and insertion sensor 2 are located downstream of the aisle sensor and blocker, and are provided to determine the passage time of medals passing insertion sensor 1 and insertion sensor 2 to determine whether they pass normally or abnormally. Insert sensor 2 is located downstream of insertion sensor 1. The chute sensor is located downstream of insertion sensor 2, and is provided to count the number of inserted medals and ejected medals. The aisle sensor and chute sensor have overlapping functions, so only one of them may be provided.

[0053] When the blocker in the medal selector is ON, it allows the game medals to pass through, and when it is OFF, it does not allow the game medals to pass through. Allowing the game medals to pass through means that the game medals inserted through the medal insertion port are guided to the hopper 44, and not allowing the game medals to pass through means that the game medals inserted through the medal insertion port are not guided to the hopper 44.

[0054] The components of the cabinet PS3 in the slot machine PS1 will be described below.

[0055] <PS3 Cabinet> The cabinet PS3 is configured in the shape of a rectangular box with an opening on one side, and inside are provided a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter sometimes simply referred to as the "reset switch" or "setting switch"), a power supply 39, a main control board 100, an external output terminal board 47, etc.

[0056] <Main control board 100> The main control board 100 is housed in the internal space created when the main control board case body and the main control board case cover are fitted together, and the main control board case body and the main control board case cover are caulked together so that they cannot be easily opened or closed (sealed). The main control board 100 is fixed to a main control board case bracket inside the PS3 cabinet.

[0057] <Reel Unit 6> The reel unit 6 is mainly composed of a reel frame, a left reel 8a, a center reel 8b, and a right reel 8c. The reel unit 6 is attached to a reel base 7 in the center of the PS3 cabinet, and is fixed by locking members (screws or rivets).

[0058] The reels (left reel 8a, center reel 8b, right reel 8c) are composed of a reel base, a reel tape with multiple patterns attached to the outer circumference of the reel base, a stepping motor axially supported by the reel base, and a motor fixing base to which the stepping motor is fixed, which is not considered a reel unit. The reel tape has a different pattern arrangement for each reel.

[0059] When the start switch 12 is operated by the player, the reels are accelerated, and after reaching a constant speed (approximately 80 rotations per minute), the constant speed rotation state is maintained by moving the stepping motor one step for each interrupt (constant speed rotation), and then, depending on the player's operation of the stop switch 13, the corresponding reel is moved at a constant speed to the stop position determined for each stop operation acceptance position, and after the reel has been moved to the stop position, the brakes are applied (a four-phase excitation signal is output), stopping the rotation of the reel and terminating the excitation output.

[0060] In addition, an index is provided on the spoke part provided at the reel base of each reel, and an index sensor provided on the motor fixing base of each reel detects the index to determine the position of the reference pattern (also called the initial pattern) during each rotation. The stepping motor, which is the driving source of the reel in the slot machine PS1, has 336 steps, and one rotation is performed in 336 timer interrupt processes during constant speed rotation. In addition, a rotation failure detection counter is incremented every time the timer interrupt process is executed twice during constant speed rotation, and if the counter value of the rotation failure detection counter reaches 180, it is determined that there is a rotation failure. In other words, if the reel does not rotate once even after executing the timer interrupt process 360 times, it is determined that there is a rotation failure. The rotation failure detection counter is set to 0 when the index is detected, so that if the constant speed rotation process is normal, the rotation failure detection counter will reach 0 before it reaches 180.

[0061] In the slot machine PS1, the determination as to whether or not an index is detected is performed during constant speed processing, and the determination as to whether or not an index is detected is not performed during acceleration processing, but the present invention is not limited to this, and the determination as to whether or not an index is detected during constant speed processing and acceleration processing may be performed. With such a configuration, it is possible to make the state in which a stop acceptance is possible for the player more quickly.

[0062] In addition, a back lamp unit is provided on the motor fixing base of each reel, which is turned on to highlight the stopped pattern after the reel has stopped, and is turned on to improve the visibility of the pattern while the reel is spinning.

[0063] <Hopper 44> The hopper 44 is a device that mainly stores medals inserted by a player. The hopper 44 is placed by engaging with a rail provided on the bottom plate of the cabinet PS3, and can slide back and forth along the rail. The hopper 44 is composed of a storage tank section that receives and stores medals guided from the medal selector 34 to the inside of the gaming machine, a hopper motor that is driven by inputting a drive signal from the hopper drive means, a turntable that is supported by the hopper motor and that aligns the medals in the storage tank section, a medal payout section that is provided with a discharge mechanism for discharging medals one by one into the tray 28 by rotating the turntable, a medal discharge port that discharges medals by the medal payout section, and a payout sensor that detects medals discharged from the medal discharge port.

[0064] <Auxiliary Tank 46> The auxiliary tank 46 is configured to be able to store medals, and medals stored in excess of the capacity of the storage tank section of the hopper 44 are stored in the auxiliary tank 46 through a downwardly inclined rail section provided in the storage tank section. The auxiliary tank 46 has a rectangular box structure, and when installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are provided so as to be exposed in the auxiliary tank 46 from through holes provided in at least one side, and when a certain amount or more of medals inserted from the medal insertion port are stored, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. The number of fullness detection electrodes is not limited to two, and the number of fullness detection electrodes may be changed, for example, to three. The method of fullness detection is not limited to the method using fullness detection electrodes, and fullness detection may be possible by a sensor provided at a predetermined position detecting medals.

[0065] <Setting key switch 37> The setting key switch 37 is provided on a setting key switch unit that is provided inside the slot machine PS1 and has an opening / closing door on the front. After opening the front panel PS2, access is possible by opening the opening / closing door of the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is on and medals can be accepted, the current setting value can be confirmed, and if it is determined that the setting key switch 37 is on during the power-off recovery process (also called the power-on process) when the power is turned on, a setting change process (described later) is executed.

[0066] <Power supply device 39> The power supply unit 39 is provided at the lower left when viewed from the front of the cabinet PS3. The power supply unit 39 has a rectangular box structure, has a power switch 40 provided on the outside, and has a power supply board that generates voltage provided inside. The power supply unit 39 is individually connected to the reel device board and the sub-control board 1000 via harnesses (not shown), and is further connected from the reel device board to the main control board 100 via a harness to supply power to the main control board 100.

[0067] When the power switch 40 is turned on, the power supply unit 39 is configured to take in power from outside the slot machine PS1, generate a predetermined voltage, and cause the main control board 100 and the sub-control board 1000 to each take in the predetermined voltage, and when the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1.

[0068] <External output terminal board 47> The external output terminal board 47 (also called the external centralized terminal board 47) is generally attached inside the cabinet PS3 of the slot machine PS1, and converts the signal related to the game result output from the main control board 100 into a signal of a predetermined format and transmits it to the outside of the slot machine PS1. The contents of the game result include the number of coins inserted, the number of coins paid out, the number of bonuses (the number of big bonuses, the number of regular bonuses), a door opening signal, etc. Other conditions for transmitting signals to the outside can be set based on predetermined information controlled by the main control board 100, such as when the AT state is reached, when a specific symbol combination is displayed, when the value of a counter related to the game reaches a predetermined value, etc.

[0069] <Function block diagram> A functional block diagram of the slot machine PS1 will be described with reference to FIG.

[0070] <Main control board 100> The slot machine PS1 is electrically connected from a main control board 100 (also called main control means 100, main control board 100, or main control means 100) that controls the general flow of the game to a sub-control board 1000 (also called sub-control means 1000, sub-control board 1000, or sub-control means 1000), a door relay board (also called central display board), a reel device board, a reset / setting switch 38, a setting key switch, etc., thereby enabling data communication. However, two-way communication is not possible between the main control board 100 and the sub-control board 1000, and data communication is enabled by one-way communication from the main control board 100 to the sub-control board 1000.

[0071] The main control board 100 is equipped with a main control chip. In the main control chip, a main control CPU, a main control ROM, a main control RAM, etc. can communicate data with each other via a bus. The main control chip also has a main control built-in register, and the main control built-in register and the main control CPU can communicate data with each other via a bus. Furthermore, the main control chip also has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that the main control CPU can use for calculations, etc., a PC register that stores a program (return address) after a return command (e.g., RET command) after executing a program by a call command (e.g., CALL command), and an interrupt register (e.g., IFF1 register, IFF2 register) that manages the enable and disable states of maskable interrupts.

[0072] By controlling the main control chip, data communication is appropriately performed to various boards for the lottery of roles (also called internal lottery), drive control of the reels (also called reel control), payout control, etc. In addition, when a selected role (also called AT role, AT target role, push order role, eye-pressing role, or operation procedure role including both push order role and eye-pressing role) is won as a result of the internal lottery, the sub-control board 1000 transmits selected role information (selected role group information, information regarding the display of selected roles) to enable the sub-control board 100 to notify information regarding the display of selected roles (push order, operation timing) when the main control board 100 notifies the sub-control board 100. In addition, all processing related to the AT, such as transition to the AT, extension of the number of AT plays, and push order notification, is sometimes referred to as processing related to the instruction function. In addition, the push order role is a condition device in which the pattern combination that stops and the game medals awarded to the player differ depending on the order in which the reels are stopped (push order), and the eye-pressing role is a condition device in which the pattern combination that stops and the game medals awarded to the player differ depending on the timing at which the stop button is operated.

[0073] The main control ROM mounted on the main control board 100 has a storage capacity of "16 KB or less", and has a usage area (also referred to as a first program area) of "7.5 KB or less" and the rest outside the usage area (also referred to as a second program area). The usage area has a control area (also referred to as a first control area) of "4.5 KB or less" in which the programs executed by the main control board 100 are stored, and a data area (also referred to as a first data area) of "3.0 KB or less" in which only information other than the programs (for example, internal lottery table information) is stored or will be stored. The outside of the usage area has a control area (also referred to as a second control area) and a data area (also referred to as a second data area) similar to the usage area. The usage area stores programs related to the progress of the game, and the outside of the usage area stores programs related to anti-fraud measures and programs used for gaming machine testing.

[0074] The main control RAM mounted on the main control board 100 has a memory capacity of "1024B or less," and has a usable area of ​​"512B or less" (also called the first working area) and the rest of the usable area (also called the second working area). The first working area is a memory area that can be rewritten as the game progresses, and the second working area is a memory area that can be rewritten when programs for anti-fraud measures and gaming machine testing are executed.

[0075] The memory areas of the main control RAM built into the main control chip include a memory area for switch state flags indicating the on / off state of the play-stop switch and the on / off state of the automatic settlement switch, a memory area for setting value information indicating one of the values ​​1 to 6 to be set, a memory area for RT state information indicating which of multiple RT states the RT state is in, a memory area for specific condition devices indicating the winning state of specific condition devices such as bonuses, a memory area for game information in which other information necessary to progress the game is stored, an unused memory area, a memory area for a stack area in which data evacuated from registers is stored, and a memory area for a temporary stack area which is set when the power is turned on.

[0076] The main control RAM is initialized when a setting change process is performed by the setting change means, when a power outage recovery process is performed, and at the start of each game, and the range of the memory area of ​​the main control RAM to be initialized differs depending on each case.

[0077] During the setting change process, if the power outage recovery cannot be performed normally, or if recovery is impossible, data 0 is set (initialized) to the RAM area excluding the storage area for the switch status flag. In other words, only the switch status flag carries over the status before the setting change; for example, the RT status and condition device flags are cleared and not carried over.

[0078] Also, during the setting change process, if the power supply recovery can be performed normally or if the power supply is not in an unrecoverable state, that is, if the setting change process is performed normally, data 0 is set in the RAM area excluding the area in which the switch state flag storage area, the storage area for setting value information, the storage area for RT state information, and the storage area for the specific condition device are stored. In other words, the RT state, setting value data, and condition device flag are inherited so that the game can be played with the setting value after the setting change while maintaining the game state before the setting change. The setting value data inherits the information before the setting change, and a new setting value is set in the subsequent setting change process, so it is used in the sub-control board 1000 to determine whether the setting has been changed.

[0079] Furthermore, during power-off recovery processing, data 0 is set to unused memory areas in the RAM area at the start of each game, and during power-off recovery processing, data 0 is set to memory areas in the stack area excluding the maximum used area at the time of RAM initialization upon power-off recovery.

[0080] The main control internal register built into the main control chip is used to control the operation settings and functions of each peripheral circuit (such as a timer circuit) built into the main control chip.

[0081] For example, by writing (also called setting or storing) data to a specified memory area of ​​the main control built-in register using a program stored in the main control ROM, settings (timer circuit settings) can be made for maskable interrupt processing (e.g., timer interrupt processing), which is one of the programs stored in the main control ROM.

[0082] <Sub-control board 1000> The sub-control board 1000 is equipped with a sub-control chip. The sub-control chip allows the sub-control CPU, sub-control ROM, sub-control RAM, etc. to communicate data with each other via a bus. The sub-control board 1000 is capable of two-way communication with the performance control board, and transmits data specifying the performance to be output to the speaker S, LED lamps, sub-switches 20, performance switches, etc. Information to the display device 32 is transmitted as data to the image control board. The sub-control board 1000 is also supplied with power directly from the power supply board.

[0083] <Reel device board> The reel device board is a relay board that communicates data between the reel motor, reel sensor, door switch, payout sensor, external output terminal board 47 (also called external centralized terminal board 47), etc., and the main control board 100. The reel motor controls the drive of the reel. The reel sensor is a sensor that determines whether the reel is operating normally, and transmits data to the reel device board when a protruding piece (also called an index) passes the sensor. The door switch is a sensor that determines whether the front door PS2 is opened or not. The payout sensor is a sensor that determines whether a medal passes properly when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to a hall computer outside the gaming machine. In addition, the reel device board is directly supplied with power from the power supply board.

[0084] <Door relay board> The door relay board receives input information from various sensors in the selector (insertion sensor 1, insertion sensor 2, passage sensor, chute sensor), bet switch information, stop switch information, and settlement switch information, and outputs information from the blocker, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number display 26, payout number display, replay lamp, 1 bet lamp, 2 bet lamp, 3 bet lamp, start lamp, medal insertion possible lamp, and advantageous zone lamp.

[0085] <Performance control board> The performance control board (also called performance control means) is electrically connected to the sub-switch 20, the sub-cross key switch 21, the performance switch, the movable parts, the speaker S, the back lamp, the LED lamp provided on the front panel PS2, and the image control board which controls the display content of the display device 32.

[0086] The performance control means is configured to be capable of two-way communication with the sub-control means 1000, and controls the output of performance to the performance device based on performance commands received from the sub-control means 1000.

[0087] The performance control means selects the performance contents based on the result of the lottery by the internal lottery means. In the slot machine PS1, which is the premise of the present invention, a plurality of types of performance contents are provided in advance, and the performance control means selects the performance contents by lottery using software random numbers after the lottery by the internal lottery means has been performed at the start of a game, etc.

[0088] In addition, multiple types of performance contents are provided depending on not only the result of the role lottery but also the result of the freeze lottery and the game state (RT state, freeze state), etc. Specifically, multiple types of performance contents are provided corresponding to the bonus win, the small win, the replay win, the non-win, etc.

[0089] The presentation content determines what kind of presentation will be output (how the lamp will be turned on, blinking, or turned off, what kind of sound will be output from the speaker S, what kind of image will be displayed on the display device 32, etc.) and at what timing (when the start switch 12 or each stop switch 13 is operated, etc.) as the game progresses.

[0090] It is also possible to make the performance output by the performance control means occur in response to an operation by a player. For example, it is possible to make the performance occur by the performance control means of the sub-control board 1000 based on a sub-control command transmitted from the main control board 100 in response to an operation signal of the start switch 12, the stop switch 13, the medal insertion slot 17, the bet switch (MAX bet switch 18, 1 bet switch 19), the settlement switch, etc., whose operation signal is input to the main control board 100, or to make the performance occur directly from the sub-control board 1000 in response to a sub-input switch operation means, such as the sub-switch 20, the sub cross key switch 21, the performance switch, etc., whose operation signal is input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are separate boards, they may be configured as one board. In this case, the sub-control board 1000 is equipped with the functions and processing of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switch, movable props, speaker S, back lamp, LED lamps provided on the front panel PS2, and an image control board that controls the display content of the display device 32 may be electrically connected to the sub-control board 1000.

[0091] <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM for specifically displaying the performance contents on the display device 32, a sound ROM, a cooling fan, and the like.

[0092] <Power supply board> The slot machine PS1, which is the premise of the present invention, supplies power from the power supply board to the reel device board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel device board is then supplied to the main control board 100 and the door relay board. The supplied power is then supplied to each component, which then becomes electrically connected. The power supplied to the sub-control board 1000 is then supplied to the performance control board, which then becomes the image control board. The supplied power is then supplied to each component, which then becomes electrically connected.

[0093] The control of the main control board 100 that controls the game of the gaming machine will be described.

[0094] <Error type> Errors are broadly divided into recoverable errors and unrecoverable errors.

[0095] <Recoverable error> The recoverable errors are errors related to the selector (medal retention error, medal backflow error, medal passing time error), errors related to the hopper 44 (hopper retention error, hopper empty error, abnormality detection error), door open error, harness coming loose error, etc. When a recoverable error is set, if the cause of the various recoverable errors is removed and the reset switch is operated, the machine is configured to be able to return to play without having to turn the power back on. During a recoverable error, the display device 32, payout number indicator, and various lamps display information related to the error that has occurred in order to inform the player of what error has occurred.

[0096] When a recoverable error is detected during a game, the game progress may be stopped at the time of detection, or may be stopped after the game in which the recoverable error was detected ends. By stopping the game progress during a recoverable error, damage to the amusement facility manager can be reduced even if the recoverable error occurs due to fraud. The condition for recovering from a recoverable error state may be configured to automatically recover by removing the cause of the error, and an error that can be recovered from without turning the power back on is called a recoverable error.

[0097] <Unrecoverable error> In the slot machine PS1 used as the premise, when an irreversible error occurs, interrupts are prohibited, the output of the output port is cleared, and other measures are taken to restrict the progress of the game, and the fact that an irreversible state is reached is notified by, for example, displaying a message on the credit number display 26 according to the type of error.

[0098] Furthermore, when a recoverable error is set, the recoverable error is released when a reset switch (not shown) is operated, but once an irrecoverable error is set, the irrecoverable error is not released by simply accepting a reset switch operation or by turning the power back on. In this case, the system is configured to release the irrecoverable error by performing a setting change process. When the power is turned back on in the event of an irrecoverable error, after part of the power failure recovery process is executed, the irrecoverable error display is repeatedly executed, thereby preventing further game processing from being executed.

[0099] Unrecoverable errors include when the number of coins bet when the role is drawn is other than the specified number, when the value is not within the normal range in a setting value error check, when it is determined that the power-off process was not performed normally when the power was restored after a power outage, when a random number abnormality is detected such as an abnormality in the crystal oscillator frequency, or when a pattern combination corresponding to a role that has not won is stopped on a winning line during the winning determination process.

[0100] Furthermore, if an unrecoverable error occurs, the progress of the game will be halted regardless of whether the game is in progress or on standby (from the end of a game to the start of the next game).

[0101] <How to play, game flow> To play the slot machine PS1, first, medals are inserted into the medal insertion slot 17, or medals stored in advance are bet (MAX BET switch 18, 1 BET switch 19) to set the predetermined number of medals to be bet (also called the prescribed number). The prescribed number for the slot machine PS1 used here is set to three medals. By setting the number of medals to be bet, the pay line is set to active, and the machine becomes available for play.

[0102] When the number of medals bet is set to the upper limit and a new medal is inserted through the medal insertion port, the number of game medals stored in the credit increases. The maximum number of medals that can be stored in the credit is limited to 50. When medals that exceed the upper limit of the number of medals bet (3 medals) and the upper limit of the number of medals stored (50 medals) are inserted through the medal insertion port (the 54th medal), the blocker of the medal selector is turned off (a state that prevents medals from being inserted into the gaming machine) and the medals are returned to the tray. In other words, when the number of medals bet is at the upper limit and the number of medals stored in the credit is at the upper limit, the blocker is turned off (a path to the hopper 44 in the selector is not formed).

[0103] The situation in which the number of bets is added when medals are inserted is when the number of bets is less than 3 (less than the maximum number of bets in the game state when the medals are inserted). In addition, the situation in which the number of bets is 3 (the maximum number of bets in the game state when the medals are inserted) and the credits are less than 50 (less than the upper limit that can be stored in the credits) when medals are inserted is when the number of bets is 3 (the maximum number of bets in the game state when the medals are inserted) and the credits are less than 50 (less than the upper limit that can be stored in the credits). In other words, when the sum of the number of bets and the number of stored credits is less than 53, the medals will enter the gaming machine when the medals are inserted from the medal insertion slot. In addition, a condition for the medals to enter the gaming machine when the medals are inserted is that the game is in standby (the period from the end of the game to the start of the next game). For example, the medal insertion requirement is met even during game standby after the automatic bet process is executed when a symbol combination related to a replay is displayed. In this case, three medals have been bet in the automatic bet, so if the number of stored credits is less than 50, the medal insertion requirement is met.

[0104] Next, when operation of the start switch 12 is accepted, an internal lottery process is executed, and after determining the result of the internal lottery process (also called the role lottery result or the condition device number), it is determined whether or not the minimum play time (also called the wait time (period) or the 4.1 second timer) has elapsed, and if the wait time has elapsed, the rotation of each reel is started, and if the wait time has not elapsed, each reel is kept waiting without being rotated until the wait time has elapsed.

[0105] Next, when the operation (stop operation) of any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is accepted, the reel corresponding to the operated stop switch 13 stops according to the result of the lottery and the timing of accepting the stop operation. When all reels stop (also called full stop), it is determined whether or not each stopped pattern determined at the time of acceptance of the stop of each reel is abnormal, and if it is not abnormal, a search is performed to determine which pattern combination the stopped pattern combination is, and depending on the pattern combination corresponding to the search result, processing such as paying out medals (including adding to credits), setting replays (automatic betting processing), setting the bonus state, ending the bonus state, setting the RT state, and ending the RT state is performed, and one game is ended.

