Game machine
The gaming machine addresses the issue of volume setting interference during gameplay by using a sub-control unit to manage effect settings, ensuring that adjustments can be made without disrupting the game experience.
Patent Information
- Application Number
- JP2023207643
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-08
- Publication Date
- 2025-06-19
AI Technical Summary
In gaming machines, displaying volume setting options during gameplay can interfere with the game effect and impair the game properties.
A gaming machine with a main control unit for rotating and stopping reels, and a sub-control unit for managing effects, which displays an effect setting menu only when the reels are not in motion and erases it upon command from the main control unit.
This solution prevents disturbances to the game effect and maintains the integrity of the game properties by ensuring that volume settings can be adjusted without interrupting gameplay.
Smart Images

Figure 2025092022000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines (rotary gaming machines, slot machines) equipped with a plurality of reels having symbols arranged on the outer peripheral surface have been known. This type of gaming machine assigns a certain gaming value to gaming media such as medals and pachinko balls, and conducts a game to obtain such gaming media. Further, in this type of gaming machine, when a player inserts gaming media into a predetermined insertion port and a prescribed number of gaming media are bet, a game start operation becomes possible. Triggered by the player's rotation start operation, an internal lottery is conducted and the rotation of a plurality of reels is started. Triggered by the player's stop operation, control is performed to stop the plurality of reels in a manner corresponding to the result of the internal lottery. The result of the game is determined by the symbol combination displayed on the effective line in the state where the plurality of reels have stopped, and payouts such as medals are made according to the result of the game.
[0003] In recent years, gaming machines that can change the volume of the gaming machine during non-gameplay have been known. For example, it is possible to shift to a volume setting screen during non-gameplay. On the volume setting screen, a volume bar image 420 corresponding to five levels of volume is displayed, and a gaming machine is known that changes the volume by increasing or decreasing the scale of the volume bar by operating the left button B7C or the right button B7D (see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the gaming machine as shown in Patent Document 1, when the volume bar image is displayed during the game, it is feared that it will interfere with the game effect and impair the game properties.
[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine that can prevent the game properties from being impaired as much as possible.
Means for Solving the Problems
[0007] (1) The present invention relates to a gaming machine including a main control unit that rotates a plurality of reels for each game and performs control to stop the rotating reels upon a stop operation, a sub-control unit that performs control related to an effect based on a command from the main control unit, and an effect setting change operation means for performing an operation to change a setting related to the effect, wherein when an operation on the effect setting change operation means is performed during the rotation of the reels, the sub-control unit causes a display device to display an effect setting display, and when receiving a command from the main control unit, the sub-control unit erases the effect setting display.
[0008] In the present invention, when an operation on the effect setting change operation means is performed during the rotation of the reels, the display device is caused to display an effect setting display, and when receiving a command from the main control unit, the effect setting display is erased. Therefore, it is possible to prevent the game effect from being disturbed as much as possible and to prevent the game properties from being impaired as much as possible.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.
[0011] 1. Configuration FIG. 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention.
[0012] In the following description, basically, “front and back” means that when a player is on the front side of the gaming machine, the player side is “front” and the gaming machine side is “back”, “up and down” means that the upper surface side of the gaming machine is “up” and the lower surface side is “down”, and “left and right” means that the left hand side of the player playing the gaming machine is “left” and the right hand side is “right”.
[0013] The gaming machine of the present embodiment is called a smart pachislo, and is a type of gaming machine that plays a game using, as a gaming medium, an electronic medal, which is an electronic gaming value, instead of a physical medal while maintaining the gaming properties of a slot machine.
[0014] The gaming machine of this embodiment includes a reel unit 310 composed of first to third reels R1 to R3 (a plurality of reels) housed in a box-shaped housing composed of a storage box BX (an example of the gaming machine main body), an upper front door UD (an example of a front door), and a lower front door (an example of a front door) DD. Also, a power supply unit incorporating a power supply device and provided with various switches such as a power switch, a setting change key cylinder, and a setting change button is housed below the reel unit 310 in the housing. Further, a control board that mounts a CPU (an example of an arithmetic means), a ROM (an example of an information storage medium), a RAM (an example of a temporary storage means), etc. and controls the operation of the gaming machine is also housed in the housing of the gaming machine of this embodiment. In this embodiment, as the control board, a main board 10 (an example of a main control unit) that controls the progress of the game, and a sub-board 20 (an example of a sub-control unit) that receives a signal transmitted from the main board 10 and performs control for executing a game effect according to the progress of the game, and a medal number control board 30 that controls the number of electronic medals (game medal number) that can be used for the game and are electronically held in the gaming machine are provided, including a plurality of types of electronic circuit boards. In the following, the total number of electronic medals that can be used for the game and are electronically held in the gaming machine is referred to as the "game medal number", and the storage unit that holds the electronic medals may be referred to as the "medal holding unit".