[0106] <Freeze processing> The freeze process (also called freeze effect) that temporarily stops the progress of the game for a predetermined period of time and delays it includes, for example, temporarily stopping functions related to the progress of the game, such as the reception of game media, the reception of the operation of the bet switch for determining the number of game media to be bet on credited in advance, the reception of the operation of the start switch 12 for starting the game, or the reception of the operation to stop the reels. The freeze process (freeze effect) is a process controlled by the main control board 100.

[0107] The freeze effect may temporarily halt all of the functions related to the progress of the game described above, or may temporarily halt only some of the functions.

[0108] The manner in which the progress of the game can be temporarily paused includes not performing control processes based on the player's operation (processing for forming a passage through which medals are guided to the hopper 44 by blocker control, processing for setting the number of coins to bet based on operation of the bet switch, processing for rotating the reels or processing for internal lottery based on operation of the start switch 12, and processing for stopping the reels based on operation of the stop switch 13).

[0109] When an input signal based on a player's operation is issued during the period when the game progress is temporarily stopped by the freeze effect, the timing of the end of one game is delayed compared to when the freeze effect is not performed, by performing processing such as not performing control processing based on the input signal, not accepting the input signal, or delaying the transmission of the input signal until a predetermined period has passed.

[0110] With regard to the freeze effects that are performed based on the operation of the start switch 12, examples include cases where, when the start switch 12 is operated, the reels are not rotated for a predetermined period of time, but the reels are rotated after the predetermined period has elapsed, when the start switch 12 is operated, an internal drawing and reel rotation are not performed for a predetermined period of time, but an internal drawing and reel rotation are performed after the predetermined period has elapsed, when the start switch 12 is operated, an internal drawing is performed for a predetermined period of time but the reels are not rotated, but the reels are rotated after the predetermined period has elapsed, when the start switch 12 is operated and an internal drawing is performed, a predetermined period is set after which the reels are rotated and stopped during the predetermined period, and when the start switch 12 is operated and an internal drawing is performed and the reels are rotated, a predetermined period is set after which the stop switch 13 stop acceptance is disabled for the predetermined period.

[0111] Regarding the freeze effect based on the operation of the stop switch 13, the control process of the freeze effect is different between the freeze effect based on the acceptance of the operation of the stop switch 13 and the freeze effect based on the stop display of a specific symbol on the reel as a result of the operation of the stop switch 13.

[0112] As a control process for a freeze effect based on the acceptance of the operation of the stop switch 13, for example, when the left stop switch 13a is operated to freeze while all reels are rotating, the acceptance of the stop of the center stop switch 13b and the right stop switch 13c is invalidated after the left reel corresponding to the left stop switch 13a stops. As a result, the player cannot stop the rotating center reel and right reel for a predetermined period of time, but the acceptance of the stop of the center stop switch 13b and the right stop switch 13c is valid after the predetermined period has elapsed, so that the timing until the end of one game can be delayed.

[0113] As a control process for a freeze effect that is performed based on the fact that a specific symbol has been stopped and displayed on a reel as a result of accepting the operation of the stop switch 13, when a specific symbol has been stopped and displayed on each reel as a result of accepting the operation of a stop switch 13 other than the stop switch 13 that is stopped last, there are cases in which the acceptance of the stop of the stop switch 13 that is stopped last is invalidated, and based on the fact that a specific symbol has been stopped and displayed on each reel as a result of accepting the operation of the stop switch 13 that is stopped last, there are cases in which a control process based on the number of bets set based on the operation of a bet switch to start the next game, a process of detecting the insertion of gaming media by a passing sensor, or an automatic bet process that is performed when a replay stops on an active line is not performed.

[0114] During the predetermined period of time when the freeze effect is performed, the game progress control based on the player's operation is temporarily stopped, but the game machine operation that is not related to the progress of the game can be executed. For example, even if the stop control process based on the operation of the stop switch 13 is not performed, the reel rotation mode can be set arbitrarily, such as rotating in the normal rotation mode, rotating slower or faster than normal, etc.

[0115] The rotation patterns of the reels during a specified period of time may include rotating the reels in the opposite direction to normal rotation (so-called reverse rotation), rotating the reels a specified number of times with symbols and then stopping a specific combination of symbols, stopping a specified reel among multiple reels and allowing the other reels to spin, changing the rotation speed of the reels, or changing the operation of the reels due to the player's operation.

[0116] The predetermined period during which the freeze effect is performed can be changed according to a predetermined condition. Here, the predetermined condition includes detection of a signal based on the operation acceptance status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, settlement switch, etc.) and the result of a freeze lottery. In addition, changing the period includes shortening or lengthening the predetermined period during which the freeze effect is performed, during which the game progress is temporarily stopped, and switching the rotation mode of the reels.

[0117] Examples of the control process for shortening the pause period include forcibly terminating the pause period or rewriting the pause period to a period shorter than the pause period. Examples of the control process for lengthening the pause period include adding another period after the pause period or rewriting the pause period to a longer period. Also, the pause period based on the freeze effect does not need to have an upper limit, and may continue until a certain result is reached based on the result of the operation reception.

[0118] The pause period during which the freeze effect is performed may be set after the wait period has elapsed, or may be set to include the wait period. When the wait period is included, the wait period is compared with the freeze effect period, and if the freeze effect ends during the wait period, the freeze effect is executed during the wait period, and if the freeze effect does not end during the wait period, the freeze effect period is set after the wait period, or the remaining wait period is resumed after the freeze effect ends. Also, if the freeze effect period is longer than the wait period, it is possible to omit the process of comparing the wait period with the freeze effect period and start the freeze effect after the start switch 12 is operated (after the internal lottery process).

[0119] As a freeze effect, it is also possible to perform a freeze effect (also called pseudo game) during the acceleration process as if a normal game were in progress. In the pseudo game, the start switch 12 is operated, and a pseudo game period is determined during the acceleration process of the reels after the internal lottery is performed. During the pseudo game period, the reel rotation control is performed as in a normal game (the reel rotation control is performed based on the operation of the start switch based on the start of the pseudo game), and the reel stop control is performed based on the operation of the stop switch 13. Also, the reels may be configured to be rotated again by the operation of the start switch 12 during the pseudo game period. However, the internal lottery process based on the operation of the start switch 12 and the winning determination process or payout control process based on the operation of the stop switch 13 are not performed.

[0120] In addition, in the pseudo game, when the reels are stopped by operating the stop switch 13 or when the reels are automatically stopped as a reel effect, the stopped reels are swung up and down (so-called sway fluctuation). This allows the player to determine whether the game is a normal game or a pseudo game when he operates the stop switch 13.

[0121] <Pattern combinations that do not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning symbol combination on the active line, no matter when the stop switch 13 is operated while the reels are spinning. For example, when bell symbols are arranged every 3 symbols on all reels, bell-bell-bell always stops (100% pull rate), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, a pull rate of 100% is referred to as PB=1, and a winning symbol combination with a pull rate of 100% on all reels may be referred to as a PB=1 role.

[0122] On the other hand, PB≠1 means that the winning symbol combination will not stop depending on the timing of the stop switch 13 when the reels are rotating. For example, if there is a portion within the pull-in range where there is no symbol related to the winning symbol (e.g., 5 symbols apart), then PB≠1, and the winning symbol may be referred to as a PB≠1 symbol.

[0123] <Small win priority control, bonus priority control> The small prize priority control means that when a small prize and a bonus are won at the same time, or when a small prize is won within a bonus, if both a symbol related to a small prize and a symbol related to a bonus can be drawn in, the symbol related to the small prize is drawn in.

[0124] The bonus priority control means that when a small win and a bonus are won at the same time, or when a small win within a bonus is won, if both a symbol related to a small win and a symbol related to a bonus can be drawn in, the symbol related to the bonus is drawn in.

[0125] In addition, since replays have the highest priority and cannot be missed, when the condition device flags for replay and small win, or replay and bonus are turned on at the same time, the replay-related symbols are always drawn.

[0126] <Normal section> A normal section is a section in which processing related to the instruction function cannot be performed. When a push order role is won in a normal section, a process is executed to send masked information (performance group number) indicating which push order was won to the sub-control means 1000. In addition, when a push order role is won in a normal section, a notification of the push order (both correct and incorrect push orders) is not displayed on the instruction monitor. As a result, in a normal section, even if a push order role is won, neither the main control means 100 nor the sub-control means 1000 notifies the push order, so that even if a push order role is won in a normal section, it is not always clear whether it is correct or incorrect.

[0127] <Advantageous area> The advantageous zone is a zone in which processing related to the instruction function can be executed, and is set to suppress excessive medal acquisition by the AT. If you win the advantageous zone transition lottery executed in the normal zone, you can transition to the advantageous zone. In the advantageous zone, a transition lottery to the AT can be held, but in order to suppress the excessive medal acquisition mentioned above, the advantageous zone is designed to end and transition to the normal zone based on certain conditions. Specifically, 1) when 1500 games are played from the next game after transition to one advantageous zone, 2) when more than 2400 medals are acquired from the next game after transition to one advantageous zone, and 3) when any condition is met. These can suppress excessive medal acquisition. In addition, the arbitrary condition of 3) can be, for example, when one AT ends, when a specific pattern combination is displayed, etc.

[0128] <Advantageous Zone Lamp> The advantageous zone lamp is provided as information indicating on the main side that the player is in the advantageous zone. This allows the player to easily determine whether or not the player is in the advantageous zone by checking whether the advantageous zone lamp is on or off. Specifically, when the DP of the credit number display 26 is on, it indicates that the player is in the advantageous zone, and when the DP of the credit number display 26 is not on, it indicates that the player is not in the advantageous zone. The advantageous zone lamp is lit at the following times: after all reels have stopped, after the bet switch operation is accepted, when the first medal inserted by hand is detected, when the second medal inserted by hand is detected, when the third medal inserted by hand is detected, after the start switch is accepted, or after the selection role is won by the internal lottery. In addition, the condition for always lighting the lamp is when the player is in the advantageous zone, and when the operation procedure information of the selection role is announced and the ball payout rate (maximum ball payout rate) of the announced game exceeds 1 (increases).

[0129] In addition, the advantageous zone lamp is configured to be lit even when the machine is not equipped with a push order minor role due to the specifications, and the payout rate does not exceed 1, but the RT transition push order to RT with a high replay probability is notified. This is to inform the player that the advantageous zone lamp is in an advantageous state, and to prevent the player from suffering losses due to not understanding the specifications of the gaming machine.

[0130] In addition, if the conditions for necessarily turning on the favorable zone lamp as described above are not met, it is acceptable to arbitrarily decide the timing for turning on the favorable zone lamp after moving to a new favorable zone.

[0131] In addition, once the advantageous zone lamp is lit, it will remain lit until the advantageous zone ends, and will be turned off before the start switch operation for the next game after the game in which the advantageous zone ends is accepted (after all reels have stopped, after the bet switch operation is accepted, when the first medal inserted during maintenance is detected, when the second medal inserted during maintenance is detected, or when the third medal inserted during maintenance is detected).

[0132] By configuring in this way, even if the advantageous zone lamp is not lit, it may be an advantageous zone, and even if the advantageous zone lamp is not lit, the player can be given a sense of expectation that the processing related to the instruction function will be executed. In the past, if it was a normal zone, the game was just waiting for the transition to the advantageous zone, but with the slot machine PS1, it is possible that the AT transition lottery or the like is being held even in the normal zone, so it is possible to maintain motivation to play.

[0133] Also, when the advantageous zone type is 1, it does not necessarily mean that it is an advantageous zone. This is because in a game in which the advantageous zone type is 0 and the advantageous zone transition lottery is won and the advantageous zone type becomes 1, the advantageous zone type is 1 but the game state is the normal zone because it has not yet transitioned to the advantageous zone. When executing the process to send whether the zone is an advantageous zone or a normal zone as a test signal, if the advantageous zone type is referenced, a signal for the advantageous zone will be sent even though it is a normal zone, and a signal different from the original state will be sent.

[0134] In order to prevent this situation, when transmitting a test signal indicating whether the zone is favorable or normal, the value of the favorable zone clear counter is configured to be referenced. When the value of the favorable zone clear counter is 0, a process is executed to output a test signal indicating that the zone is normal, and when the value of the favorable zone clear counter is not 0 (the value of the favorable zone clear counter is 1 to 1500), a process is executed to output a test signal indicating that the zone is favorable. By configuring in this way, the process for outputting the test signal can accurately specify the state by simply determining whether the value of the favorable zone clear counter is 0 or not, thereby eliminating pressure on the program capacity and improving the program execution speed. Note that, as described above, even when the favorable zone is terminated under any termination condition, the value of the favorable zone clear counter is set to 1, so that the process for outputting the test signal can accurately output that the zone is favorable even in a game where the favorable zone ends. <at> AT is an abbreviation of assist time, also called the notification period, which is a period for making it easier for players to win the winning combinations selected by the combination lottery (hereinafter referred to as notification). Generally, the means for notifying during AT include the operation timing of the stop switch, the operation order of the stop switch, and the operation timing and operation order of the stop switch, which are also called operation procedures or operation modes.

[0135] <Grouping of options> When a selection role is won during non-AT, the main control means 100 transmits to the sub-control means 1000 a performance group number indicating that the selection role has been won, and when a selection role is won during AT, the main control means 100 transmits to the sub-control means 1000 a performance group number and operation procedure information. In other words, since operation procedure information is not transmitted to the sub-control means 1000 during non-AT, the sub-control means 1000 is not able to notify the operation procedure. As a result, on the sub-control means 1000 side, it is unclear which operation procedure can be used to display a symbol combination advantageous to the player during non-AT, and operation procedure information that can display a symbol combination advantageous to the player during AT is transmitted, so that the operation procedure can be notified by the liquid crystal display device or operation indication lamp on the sub-control means 1000 side. As a result, the player can easily recognize the operation procedure, and further, it is possible to suppress the illegal acquisition of operation procedure information during non-AT.

[0136] <Processing related to instruction function> The processing related to the instruction function is a concept including not only the lottery related to the AT, such as the AT transition lottery, the AT additional lottery, and the update of the AT end condition (addition / subtraction of the AT play number, and addition / subtraction of the AT execution notification number), but also the processing related to the management of the AT state. The processing related to this instruction function can be executed with a bet number predetermined for each game state, and when multiple bet numbers are set as a prescribed number in a certain game state, the processing is configured to be executed only when any one of the bet numbers is set. For example, when two coins and three coins are possible in the bonus internal state, the processing related to the instruction function can be executed only when playing with three coins bet, and the processing related to the instruction function cannot be executed when playing with two coins bet. In other words, when playing with two coins bet, even if the AT lottery target role is won, the AT lottery is not executed, and the AT play number is not updated according to the progress of the game. In addition, if SB or CB, which ends in one game, is dedicated to a two-coin bet game, and the game after SB or CB ends is a two-coin bet or three-coin bet, if a replay is won in SB or CB and the number of coins automatically bet is two, the processing related to the instruction function cannot be executed in the game after SB or CB ends (processing related to the instruction function can be executed with a three-coin bet), so the number of bets automatically inserted when a replay is won in SB or CB is set to three. In this way, processing related to the instruction function can be executed even in the game after a replay is won in SB or CB, so that a game that is disadvantageous to the player can be eliminated. As described above, the processing related to the advantageous zone is configured to be executed regardless of the number of bets.

[0137] <Indication monitor> During AT, when reporting information about the operation procedure of the push order role, the winning number display may be used to report the operation procedure information. Specifically, in the case of push order role A (left, center, right correct), "1" is displayed on the instruction monitor, in the case of push order role B (left, right, center correct), "2" is displayed on the instruction monitor, in the case of push order role C (center, left, right correct), "3" is displayed on the instruction monitor, in the case of push order role D (center, right, left correct), "4" is displayed on the instruction monitor, in the case of push order role E (right, left, center correct), "5" is displayed on the instruction monitor, and in the case of push order role F (right, center, left correct), "6" is displayed on the instruction monitor.

[0138] With this configuration, the player can know the correct button press sequence by checking the instruction monitor. Also, because the instruction monitor is controlled by the main control board, it can accurately notify the player of the correct button press sequence even if the sub-control board is tampered with.

[0139] In addition, when the indication monitor is used as a coin number display, the lower digits may display the numbers (1 to 6) and the upper digits may display "=" as an identifier. In this case, the player can determine whether the coin number display is displaying the number of coins won or the push order by the identifier, so that the player can easily recognize the coin number.

[0140] Also, when the instruction monitor is configured as a dedicated display, a three-digit seven-segment display may be used. The reason for using three digits is that it corresponds to the number of reels. In addition, in the case of push order A (left, center, right correct), "123" is displayed on the instruction monitor, in the case of push order B (left, right, center correct), "132" is displayed on the instruction monitor, in the case of push order C (center, left, right correct), "213" is displayed on the instruction monitor, in the case of push order D (center, right, left correct), "312" is displayed on the instruction monitor, in the case of push order E (right, left, center correct), "231" is displayed on the instruction monitor, and in the case of push order F (right, center, left correct), "321" is displayed on the instruction monitor. With such a configuration, the push order on the instruction monitor becomes easier to intuitively grasp, and the player can easily grasp the correspondence between the push order and the display on the instruction monitor.

[0141] The timing for displaying the push order on the instruction monitor is preferably any time between the advantageous period and the time when the push order role is selected by the internal lottery executed based on the operation of the start switch, and the time when the stop switch can be operated. With this configuration, the push order can be notified to the player before he operates the stop switch, so that it is possible to prevent the player from performing the stop operation with an incorrect push order.

[0142] <Status display monitor (role ratio monitor)> The role ratio monitor is a display device that switches and displays the cumulative advantageous zone ratio or cumulative instruction-included role ratio (selectable according to the specifications of the gaming machine), consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. status ratio every 4800 ms, and is capable of displaying a four-digit number by using four 7-segment LEDs (with DP). The upper two digits of the four-digit number displayed by the four 7-segment LEDs are called the identification segment, and the lower two digits are called the ratio segment.

[0143] The "role" in the role ratio refers to the first type special role (so-called RB), the second type special role (so-called CB), and the normal role (so-called SB), and the "role ratio" is the ratio calculated by payout during role operation ÷ total payout × 100. Note that payouts during the operation of the first type special role continuous operation device (so-called BB) and the second type special role continuous operation device (so-called MB) are also included in the "payout during role operation", but payouts during general play during BB and general play during MB are not included in the "payout during role operation".

[0144] The "continuous feature" in the continuous feature ratio refers to the first-class special feature (so-called RB), and the "continuous feature ratio" is the ratio calculated by payout during the operation of the first-class special feature ÷ total payout × 100. Note that payouts during the operation of the first-class special feature continuous operation device (so-called BB) are also included in the "payout during feature operation," but payouts during general play during BB are not included in the "payout during feature operation."

[0145] The "instruction-included role" in the ratio of instruction-included roles includes the payout in the game in which the instruction function is activated (so-called AT) in the above-mentioned "role", and the "instruction-included role ratio" is a ratio calculated by (payout during instruction function activation, or payout during role activation) ÷ total payout × 100. Here, (payout during instruction function activation, or payout during role activation) does not refer to the payout in the game in which the instruction function is activated and the role is activated, but refers to the sum of the payout number in the game in which the instruction function is activated and the payout number in the game in which the role is activated. If the game in which the instruction function is activated is a game in which the role is activated, the two payout numbers are not added together, but the payout number in that game is (payout during instruction function activation, or payout during role activation). Note that if a player makes a mistake in the operation of the stop switch in a game in which the AT is activated, the maximum payout may not be obtained, but in this case, the calculation is based on the actual payout.

[0146] The information displayed in the identification segment among the information displayed on the role ratio monitor is information for identifying which ratio is being displayed among the cumulative advantageous zone ratio, cumulative instructed role ratio, consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio, and is displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.", respectively. For example, when "7U." is displayed in the identification segment, it indicates the cumulative advantageous zone ratio, and when "6Y." is displayed in the identification segment, it indicates the consecutive role ratio for the latest 6000 games.

[0147] Among the information displayed on the ratio monitor, the information displayed in the ratio segment is for visually checking the calculation results of various ratios, and is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" is displayed in the ratio segment. The calculated result is rounded down to the nearest whole number. If the calculation result is 100, "99" is displayed. If the total number of games played is less than 400, the ratio segment displays "00."

[0148] If the cumulative number of games does not reach the reference number of games, the identification segment is displayed in a blinking manner. The reference number of games is determined according to various ratios, and is 175,000 games for the cumulative advantageous zone ratio, 175,000 games for the cumulative instructed role ratio, 6,000 games for the consecutive role ratio among the latest 6000 games, 6,000 games for the role ratio among the latest 6000 games, 17,500 games for the cumulative consecutive role ratio, 17,500 games for the cumulative role ratio, and 175,000 games for the cumulative role etc. state ratio.

[0149] The ratio segment is displayed in a blinking manner when the displayed value is equal to or greater than the threshold value. The threshold value is determined according to various ratios, and is 70 for the cumulative advantageous zone ratio, 70 for the cumulative instructed role ratio, 60 for the consecutive role ratio among the latest 6000 games, 70 for the role ratio among the latest 6000 games, 60 for the cumulative consecutive role ratio, 70 for the cumulative role ratio, and 50 for the cumulative role etc. state ratio. Note that when the cumulative number of games is less than 400 games and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit manner.

[0150] To check whether the role ratio monitor is operating normally, a test pattern is displayed on the identification segment and ratio segment for 4800 ms after the power is turned on and the timer interrupt process is started. The test pattern is displayed by blinking all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor. For example, "8.8.8.8." can be displayed in blinking mode. In addition to displaying the test pattern after power is turned on, it may also be displayed during settings changes, settings confirmation, or when an RWM (RAM) abnormal error occurs.

[0151] In the cases where the cumulative number of games played in the identification segment does not reach the reference number of games, where the displayed value in the ratio segment is equal to or greater than the threshold, and where a test pattern is displayed in the identification segment and the ratio segment, the segments are displayed in a blinking mode, specifically, the blinking mode is displayed by switching between lighting and turning off every 300 ms, such as lighting 300 ms → turning off 300 ms → lighting 300 ms → turning off 300 ms → ... Also, when various ratio information is switched, it starts with lighting, so that the display period of various ratio information does not become longer or shorter depending on the timing of lighting and blinking.

[0152] As described above, the cumulative advantageous zone ratio or cumulative instructed role ratio, consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio displayed on the role ratio monitor are configured to switch display contents every 4800 ms, but by setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure it so that one of the 7-segment LEDs is always lit, even if the various ratios displayed on the role ratio monitor are displayed in a blinking mode when they are switched.

[0153] With this configuration, the display starts with lighting even when various ratio information is switched, so that it is possible to continuously display a display without any sense of incongruity caused by a shift in the blinking cycle.

[0154] In addition, since the display period of the test pattern after power-on as mentioned above is also set to 4800 ms, when the test pattern has finished being displayed for 4800 ms, the 7-segment LED will turn off, and the next timer interrupt processing will turn on and make it possible to display information regarding the cumulative favorable zone ratio or the cumulative instruction-included role ratio.

[0155] Next, a control method for the blinking display on the role ratio monitor will be explained.

[0156] In order to blink the display mode of the role ratio monitor, it has a memory area (_TM_CHG_FLS) for managing the time for switching the light on and off. The memory area (_TM_CHG_FLS) for managing the time for switching the light on and off is a 2-byte memory area, and executes a process of adding 1 for each timer interrupt process. The memory area (_TM_CHG_FLS) for managing the time for switching the light on and off is initialized (0 is stored) when the power is turned on, and thereafter cycles through the values ​​0 to 299 each time a timer interrupt process is executed. In other words, the value following 299 is 0.

[0157] Example 1) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "0" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "1". At this time, the carry flag becomes 1 (the carry flag becomes 1 because a borrow occurs as a result of calculating "0-299").

[0158] Example 2) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "298", if an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off will become "299". In this case, the carry flag will be 1 (the carry flag will be 1 because a carry occurs as a result of calculating "298-299").

[0159] Example 3) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "299", if an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "0". In this case, the carry flag becomes 0 (the result of calculating "299-299" is that no borrow occurs, so the carry flag becomes 0).

[0160] As described above, when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag is 1, and when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag is 0. In other words, the carry flag is 0 every 300 ms.

[0161] When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is configured to be updated. The blinking switch flag (_FL_CHG_FLS) is initialized (stores 0) when the power is turned on, and when 0 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned on, and when 1 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking switch flag (_FL_CHG_FLS) every 300 ms, it is possible to display (blink) the display mode of the role ratio monitor alternately between the on mode and the off mode every 300 ms.

[0162] The display of the ratio monitor is displayed in a blinking mode when the total number of games in the identification segment does not reach the reference number of games, when the display value in the ratio segment is equal to or greater than the threshold value, or when a test pattern is displayed in the identification segment and the ratio segment. In other cases, the display is made in a lit mode without referring to the blinking switching flag (_FL_CHG_FLS). However, since the memory area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is updated for each timer interrupt process regardless of whether the blinking switching flag (_FL_CHG_FLS) is referenced or not, the blinking switching flag (_FL_CHG_FLS) is also updated from time to time, and it is possible to display without deviation in the timing of lighting and extinguishing and the switching timing of various ratio displays, even when the state is switched from not referring to the blinking switching flag (_FL_CHG_FLS) to referring to it.

[0163] <Program start processing flow> The program start process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0164] When the power is turned on, the main control board 100 performs initial settings related to the operation of the gaming machine. Specifically, it sets the interrupt mode, sets the functions of the main CPU, and performs a RAM check process to create power interruption recovery data. The RAM check process determines whether the checksums of all RAM are normal or not, and if the conditions are met, it determines that the power interruption recovery data is normal, and if the conditions are not met, it determines that the power interruption recovery data is abnormal.

[0165] Next, the states of the setting key switch signal and the door open detection switch signal are checked to determine whether the setting key switch 37 and the door open detection switch are on or not.

[0166] If the setting key switch 37 and the door open detection switch are on, it is determined whether the power interruption recovery data is normal or in a recoverable state. If the power interruption recovery data is normal or in a recoverable state, a first initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. If the power interruption recovery data is not normal or in a recoverable state, a second initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. After the setting change process, the process proceeds to the game progress main in FIG. 9.

[0167] If the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. If the power failure recovery data is abnormal or in an irrecoverable state, an irrecoverable error is notified and the process transitions to an irrecoverable error process in which the progress of the game on the slot machine PS1 is stopped. On the other hand, if the power failure recovery data is not abnormal or in an irrecoverable state, the process transitions to the power failure recovery process of FIG. 8. After the power failure recovery process, the process transitions to the main game progress of FIG. 9. Note that after the power failure recovery process, the state that was saved when the power failure was detected is restored, so the process does not necessarily start from the beginning of the main game progress.

[0168] In addition, in the irrecoverable error processing, interrupts are prohibited, and the output of the output port (output of the sub-control command, output of the excitation signal to the stepping motor, etc.) is cleared. Then, the acquired number display 27 repeatedly displays (notifies) the error.

[0169] <Power off processing> The power-off process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0170] In the slot machine PS1, when the power switch 40 is turned off or an event occurs in which the supply of power is cut off, such as a power outage (also referred to as a power cut), the operating voltage for operating the slot machine PS1 drops, and when the operating voltage falls below a threshold, the voltage monitoring circuit detects the power cut and generates a power cut detection signal, which is input to the input port of the main control chip. Then, in a determination process for determining whether or not the power cut detection signal has been input in the timer interrupt process, the power cut process is executed when it is determined that the power cut detection signal has been input. When determining whether or not the power cut detection signal has been input in the timer interrupt process, the determination may be made in one timer interrupt process, or in two or more timer interrupt processes. In other words, when determining whether or not the power has been cut off in multiple timer interrupt processes, if it is determined that the power cut detection signal has been input in the first process but not in the second process, the power cut process is not executed. This is to prevent the power-off process from being executed if noise or a momentary interruption occurs (a condition in which the voltage momentarily falls below the threshold value but then immediately rises above the threshold value).

[0171] During power-off processing, output ports are cleared, interrupts that are executed periodically are prohibited from occurring, and the interrupt prohibited / enabled state at the time of power-off is saved. Next, the registers used are saved, and the stack pointer is saved. After saving, the power-off processing completed flag, which indicates that power-off processing has been performed, is turned on and the checksum data for all RAM areas is calculated and saved. Then RAM writing is prohibited, and the system waits for a reset. The address range of the saved stack pointer, the presence or absence of the power-off processing completed flag, and whether the checksums of all RAM areas are normal are determined during power-off recovery processing.

[0172] <Timer interrupt processing> The timer interrupt process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0173] In the slot machine PS1, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).

[0174] When the timer interrupt process is started, the necessary data stored in the register is compared, and when a power-off detection signal is received, power-off process is executed, input ports for determining inputs from various sensors and operation switches are read, various timers (timers for measuring freeze period, timers for measuring wait period, etc.) are measured, and as reel drive control, control and update of drive states according to whether each reel is accelerating, rotating at a constant speed, starting to decelerate, decelerating, or stopped are performed. Next, port output process is performed to create and output data to be output for each output port (excitation signal to stepping motor, drive signal for hopper 44, etc.), and check whether various abnormalities have occurred. Various abnormalities include whether the current setting value is normal or not, and whether the operation pattern of the insertion / withdrawal sensor is normal or not. Next, external signals such as bonus signals, ART signals, and security signals to be output to external systems such as hall computers, medal insertion signals, and medal payout signals are set (on / off control) (S304).

[0175] Next, in the control command transmission process, if a sub-control command has been set, the sub-control command is output to the sub-control board 1000, control is performed regarding the lighting of various LEDs, notification data to be sent to the sub-control board such as the sound of the stop switch being operated and the sound of a medal being inserted is output, signals related to performance tests are output, the registers are restored, and the timer interrupt process is terminated by saving the interrupt permission flag on.

[0176] The types of sub-control commands include a start command issued when the start switch is operated, a winning information command indicating the result of the internal lottery, a reel rotation start command issued when the reels have started to accelerate, a left reel stop command, a middle reel stop command, a right reel stop command, and a all reel stop command issued when each stop switch for stopping the reels while they are spinning is operated.

[0177] Furthermore, timer measurement processing may be performed within the timer interrupt processing. In timer measurement, a control process is performed to update information about the timer (time) stored in the RWM (RAM). For example, a process is performed to update (e.g., subtract 1) the value stored in the RWM memory area (hereinafter also referred to as timer area A) that monitors (manages) the minimum play time (4.1 seconds) for one play (for example, a process to subtract 1). In addition to the RWM memory area that monitors the minimum play time, the RWM may have memory areas related to multiple timers, such as a RWM memory area that monitors (manages) the insertion of game medals using the insertion button (hereinafter also referred to as timer area B) and a RWM memory area that monitors (manages) the output time of an external signal (hereinafter also referred to as timer area C). In this case, the timer measurement executes a process of subtracting 1 from the value stored in a storage area of ​​the RWM that stores information about the timer (hereinafter also referred to as a timer area), such as a process of subtracting 1 from the value stored in timer area A, a process of subtracting 1 from the value stored in timer area B, and a process of subtracting 1 from the value stored in timer area C. Also, if a timer measurement is performed when the value stored in a certain timer area is "0", the value stored in the certain timer area is configured to become "0".

[0178] As an example of the control process for updating the information regarding the timer stored in the RWM, a process of subtracting 1 from the value stored in the timer area has been given, but a process of adding 1 to the value stored in the timer area may also be used.

[0179] Here, the monitoring (management) of the insertion of game medals using the insertion button will be described. Monitoring (management) of the insertion of a gaming medal using the insertion button is a timer that starts counting from the time the bet process is executed based on the operation of the 1 bet switch 19, and is a timer that prevents the process of determining whether the next 1 bet switch 19 has been operated or not from being executed until the timer value reaches "0".

[0180] For example, in a predetermined situation where the number of credits is equal to or greater than a predetermined value (for example, the number of bets is 0, the number of credits is 3, and a bet can be made by operating the 1 bet switch 19), "20" is stored in the timer area B after a bet process based on the operation of the 1 bet switch 19 is executed. Thereafter, the value stored in the timer area B is subtracted by "1" by the timer measurement of the timer interrupt process. Then, when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". Note that, if the value stored in the timer area B is not "0" (if the value stored in the timer area B is any of "1" to "20"), the game progress main process does not determine whether the 1 bet switch 19 has been operated. In other words, even if the 1 bet switch 19 is operated when the value stored in the timer area B is not "0", the bet process is not executed. After that, after the value stored in the timer area B becomes "0", the bet process can be executed when the 1 bet switch 19 is operated.

[0181] This configuration can prevent multiple bet processes from being executed due to a malfunction despite a single operation of the 1 bet switch 19. It can also prevent a malicious player from repeatedly tapping the 1 bet switch 19, which causes multiple bet processes based on the operation of the 1 bet switch 19 and causes commands based on the execution of bet processes to be sent to the sub-control means 1000 in succession.

[0182] <Power off recovery process> The power interruption recovery process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0183] In the slot machine PS1, when the power switch 40 is turned on to turn on the power, the main control board 100 executes a power interruption recovery process to restore various data to the state before the power was interrupted.

[0184] In the power failure recovery process, the stack pointer is restored, and output data related to the sub-control command sent to the sub-control board 1000 is restored. After that, it is determined whether the set setting value data is within the normal range. If the determination result is abnormal (the value is outside the specified range), the process moves to unrecoverable error processing. On the other hand, if the data is normal (the value is within the specified range), the unused RAM area is initialized, an interrupt that is executed periodically is started, and the input port is read. After that, the power failure processing completion flag is cleared, the registers in use are restored, and the interrupt disabled / enabled state at the time of the power failure is restored, and the power failure recovery process is terminated. Note that when the power failure recovery process is terminated, the state before the power failure occurred is restored, and if the state is not restored (when the settings are changed), the main control process for game progress is restarted.

[0185] In the slot machine PS1, which is the premise of the present invention, an interrupt is started at a predetermined timing in the power-off recovery process, but the interrupt may be started after the power-off recovery process in the program start process.

[0186] <Main explanation of game progress> The main control process for game progress executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0187] The main control board 100 refers to the value of the freeze effect number saved before the previous game, and if the saved freeze effect number corresponds to the number for which the freeze effect should be executed, it executes the freeze effect, and if the saved freeze effect number does not correspond to the number for which the freeze effect should be executed, it proceeds to the next process without executing the freeze effect. It may be configured not to save the freeze effect number when the freeze effect is not executed, in which case it may be configured to determine whether the freeze effect number has been saved, and if it has not been saved, to proceed to the next process.

[0188] Next, when a gaming medal is inserted from the medal insertion slot 17, the number of bets or the number of credits is updated (game medal insertion process). Next, it is determined whether the number of bets that allows a game to be played has been bet, and if it is determined that a bet has been placed, it is determined whether the start switch 12 has been operated, and if it is determined that no bet has been placed, it waits for the insertion of gaming medals, or, if credits are stored, for the operation of the bet switch (if credits are stored). If the number of bets that allows a game to be played has been placed and the start switch 12 has been operated (the start switch signal is determined to be on), an internal lottery process is performed, and if the start switch 12 has not been operated (the start switch signal is not determined to be on), it waits for the operation of the start switch 12.

[0189] In the internal lottery process, a random number for internal lottery is generated, and a predetermined calculation process is performed using the obtained random number for internal lottery to determine a winning combination (condition device number). After the winning combination is determined, a stop control table corresponding to the stop timing of each stop switch is created in advance, and preparations are made so that stop control can be executed even if the stop switch operation is accepted immediately after the acceptance of the stop switch operation after the reel rotation is permitted.

[0190] The types of winning combinations provided in the slot machine PS1 are roughly classified into bonus, small combination, and replay.

[0191] A bonus is a device that operates under predefined circumstances. Generally, it operates when the symbol combination "7·7·7" or "7·7·bar" is displayed on the winning line in the display window 4. The operation of the bonus device changes the number of symbol combinations related to winning for each set number, and changes the probability of activating the condition device for the symbol combination related to winning for each set number. Bonuses are divided into RB, BB, CB, MB, and SB.

[0192] RB is an abbreviation for regular bonus, and is also called the first type special role. RB is generally set as the end condition when 8 small roles are won or 12 game results are obtained, and during RB, the role is drawn using the RB role drawing table, which sets the probability of winning a small role higher than the normal role drawing table.

[0193] BB is an abbreviation for Big Bonus, and is also called a continuous operation device for the first type special role. The end condition of BB is set to the payout of more than 285 game medals for winning a small role, and during BB, a role is drawn using a BB middle role drawing table in which the winning probability of a small role (described later) is set higher than that of the normal role drawing table. Note that a BB middle role drawing table does not need to be provided during BB. For example, a table that continuously operates the RB middle role drawing table described later until the end condition of BB is met may be called a BB middle role drawing table.

[0194] CB is an abbreviation of Challenge Bonus, and is also called the second type special role. In CB, at least all minor roles can be set to a winning state regardless of the result of the role lottery. Also, during CB, a stop control different from the normal stop control is performed for a predetermined reel. For example, it is possible to control the left reel 8a to stop within 75 milliseconds from 190 milliseconds.

[0195] As described above, the CB may be configured such that at least all minor winning combinations are in a winning state, and therefore the symbol combination that can be displayed according to the operation procedure cannot be displayed (also called a missed opportunity). For example, during the CB, the left reel 8a may be controlled to stop within 75 milliseconds from 190 milliseconds, so that if it stops within 190 milliseconds, a specific symbol can be displayed on the pay line at any operation timing, but if it stops within 75 milliseconds, a specific symbol cannot be displayed at a specific operation timing.

[0196] MB is an abbreviation for middle bonus, and is also called a continuous operation device related to the second type special role. MB is set as the end condition when more than 153 medals are paid out for small role winning, RB is won, or SB is won, which will be described later.

[0197] SB is an abbreviation of Single Bonus, and is also called a normal role. The end condition for SB is to obtain the result of one game. During SB, the role is drawn using the SB medium role drawing table, which has a higher probability of winning a small role than the normal role drawing table.

[0198] In the slot machine PS1, the BB is set to draw a role using the BB middle role drawing table, but this is not limited to this. During the BB, the BB general role drawing table in which the winning probability of the small role is set to the same probability as the normal role drawing table and the winning probability of the RB is increased, and the RB middle role drawing table in which the winning probability of the small role is set higher than that of the normal role drawing table may be used to play. Even in this case, the BB still sets the payout of more than 285 medals related to the winning of the small role as the end condition. In addition, the means that control the control of these bonuses are collectively called the special game control means.

[0199] A small prize is a prize in which a symbol combination based on a winning small prize is displayed stopped on an active line, and when it is determined to be a winning prize by the winning prize determination process (described later), medals are paid out based on the symbol combination that is displayed stopped.

[0200] A replay (also called a replay role) is a role that grants a replay (a game in which the next game can be played by automatic betting without inserting new medals) when a symbol combination based on a winning replay is displayed on a winning line and the winning determination process determines that the winning combination has been won. Since a replay cannot be missed in a winning game, the next game after a winning replay is always a replay.

[0201] In the lottery results, if the player does not win any of the bonus, small prize, or replay prizes, the winning combination is lost and the winning process described below is not performed. When the player loses, a symbol combination that does not represent any prize is displayed on the active line.

[0202] Among the roles that are drawn by the role lottery, when the symbol combination of BB, RB, and MB is not stopped and displayed on the effective line in the winning game, the winning flag can be carried over to the next game (special role carryover means). During the carryover of the winning flag, the role may be drawn using the role lottery table before the carryover of the winning flag, or the role may be drawn using the carryover role lottery table (also called the internal-internal lottery table or the internal-internal role lottery table) corresponding to the winning flag. When the carryover role lottery table is used, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the effective line, it is determined that the transition condition of the role lottery table is satisfied, and the role lottery table is transitioned from the carryover role lottery table to the role lottery table corresponding to the winning flag.

[0203] In the role selection table, the winning probability for multiple types of roles is determined, and multiple types of role selection tables are provided according to the game state. For example, there is a BB middle role selection table used during BB, an MB middle role selection table used during MB, etc.

[0204] In the role selection table, single winning roles in which one type of pattern combination can be stopped and displayed on an effective line and multiple winning roles in which multiple pattern combinations can be stopped and displayed on one or multiple effective lines are set according to the result of the role selection.

[0205] The multiple symbol combinations set as the overlapping winning combinations may be set to be able to display one winning combination depending on the operation mode for all symbol combinations, or some symbol combinations may be set to be unable to be displayed. Among these overlapping winning combinations, the combinations corresponding to some of the symbol combinations that cannot be displayed are sometimes called control combinations.

[0206] The role of the control utility is to be able to control the effective line on which the reel is stopped to be displayed to be different depending on the type of control utility set as the overlapping winning role, even if the same symbol combination can be displayed on the effective line as a result of multiple role selections.

[0207] The winning flag control means turns on a flag corresponding to a winning combination when any combination is selected as a winning combination in the lottery results of the combination selection. Then, when the player operates all the stop switches 13 and the winning process related to the winning combination is terminated, the means turns off the flag corresponding to the winning combination.

[0208] In addition, for the above-mentioned BB, RB, and MB, the flag is turned on in a winning game, but if the winning BB, RB, or MB pattern combination is not displayed stopped on the active line when all stop switches 13 are operated, the flag is carried over to the next game or later in the on state, the above-mentioned carryover role selection table is set, and the winning BB, RB, or MB pattern combination is displayed stopped and the winning process for the winning role is completed, so the flag corresponding to BB, RB, or MB is turned off.

[0209] In addition, the role selection table includes an RT role selection table. RT is a game state in which the probability of winning a replay in the role selection is different from that in the normal role selection table, and is an abbreviation for replay time.

[0210] As a specific example of the use of RT, the losing area of ​​the normal role lottery table may be replaced with a replay to increase the winning probability of the replay, or the replay area of ​​the normal role lottery table may be replaced with a losing area to decrease the winning probability of the replay. Furthermore, the normal role lottery table and the replay area may be the same, but the type of replay that is won within the replay area may be different. The slot machine PS1 is provided with multiple RT role lottery tables, and is configured to transition to another RT state when a predetermined transition condition is met for each.

[0211] The transition conditions of the RT role lottery table can be listed as follows. Transition condition 1 is when a specific symbol combination (symbol combination related to a bonus, RT transition symbol combination) is stopped and displayed, transition condition 2 is when a bonus is won, transition condition 3 is when BB, RB, or MB of the bonus ends, transition condition 4 is when a specified number of plays have been played since a specific symbol combination (RT transition symbol combination) is stopped and displayed, and transition condition 5 is when a specified number of plays have been played since BB, RB, or MB ends. These transition conditions of the RT role lottery table can be set appropriately according to the game characteristics.

[0212] The number of entries is the number of winning balls for each lottery result set in the internal lottery table by the internal lottery means, and the winning probability is calculated by dividing each number of entries by 65536. The sum of each number of entries is also 65536. For example, the winning probability of a lottery result with a number of entries of 4 is 1 / 16384.

[0213] In addition, when any of the transition conditions 1 to 5 in the RT role selection table described above is met, the number of replays can be changed. For example, the replay probability of RT1 is 1 / 7.3, and when transitioning from RT1 to RT2, the replay probability of RT2 may be changed to 1 / 1.5. This makes it possible to suppress the decrease in medals by transitioning to a state with a high replay probability, and to add interest to the game.