[0015] The first to third reels R1 to R3 shown in FIG. 1 each have an outer peripheral surface partitioned into 20 regions (each region is referred to as a "frame") at regular intervals, and one of a plurality of types of symbols is arranged in each frame. Also, the first to third reels R1 to R3 are pivotally supported by a stepping motor (reel driving means: not shown), and are each rotationally driven around the axis of the stepping motor, and are provided so as to be stoppable in frame units (predetermined rotation angle units, predetermined rotation amount units) by controlling the number of pulses and pulse width of the drive pulses of the stepping motor. That is, in the gaming machine of this embodiment, the first to third reels R1 to R3 are rotationally driven in response to drive pulses supplied from the control board to the stepping motor, and when drive pulses of full-phase excitation are supplied from the control board, the first to third reels R1 to R3 stop as the rotation of the stepping motor stops.
[0016] The upper front door UD and the lower front door DD that closably block the front of the storage box BX (an example of the front surface) are provided so as to be individually openable and closable, and a display window DW is provided in the upper front door UD to enable observation of the rotational states and stop states of the first reel R1 to the third reel R3. In the stopped states of the first reel R1 to the third reel R3, among the plurality of types of symbols arranged at regular intervals on the outer peripheral surfaces of the first reel R1 to the third reel R3, three symbols (upper-stage symbol, middle-stage symbol, lower-stage symbol) arranged continuously on the outer peripheral surface can be observed from the front of the gaming machine through the display window DW.
[0017] Also, in the gaming machine of this embodiment, upper, middle, and lower stages are provided for each reel as display positions for observing symbols through the display window DW, and valid lines are set according to combinations of the display positions of the reels. In the gaming machine of this embodiment, the number of electronic medals required for one game, so-called the specified insertion number, is set to 3, and when electronic medals corresponding to the specified insertion number are inserted (bet), the valid line L1 composed of the upper stage of the first reel R1, the middle stage of the second reel R2, and the lower stage of the third reel R3 is activated.
[0018] The game result is determined by the symbol combination stopped and displayed on the valid line in the display window DW. When the symbol combination on the valid line is a symbol combination corresponding to a predetermined winning combination, payouts of electronic medals and the like are made as if that winning combination has won.
[0019] Also, a game information display unit DS is provided on the upper front door UD. The game information display unit DS consists of an LED, a lamp, a seven-segment display, etc., and various game information such as the number of payouts or winnings of electronic medals in one game (the difference between the number of payouts and the number of insertions of electronic medals), the total number of payouts or winnings of electronic medals in a bonus game, etc. is displayed.
[0020] In addition, on the upper front door UD, a liquid crystal display LCD and a pedestal lamp AL for performing game effects are provided. Various images (or pictures) for assisting or livening up the game are displayed on this liquid crystal display LCD, and the pedestal lamp AL performs lighting and blinking operations for livening up the game.
[0021] Also, in the gaming machine of this embodiment, a plurality of speakers SP for performing game effects are provided for the lower front door DD. Various sounds for assisting or livening up the game are output from these speakers SP.
[0022] In addition, a game medal count display device 70 (an example of a display device) is provided on the lower front door DD. The game medal count display device 70 displays the total number of electronic medals held in the medal holding unit, that is, the number of game medals (an example of the number of game values). However, the electronically wagered medals are not included in the number of game medals. Therefore, the number obtained by subtracting the number of electronically wagered medals from the electronically acquired medals by the player is displayed on the game medal count display device 70. The display of the number of game medals is represented in the numerical range of 0 to 16382 by a 5- or 6-digit 7-segment display or the like arranged at a position visible to the player. Here, when the numerical value becomes 15000 (an example of a specific number, a first number) or more, a notification prompting the player to count (transmitting a part or all of the electronically held medals to a dedicated unit 50 described later) is executed, and the lending process of the electronically held medals (the process of transmitting the electronically held medals from the dedicated unit 50 described later to the gaming machine) is restricted, and a test count signal (a signal output during the type test and used to prompt counting) is output for about 3500 msec. However, the player can continue the game. When the numerical value becomes 16369 (an example of a second number) or more, the progress of the game is restricted. Specifically, operations on the bet button B0, start lever SL, and settlement button B4 are invalidated. Instead of when the numerical value becomes 16369 or more, it may be prohibited to pay out the electronically held medals until the player executes counting when the numerical value is likely to become 16369 or more. For example, the game may be stopped when the numerical value becomes 16357 or more after subtracting 12 (the maximum number of difference medals that can be obtained in one game, which is equal to the maximum payout number (e.g., 15) - the specified input number (e.g., 3)) from 16369. The game medal count display device 70 also displays the updated number of game medals reflecting the updated number of game medals held in the medal holding unit within approximately 300 msec after the number of game medals is updated.