[0214] Next, it is checked whether the minimum play time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum play time has elapsed (if it is determined that the value of the minimum play time timer is 0), a new minimum play time is set, and if it is not determined that the minimum play time has elapsed (if it is determined that the value of the minimum play time timer is not 0), the value of the minimum play time timer is decremented and then it is checked whether the minimum play time has elapsed. This minimum play time check process is executed until it is determined that the minimum play time has elapsed, and it is configured so that no other process is executed as the game progress main process between the process of determining the minimum play time and the process of setting the new minimum play time. This prevents the minimum play time from being extended by other processes, so that the player can play as soon as possible. In other words, it is possible to prevent the game from being prolonged without making the player wait.

[0215] However, the present invention is not limited to this, and may be configured to execute other processing as the game progress main processing between the processing for determining the minimum play time and the processing for setting a new minimum play time. In this case, the other processing may be a processing for clearing the RWM address, a processing for storing other data in the RWM, or other commands with short processing times. These processing times are so short that the user cannot feel the extension of the minimum play time. After the new minimum play time is set, a reel spin start preparation processing is executed.

[0216] In the reel spin start preparation process, data related to the reel stop saved in the previous game is initialized, the stop table to be used in the current game is set, an output is requested to start spinning of all reels, and a sub-control command (reel spin start command) indicating the start of reel spinning is set.

[0217] The stop table is provided in correspondence with the symbol control number determined by the result of the role drawing by the internal drawing means, and predetermines the stop positions of the reels corresponding to the operation timing of the stop switch 13.

[0218] After the reel spin start preparation process is completed, a process related to a freeze effect (for example, a reel effect before the reel spins) is executed. In the freeze effect, the reel is moved slightly or rotated in the reverse direction, mainly to indicate the expectation of a winning combination.

[0219] When the freeze effect is not executed, or after the freeze effect is executed and the execution of the freeze effect is completed, a process to spin the reels (also called a reel spin process, a reel spin start process, or a reel spin start process) is executed. There are four reel spin states: an acceleration state, a constant speed spin state, a stop preparation state, and a stop state, and when spinning the reels, the acceleration state is set. In the acceleration state, a process to gradually rotate the stepping motor is executed by a timer interrupt process.

[0220] The acceleration process executed in the accelerating state is a process executed from the state where the reels are stopped to the constant speed rotation process. In the constant speed rotation process, the stepping motor is moved one step for each timer interrupt process, but if the constant speed rotation process is suddenly executed while the reels are stopped, the torque will be insufficient and there is a high possibility of stepping out. For this reason, the acceleration process is necessary to gradually rotate the reels. In the acceleration process in the slot machine PS1, which is the premise of the present invention, the stepping motor is first moved one step after 50 timer interrupt processes, then moved one step after 30 timer interrupt processes, then moved one step after 10 timer interrupt processes, then moved one step after 5 timer interrupt processes, then moved one step after 2 timer interrupt processes, and then moved one step after one timer interrupt process. This is followed by the constant speed rotation process in which the stepping motor is moved one step for each timer interrupt process.

[0221] When the constant speed rotation process is being performed, the value of the rotation failure detection counter described above is incremented for each timer interrupt process to detect a rotation failure. Note that since the initial value of the rotation failure detection counter is set to 0, the counter is incremented for each timer interrupt process. However, if the initial value of the rotation failure detection counter is set to 180, the counter may be decremented for each timer interrupt process, and it may be determined that a rotation failure has been detected when the counter becomes 0.

[0222] Also, in the constant speed rotation state, the stop switch is permitted to be operated and the operation of the stop switch is awaited. When the stop switch is permitted to be operated, the lamp of the stop switch is lit in blue to inform the player that the stop switch is active (when the stop switch is not permitted to be operated, the lamp is lit in red). The lighting control of this stop switch lamp may be performed by the main control means 100 or the sub control means 1000. Also, when the push order navigation is executed, the lighting control of the stop switch lamp may be configured to make the stop switch lamp flash, for example, so that the player can easily recognize the stop switch that should be operated to stop the machine.

[0223] It also transmits a command to the sub-control means 1000 indicating that the reels have started to spin, and when the sub-control means 1000 receives this command, it sets a reel spin time measurement timer that measures the reel spin time and starts counting. Then, when the value of the reel spin time measurement timer reaches a predetermined value (equivalent to 3 minutes), it displays "Please stop the reels" (a reel stop warning image) on the LCD to prompt the player to spin the reels. The reel spin time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there are any reels that are still spinning, it starts counting again. In this way, the reel spin time measurement timer continues to be updated until all the reels have stopped.

[0224] In addition, if the reel stop warning image is displayed at the same time as the push order navigation, it is displayed in front of the push order navigation, so that even if the display areas of the reel stop warning image and the push order navigation overlap, the visibility of the reel stop warning image is guaranteed and the player can be clearly prompted to operate the stop switch. Also, since there is a risk that the push order navigation becomes difficult to see at this time and it becomes difficult to know which reel to stop, the reel stop warning image may be erased (or the reel stop warning image may be made smaller or moved) by operating a sub-switch or a switch for effects, etc., so that the push order navigation can be recognized.

[0225] After the game progress main process enables the operation acceptance of the stop switch, the process of determining whether the stop switch is operated (reel stop acceptance check process) is repeated until the stop switch is operated. If it is determined that any of the stop switches has been operated, the reel corresponding to the operated stop switch is stopped (also called slip control). At this time, the reel corresponding to the operated stop switch transitions from a constant speed rotation state to a stop preparation state. In the stop preparation state, the reel is rotated to the target stop position while rotating at a constant speed. Then, when the target stop position is reached, the state transitions to a stop state, and all four-phase excitation is turned ON to apply the brakes. The slip control is performed within 190 milliseconds after the operation of the stop switch 13. In the slot machine PS1 used as the premise, when the operation of the stop switch 13 is accepted, it is possible to pull in up to four symbols ahead.

[0226] Here, the target stop position is determined by whether the currently passing pattern number matches the pattern number stored as the stop position, and if it is determined that they match, all four-phase excitation is turned ON as the target stop position. Also, the currently passing pattern number is determined by the fact that the initial pattern number is set the moment the index sensor detects the index (when the index signal rises), and when it moves one pattern from there by the timer interrupt process, the pattern number next to the initial pattern number is set.

[0227] After executing the reel stop acceptance check process, it is checked whether all reels are stopped. If all reels are stopped, a winning determination process is executed, followed by a winning process. If all reels are not stopped, a process of waiting for acceptance of a stop operation of the stop switch corresponding to the rotating reel is executed. After all reels have stopped, the display contents of the status display monitor are updated, and the process proceeds to advantageous zone clear counter management process. Then, a game end check process is executed to update the RT status, etc., and the main sequence of game progress is completed. Note that a software random number update process may be executed during the period from when the reels start spinning until the acceptance of a stop operation.

[0228] The winning judgment process is a process for judging whether or not the symbol combination that constitutes a winning combination has stopped on the winning line. Since it judges whether or not the stopped symbols determined when the operation of the stop switch is accepted are abnormal, it is not judged based on the symbol combination that actually stopped on the winning line. After it is judged by the winning judgment process that the symbol combination that constitutes a winning combination has stopped on the winning line, the winning process is performed, and if it is not judged by the winning judgment process that the symbol combination that constitutes a winning combination has stopped on the winning line, processing based on a miss is performed.

[0229] The winning process is a process of giving a bonus to a player based on the symbol combination stopped on the winning line. The winning process when a symbol combination based on a minor win is stopped is a process of paying out medals based on the stopped symbol combination and a process of shifting the game state based on the stopped symbol combination, the winning process when a symbol combination based on a replay is stopped is a process of giving the right to replay and a process of shifting the game state based on the stopped symbol combination, and the winning process when a symbol combination based on a bonus is stopped is a process of shifting the game state based on the stopped symbol combination. In addition, in the case of a miss, the winning process is not performed.

[0230] However, it is not limited to this, and when the result of the winning judgment process is a miss, a winning process based on the miss may be performed, and a process of not giving a bonus to the player as a result of the winning process may be performed. In addition, as a winning process based on a miss, the game state may be shifted according to the operation mode at the time of the miss. For example, when all the stop switches 13 are operated according to a predetermined operation order at the time of the miss, a game state with a different probability of winning a freeze may be shifted. Even in the case of an apparent miss due to a missed small combination, a winning process such as a shift of the game state to the RT state without a payout may be performed. Furthermore, as a winning process based on a bonus, a medal may be paid out based on the symbol combination displayed in a stopped state, or a right to replay may be given.

[0231] The process of transitioning the game state includes setting a role selection table according to the game state to be transitioned to, setting reel control according to the game state to be transitioned to, setting a freeze winning probability according to the game state to be transitioned to, or a combination of these.

[0232] When the winning determination process determines a winning symbol combination, it transmits winning symbol combination information (stopped number information) displayed on the pay line and winning combination lottery result information to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives this information, it can output a performance according to the winning symbol combination information and winning combination lottery result information using the display device 32, lamp, or speaker S.

[0233] The winning determination process determines whether or not there is a winning on all the effective lines, and when a plurality of symbol combinations based on overlapping winning combinations are displayed on a plurality of effective lines as a result of the determination, a winning process is performed for each of the plurality of symbol combinations displayed.

[0234] For example, when a minor winning combination with a payout number set to 2 coins and a minor winning combination with a payout number set to 10 coins are displayed stopped on multiple active lines, the winning process involves adding up the payout number based on the minor winning combination set to 2 coins and the payout number based on the minor winning combination set to 10 coins, and paying out 12 coins.

[0235] An upper limit is set for the number of coins to be paid out at one time, and when a symbol combination based on a plurality of minor winning symbols is stopped and displayed on an active line, if the number of coins to be paid out exceeds the upper limit, the number of coins equal to the upper limit is paid out.

[0236] For example, when the upper limit of the payout number is set to 15, and a minor winning combination with a payout number of 12 coins and a minor winning combination with a payout number of 10 coins are displayed stopped on multiple active lines, if the combined value of the minor winning combination with the minor winning combination set to 12 coins and the minor winning combination set to 10 coins exceeds the upper limit, the upper limit of 15 coins will be paid out.

[0237] The slot machine PS1 is set to pay out medals only for minor winnings, but it may pay out medals equal to the number of medals bet as a winning process based on a replay, or it may pay out a pre-set number of medals as a winning process based on a bonus.

[0238] <Advantageous Zone Clear Counter Management Processing> Among the processes executed by the game progress main of the slot machine PS1, the advantageous zone clear counter management process for managing the advantageous zone will be described with reference to FIG.

[0239] Set the favorable zone clear counter RWM address.

[0240] Next, a 2-byte subtraction process is performed.

[0241] Next, it is determined whether the value of the advantageous zone clear counter before the subtraction is 0 or not, and if the value of the advantageous zone clear counter before the subtraction is 0, it proceeds to a process of determining whether the advantageous zone type is 0 or not, and if the value of the advantageous zone clear counter before the subtraction is not 0, it is determined whether the value of the advantageous zone clear counter after the subtraction is 0 or not. Note that advantageous zone type = 0 means that the zone is not an advantageous zone and is a normal zone, and advantageous zone type = 1 means that it is an advantageous zone.

[0242] Next, it is determined whether the value of the favorable zone clear counter after subtraction is 0 or not, and if the value of the favorable zone clear counter after subtraction is 0, it proceeds to the RWM initialization process, and if the value of the favorable zone clear counter after subtraction is not 0, it proceeds to the process of obtaining the value of the MY counter.

[0243] Next, in the process of acquiring the value of the MY counter, the current value of the MY counter is acquired.

[0244] Next, after executing the process to obtain the value of the MY counter, it is determined whether or not the replay activation symbol has stopped, and if it is determined that the replay activation symbol has stopped, it proceeds to a process to determine whether or not the value of the MY counter has exceeded the upper limit (2400), and if it is determined that the replay activation symbol has not stopped, it proceeds to a process to obtain data from the payout number buffer. The data from the payout number buffer is data that indicates the number of payouts related to a win, or no payout (0 as the number of payouts) in the event of a loss or a missed minor win.

[0245] Next, in the process of acquiring data from the payout number buffer, the payout number for the game is acquired.

[0246] Next, the process of adding the data (OUT number) of the dispensed number buffer acquired to the MY counter is executed.

[0247] Next, a process for acquiring data on the number of gaming medals is executed. The data on the number of gaming medals is data corresponding to the number of medals inserted.

[0248] Next, the process of subtracting the IN number (the number of inserted coins) from the MY counter is executed.

[0249] Next, if it is determined that the MY counter value is less than 0 after subtracting the IN number from the MY counter, the initial value is set in the MY counter and stored in the MY counter. Also, if it is determined that the MY counter value is not less than 0 after subtracting the IN number from the MY counter, the value obtained by subtracting the IN number from the MY counter is stored in the MY counter. Note that the initial value of the MY counter is 0, which means that if the MY counter value becomes less than 0, it is corrected to 0. Also, whether the MY counter value is less than 0 is determined by whether the carry flag is 0. The carry flag is a flag that is set to 1 if the subtraction process results in a negative value, and is set to 0 if the subtraction process does not result in a negative value.

[0250] Next, after saving the MY counter value, a process is executed to determine whether or not the MY counter value has exceeded the upper limit (2400). If the MY counter value has exceeded the upper limit (2400), an RWM initialization process is executed and a process for determining the favorable zone type is started, and if the favorable zone type is 0 in the process for determining the favorable zone type, the favorable zone clear counter management process is terminated, and if the favorable zone type is not 0, the favorable zone clear counter is set to an initial value (1500) and the favorable zone clear counter management process is terminated. Also, if the MY counter value has not exceeded the upper limit (2400) in the process for determining whether or not the MY counter value has exceeded the upper limit (2400), the favorable zone clear counter management process is terminated.

[0251] It is judged whether the value of the advantageous zone clear counter before subtraction is 0 or not, and if the value of the advantageous zone clear counter before subtraction is 0 and the advantageous zone type is not 0, this process is performed when the advantageous zone starts, and is not performed except when the advantageous zone starts. The 1500 stored in the advantageous zone clear counter corresponds to the maximum number of games that can be played in the advantageous zone, and if the advantageous zone is played a maximum of 1500 times, the normal zone is set from the next game. This is to prevent addiction, and it suppresses the situation where the number of medals continues to increase all day, so as not to excessively stimulate gambling.

[0252] The timing for setting the advantageous zone type to 1 is executed during the advantageous zone transition lottery process that occurs between when the start switch is accepted and when the reels start spinning. The advantageous zone transition lottery process is a process that is performed when the condition device number that is the subject of the lottery is selected, and if the advantageous zone transition lottery is won, the advantageous zone type is set to 1, and if the advantageous zone transition lottery is not won, the advantageous zone type is set to 0 (normal zone).

[0253] In the RWM initialization process executed after the MY counter value exceeds the upper limit, all parameters that affect the performance related to the instruction function are updated to 0. The parameters that affect the performance related to the instruction function include the number of AT games and the game status related to the AT. Then, by updating the favorable zone type to 0, it becomes a normal zone that is not an advantageous zone, and when the MY counter value is 2400 or less, this process ends while maintaining the advantageous zone. Note that if a replay is won in the favorable zone, the MY counter update process is not executed, but the process of determining whether the MY counter exceeds 2400 or not is passed. In the case of a replay, the same number of coins as the number of coins inserted is automatically bet, so OUT-IN is always 0. However, because the MY counter value may be updated at a different time from the original process due to noise or fraud, it is determined whether the MY counter has reached the upper limit value even during a replay.

[0254] In addition, the favorable zone can be ended at any timing for each gaming machine other than the passage of 1500 games or exceeding MY2400. For example, it can be when the end lottery is won when a predetermined role is won, or when an arbitrary number of games (less than 1500 games) is executed. When ending the favorable zone at any ending trigger, the favorable zone clear counter is set to 1 before the favorable zone clear counter management process is executed (preferably the process related to the AT executed after all reels stop), so that the favorable zone clear counter is 1 before subtraction when the favorable zone clear counter management process is executed, and the subtraction result of the favorable zone clear counter becomes 0, and the favorable zone can be ended by the favorable zone clear counter management process. That is, by setting the favorable zone clear counter value to 1 and then subtracting 1 from the counter value, the favorable zone clear counter value becomes 0 and the favorable zone can be ended. This makes it possible to process within the same module when an arbitrary ending condition is achieved without using a separate favorable zone end module.

[0255] In addition, the advantageous zone clear counter subtraction process in the advantageous zone clear counter management process is configured to be executed for any bet number (if multiple specified numbers are set for the gaming machine) and any gaming state.

[0256] <Settings change process> The setting change process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.

[0257] When the setting change mode is started, it is determined whether the current setting value is within the normal range, and if it is within the normal range, the current setting value is obtained, and if it is outside the normal range, "1" is saved as the setting value and the setting value "1" is obtained.

[0258] After acquiring the set value, the set value display data is saved. After saving the set value display data, the lighting control is performed by referring to the set value display data every 5 interrupts using dynamic lighting control, which is a timer interrupt process.

[0259] Thereafter, it is determined whether or not the start switch 12 has been changed from off to on. If it is determined that the start switch 12 has not been changed from off to on, it is determined whether or not the setting switch has been changed from off to on.

[0260] Here, if it is determined that the setting switch has not changed from off to on, it is determined again whether the start switch 12 has changed from off to on, and if it is determined that the setting switch has changed from off to on, it is determined whether the setting value is equal to or greater than the maximum setting value (setting 6).

[0261] If the set value is not equal to or greater than the maximum value, the current set value is incremented, and if the set value is equal to or greater than the maximum value, the current set value is set to the initial value (0) and then incremented again. After the set value is incremented, the updated set value is displayed and the process returns to the step of determining whether the start switch 12 has changed from off to on.

[0262] Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, a setting value confirmation process is performed and the process waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key switch has changed from on to off, the determined setting value is saved in the main control RAM, the setting display LED is turned off, and the blocker provided in the medal selector 34 is turned on (to form a passage for medals to flow down to the hopper 44), thereby terminating the setting change mode.

[0263] Here, the setting change mode is a means for determining one of the setting values ​​from 1 to 6 (displayed as 1 to 6 setting values). After determining one of the setting values, the internal lottery table (also called the role selection table) corresponding to the determined setting value continues to be set until the setting value is next changed by the setting change means. Note that role selection tables are provided for each setting value, with different probabilities of determining the result of the internal lottery (probability of winning the role).

[0264] When the setting key used for changing the settings is rotated by the manager of the gaming facility while the slot machine PS1 is not powered on, and the slot machine PS1 is powered on with the setting key held in a rotation position where the setting key switch signal is turned on, the setting change means turns on the setting key switch signal when the slot machine PS1 is powered on. In the slot machine PS1 under consideration, the on of the setting key switch signal means a rising on (off->on), and if the setting key was on before a power outage occurred, the rising on is not detected after the power is turned on, so the setting change mode is not entered; however, the on of the setting key switch signal may be a level on, and the setting change mode may be entered if the setting key is on when the power is turned on again, even if the setting key was on before a power outage occurred.

[0265] The setting change means, when it is determined that the setting key switch signal is on, the door open signal is on, and the setting change possible flag is on, starts a setting change mode in which the setting values ​​of the slot machine PS1 can be changed.

[0266] The setting change possible flag is switched on and off depending on the game state. For example, a possible embodiment is that the setting change possible flag is turned off during the period from when the start switch 12 is operated until the game ends, and is turned on during the other periods. However, the present invention is not limited to this embodiment, and the setting change possible flag may be turned off only when a specific bonus game starts or when a specific bonus is in progress, or the setting change possible flag may not be provided so that the setting can be changed in any state.

[0267] When the setting change mode is started, the blocker provided in the medal selector 34 is turned off, so that it is not possible to start a game by inserting a medal. The setting value data that can be changed in the setting change mode has six levels: "1", "2", "3", "4", "5", and "6". As the setting value increases, a role selection table with a higher ball payout rate is set.

[0268] After the setting change mode is started, the setting display LED provided on the back of the front panel PS2 is lit to notify that the setting change mode is active. Then, setting value display data for displaying the set setting value data is set, and the credit number indicator 26 arranged in front of the front panel PS2 of the slot machine PS1 and the setting display LED (not shown) arranged on the back of the front panel PS2 of the slot machine PS1 are lit to display the setting value. When the setting value data is "1", the setting value display displays "1", when the setting value data is "2", when the setting value data is "3", when the setting value data is "4", when the setting value data is "5", when the setting value data is "6", the setting value display displays "6".

[0269] When the setting value data stored in the setting value data storage area is stored in six levels from "0" to "5", when the setting value data is "0", the setting value display shows "1", when the setting value data is "1", when the setting value data is "2", when the setting value data is "2", when the setting value data is "3", when the setting value data is "3", when the setting value data is "4", when the setting value data is "4", and when the setting value data is "5", the setting value display shows "6".

[0270] After starting the setting change mode, it continues to judge whether the sensor signal of the start switch 12 is on or not, and when it is judged that the start switch 12 is operated and the sensor signal of the start switch 12 is on, the set value is decided and the current set value is displayed on the setting display LED. In other words, when it is judged that the sensor signal of the start switch 12 is on during the setting change mode, the set value is not changed even if the setting switch is operated.

[0271] On the other hand, when it is determined that the setting switch signal is turned on while it is not determined that the sensor signal of the start switch 12 is on, the setting switch rising data is cleared, and it is determined whether or not the current setting value is equal to or greater than the maximum setting value (setting value data "6"), and when it is determined that the current setting value is equal to or greater than the maximum setting value (setting value data "6"), the setting value data is cleared (setting value data is set to "1"), and when it is determined that the current setting value is less than the maximum setting value (setting value "1" to "5"), the current setting value is incremented. Note that, as a processing of the setting change mode when the setting value data is set to six stages from 0 to 5, it is sufficient to determine whether or not the current setting value is equal to or greater than the maximum setting value (setting value data "5"), and when it is determined that the current setting value is equal to or greater than the maximum setting value (setting value data "5"), the setting value data is cleared (setting value data is set to "0"), and when it is determined that the current setting value is less than the maximum setting value (setting value "0" to "4"), the current setting value is incremented.