[0023] In addition, various operating means are provided on the lower front door DD. As the operating means, there are a bet button B0 (an example of a bet operation means and a game operation means) for performing an operation of inserting (betting) the electronic medals held in the medal holding unit, a start lever SL (an example of a game start operation means and a game operation means) for performing an operation that triggers the start of the game by rotating the first reel R1 to the third reel R3, stop buttons B1 to B3 (an example of stop operation means and a game operation means) for performing an operation that triggers the stopping of each of the first reel R1 to the third reel R3 that is rotationally driven by a stepping motor, a payout button B4 (an example of a predetermined operation means, a payout operation means, and a game operation means) for performing an operation of returning (settling) all the inserted (bet) electronic medals to the medal holding unit, an effect button B5 (an effect operation means) for performing an operation that triggers a change in the effect performed by the gaming machine, a menu button B6 (a first effect operation means) for performing an operation of starting or ending the display of the menu screen (an operation related to the transition between the display of the game screen and the display of the menu screen), and a cross key B7 (a second effect operation means and an example of an effect setting change operation means) for performing an operation of changing the setting of the effect performed by the gaming machine (a predetermined change operation), an operation of checking the game history, an operation of changing the volume setting (an example of an effect-related setting) or the light amount setting (an example of an effect-related setting) (a predetermined change operation). The cross key B7 is composed of an up button B7A (an example of a light amount operation means), a down button B7B (an example of a light amount operation means), a left button B7C (an example of a volume operation means), and a right button B7D (an example of a volume operation means).
[0024] Also, on the lower front door DD, as an operation means, there is provided a counting button B8 (an example of counting operation means and an example of gaming operation means) for performing an operation (counting operation) of transferring some or all of the electronically converted medals held in the medal holding unit to a dedicated unit 50 (an example of a specific unit) described later. In this embodiment, as operations of the counting button B8, it is possible to detect a short press operation of less than 500 msec, a long press operation of 500 msec or more and less than 4000 msec, and a full counting operation of 4000 msec or more. In the short press operation, one electronically converted medal is counted for each operation. In the long press operation, the electronically converted medals are counted 50 at a time at the timing of giving a counting notification every 300 msec. In the full counting operation, the electronically converted medals are counted 50 at a time at the timing of giving a counting notification every 300 msec until all the electronically converted medals held in the medal holding unit are counted.
[0025] Also, a lower panel 91 is provided on the lower front door DD. On the back side of the lower panel 91, a light source (LED) for illumination is provided, and the lower panel 91 is illuminated from behind by the light emitted from this light source.
[0026] Also, a certificate unit 800 for displaying a predetermined certificate is detachably provided on the right side surface of the lower front door DD.
[0027] In the gaming machine of this embodiment, when the player performs an operation of pressing the bet button B0 in a state where the game can be started and a prescribed number of electronically converted medals are inserted (bet), it is set to a ready state in which the rotation control of the first reel R1 to the third reel R3 can be started, and the pressing operation of the start lever is permitted (enabled). Then, when the player presses the start lever SL, the control board starts the rotation of the first reel R1 to the third reel R3 by driving a stepping motor, and an internal lottery using a random number value is performed. On the condition that the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, the pressing operations of the stop buttons B1 to B3 are permitted (enabled).
[0028] After that, when the player presses the stop buttons B1 to B3 at an arbitrary timing, the stop switches (stop signal output means: for example, photo sensors, conduction sensors, pressure sensors, etc.) built into each of the stop buttons B1 to B3 perform an on operation, changing the reel stop signal input to the control board from an off state to an on state.
[0029] Also, when the player releases the stop buttons B1 to B3 that are in a pressed state at an arbitrary timing, the stop switches corresponding to each of the stop buttons B1 to B3 perform an off operation, changing the reel stop signal input to the control board from an on state to an off state.
[0030] Then, based on the change of the reel stop signal from an off state to an on state, whose signal state changes according to the pressing timing and release timing of the stop buttons B1 to B3, the control board stops the first reel R1 to the third reel R3 at the stop positions according to the result of the internal lottery.
[0031] When medals are paid out according to the result of the game, the electronic medals are paid out (stored) to the medal holding unit, and the display of the number of game medals on the game medal number display device 70 is updated. Thus, in the gaming machine of this embodiment, the operation on a predetermined operation means is enabled according to the progress of the game, and the game is advanced based on the effective operation on the operation means.