[0272] In addition, when the sensor signal of the start switch 12 is determined to be on after activating the setting change mode, the setting value display mode of the setting display LED may be different from the mode of setting value display when the setting can be changed, such as displaying "0" on the setting display LED to indicate that the setting value cannot be changed, or displaying "_X" on the setting display LED (where "X" is the setting value after confirmation).

[0273] <Control to deal with power cuts while pressing various switches on the assumed slot machine PS1> When the front panel PS2 is closed, a game has finished, no 3 bets have been made (including a situation where no automatic bet has been made), and a number of credits that allows a bet of 3 or more is stored as the number of credits (for example, the number of credits when no bets have been made is 3 or more, or the number of credits when 1 bet has been made is 2 or more) (hereinafter referred to as a MAX bet possible state), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, 3 is stored as the number of bets, and the 1 bet lamp, 2 bet lamp, and 3 bet lamp are lit (before the MAX bet switch 18 is pressed, the 1 bet lamp, 2 bet lamp, and 3 bet lamp are off).

[0274] In addition, not only when the front panel PS2 is closed, but also when the front panel PS2 is open, if the game is over, no 3 bets have been made (including a situation where no automatic bets have been made), and a number that allows 3 bets or more is stored as the number of credits (for example, the number of credits when no bets have been made is 3 or more, or the number of credits when 1 bet has been made is 2 or more), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, 3 is stored as the number of bets, and the 1 bet lamp, 2 bet lamp, and 3 bet lamp are turned on (before the MAX bet switch 18 is pressed, the 1 bet lamp, 2 bet lamp, and 3 bet lamp are turned off). In the following, unless otherwise specified, the front panel PS2 is closed when the power is turned on, but the same behavior may be performed even when the front panel PS2 is open.

[0275] In addition, the MAX bet possible state includes a situation where no bet has been made, a situation where 1 bet has been made, and a situation where 2 bets have been made, but when the MAX bet switch 18 is operated and the 1 bet lamp, 2 bet lamp, and 3 bet lamp are newly lit, this is the MAX bet possible state where no bet has been made.In the MAX bet possible state where 1 bet has been made, the 2 bet lamp and 3 bet lamp are newly lit when the 1 bet lamp is already lit, and in the MAX bet possible state where 2 bets have been made, the 1 bet lamp and 2 bet lamp are already lit and the 3 bet lamp is newly lit.

[0276] Furthermore, in the MAX bet enabled state, the MAX bet lamp is lit, informing the player that the operation of the MAX bet switch 18 is valid. When the MAX bet lamp is lit in the MAX bet enabled state, if the MAX bet switch 18 is pressed (the sensor that detects the MAX bet switch 18 goes from OFF to ON), the MAX bet lamp goes out. In other words, the MAX bet lamp goes out even while the MAX bet switch 18 is being pressed (the MAX bet switch 18 is pressed and not released, and the sensor of the MAX bet switch 18 remains ON).

[0277] Also, in a state where a MAX bet is possible, if a power outage occurs, causing the operating voltage to fall below a threshold value and rendering the gaming machine inoperable, and the MAX bet switch 18 is pressed, if the power is turned on while the MAX bet switch 18 is pressed (if the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process will not be executed. Also, because the MAX bet switch 18 is pressed, it is not possible to perform a new MAX bet process by pressing the MAX bet switch 18. In other words, because the MAX bet switch 18 is pressed (the sensor signal of the MAX bet switch is on), the MAX bet switch 18 cannot be pressed and the MAX bet process cannot be performed.

[0278] This makes it possible to prevent a bet from being placed even if the MAX bet switch 18 is unintentionally operated (such as by placing a hand on the MAX bet switch 18) when power is turned on after a power outage, and even in such a case, the player can accurately be informed that the operation of the MAX bet switch 18 is valid by the lighting state of the MAX bet lamp. Therefore, a player who recognizes that the operation of the MAX bet switch 18 is valid can place a MAX bet (perform MAX bet processing) by releasing the MAX bet switch 18 that he had pressed (after the sensor of the MAX bet switch 18 changes from ON to OFF) and then pressing the MAX bet switch 18 again (the sensor of the MAX bet switch 18 changes from OFF to ON).

[0279] In addition, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be completed, it is not a software malfunction.

[0280] In addition, when the MAX bet is possible, if a power outage occurs and the operating voltage falls below the threshold value, causing the gaming machine to become unable to operate, and the MAX bet switch 18 is pressed, and the power is turned on while the MAX bet switch 18 is pressed (the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process will not be executed. However, if the 1 bet switch 19 is operated (pressed) again (the sensor that detects the 1 bet switch 19 changes from OFF to ON), the 1 bet process can be executed.

[0281] As a result, even if the MAX BET switch 18 is unintentionally operated (such as by placing a hand on the MAX BET switch 18) when the power is turned on after a power outage, the lighting state of the MAX BET lamp indicates that betting is possible and suggests that the 1 BET switch 19 is operable. Even in such a case, the operation of the 1 BET switch 19 is valid, so the game can continue.

[0282] In addition, in a state where a MAX bet is possible, in a situation where a power outage occurs and the operating voltage falls below a threshold value, making the gaming machine unable to operate, if the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is pressed (when a power outage recovery process is executed), the MAX bet process may be executed. In this case, the MAX bet lamp may be on or off after the power is turned on. If the MAX bet lamp is on after the power is turned on, it indicates that the 1 bet switch 19 is operable, and when the 1 bet switch 19 is operated, the state changes from 3 bets to 1 bet, and the difference "2" is returned to the credit (if the difference cannot be returned to credits in a 3 bet state and the number of credits is 50, the state does not change to 1 bet even if the 1 bet switch 19 is operated, and the 3 bet state is maintained, so the MAX bet lamp does not light up (it is off) after the power is turned on). If the MAX bet lamp is off after the power is turned on, it is possible to indicate that the MAX bet process has been executed. In addition, whether the MAX bet lamp is on or off after power-on, it is possible to notify that the MAX bet process has been carried out by outputting three bet sounds (one bet sound three times) when the power is turned on.

[0283] Next, when the MAX BET switch 19 is operated (pressed) in the MAX BET enabled state (when no bet has been made), the bet number is stored as 1 and the 1 BET lamp is turned on. Also, since the operation of the MAX BET switch 18 is still valid, the MAX BET lamp is also turned on.

[0284] Also, in a state where a MAX bet is possible (a state where no bet has been made), if a power outage occurs, causing the operating voltage to fall below the threshold and the gaming machine to become inoperable, and the 1 bet switch 19 is pressed, if the power is turned on while the 1 bet switch 19 is pressed (if the power outage recovery process is executed while the sensor of the 1 bet switch 19 remains ON), the MAX bet lamp will light up and the 1 bet process will not be executed. Also, because the 1 bet switch 19 is pressed, a new 1 bet process by pressing the 1 bet switch 19 cannot be executed.

[0285] This makes it possible to prevent a bet from being placed even if the 1 bet switch 19 is unintentionally operated (such as by placing a hand on the 1 bet switch 19) when the power is turned on after a power outage, and even in such a case, the lighting state of the MAX bet lamp indicates that bet processing is possible, suggesting that the 1 bet switch 19 is operable. Therefore, a player who recognizes that the operation of the MAX bet switch 18 or 1 bet switch 19 is valid can perform a 1 bet process or a MAX bet process by releasing the 1 bet switch 19 that was pressed once (after the sensor of the 1 bet switch 19 goes from ON to OFF) and then pressing the MAX bet switch 18 again (the sensor of the MAX bet switch 18 goes from OFF to ON) without releasing the 1 bet switch 19 that was pressed (while the sensor of the 1 bet switch 19 remains ON).

[0286] In addition, when the gaming machine is in a state where a MAX bet is possible (when no bet has been placed) and a power outage occurs, causing the operating voltage to fall below the threshold value and making it unable to operate, if the 1 bet switch 19 is pressed and the power is turned on while the 1 bet switch 19 is pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the 1 bet process will not be executed, but the MAX bet process can be executed by operating (pressing) the MAX bet switch 18 again.

[0287] As a result, even if the 1 bet switch 19 is unintentionally operated (such as by placing a hand on the 1 bet switch 19) when the power is turned on after a power outage, the lighting state of the MAX bet lamp indicates that betting is possible, suggesting that the MAX bet switch 18 is operable. Even in such a case, the operation of the MAX bet switch 18 is valid, so the game can continue.

[0288] Also, in a state where a MAX bet is possible, if a power outage occurs, causing the operating voltage to fall below a threshold value and rendering the gaming machine inoperable, and the 1 bet switch 19 is pressed and the power is turned on while the 1 bet switch 19 is pressed (when the power outage recovery process is executed), the 1 bet process may be executed. In this case, the MAX bet lamp is lit after power is turned on, indicating that the MAX bet switch 18 is operable, and when the MAX bet switch 18 is operated, the state goes from 1 bet to 3 bets. Also, it is possible to notify that the 1 bet process has been executed by outputting a 1 bet sound when the power is turned on.

[0289] In addition, when a power outage occurs in a state where a MAX bet is possible (when no bet has been placed) and the operating voltage falls below the threshold value, causing the gaming machine to become inoperable, if the MAX bet switch 18 is pressed (this may be the case whether the front panel PS2 is not open or is already open), and if the power is turned on while the MAX bet switch 18 is pressed while the front panel PS2 is open (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process will not be executed, but if the 1 bet switch 19 is newly operated (pressed) while the MAX bet switch 18 continues to be pressed, the 1 bet process can be executed. In addition, when a power outage occurs in a state where a MAX bet is possible (when no bet has been placed) and the operating voltage falls below the threshold value, causing the gaming machine to become inoperable, if the MAX bet switch 18 is pressed (this may be the case whether the front panel PS2 is not open or is already open), and if the power is turned on while the MAX bet switch 18 is pressed while the front panel PS2 is open (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process will not be executed, but the MAX bet process can be executed by releasing the MAX bet switch 18 and operating (pressing) it again. In this case, even if the 1 bet switch 19 or the MAX bet switch 18 is newly pressed and the 1 bet process or the MAX bet process is executed, the 1 bet sound or the 3 bet sound may not be output, or when the 1 bet switch 19 or the MAX bet switch 18 is newly pressed and the 1 bet process or the MAX bet process is executed, 3 bets are made and the front panel PS2 is open, when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates, but the start sound may not be output.

[0290] This makes it possible to prevent a bet from being placed even if, for example, the MAX bet switch 18 is unintentionally operated (such as by placing a hand on the MAX bet switch 18) when power is turned on after a power outage, and even in such a case, the MAX bet lamp can be lit in an accurate manner to indicate that the operation of the MAX bet switch 18 is valid.

[0291] In addition, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be completed, it is not a software malfunction.

[0292] Furthermore, by enabling the 1 bet process by the 1 bet switch 19 even when the front panel PS2 is open, it becomes possible to check whether the 1 bet process is normal or not, in addition to the work that the administrator performs when the front panel PS2 is open (for example, checking the settings, setting the administrator menu, etc.). Note that, since playing in an arcade with the front panel PS2 open is not normal, by deliberately not outputting the 1 bet sound, it becomes possible to make the player aware that it is not normal.

[0293] In addition, in a situation where a power outage occurs in a MAX bet possible state (a situation where no bet has been placed) and the operating voltage falls below a threshold value, causing the gaming machine to be unable to operate, the MAX bet switch 18 is pressed (this may be a situation where the front panel PS2 is not open or may already be open), and if the power is turned on while the MAX bet switch 18 is pressed while the front panel PS2 is open (this may be a situation where the power outage recovery process is executed), the MAX bet lamp will not light up, the MAX bet process will not be executed, and even if the 1 bet switch 19 is newly operated (pressed), the 1 bet process will not be executed, and thereafter, when the front panel PS2 is closed (the closure is detected) while the operation (pressing) of the MAX bet switch 18 is continuing, the MAX bet lamp will light up, and when the 1 bet switch 19 is newly operated (pressed), the 1 bet process will become possible.

[0294] This makes it possible to prevent a bet from being placed even if the MAX BET switch 18 is unintentionally operated (such as by placing a hand on the MAX BET switch 18) when the power is turned on after a power outage, and by not lighting the MAX BET lamp, it is possible to make the player aware that the game cannot proceed. Furthermore, when the front panel PS2 is closed, even if the MAX BET switch 18 continues to be operated (pressed), the bet operation with the 1 BET switch 19 is enabled, making it possible to prevent the progress of the game from being impeded as much as possible.

[0295] In addition, in a state where a MAX bet is possible, if a power outage occurs, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, and the MAX bet switch 18 and 1 bet switch 19 are pressed, and the power is turned on while the MAX bet switch 18 and 1 bet switch 19 are pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process and 1 bet process will not be executed. In this case, if the MAX bet switch 18 is released while the 1 bet switch 19 is still being pressed, and the MAX bet switch 18 is operated (pressed) again, the MAX bet process can be executed. Similarly, in a situation where a power outage occurs when the MAX bet is possible and the operating voltage falls below the threshold value, rendering the gaming machine inoperable, if the MAX bet switch 18 and the 1 bet switch 19 are pressed, and the power is turned on while the MAX bet switch 18 and the 1 bet switch 19 are pressed (the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process and 1 bet process will not be executed. However, if the 1 bet switch 19 is released while the MAX bet switch 18 is still pressed, and the 1 bet switch 19 is operated (pressed) again, the 1 bet process can be executed.

[0296] This makes it possible to prevent bets from being placed even if the MAX bet switch 18 and 1 bet switch 19 are unintentionally operated (such as by placing hands on the MAX bet switch 18 and 1 bet switch 19) when power is turned on after a power outage, and even in such a case, the MAX bet lamp can be turned on to accurately notify that the operation of the MAX bet switch 18 is valid. Also, even in such a case, the operation of the MAX bet switch 18 and 1 bet switch 19 is valid, so the game can continue.

[0297] When the front panel PS2 is closed, the game has ended, no bet has been made (replay has not been activated), and a normal presentation is being displayed (a presentation state other than continuous presentation or AT presentation) or a demo screen is being displayed (hereinafter referred to as a state in which the menu screen can be displayed), if the sub-switch 20 is operated (pressed) (the sensor that detects the sub-switch 20 changes from OFF to ON), the display process for the menu screen is executed and the menu screen is displayed on the display device 32.

[0298] In addition, in a state in which the menu screen can be displayed, if a power outage occurs, causing the operating voltage to fall below a threshold value and rendering the gaming machine unable to operate, and the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (if the power outage recovery process is executed while the sensor of the sub-switch 20 remains ON), the sub-switch lamp will light up and the menu screen will not be displayed.

[0299] As a result, even if the sub switch 20 is unintentionally operated (such as by placing a hand on the sub switch 20) when the power is turned on after a power outage, the unintentional menu screen is not displayed, and the lighting state of the sub switch lamp indicates that the menu screen can be displayed, suggesting that the sub switch 20 is operable. Therefore, a player who recognizes that the operation of the sub switch 20 is valid can release the sub switch 20 that he has pressed (after the sensor of the sub switch 20 changes from ON to OFF), and then press the sub switch 20 again (the sensor of the sub switch 20 changes from OFF to ON), thereby allowing the menu screen to be displayed.

[0300] Also, in a state in which the menu screen can be displayed, if a power outage occurs, causing the operating voltage to fall below a threshold value and rendering the gaming machine inoperable, and the sub switch 20 is pressed and the power is turned on while the sub switch 20 is being pressed (when a power outage recovery process is executed), the sub switch lamp may be lit and the menu screen may be displayed. In this case, the menu screen can be displayed immediately after power is turned on, reflecting the intention to press the sub switch 20, and further, by lighting the sub switch lamp, it is possible to indicate that the confirmation operation for each item on the menu screen is valid.

[0301] Also, in a situation where a power outage occurs in a state where a MAX bet is possible and the menu screen can be displayed, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if the MAX bet switch 18 and the sub switch 20 are pressed, and the power is turned on while the MAX bet switch 18 and the sub switch 20 are pressed (when the power outage recovery process is executed), the MAX bet lamp will light up, the MAX bet process will not be executed, the sub switch lamp will light up, and the menu screen will not be displayed. Also, since the MAX bet switch 18 is pressed, it is not possible to perform a new MAX bet process by pressing the MAX bet switch 18. In other words, since the MAX bet switch 18 is pressed (the sensor signal of the MAX bet switch is on), the MAX bet switch 18 cannot be pressed and the MAX bet process cannot be performed.

[0302] This makes it possible to prevent unintentional bets from being made and the menu screen from being displayed, even if, for example, the MAX bet switch 18 and sub switch 20 are unintentionally operated (such as by placing hands on the MAX bet switch 18 and sub switch 20) when power is turned on after a power outage. Even in such a case, the lighting state of the MAX bet lamp can accurately indicate that operation of the MAX bet switch 18 is valid, and the lighting state of the sub switch lamp can indicate that the menu screen display process is possible, suggesting that the sub switch 20 can be operated.

[0303] In addition, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be completed, it is not a software malfunction.

[0304] In addition, in a state where a MAX BET is possible and a menu screen can be displayed, if a power outage occurs and the operating voltage falls below a threshold value, causing the gaming machine to become inoperable, the MAX BET switch 18 and the sub switch 20 are pressed, and the power is turned on while the MAX BET switch 18 and the sub switch 20 are pressed (when a power outage recovery process is executed), the MAX BET lamp may be lit, the MAX BET process is not executed, the sub switch lamp may be lit, and the menu screen may be displayed. In this case, the menu screen may be displayed immediately after the power is turned on, reflecting the intention to press the sub switch 20, and further, by lighting the sub switch lamp, it may be suggested that the decision operation for each item on the menu screen is valid. In this case, the MAX BET lamp may continue to be lit even after the menu screen is displayed, to notify that the MAX BET process can be executed.

[0305] When the front panel PS2 is closed, the game has ended, no bets have been made (replay has not been activated), and the number of credits is one or more (hereinafter referred to as the settlement-enabled state), the settlement process is executed when the settlement switch is operated (pressed), and the medals stored in the credits are paid out to the tray 28.

[0306] Also, in a situation where settlement is possible and a power outage occurs, causing the operating voltage to fall below the threshold and rendering the gaming machine inoperable, if the settlement switch is pressed (the sensor that detects the settlement switch goes from OFF to ON) and the power is turned on while the settlement switch is being pressed (the sensor for the settlement switch is ON and power outage recovery processing is executed), the MAX bet lamp will light up and settlement processing will not be executed. Also, even if the MAX bet switch 18 is pressed while the settlement switch is being pressed, the MAX bet processing will not be executed.

[0307] This means that even if the settlement switch is unintentionally operated (such as by placing a hand on the settlement switch) when the power is turned on after a power outage, the unintentional settlement process will not be executed, and the lighting of the MAX BET lamp will notify the player that there are medals remaining in the credits, preventing the player from leaving the seat with credits remaining.

[0308] In addition, in a situation where a power outage occurs in a settlement-enabled state, causing the operating voltage to fall below a threshold value and the gaming machine to become unable to operate, if the settlement switch is pressed and the power is turned on while the settlement switch is pressed (if the power outage recovery process is executed), the MAX bet lamp will light up and the settlement process will not be executed, but if the MAX bet switch 18 is pressed while the settlement switch is pressed, the MAX bet process will be executed.

[0309] As a result, even if the settlement switch is unintentionally operated (such as by placing a hand on the settlement switch) when the power is turned on after a power outage, the unintentional settlement process will not be executed, and since operation of the MAX bet switch is valid, the progress of the game is not hindered as much as possible, so as not to reduce the interest of the game.

[0310] In addition, when a power outage occurs in a state where settlement is possible, causing the operating voltage to fall below a threshold value and the gaming machine to become unable to operate, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (if the power outage recovery process is executed), the MAX bet lamp may light up and the settlement process may be executed.

[0311] This means that, for example, when turning on the power before an arcade opens, if the power is turned on while the settlement switch is being operated (such as by placing a hand on the settlement switch), the settlement process can be carried out immediately after the power is turned on, simplifying the power-on process before opening and the settlement process for any medals remaining in the credit.

[0312] In addition, when the settlement is possible in a state where a power outage occurs, causing the operating voltage to fall below the threshold value and making the gaming machine unable to operate, if the settlement switch is pressed and the power is turned on while the settlement switch is pressed (if the power outage recovery process is executed), the lamp of the sub-switch 20 will light up and operation of the sub-switch 20 will be valid (the menu screen can be displayed by accepting the operation of the sub-switch 20), regardless of whether the settlement process is executed or not.

[0313] As a result, even if the settlement switch is unintentionally operated when the power is turned on after a power outage, the menu screen can be displayed by operating the sub switch 20, and information useful for the game, such as checking the game history and adjusting the volume, can be viewed or changed on the menu screen. Also, by enabling all operations related to the progress of the game at this time, all games other than settlement can be performed. The settlement process is only used at the end of the game, and even if the settlement process is not performed, the number of inserted medals can be adjusted so that the player is not at a disadvantage, so it is possible to execute the process without interfering with the progress of the game as much as possible.

[0314] In addition, when the gaming machine is in a MAX bet possible state and settlement possible state, if a power outage occurs, the operating voltage falls below the threshold value, and the gaming machine cannot operate, the MAX bet switch 18 and the settlement switch are pressed, and if the power is turned on while the MAX bet switch 18 and the settlement switch are pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process and settlement process will not be executed. In this case, if the MAX bet switch 18 is released while the settlement switch is still being pressed, and the MAX bet switch 18 is newly operated (pressed), the MAX bet process can be executed, and if the settlement switch is released while the MAX bet switch 18 is still being pressed, and the settlement switch is newly operated (pressed) while the MAX bet switch 18 is still being pressed, the settlement process can be executed.

[0315] This makes it possible to prevent bets from being placed and settlement processing even if the MAX BET switch 18 and settlement switch are unintentionally operated (such as by placing hands on the MAX BET switch 18 and settlement switch) when power is turned on after a power outage. Also, the lighting state of the MAX BET lamp can accurately notify that medals remain in the credit and that the operation of the MAX BET switch 18 is valid.

[0316] When the front panel PS2 is closed, the game is over, and 3 bets have been made (including when replay is activated) (hereinafter referred to as the reel rotation enabled state), if the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates. Note that the reel rotation process is executed after the minimum game time has elapsed.

[0317] In addition, in a situation where a power outage occurs while the reels are able to rotate, causing the operating voltage to fall below a threshold value and rendering the gaming machine unable to operate, if the start switch 12 is pressed and then power is turned on while the start switch 12 is being pressed (if the power outage recovery process is executed), the start lamp will light up but none of the reels will spin.

[0318] As a result, even if the start switch 12 is unintentionally operated (such as by placing a hand on the start switch 12) when the power is turned on after a power outage, the reels will not spin unintentionally, and it is possible to prevent the player from unintentionally using the gaming media that have been bet. Also, even in such cases, the lighting of the start lamp can accurately notify the player that the operation of the start switch 12 is valid.

[0319] Also, in a situation where a power outage occurs while the reels are rotatable, causing the operating voltage to fall below a threshold value and rendering the gaming machine inoperable, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (if the power outage recovery process is executed), the start lamp may not be lit and none of the reels may be spun. In such a case, it is preferable that the start lamp be lit when the operation of the start switch 12 is terminated (when the sensor signal of the start switch 12 is turned off).

[0320] As a result, even if the start switch 12 is unintentionally operated (such as by placing a hand on the start switch 12) when the power is turned on after a power outage, the reels will not spin unintentionally, preventing the player from unintentionally using the gaming media that has been bet. Also, by not lighting the start lamp in such a case, it is possible to make the player aware that the reels will not spin until the operation of the start switch 12 is finished, and the start lamp lights up once the operation of the start switch 12 is finished, accurately notifying the player that the operation of the start switch 12 was valid.

[0321] In addition, in a situation where a power outage occurs while the reels are capable of rotation, causing the operating voltage to fall below a threshold value and rendering the gaming machine inoperable, if the start switch 12 is pressed and power is turned on while the start switch 12 is being pressed (if the power outage recovery process is executed), all of the reels may spin.

[0322] As a result, if a power outage occurs while the reels are capable of rotation, causing the operating voltage to momentarily fall below the threshold value, and then the start switch 12 is operated before the operating voltage exceeds the threshold value and the power is automatically turned on, and the power is automatically turned on while the start switch 12 is operated (when the power outage recovery process is executed), all the reels will spin after the power is turned on, so it is possible for the player to proceed with the game (spin all the reels) regardless of when the player operates the start switch 12, reducing the effort required by the player and improving the tempo of the game.

[0323] When the front panel PS2 is closed, all reels are spinning, and the acceptance of the operation of the stop switch 13 is valid (hereinafter referred to as the reel stoppable state), when the stop switch 13 is operated (pressed) (when any of the sensors detecting the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c changes from OFF to ON), a stop control process is executed for the reel corresponding to the operated stop switch 13, and the reel corresponding to the operated stop switch 13 stops. Note that the reel stoppable state is not limited to a state in which all reels are spinning, and a state in which any one reel is spinning can also be called the reel stoppable state.

[0324] In a state in which the reels can be stopped, the LED constituting the stop switch 13 is lit to indicate that it is enabled, and in a state in which the reels cannot be stopped even when the stop switch 13 is operated, the LED constituting the stop switch 13 is lit to indicate that it is disabled.

[0325] Here, the state in which the reels cannot be stopped may be a state in which the reels are rotating but the operation of the stop switch 13 is not accepted (such as when a rotation failure is being detected or when another switch managed by the main control means 100 is operated), or a state in which the reels are not rotating (such as when all reels are stopped or when the left stop switch 13a is operated when the left reel is stopped).

[0326] In addition, the lighting mode indicating that the LED constituting the stop switch 13 is enabled is a mode in which it is lit in white or in a color such as red, and the lighting mode indicating that the LED constituting the stop switch 13 is disabled is a mode in which it is unlit (off) or a mode in which it is lit in a color (e.g. blue) different from the lighting color indicating that it is enabled.

[0327] In addition, in a state where the reels can be stopped, if a power outage occurs, the operating voltage falls below the threshold, and the gaming machine cannot operate, the left stop switch 13a is pressed, and if the power is turned on while the left stop switch 13a is pressed (if the power outage recovery process is executed while the sensor of the left stop switch 13a remains ON), the stop control process is not executed for the left reel. Also, if the power is turned on while the left stop switch 13a is pressed, the LED constituting the stop switch 13 is lit up to indicate that it is disabled.

[0328] This makes it possible to prevent players from being disadvantaged, for example, by operating the left stop switch 13a, which is the stop switch corresponding to the final stop operation, and preventing the left reel from stopping rotation by operating the left stop switch 13a even in a situation where the left stop switch 13a is unintentionally operated when the power is turned on after a power outage occurs while the left reel is in a stoppable state. It also makes it possible to prevent the stop switch 13 from accepting an operation in a push order different from the correct push order when an internal lottery result (so-called push order role) in which a symbol combination advantageous to the player stops depending on the push order is won.

[0329] In addition, in a state where the reels can be stopped, if a power outage occurs, the operating voltage falls below a threshold, and the gaming machine cannot operate, the left stop switch 13a is pressed, and if the power is turned on while the left stop switch 13a is pressed (if a power outage recovery process is executed), a stop control process may be executed for the left reel. Even in this case, if the power is turned on while the left stop switch 13a is pressed, the LED constituting the stop switch 13 is lit up to indicate that it is disabled.

[0330] As a result, for example, if a power outage occurs during a game and the operating voltage momentarily falls below the threshold, and then the left stop switch 13a is pressed before the operating voltage exceeds the threshold and the power is automatically turned on, and the power is automatically turned on while the left stop switch 13a is pressed (when the power outage recovery process is executed), the left reel stops after the power is turned on, so that the game can proceed (the corresponding reel is stopped) regardless of the timing at which the player presses the stop switch 13, reducing the player's efforts and improving the game tempo. Note that when stopping the reel corresponding to the stop switch 13 pressed after power is turned on, it is possible to approach the timing that the player originally wanted to stop by configuring it to stop the reel even if the reel is accelerating. However, if multiple stop switches 13 are pressed after power is turned on, it is configured not to stop any of the reels.

[0331] <Control for dealing with power interruption during slip control of the assumed slot machine PS1> When the start switch 12 is operated and the reel is rotating, if the operation of the stop switch 13 is accepted, the reel is rotated from the acceptance position of the stop switch 13 to the stop position (so-called slip control), and the reel stops when it reaches the stop position. If the power cut process is executed during this slip control, the slip control cannot be executed, and therefore the reel cannot be stopped at the stop position.

[0332] In addition, the stop position is determined at the time when the stop switch 13 is received, and the winning determination process is executed based on the determined stop position, so that when it is determined that a small win has been won based on the stop position regardless of whether the reel is actually stopped or not, the payout of medals based on the small win is executed.

[0333] For this reason, in a game in which a small prize is won by the internal lottery process, a power-off process is executed during slip control when the operation of the stop switch 13 is accepted at a timing when the symbol corresponding to the small prize can be stopped, and even if the symbol corresponding to the small prize is not stopped on an active line after the power is restored, the winning determination process after all the reels have stopped determines that the symbol combination corresponding to the small prize has been stopped, and medals are paid out according to the stopped symbol combination.

[0334] This is for the following reason. That is, while it has the effect of preventing a situation in which a player cannot receive a medal payout even though he or she performed a stop operation at the timing when the medal payout is to be received, there is also the problem that it is not possible to recognize which combination of symbols is the basis for the medal payout. To solve this problem, in a game in which a small prize is won by the internal lottery process, a power cut process is executed during slip control (from the time the stop acceptance is accepted until the end of the slip control) when the operation of the stop switch 13 is accepted at the timing when the symbol corresponding to the small prize can be stopped, and after the power is restored, the reel is rotated to detect the index, and the reel is rotated to the stop position based on the detected index information and then controlled to stop at the stop position, and then the medal is paid out.

[0335] By configuring it in this way, even if a power cut process is executed during slip control, the reels will rotate to the stop position where they were scheduled to stop again after the power is restored, allowing the player to visually confirm which symbol combination has been stopped, thereby improving the player's interest.

[0336] In addition, if a power cut process is executed during slip control, and an index is detected during re-spin processing after power is restored, the re-spin moves to the planned stop position even if the same symbol is present during the movement to the planned stop position. If the re-spin stops at the same symbol just before the planned stop position, it may result in a stop display of a stop prohibition system that does not stop during play, so a process to determine whether or not the re-spin is prohibited is required, but the re-spin is moved to the planned position to reduce the processing load during the re-spin processing.

[0337] Also, during slip control, power cut processing is executed, and in the re-spin processing after power recovery, acceleration processing and constant speed processing are executed in the same manner as in the normal reel spin start processing. However, this is not limited to this, and acceleration processing and constant speed processing different from the normal may be executed. For example, the acceleration time may be shortened, the acceleration time may be lengthened, the constant speed spin speed may be slowed, or the constant speed spin speed may be increased. In this way, by changing the acceleration mode or constant speed mode from the normal, the player can be made to recognize that the spin is different from the normal.

[0338] Also, if the reel rotates to the same position as the stop acceptance position while rotating at a constant speed during re-spinning, the system will enter slip control as in normal rotation processing, assuming that a stop operation has been accepted, and when the reel rotates to the planned stop position, a full-phase excitation signal will be output to the stepping motor driving the reel (in the case of a four-phase stepping motor, a four-phase excitation signal will be output), stopping the re-spinning reel.

[0339] Also, when the power is cut off during slip control and the re-spinning process is in progress after the power is restored, the message "Re-spinning" may be displayed on the LCD screen, a voice message saying "Re-spinning" may be output, or an error message may be displayed on the error display to let the player know that the re-spinning is not normal.

[0340] In addition, when power-off processing is executed during slip control, a flag indicating that slip control has not been completed is stored in a specified storage area, and when power is turned on, the specified storage area is checked, and if the flag is set, re-spin processing is executed. The flag is initialized when the re-spin processing is executed and the game is stopped, so that the re-spin processing is not executed when power is turned on normally. The flag indicating that slip control has not been completed may be an error flag or a game status flag.

[0341] In addition, when the power cut process is executed during slip control, the re-rotation process may be executed automatically after the power is restored, or an error may occur after the power is restored and the re-rotation process may be executed after the error is released by a reset switch. Either aspect is applicable to the re-rotation process in the following embodiments.

[0342] Also, power cut processing may be performed during slip control, and during re-rotation processing after power recovery, the rotation failure detection counter may be updated during acceleration and constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, the above-mentioned 180), acceleration processing is performed again. Possible causes of rotation failure in this case include holding the reel by hand, loss of synchronism due to a motor malfunction, or deterioration of parts over time.

[0343] In this case, the rotation failure detection counter is initialized in the initialization process when the power is turned on, and the rotation failure detection counter starts updating (counting) when the re-spin process is executed. Then, after the index is detected for the first time after the power is turned on, the value of the rotation failure detection counter is updated to 0 and updating of the rotation failure detection counter starts again, and the reel control means rotates the reel to the stop position and stops it. By clearing the rotation failure detection counter after the first index is detected in this way, even if the position of the reel stopped by the power off process is the position immediately after the index has passed, and the stop position is the position immediately before the index has passed, it is possible to stop the reel to the stop position without detecting a rotation failure. In other words, the reel rotates approximately two revolutions from when the power is turned on until it stops, but it is not determined that there is a rotation failure.

[0344] The timing for initializing the rotation failure detection counter is set when the power is turned on, but is not limited to this. The rotation failure detection counter may be initialized when the stop switch 13 is received, or when the reel state becomes a constant speed state.

[0345] In this way, by performing power-off processing during slip control and detecting rotation failure during re-rotation processing after power is restored, it is possible to prevent the stop position from shifting due to step-out, etc., even during re-rotation, and to stop the motor at the planned stop position. Furthermore, since rotation failure is not detected during normal slip control, re-acceleration processing is not performed if step-out, etc., occurs during normal slip control.

[0346] Next, if a power cut process is executed during slip control and an error (recoverable error) is detected during re-spinning process after power recovery, an error is notified after the re-spinning process is completed. The errors detected at this time are any of medal retention errors, medal backflow errors, medal passing time errors, hopper retention errors, hopper empty errors, abnormality detection errors, door open errors, harness disconnection errors, etc. In addition, the error notification may be an error code displayed on the number of acquired coins display 27, or may be notified by a liquid crystal display, a speaker S, or by lighting the upper or both side performance lamps or performance switch lamps in a predetermined color (for example, a highly visible and conspicuous color such as red or blue). Note that the error notification may be performed by only one error notification, or may be performed by combining multiple error notifications.

[0347] In this way, by making the error notification after the re-spin process is completed, it becomes possible to make it easier for players and game center personnel to recognize whether the notification is for a re-spin or an error. If a re-spin notification is being made during a re-spin, the re-spin notification is terminated after the re-spin is completed and switched to an error notification. During a re-spin, no error notification is made, and notifications related to re-spin that are not error notifications are not made.

[0348] The error modes during the re-spin process described above are not limited to these, and only some errors may be detected (for example, a hopper accumulation error may be detected but a medal accumulation error may not be detected), and the mode of notifying the error may be such that after an error is detected, the error is notified by the number of acquired coins display 27, and when the re-spin process is completed and the reels stop, the error is notified by the LCD or speaker S, or the error is notified by the number of acquired coins display 27, the LCD, or the speaker S after an error is detected.

[0349] Next, a power-off process is executed during slip control, and during the re-rotation process after the power is restored, the illumination state of the lamp of the stop switch 13 is in an inactive state, so that the corresponding reel will not stop even if the stop switch 13 is operated.

[0350] As a situation where the reel rotates when the power is turned on, in addition to the power being restored after a power cut during slip control, there is also the power being restored after a power cut during normal reel rotation. When the power is restored after a power cut during normal reel rotation, the reel can be stopped, and the illumination state of the lamp of the stop switch 13 is in an effective state. Therefore, by checking the illumination state of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is possible to determine whether the reel re-spin process is in progress or normal reel rotation is in progress.

[0351] Another possible situation in which the reels spin when the power is turned on is when the power is restored after being turned off during a freeze in which the reels spin. The types of freeze in which the reels spin include a pseudo game in which temporary stop control is performed by operating the stop switch 13, and a reel performance in which the reels do not stop spinning even when the stop switch 13 is operated.

[0352] During simulated play, the lighting state of the lamp of the stop switch 13 is in an active state, and when power is restored after being turned off during simulated play, the lighting state of the lamp of the stop switch 13 becomes active, so that when the reels rotate when the power is turned on, it is possible to determine whether the reel re-spinning process is in progress or normal reel rotation is in progress by checking the lighting state of the lamp of the stop switch 13.

[0353] During reel performance, the lighting state of the lamp of the stop switch 13 is in an invalid state, and when the power is restored after being turned off during reel performance, the lighting state of the lamp of the stop switch 13 is in an invalid state, so when the reel rotates when the power is turned on, it is not possible to determine whether the reel performance is in progress or the re-spin processing is in progress from the lighting state of the lamp of the stop switch 13, but in this case, it is possible to determine by checking a display device such as a liquid crystal or an error display. Note that even if the lighting state of the lamp of the stop switch is in an invalid state during reel performance, when the operation of other main system switches (switches managed by the main control means 100) is enabled, the lighting state of the lamp of the other main system switches is in an valid state, so it is possible to determine whether the reel performance is in progress or the re-spin processing is in progress by checking the lighting state of the lamp of the other main system switches.

[0354] In addition, when power is restored after a power outage during simulated play or reel presentation, the reels may not be rotated. In this case, since the reels do not rotate when power is restored, it is easy to determine whether or not the re-spinning process is in progress from the way the reels are spinning.

[0355] Next, if power-off processing is executed during slip control and then executed again during re-rotation processing after power is restored, the motor will rotate until the index is detected after power is restored, and then move to the scheduled stop position again and stop. Note that if power-off processing is executed just before the index is detected, and the index is not detected during acceleration after power is restored, and the motor will rotate again until the index is detected, this can also be said to be rotation until the index is detected.

[0356] In this way, the re-spin process can be executed even if the power is restored after being cut off during the re-spin process, so it is possible to display the stopped symbols to the player even in an unstable situation where multiple power cuts may occur.

[0357] Here, the timing at which the power-off process is executed during slip control and then again during the re-rotation process after the power is restored can be before the index is detected during the re-rotation process and after the index is detected during the re-rotation process.

[0358] <Pattern 1> If the power-off process is executed during slip control, and the power-off process is executed again during the re-rotation process after the power is restored before the index is detected during the re-rotation process, it is possible to rotate the motor until the index is detected during the second re-rotation process after the power is restored, and then rotate the motor to the planned stop position and stop.

[0359] In this case, the index is not detected in the first re-rotation process and the reference pattern position is not stored, so the second re-rotation process determines that the reference pattern position has not been stored and performs rotation again to detect the index, allowing the reel to stop at the planned stopping position.

[0360] <Pattern 2-1> In addition, if the power-off process is executed during slip control, and the power-off process is executed again during the re-rotation process after the power is restored, the timing is after the index is detected during the re-rotation process (it is sufficient that the sensor detects the index, and this also includes the timing of the moment the sensor detects the index; the same applies hereinafter), it is possible to consider a mode in which the re-rotation process is rotated to the planned stopping position based on the reference pattern position based on the index detected before the power was cut off after the power is restored, and then stopped.

[0361] In this case, since the index is detected during the first re-spin process, the reel can be stopped at the planned stopping position based on the stored reference pattern position, thereby making it possible to shorten the time until game resumption by the time it takes to detect the index.

[0362] In the above-mentioned pattern 2-1, if a power-off process is executed between the detection of the index during the first re-rotation process and the rotation to the planned stop position and the application of the brake (output of four-phase excitation), even if the timing when the power-off process is executed is such that the re-rotation has not yet reached the stop acceptance position, or even if the re-rotation has reached the stop acceptance position, the re-rotation process or stop control will be executed based on the stored reference pattern position without detecting the index again after the power is restored.

[0363] In this way, regardless of the stop acceptance position accepted immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power recovery, so that the process is not complicated and the program can be speeded up.

[0364] <Pattern 2-2> In addition, if the power-off process is executed during slip control, and the power-off process is executed again during the re-rotation process after the power is restored, the index may be detected again after the power is restored, and then the motor may rotate to the planned stop position and stop.

[0365] In this case, taking into account the possibility that the reel may have moved between the second power outage and when the power is restored, the reel will be rotated again until the index is detected again, making it possible to rotate the reel more accurately to the intended stopping position.

[0366] In the above-mentioned pattern 2-2, if a power-off process is executed between the detection of the index during the first re-rotation process and the rotation to the planned stop position and the application of the brake (until the output of four-phase excitation), even if the power-off process is executed before the rotor has rotated to the stop acceptance position or even if the rotor has rotated to the stop acceptance position, a re-rotation process is executed to detect the index again after the power is restored, and the pattern is moved to the planned stop position and stopped there.

[0367] In this way, regardless of the stop acceptance position accepted immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power recovery, so that the process is not complicated and the program can be speeded up.

[0368] <Pattern 2-3> In addition, if the power off process is executed during slip control, and the power off process is executed again during the re-rotation process after the power is restored as the timing when the index has been detected during the re-rotation process but the pattern has not rotated to the stop acceptance position, then the re-rotation process or stop control is executed based on the stored reference pattern position without detecting the index again after the power is restored, and if the power off process is executed during slip control, and the power off process is executed again during the re-rotation process after the power is restored as the timing when the index has been detected during the re-rotation process but the pattern has rotated to the stop acceptance position, then the re-rotation process to detect the index again after the power is restored is executed and the pattern is moved to the planned stop position and stopped.

[0369] In this way, the stop acceptance position accepted immediately before the initial power-off process can be finely controlled after the reference power source is restored, making it possible to execute appropriate processing according to the situation in which the power-off process was executed.

[0370] <Control of the presentation mode using the presentation switch of the slot machine PS1> An example of a performance using a performance switch (sometimes called a push button performance) will be explained with reference to Fig. 12. Fig. 12 shows the process in which a performance switch is operated, starting with the operation of start switch 12, followed by operation of left stop switch 13a, middle stop switch 13b, and right stop switch 13c, to produce a performance in which the performance switch is operated. Also, the places marked "PUSH" in Fig. 12 represent the performance switch (however, the "PUSH" display at the top of the middle and lower diagrams in Fig. 12 is displayed on a liquid crystal display).

[0371] In the upper left diagram of Fig. 12, the effect "Win at rock-paper-scissors!!" is displayed on the liquid crystal display, which is executed based on the operation of the start switch 12 to start the game (more specifically, the reception of a start switch reception command or a reel rotation start command from the main control means 100). At this time, the operation of the effect switch is still invalid, so the effect switch is turned off.

[0372] 12, the liquid crystal display shows the effect "Ta-da!", which is executed based on the operation of the left stop switch 13a for stopping the left reel (more specifically, the reception of a left stop switch reception command from the main control means 100). At this time, the operation of the effect switch is still invalid, so the effect switch is turned off.

[0373] 12, the liquid crystal display shows the effect "Ken!", which is executed based on the operation of the center stop switch 13b for stopping the center reel (more specifically, the reception of a center stop switch reception command from the main control means 100). At this time, the operation of the effect switch is still invalid, so the effect switch is turned off.

[0374] 12, the LCD shows the effect "Pop!", which is executed based on the operation of the right stop switch 13c for stopping the right reel (more specifically, the reception of a right stop switch reception command from the main control means 100). At this point, the operation of the effect switch is still invalid, so the effect switch is turned off.

[0375] Next, in the middle and bottom diagrams of FIG. 12, an image of a switch (hereinafter, sometimes referred to as a switch image for effects, an operation prompt image, or an operation prompt effect) that imitates an effect switch that is executed based on the fact that all reels have stopped (more specifically, the receipt of a command to stop all reels from the main control means 100) is displayed on the liquid crystal. Also, the effect of "Pop!" that is displayed when the right stop switch 13c, which is the third stop, is operated is displayed dimly (with reduced brightness). At this time, the operation of the effect switch is valid, so the effect switch is lit. When the image is displayed dimly, in addition to reducing the brightness, it may also be possible to reduce the brightness or to overlay a gray semi-transparent display on the image. In any case, when the image is displayed dimly, it is also possible to express that the visibility is reduced.

[0376] Next, in the diagram at the bottom right of Fig. 12, an image saying "Victory!" (hereinafter sometimes referred to as an operation response image or operation response effect) is displayed on the liquid crystal display, which is executed based on the operation of the effect switch (more specifically, the input signal related to the effect switch being input to the input port). At this time, the operation of the effect switch is invalid, so the effect switch is turned off.

[0377] As shown in the middle and bottom diagrams of Figure 12, when a special effect switch image is displayed on the liquid crystal display as an effect to encourage the operation of the special effect switch, the special effect switch image is made larger than the actual size of the special effect switch. By displaying it in this way, the special effect switch can be effectively displayed on the liquid crystal display where the player is gazing, and it becomes possible to intuitively encourage the player to operate the special effect switch.

[0378] The performance switch image also provides an image representation (hereinafter, sometimes referred to as a lighting mode image) showing the lighting mode of the performance switch. When the performance switch is active, the performance switch lamp is lit (does not blink), and the lighting mode image is expressed as a blinking mode in which the lamp is turned on and off repeatedly at a predetermined cycle. With this configuration, the performance switch image repeatedly becomes brighter and darker, making the performance switch image stand out and thus effectively encouraging the operation of the performance switch.

[0379] Also, when the performance switch is valid, the performance switch lamp is lit in a blinking manner in which it is turned on and off repeatedly at a specific cycle, and the expression of the lighting mode image may be a blinking manner in which it is turned on and off repeatedly at a predetermined cycle. In this case, it is possible to make the lighting mode image stand out by making the predetermined cycle of the lighting mode image shorter than the specific cycle of the performance switch lamp. Note that in this case, even when the performance switch lamp is turned off, the operation (pressing) of the performance switch is valid, and based on the operation of the performance switch at this timing, the performance is switched from a state in which a dim "Pop!" is displayed (the state in the lower center diagram of FIG. 12) to a state in which "Victory!" is displayed (the state in the lower right diagram of FIG. 12).

[0380] In addition, even if an eco mode is installed (when the eco mode is set, the brightness of the upper or both side performance lamps is lowered or turned off, the brightness of the lower panel is lowered or turned off, and the brightness of the LCD display is lowered or turned off more than when the eco mode is not set), the brightness of the performance switch when it is turned on to execute a push button performance during the eco mode is set to be equal to the brightness of the performance switch when it is turned on to execute a push button performance when not in the eco mode. This makes it possible to effectively encourage the player to operate (press) the performance switch.

[0381] Furthermore, even if the error notification is made by lighting or flashing the upper or both side performance lamps or the performance switch lamps in a specified color (a highly visible and conspicuous color such as red or blue), it is preferable to make the brightness of the upper or both side performance lamps and the performance switch lamps the same when in eco mode and when not in eco mode.

[0382] In addition, when an image showing the light-off state is displayed as the light-on state image, the brightness of the effect switch image is lowered, but the brightness is not lowered until it becomes black, so that it appears slightly lit. On the other hand, when the effect switch lamp is turned off, it is not lit. By making the expression of the off state of the effect switch lamp and the light-on state image different in this way, it is possible to make the light-on state image stand out. Also, since the surroundings of the effect switch image are brighter than the surroundings of the effect switch, the brightness difference with the surroundings is reduced by not lowering the brightness of the light-on state image of the effect switch image until it becomes black. By configuring in this way, it is possible to reduce fatigue during play while making the effect switch image stand out.

[0383] Also, when a switch image for effect is displayed before the immediately preceding image as in the middle and bottom diagrams of Fig. 12, the brightness of the immediately preceding image is lowered, but the brightness of the immediately preceding image is set to be lower than the lowest brightness of the lighting state image of the switch image for effect. By configuring it in this way, even when the switch image for effect is at its lowest brightness, it is brighter than the surrounding images, making it possible to make the switch image for effect stand out.

[0384] The middle and bottom diagrams in Fig. 12 will be further explained with reference to Fig. 13. The effect switch image changes over time until the effect switch is operated. As a change mode, the effect showing the advancement and retreat of the initial position and the depressed position of the effect switch is expressed by using the effect switch image.

[0385] 13 shows that the effect switch image is in the initial position, the second from the left shows that the effect switch image is in the pressed position, the third from the left shows that the effect switch image is in the initial position, and the fourth from the left shows that the effect switch image is in the pressed position. In this way, by repeatedly showing the effect switch image in the initial position and the pressed position, it is possible to effectively encourage the player to press the effect switch.

[0386] The initial position and the pressed position of the effect switch image change at a constant cycle, and the cycle representing the initial position and the pressed position of the effect switch image is longer than the predetermined cycle representing the lighting and extinguishing of the lighting mode image. By configuring in this way, it is possible to make the effect switch image stand out, and it is possible to prevent the player from thinking about repeatedly hitting the effect switch. Many gaming machines currently on the market have effects that change continuously by repeatedly hitting the effect switch, and if the change mode of the effect switch image changes too quickly, there is a risk that the player will mistake it for a continuous hitting effect, which may reduce the interest of the game. For this reason, by making the cycle of the change between the initial position and the pressed position longer than the cycle of the lighting mode, it is possible to intuitively express that it is not a continuous hit while making the player aware of pressing the effect switch.

[0387] In addition, in a situation where an effect of repeatedly hitting the effect switch is displayed, by making the period of change between the initial position and the pressed position shorter than the period of the lighting state, it is possible to intuitively express to the player that the effect switch is to be repeatedly hit. Note that, without being limited to this, an effect mode that means repeated hitting may be achieved by making the switching period of the lighting state image shorter than the period when the effect switch is operated once, even though the position of the effect switch image does not change.

[0388] Also, the image of the switch for effect may not be changed between the initial position and the pressed position at a fixed interval. In this case, the display area of ​​the liquid crystal can be made smaller, so that it is possible to display text such as "Press the PUSH button" to instruct the player to press the switch for effect instead.

[0389] When a switch image for operating the performance switch is displayed on the liquid crystal and the switch image for operating the performance switch is operated, the switch image for performance is erased without any effects. In other words, when the switch image for performance is displayed and the switch image for performance is operated, the switch image for performance is immediately erased and a performance based on the pressing of the switch for performance is immediately executed. In this case, the switch image for performance may be erased in a drawing process immediately after the switch image for performance is accepted, or the switch image for performance may be erased in a drawing process executed a predetermined period after the switch image for performance is accepted.

[0390] By configuring it in this way, it is possible to make the player interested in what result occurs when the effect switch is pressed, and it is possible to make the information as to whether or not the effect switch has been pressed not stand out.

[0391] In addition, even if the front panel PS2 is opened while a switch image for operating the switch for effects is displayed on the liquid crystal, the switch image for effects continues to be displayed, and when the switch for effects is operated, the switch image for effects is erased without any effects, and the effect based on the pressing of the switch for effects is immediately executed. In this case, as described above, the switch image for effects may be erased in the drawing process immediately after the operation of the switch for effects is accepted, or the switch image for effects may be erased in the drawing process executed a predetermined period after the operation of the switch for effects is accepted.

[0392] In this way, by executing an effect based on pressing the effect switch regardless of whether the front panel PS2 is open or closed, it is possible to prevent the progress of the game from being hindered even if the front panel PS2 is unintentionally opened.

[0393] In addition, the lighting state of the performance switch when the performance switch image for operating the performance switch is displayed on the liquid crystal when the front panel PS2 is open is configured to be different from the lighting state of the performance switch when the performance switch image for operating the performance switch is displayed on the liquid crystal when the front panel PS2 is closed. For example, the switch may be lit when the front panel PS2 is closed and flashed or turned off when the front panel PS2 is open, or the flashing period may be faster in the closed state than in the open state, or the lighting color may be different between the open state and the closed state. In addition, when the front panel PS2 is open, an image indicating that the front panel PS2 is open may be displayed at a position overlapping at least a part of the performance switch image as shown in FIG. 17 (in order to improve the visibility of the performance switch image and the image indicating that the front panel PS2 is open, the image indicating that the front panel PS2 is open may be displayed at a position where these images do not overlap each other). Furthermore, when the front panel PS2 is open, a sound (for example, "The door is open") may be output to indicate that the front panel PS2 is open. In this case, the sound effect accompanying the display of the effect switch image or the sound effect associated with the effect based on the pressing of the effect switch may not be output. This makes it possible to accurately notify that the front panel PS2 is open. On the other hand, even when a sound is output to indicate that the front panel PS2 is open, the sound effect accompanying the display of the effect switch image or the sound effect associated with the effect based on the pressing of the effect switch may be output. This makes it possible to accurately notify that the front panel PS2 is open without impeding the progress of the game.

[0394] Also, when a performance switch image for operating the performance switch is displayed on the liquid crystal, if the front panel PS2 is opened, an image indicating that the front panel PS2 is open may be displayed in place of the performance switch image, making pressing the performance switch invalid, and when the front panel PS2 is then closed, the image indicating that the front panel PS2 is open may be erased and the performance switch image may be displayed again. Note that the performance switch image may be made invisible by displaying an image indicating that the front panel PS2 is open superimposed on the performance switch image, and when the front panel PS2 is then closed, the image indicating that the front panel PS2 is open may be erased and the performance switch image may be made visible again. In this case as well, by making the lighting state of the performance switch different before and after the opening of the front panel PS2 as described above, it is possible to accurately notify that the front panel PS2 is open.

[0395] In addition, when an effect (success effect) is executed which means that a bonus is given to the player when the effect switch is operated, the effect switch image is erased without any effects, but when an effect (failure effect) is executed which means that a bonus is not given to the player when the effect switch is operated, the effect switch image may be erased with effects. Note that examples of effects that result in failure effects include an explosion of the effect switch image, or a state in which the brightness of the effect switch image is maintained at its darkest state (a state in which the brightness does not change periodically), etc.

[0396] By configuring it in this manner, it is possible to indicate to the player that a failure effect was displayed as a result of operating the effect switch, which fosters a sense of satisfaction in the player and prevents a decline in interest in the next game and subsequent games.

[0397] In addition, in the case where a switch image for effects is displayed when all reels have stopped, when the start switch 12 for the next game is operated, an image based on the operation of the start switch 12 is displayed instead of the image that is displayed when the switch for effects is operated. Furthermore, when an image based on the operation of the start switch 12 is displayed, the switch image for effects is erased. In this case, the switch image for effects is erased without any effects.

[0398] With this configuration, it is possible to execute an appropriate effect in response to the player's operation without interfering with the effect executed based on the operation of the start switch 12. A player who skips the effect switch image by operating the start switch 12 is likely to be aware in advance of a low expectation state or to have no interest in the effect using the effect switch itself, and it is possible to prevent a decrease in the interest of the game by erasing the image without any effects.

[0399] In addition, when comparing the time from acceptance of operation of the effect switch to erasing the effect switch image when the effect switch image is displayed and a success effect is displayed by operating the effect switch, and the time from acceptance of operation of the stop switch 13 to erasing the push order navigation image when the push order navigation image is displayed and a success effect is displayed by operating the stop switch 13 corresponding to the correct push order, the time until the effect switch image is erased is made longer.

[0400] By configuring it in this way, it is possible to change the time until the reaction performance is executed when various switches are operated, and it is possible to provide different types of entertainment by changing the time difference between the various switches and the execution of the reaction performance. For example, a push order navigation image in which profits are directly lost if the push order is incorrect can increase the player's interest by immediately displaying the next information, and by allowing a short delay between the operation of the performance switch and the performance, the player can anticipate whether a success performance or a failure performance will be displayed.

[0401] When the performance switch also serves as a switch for displaying a menu screen, the performance switch lamp is configured to light up after a certain period of time (for example, T1) has elapsed after all reels have stopped. The lighting state of the performance switch lamp at this time is different from the lighting state of the performance switch lamp when a performance is executed by operating the performance switch after all reels have stopped.

[0402] By configuring it in this manner, it is possible to indicate, depending on the lighting state of the performance switch lamp, whether a menu screen will be displayed or whether a success or failure performance will be displayed when the performance switch is operated.

[0403] In addition, when the effect switch image is displayed as shown in the lower middle diagram of FIG. 12 after all the reels have stopped, even if T1 has elapsed, which is when the menu screen can be displayed after all the reels have stopped, the lighting state of the effect switch lamp is not the lighting state when the menu screen is displayed, but the lighting state corresponding to the effect switch image. Then, when the effect switch is operated after T1 has elapsed after all the reels have stopped, the effect switch image is erased, a success or failure effect is executed, and the effect switch lamp remains off. And even when T1 has elapsed after the effect switch operation is accepted, the effect switch lamp remains off, and the menu screen is not displayed even if the effect switch is operated. Furthermore, even if T2 has elapsed after all the reels have stopped, which is when the demo screen is displayed, the demo screen is not displayed, the volume is reduced, and the effect switch lamp remains off. In this case, depending on whether the settlement process is executed by accepting the operation of the settlement switch, or the game is continued until the end of the next game (the end of a game in which the performance switch image is not displayed), the menu screen can be displayed T1 after all the reels have stopped, and the demo screen can be displayed T2 after all the reels have stopped.

[0404] By configuring in this way, in a game in which a presentation switch image is displayed, the player does not need to worry about whether a menu screen or a success or failure presentation will be displayed by operating the presentation switch, and it is possible to prevent a decline in interest in the game. Note that the menu screen may not be displayed even if the settlement process is executed, and in this case, it is possible to maintain a sense of anticipation until a so-called revival presentation in which a failure presentation is displayed in the game but a success presentation is displayed in the next game is executed.

[0405] In addition, when the effect switch lamp is lit in a manner that allows the menu screen to be displayed, the effect switch image is not displayed on the liquid crystal. In other words, whether or not the menu screen is displayed can be confirmed only by the lighting state of the effect switch lamp.

[0406] By configuring it in this manner, the notification of the menu screen displayable state, which is not directly related to the progress of the game, can be executed simply by the lighting state of the effect switch lamp. Therefore, compared to a case in which a effect switch image is displayed on an LCD screen, it is possible to reduce the possibility of creating anticipation for the operation of the effect switch. It is also possible to prevent a decrease in the enjoyment of the game due to the menu screen being displayed even though the player has operated the effect switch with anticipation.

[0407] In addition, in the demo screen where the player can easily recognize that the game is not in progress, the effect switch image may be displayed in a different position and in a smaller size than the effect switch image displayed in the push button effect. In this case, the player is less likely to confuse it with the push button effect, and it is possible to effectively display the menu screen to the player. This is based on the fact that the most common timing for displaying the menu screen is when starting a game, and since no game is being played at that time, there is a high possibility that the demo screen is being displayed.

[0408] As for the display position of the switch image for effect, the switch image for effect is displayed in the center of the liquid crystal during the push button effect, and is displayed at the edge of the liquid crystal during the demo screen (for example, as shown in FIG. 18, at a less noticeable position such as the bottom of the liquid crystal or the bottom left of the liquid crystal). Also, as described above, the switch image for effect during the demo screen is displayed in a smaller size than the switch image for effect during the push button effect. In other words, it can be said that at least one of the display area and size of the switch image for effect during the demo screen and the switch image for effect during the push button effect is different. Furthermore, it is preferable to make the display mode of the switch image for effect during the push button effect and the switch image for effect during the demo screen different (for example, the switch image for effect during the push effect is displayed in a blinking mode that repeatedly turns on and off at a predetermined cycle, and the switch image for effect during the demo screen is displayed in a lighting mode, etc.). This makes it possible for the player to intuitively distinguish between a situation in which the switch for effect is desired to be pressed as part of the effect and a situation in which the switch for effect may be pressed.

[0409] The switch image for effects in the demo screen may be in a form that displays a caption such as "Press PUSH to display menu" as shown in FIG.

[0410] The timing for executing the push button effect is after all the reels have stopped, but it may also be after the start switch 12 is accepted. If the effect switch image is displayed after the start switch 12 is accepted, the effect switch image may be erased by the first stop operation (operation of any of the stop switches 13), or the display of the effect switch image may be maintained even after all the reels have stopped. If the display of the effect switch image is maintained after all the reels have stopped, the valid period for the operation of the effect switch is also maintained, and when the effect switch is operated, a success or failure effect is executed. Note that the effect switch image is erased even if the effect switch is not operated because the time required to move to the demo screen has passed, settlement processing has been executed, betting processing has been executed, or the next game has started.

[0411] In addition, whether or not an operation-responsive performance is executed as a result of the operation of the performance switch is determined by setting a predetermined timer value in a counter based on receipt of a predetermined command from the main control means 100, decrementing the counter value at predetermined intervals by timer interrupt processing or the like, and enabling operation of the performance switch when the counter value becomes 0 (an operation-responsive performance is executed as a result of the operation of the performance switch). At this time, the drawing process of the performance switch image is also executed after a period equivalent to a predetermined timer value has elapsed since receipt of the predetermined command, but due to a delay in communication between the image control board that executes the drawing process and the performance control board, the performance switch may become enabled before the performance switch image is displayed. In this way, the system is configured so that a response performance can be executed even if the performance switch is operated before the performance switch image is displayed.

[0412] <<Preliminaries applicable to display devices>> Next, a notice applicable to the assumed gaming machine will be described. As the type of performance (notice type) that can be displayed on the display device 32 of the assumed slot machine PS1 (the performance display device P80 of the assumed pachinko gaming machine P), a first performance type (e.g., step-up notice) that can display multiple display modes stepwise, and a second performance type (e.g., dialogue notice) that can suggest the possibility of an advantageous state by displaying a second display mode (e.g., red dialogue) different from the first display mode (e.g., white dialogue) at a predetermined timing (e.g., at the start of the performance, 1 second after the start of the performance, etc.). In the first performance state (also called the normal performance state) in which the possibility of a bonus or AT is low, at least the first performance type and the second performance type can be executed, but in the second performance state (e.g., continuous performance or premonition performance) in which the possibility of a bonus or AT is high, the first performance type is not executed and the second performance type can be executed. Note that each configuration described below can be appropriately combined as long as there is no obstructing factor.

[0413] [1st performance type] The first performance type includes a notice that is displayed multiple times in stages. For example, it includes a so-called step-up notice. Specific suggestion patterns include a notice that can suggest a predetermined expectation level (for example, expectation level of winning a small prize, entering a premonition, entering an AT, winning a bonus, etc.) in the order of step 1 (white) < step 2 (blue) < step 3 (yellow) < step 4 (green) < step 5 (red), and includes a notice that can be displayed multiple times in one game, such as step 1 (white) → step 2 (blue) → step 3 (yellow). In addition, it also includes a case where a notice pattern is displayed in stages, such as step 1 (white) → step 2 (blue) → step 3 (yellow), in multiple games. In other words, since the notice of the first performance type is displayed in stages, it takes a relatively long time for the player to recognize the display mode that can be finally displayed.

[0414] [Second performance type] The second performance type includes a notice that starts to be displayed in a changed mode (second display mode) different from the normal mode (first display mode) from the start of the notice display in one game, or a notice that can change from the first display mode to the second display mode only once in one game. It also includes a notice in which a movable part moves or some notice image is displayed by operating a sub-input button (so-called button notice). That is, it includes a so-called dialogue notice, a so-called title notice, a so-called button notice, and the display of a character name and a technique name in a battle performance. As a specific suggestion mode, it is possible to suggest a predetermined expectation level (for example, expectation level of winning a small role, entering a premonition, entering an AT, winning a bonus, etc.) in the order of white < green < red. More specifically, the dialogue is displayed in green or red characters at the start of the notice (it is displayed in green or red characters from the beginning in the game and does not change), the character name and technique name in the battle performance changes from white characters to red characters (it changes from white characters to red characters in the game), etc. In other words, the time required for a player to recognize the final display format in the second presentation type, in which there is no change in color or only a change in the color of the text, is shorter than that in the first presentation type, in which the preview pattern changes gradually.

[0415] [First performance state] The first performance state is a performance state in which the possibility of winning a bonus or AT is low. It is a performance state (normal performance state) in which the so-called continuous performance or the so-called premonition has not developed.

[0416] [Second performance state] The second performance state is a performance state in which the possibility of winning a bonus or AT is higher than in the first performance state. It includes so-called continuous performances and premonitions.

[0417] The first performance state is a state in which the winning of a bonus or AT is not expected, and the player is mainly expecting a transition to a continuous performance or a premonition. In other words, if the notice displayed on the display device 32 is bland, the player will get bored and will not continue playing. Therefore, in the first performance state, a multi-stage display is required to transition to a continuous performance or a premonition. In other words, even if the first performance type, which takes time to perform as a notice, is executed, the player will not feel bothered.

[0418] On the other hand, in the second presentation state, the main purpose of the game is to show on the display device 32 consecutive performances and signs that are more likely to result in a bonus or AT win than in the first presentation state, and it is best to avoid relatively time-consuming notices that interrupt the display of consecutive performances and signs. Also, when a notice is made in the second presentation state in which a bonus or AT win is expected, the player strongly desires to be notified that the bonus or AT has been won. In other words, as a notice that can be executed in the second presentation state, the first presentation type, which requires a relatively long time for the player to grasp the contents of the notice (expectation level, etc.), is not appropriate, and the second presentation type, which requires a relatively short time for the player to grasp the contents of the notice (expectation level, etc.), is more appropriate.

[0419] (Step-up notice in the first performance state) Next, a step-up notice, which is a notice of the first performance type that can be executed in the first performance state, will be described with reference to Fig. 14. Note that t1 to t7 will be described below along the time course, but it should be noted that these are t1 to t7 in Fig. 14 and are independent of the same symbols in other drawings.

[0420] First, at t1, the start lever 12 (hereinafter sometimes simply referred to as the "start lever") is operated. Next, at t2, the display of Step Up 1 (character A) begins. At this point, the player can tell that the display of the Step Up notice has begun. However, he or she cannot tell whether or not a Chance Up will occur after this, in other words, whether or not Step Up 2 or later will be displayed.

[0421] Next, at t3, the display of Step Up 2 (character B) begins. At this timing, the player can understand that the Step Up notice has indicated that the chances have increased. However, the player cannot yet know to what stage the chances will ultimately increase.

[0422] Next, at t4, Step Up 3 (character C) starts to be displayed. Even here, it is still not possible to know to what stage the chances will ultimately advance.

[0423] Next, at t5, the step-up notice ends with Step Up 3. Here, the player can grasp the final display mode of the step-up notice.

[0424] Thereafter, the first stop button is operated at t6, the second stop button is operated at t7, the third stop button is operated at t8, and the game ends at t9.

[0425] In this way, in the step-up notice, which is the first performance type in the first performance state, a period from t2 to t5 is required to grasp the final display mode of the step-up notice. Also, it is configured so that the period in which the display mode of the chance-up notice is displayed ends before the operation of the first stop button.

[0426] The period from the start of the game by turning on the lever to the start of the step-up notice (period T1 from t1 to t2 in FIG. 14, about 1 second) may be longer than the period required for the step-up notice to increase the chance by one step (period T2 from t2 to t3 in FIG. 14, about 0.5 seconds), and the period from the start of the game by turning on the lever to the start of the step-up notice (period T1, about 1 second) may be shorter than the period required for the step-up notice to increase the chance by one step (period T2, about 1.2 seconds). Note that FIG. 14 shows the latter example in a schematic manner.

[0427] (Dialogue preview in the first performance state) Next, a dialogue preview, which is a preview of the second performance type that can be executed in the first performance state, will be described with reference to Fig. 15. Note that t1 to t8 will be described below along the time course, but it should be noted that these are t1 to t8 in Fig. 15 and are independent of the same symbols in other drawings.

[0428] First, at t1, the start lever is operated. Next, at t2, the line announcement begins with the green text "It's your chance." From this timing, the player can understand that the line announcement is a display mode for Chance Up and the final display mode of the line announcement. Since it takes some time to actually understand that it is a display mode for Chance Up, the period T2 from t2 to t3 in FIG. 15 can be said to be the period required to understand the final display mode of the line announcement.

[0429] Thereafter, the first stop button is operated at t4, the second stop button is operated at t5, the third stop button is operated at t6, and the game ends at t7.

[0430] Next, when a betting operation for the next game is performed at t8, the display of the line preview ends.

[0431] In this way, in the dialogue preview, which is the second performance type in the first performance state, it takes a period T2 from t2 to t3 in Fig. 15 to grasp the final display mode of the dialogue preview. Also, when the third stop button is operated to end the game, the indication of the chance up of the game is no longer meaningful, but the display of the chance up display mode is configured to continue until a bet operation for the next game is performed. This allows the chance up of the previous game to be ended in the bet process in which the performance of the previous game is initialized, and there is no need to erase the chance up in the game end process after the third stop, so the burden on the control process can be reduced.

[0432] In addition, the line preview may start with white characters "It's your chance" (first display mode) at t2, and then change to red characters "It's your chance" (second display mode) at any timing between t3 and before t8 (the first display mode may change to the second display mode during the game). In this case, the period from lever-on to the start of the line preview (period T3 from t1 to t2 in FIG. 15) is shorter than the period required for the line preview to change from the first display mode to the second display mode (period TA from t3 to any of the periods between t4 and before t8 in FIG. 15).

[0433] (Dialogue preview in a certain second performance state) Next, a line preview, which is a preview of a second performance type that can be executed in a certain continuous performance (a certain second performance state), will be described with reference to Fig. 16. Note that t1 to t14 will be described below along the time course, but it should be noted that these are t1 to t14 in Fig. 16 and are independent of the same symbols in other drawings.

[0434] First, at t1, the start lever is operated, and the first game of the continuous performance begins. Next, at t2, the line preview begins with the green word "Hot." From this timing, the player can understand that the line preview is a display mode for Chance Up and the final display mode of the line preview. Since it takes some time to actually understand that it is a display mode for Chance Up, in the line preview in the second performance state, the period T2 from t2 to t3 in FIG. 16 can be said to be the period required to understand the final display mode.

[0435] Thereafter, the first stop button is operated at t4, the second stop button is operated at t5, the third stop button is operated at t6, and the game ends at t7 (that is, the payout process is completed and the next game can be started).

[0436] Next, when a bet operation for the next game (the second game in the continuous performance) is performed at t8, the display of the line preview ends.

[0437] In this way, in the dialogue preview, which is the second performance type in the second performance state, it takes a period from t2 to t3 to grasp the final display mode of the dialogue preview. Also, when the third stop button is operated to end the game, the indication of the chance up of the game is no longer meaningful, but the display of the chance up display mode is configured to continue until a bet operation is performed for the next game. This allows the chance up of the previous game to be ended in the bet process in which the performance of the previous game is initialized, and there is no need to erase the chance up in the game end process after the third stop, so the burden on the control process can be reduced.

[0438] In the second game of a consecutive performance, no dialogue preview is displayed after operating the start lever.

[0439] Next, at t9, the first stop button is operated, at t10, the second stop button is operated, and at t11, the third stop button is operated, and at t12, the dialogue preview begins with the word “Hot” in green.

[0440] Next, at t13, the game ends. Next, when a bet operation for the next game is performed at t14, the display of the line preview ends.

[0441] In this way, the display timing of the second effect type is made different between the first game and the second game of the continuous effects, but it may be made to display them at the same timing.

[0442] Next, configurations applicable to the gaming machine are listed. Each of the configurations listed below is merely an example, and the present invention is not limited to the configurations listed below. In addition, it should be noted that the configurations listed below can be combined as appropriate as long as there is no contradiction in combining them with each other. (Configuration 1) In a first performance state, both the first performance type and the second performance type can be executed, and in a second performance state, the first performance type is not executed and the second performance type can be executed.

[0443] By configuring in this way, during continuous performance, only the notice that allows the player to instantly determine whether there is an increase in chance is generated, so that an appropriate notice that matches the performance state can be executed so that the player can concentrate on the continuous performance.

[0444] Furthermore, the notice that can be executed in a certain second performance state may be of multiple types, or may be of only one type.

[0445] For example, in a certain continuous performance, a title preview and a dialogue preview may be executed.

[0446] Even if multiple types of second performance types are executed, the player can understand the contents of each announcement in a short time, so it does not feel bothersome. For example, a character name is displayed (with a color indicating the expectation) at the start of a certain continuous performance (battle performance), and a line announcement is executed in the middle of a certain continuous performance.

[0447] Furthermore, by making it possible for only a specific pre-notification (for example, one type of pre-notification) to occur in a certain consecutive performance, the consecutive performance and the pre-notification that will occur become clear, and even if the player focuses on both the consecutive performance and the pre-notification, he or she can easily grasp the pattern indicating a bonus or AT win.

[0448] (Configuration 1-1) Furthermore, there are multiple types of second notices that can be executed in a certain second performance state, It is configured so that multiple types of second notices can be executed in one second performance state, Only one type of second notice may be executed in one game.

[0449] Specifically, it is configured so that multiple types of second notices (e.g., dialogue notice, title notice) can be executed in one continuous performance, and further, it is configured so that one type of second notice (e.g., title notice in the first game, dialogue notice in the second game) can be executed in one play.

[0450] In this way, during a certain continuous performance (a certain second performance state), only one type of notice is executed per game, which prevents the notice display from becoming complicated and making it difficult to grasp the degree of expectation.

[0451] (Configuration 1-2) Furthermore, when there are multiple types of notices that can be executed in a certain second performance state, the notices may be classified into notices that do not require a sub-button operation by the player and button notices that require a button operation by the player. It may be configured to have. In addition, since the second performance state is a state where a bonus or AT win is closer (expected) than in the first performance state, the player is more motivated to operate the sub button. Therefore, in the second performance state, the rate at which a button notice requiring the operation of a sub button occurs can be made higher than that of a notice that does not require the operation of a sub button.

[0452] (Configuration 1-3) It may be configured such that the first performance type is not executed in any of the second performance states, and only the second performance type is executed.

[0453] By configuring in this manner, only the second performance in which the contents of the notice can be understood in a short time is executed in all second performance states, so that, overall, the notices executed in the second performance states do not feel annoying.

[0454] In the case where the line preview is provided as the second performance type described above, the line preview in the case where the second performance state is a continuous battle performance in which an ally character and an enemy character face off against each other can be configured as follows. 1. Only the lines of the ally character can be displayed in the second display mode. In this case, you only need to pay attention to the lines of your friendly characters, so it is easy to understand the chances of winning. 2. Only the lines of enemy characters can be displayed in the second mode. In this case, you only need to pay attention to the enemy character's lines, so it is easy to understand the chances of increasing. 3. The lines of both friendly and enemy characters can be displayed in the second mode. In this case, the chances of the up bonus being displayed will increase, creating a greater sense of anticipation for the player.

[0455] (Configuration 2) The number of characters used in a preview of a first performance type that can be executed in a first performance state is configured to be different from the number of characters used in a preview of a second performance type that can be executed in a second performance state.

[0456] For example, when one preview of a first performance type in a first performance state is a step-up preview, and one preview of a second performance type that can be executed in a second performance state is a dialogue preview, the number of characters used for each is configured to be different.

[0457] In the step-up preview shown in Figure 14, which is the first preview of the first performance type in the first performance state, five types of characters are used: character A (step 1), character B (step 2), character C (step 3), character D (step 4), and character (step 5).

[0458] In the line preview, which is one preview of the second performance type in a certain second performance state (for example, continuous battle performance) shown in FIG. 15, three types of characters, character A, character B, and character F, may be used.

[0459] In this way, in the first preview of a first performance in a first performance state, the number of characters is increased to increase the variety of previews so that the player does not become bored, and in the first preview of a second performance in a certain second performance state, only characters related to a certain second performance state (e.g. a continuous battle performance being executed) are included, making it easier for the player to grasp the flow of the second performance state.

[0460] In addition, since the first performance state is the state in which the player spends most of the time playing, the frequency of occurrence of the step-up notice, which is the notice of the first performance in the first performance state, is higher than the line notice, which is the notice of the second performance in a certain second performance state. Therefore, the number of characters used is increased for notices with higher occurrence frequency, providing a richer notice variation.

[0461] The number of characters is A step-up notice which is a notice of one of the first effects in a first effect state may be a line notice which is a notice of one of the second effects in a second effect state, or A step-up preview, which is a preview of one of the first performances in a first performance state, may be equal to a line preview, which is a preview of one of the second performances in a second performance state.

[0462] (Configuration 3) The number of characters used in the preview of one of the second performance types that can be executed in the first performance state is configured to be different from the number of characters used in the preview of one of the second performance types that can be executed in the second performance state.

[0463] For example, when one preview of the second performance type in the first performance state is a dialogue preview, and one preview of the second performance type that can be executed in the second performance state is also a dialogue preview, the number of characters used for each is configured to be different.

[0464] In the dialogue preview, which is one preview of the second performance type in the first performance state shown in FIG. 15, five types of characters, namely, character A, character B, character C, character D, and character E, are used.

[0465] In a certain second performance state (for example, continuous battle performance), three types of characters, character A, character B, and character F, are used in a dialogue preview, which is a preview of one of the second performance types.

[0466] In this way, in the first preview of the second performance in the first presentation state, by increasing the number of characters, there is a lot of variation in the previews to prevent the player from getting bored, and in the first preview of the second performance in a certain second presentation state, only characters related to a certain second presentation state (e.g. a continuous battle presentation being executed) are included, making it easier for the player to grasp the flow of the second presentation state.

[0467] In addition, since the first performance state is the state in which the player spends most of the time playing, the frequency of the line preview, which is a preview of the second performance in the first performance state, is higher than that of the line preview, which is a preview of the second performance in a certain second performance state. Therefore, the number of characters used is increased for previews with a higher frequency of occurrence, providing a richer preview variation.

[0468] The number of characters is A line preview that is a preview of a first performance in a first performance state may be a line preview that is a preview of a second performance in a second performance state, or A line preview that is a preview of one of the first performances in a first performance state may be equal to a line preview that is a preview of one of the second performances in a second performance state.

[0469] In addition, the numbers of characters used in the step-up preview, which is a preview of the first performance in the first performance state, the line preview, which is a preview of the first performance in the first performance state, and the line preview, which is a preview of the second performance in a second performance state, may have the following correspondence relationship. 1. Step-up preview, which is a preview of step 1 of the first performance in the first performance state > Dialogue preview, which is a preview of step 1 of the first performance in the first performance state > Dialogue preview, which is a preview of step 1 of the second performance in a second performance state 2. A line preview that is a preview of the first performance in the first performance state>A step-up preview that is a preview of the first performance in the first performance state>A line preview that is a preview of the second performance in a second performance state

[0470] In either case, the one with a higher frequency of occurrence of the notice is configured to have a larger number of characters.

[0471] (Configuration 4) The configuration uses the same character to preview one of the first performance types that can be executed in a first performance state, and to preview one of the second performance types that can be executed in a second performance state.

[0472] A character that is used in common in a line preview that is a preview of a first performance in a first performance state and in a line preview that is a preview of a second performance in a second performance state is a main character.

[0473] In this way, developers design the game to display many main characters to make the story easier to understand, and players can easily understand the main characters and their relationships based on how frequently the characters appear.

[0474] Therefore, the main characters are characters that have a long display time (for example, continuous performances are likely to continue), are displayed frequently, and are highly anticipated.

[0475] However, since high display frequency and high expectations are contradictory, for example, in the step-up preview or dialogue preview in the first presentation state, which has a high preview frequency, it is appropriate to set the frequency of the main character to step 1, etc., so that it is more frequent, and in the second presentation state, to use the main character as a character with high expectations.

[0476] Other characters may be main characters but rare characters, with short display times, low display frequency, and high expectations. For example, the character may be displayed in the dialogue preview in the first or second performance state, suggesting a high expectation of a bonus or AT win.

[0477] Such a configuration increases the opportunities for the main characters to be displayed, and also makes it easier for the player to grasp the expected degree of each character.

[0478] In addition, the character used in the preview of one of the first performance types that can be executed in the first performance state and the character used in the preview of one of the second performance types that can be executed in a certain second performance state may not be a main character. For example, it may be a rare character (high expectation) that is not a main character.

[0479] (Configuration 5) The voice of the character is output in a preview (e.g., a step-up preview) of one of the first performance types that can be executed in the first performance state; The device is configured so that the voice of the character can also be output in a preview (eg, a dialogue preview) of one of the second performance types that can be executed in the first performance state.

[0480] (Configuration 5-1) On the other hand, In one preview (eg, dialogue preview) of the second performance types that can be executed in the second performance state, the voice of the character is configured not to be output.

[0481] By configuring it in this manner, in the first presentation state, the character's voice is output, making it easier to focus attention on the character's lines, whereas in the second presentation state, background music for continuous presentations, etc. is output, creating a sense of anticipation that a continuous presentation is in progress, making it possible to prevent too much attention being drawn to the character's lines.

[0482] (Example of change in configuration 5) The voice of the character is not output in a preview (e.g., a step-up preview) of one of the first performance types that can be executed in the first performance state; The system is configured such that the voice of the character is not output even in a preview (e.g., a dialogue preview) of one of the second performance types that can be executed in the first performance state.

[0483] In this way, by configuring the first performance state so that the character's voice is not output, for example, when a step-up preview or a line preview is configured to be executed in overlap with other previews, the step-up preview or line preview will not drown out the voice (sound effects) from the other previews.

[0484] (Configuration 6) A notice of one of the second performance types that can be executed in a certain second performance state is configured not to overlap with the volume adjustment display, In a certain second presentation state, the volume can be adjusted both when the game is stopped and when the game is in progress, and even when the volume adjustment display is displayed, the brightness of the presentation display indicating the certain second presentation state does not decrease.

[0485] Specifically, in a configuration in which the player can adjust the volume or light intensity by operating a sub-button or a cross button, etc., when the volume or light intensity is adjusted, a volume adjustment display showing the set volume status or a light adjustment display showing the light intensity status is displayed on the display device 32.

[0486] In other words, the configuration is such that volume adjustment is possible even in the second performance state, and when a dialogue preview, which is the second performance type, is displayed in a certain second performance state (a certain continuous performance), it is displayed so as not to overlap with the volume adjustment display.

[0487] This allows the player to clearly see both the dialogue preview and the volume adjustment display.

[0488] Furthermore, in a certain second presentation state (certain continuous presentation), volume adjustment is possible both when game play is stopped (when the reels are stopped) and when game play is in progress (when the reels are spinning); even when the volume adjustment display is displayed, the brightness of the presentation display (background image) in a certain second presentation state (certain continuous presentation) does not decrease, so that the image (movie) of the certain continuous presentation remains easy to see.

[0489] (Configuration 6 Change Example 1) A notice of one of the second performance types that can be executed in a certain second performance state is configured to overlap with the volume adjustment display; In a certain second presentation state, the volume can be adjusted both when the game is stopped and when the game is in progress, and even when the volume adjustment display is displayed, the brightness of the display screen in the certain second presentation state does not decrease.

[0490] In other words, the configuration is such that volume adjustment is possible even in the second performance state, and when a dialogue preview, which is the second performance type, is displayed in a certain second performance state (a certain continuous performance), it is displayed so as to overlap with the volume adjustment display.

[0491] However, in a certain second presentation state (certain continuous presentation), the volume can be adjusted both when gameplay is stopped (when the reels are stopped) and when gameplay is in progress (when the reels are spinning). Even when the volume adjustment display is displayed, the brightness of the display screen (background image) in a certain second presentation state (certain continuous presentation) does not decrease, so the image (movie) of the certain continuous presentation remains easy to see.

[0492] In addition, in either case, when a dialogue preview is displayed when the volume adjustment display is displayed, or when a dialogue preview is displayed when the volume adjustment display is displayed, the volume adjustment display is displayed in front of the dialogue preview.

[0493] (Configuration 6-1) Volume and light adjustments are possible both when the game is stopped and during the game. The display position of the volume adjustment display or light intensity adjustment display does not change whether the volume adjustment or light intensity adjustment is performed while a game is stopped or during a game.

[0494] In the normal game state, volume adjustment or light intensity adjustment is possible whether the game is stopped or in progress, and the display position of the volume adjustment display or light intensity adjustment display displayed on the display device 32 may be configured not to change.

[0495] In addition, during a bonus or AT, it is possible to adjust the volume or light intensity both while the game is stopped and while the game is in progress, just like in the normal game state, and the volume adjustment display or light intensity adjustment display may not change.

[0496] Furthermore, the volume adjustment display or light intensity adjustment display may be different between the normal gaming state and during a bonus or AT.

[0497] (Configuration 7) A third effect (effect by operating a sub-input button) is provided, which can be performed by the player operating an operating member. In the third performance that can be executed in the first performance state (for example, in the normal performance state), when the operating member is operated, the performance is executed in a predetermined execution mode among a plurality of execution modes that indicate a predetermined expectation level (for example, a small role expectation level, a premonition entry expectation level) at a high rate, In the third presentation that can be executed in the second presentation state (for example, continuous presentation), when the operating member is operated, there is a high probability that a notification will be given as to whether or not a special game (for example, bonus, AT) will occur.

[0498] In other words, in the button presentation in the normal presentation state, the pattern showing the expected probability of entering a winning combination or a premonition in the game is likely to be executed, and the pattern showing the winning of a bonus or an AT is unlikely to be executed. On the other hand, in the button presentation during the continuous presentation, the pattern showing the winning of a bonus or an AT is likely to be executed, and the pattern showing the expected probability of entering a winning combination or a premonition in the game is unlikely to be executed.

[0499] In this way, the proportion of the content suggested by the button effect can be configured to differ depending on the game situation (whether it is the first or second performance state). This allows the content suggested by the button effect to be appropriate for the game situation.

[0500] (Example of configuration 7 change) A third effect (effect by operating a sub-input button) is provided, which can be performed by the player operating an operating member. In the third presentation that can be executed in the second presentation state (e.g., continuous presentation), when the operating member is operated, the rate at which a notification is given as to whether or not a special game (e.g., bonus, AT) will occur is higher than the rate at which the presentation is executed in a predetermined execution mode among a plurality of execution modes indicating a predetermined expectation level (e.g., expectation level of a small winning combination, expectation level of a premonition entry).

[0501] In other words, when a button is operated during a continuous presentation, the probability ...

Claims

[Claim 1] A display device; A speaker and One or more selection switches; A performance control means for controlling the performance; Equipped with The device is configured to output music from a speaker, A display device is configured to display an indication of the music piece, The performance control means is The music can be changed based on a predetermined operation of the selection switch, The volume can be changed based on a specific operation being performed on the selection switch; the music can be changed when a predetermined operation after the selection switch is accepted at a first timing that is a predetermined period after the music is changed by accepting a predetermined operation before the selection switch is accepted, when a predetermined operation after the selection switch is accepted at a second timing within a predetermined period of time after the selection switch is accepted to change the music, the music cannot be changed; The volume can be changed when a specific operation after the selection switch is accepted at a first timing that is a predetermined period after the volume is changed by accepting a specific operation before the selection switch, The volume can also be changed when a specific operation after the selection switch is accepted at a second timing that is within a predetermined period after the volume is changed by accepting the specific operation before the selection switch, The display device is configured to display a display showing the changed song within a predetermined period of time after the song is changed in response to a predetermined operation of the selection switch. Amusement machine.

Citation Information

Patent Citations

  • Game machine

    JP2014183979A

  • Game machine

    JP2015123129A

  • Game machine

    JP2020018404A

  • Reel tape of game machine

    JP2004215803A

  • Slot machine

    JP2006263138A