[0032] Also, in the gaming machine of this embodiment, a door sensor (detection means) for detecting the open / closed state of the upper front door UD and a door sensor (detection means) for detecting the open / closed state of the lower front door DD are provided, and based on the input signal (detection signal) input from the door sensor to the control board (main board), the opening and closing of each of the upper front door UD and the lower front door DD can be detected.
[0033] Figure 2 is a block diagram showing the schematic electrical configuration of the gaming machine and the dedicated unit 50 of this embodiment, and Figure 3 is a functional block diagram of the gaming machine of this embodiment.
[0034] The gaming machine of this embodiment is electrically connected to a dedicated unit 50, which is an external device, via a lending device connection terminal board 40 for gaming balls or the like. The dedicated unit 50 is provided with a dedicated unit control board 60 for transmitting and receiving electronic medals to and from the gaming machine.
[0035] The gaming machine of this embodiment is also controlled by control boards including a main board 10 (an example of a main control unit and a first control unit), a sub-board 20 (an example of a sub-control unit), and a medal number control board 30 (an example of a gaming value number control unit and a second control unit). The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, and a settlement switch 250, performs various calculations for executing a game, and controls the operation of output means such as a reel unit 310 based on the calculation results. The sub-board 20 receives input signals from input means such as an effect button switch 270, a menu button switch 280, and a cross key switch 290, as well as signals sent from the main board 10, performs various calculations for executing an effect according to the progress of the game, and controls the operation of output means such as a display device 330 and an audio device 340 based on the calculation results. The medal number control board 30 receives input signals from input means such as a counting button switch 255, performs various calculations for managing the number of gaming medals, and controls the operation of output means such as a gaming medal number display device 70 based on the calculation results. The functions of each board such as the main board 10, the sub-board 20, and the medal number control board 30 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program stored in advance in the ROM or the like.
[0036] The main board 10 includes a main CPU 10a (an example of a main control unit), a main ROM 10b, a main RAM 10c, etc. By executing various programs stored in the main ROM 10b, the main CPU 10a functions as an input reception means 105 (an example of a reception control means, an input processing means, and a settlement processing means), a random number generation means 110, an internal lottery means 120, a reel control means 130, a winning determination means 140, a payout control means 150, a replay processing means 160, a game state control means 170, an effect state control means 180 (an example of an auxiliary game control means and a privilege granting means), a communication control means 190, etc. Note that the data in the main RAM 10c is retained without being erased even when the power is turned off, but is erased when the setting value of the determined payout rate is changed and the RAM clear is executed.
[0037] The input reception means 105 receives the insertion of electronic medals for each game, and based on the insertion of electronic medals corresponding to the specified number of insertions (3 pieces), performs control to enable the game start operation for the start lever SL (a game start operation means). In the gaming machine of this embodiment, the first pressing operation of the start lever SL enabled based on the insertion of electronic medals corresponding to the specified number of insertions is received as a game start operation, which triggers the start of the rotation of the first reel R1 to the third reel R3 and also triggers the execution of an internal lottery. Also, when an operation is performed on the start lever SL in a state where the game start operation for the start lever SL is enabled, the operation on the start lever SL is disabled.
[0038] Also, when all the processes related to one game are completed, the input reception means 105 performs control to enable the operation on the bet button B0. When the bet button B0 is pressed in a state where the operation on the bet button B0 is enabled, along with the activation of the bet switch 220, an input process (bet process) is performed to set the electronic medals held in the medal holding unit to an input state (bet state) with the specified number of insertions as the limit. Also, when a game start operation is performed on the start lever SL, the operation on the bet button B0 is disabled.
[0039] Also, when all the processes related to one game are completed, the input reception means 105 performs control to enable the operation on the settlement button B4. When an operation on the settlement button B4 is performed in a state where the operation on the settlement button B4 is enabled, along with the operation of the settlement switch 250, a settlement process is performed to return all the electronically converted medals set in the input state to the medal holding unit. Also, when a game start operation on the start lever SL is performed, the operation on the settlement button B4 is disabled.
[0040] The random number generation means 110 is means for generating a random number value for lottery. The random number value can be generated, for example, based on the count value of an increment counter (a counter that counts numerical values so as to circulate within a predetermined count range). In the present embodiment, the "random number value" includes not only values that are randomly generated in a mathematical sense, but also values that can function substantially as random numbers because their acquisition timing or the like is irregular even though their generation itself is regular.
[0041] The internal lottery means 120 performs an internal lottery to determine the winning or losing of a plurality of types of roles such as replay, minor roles, and bonuses based on a start signal from the start switch 230 that is activated by a game start operation (the first pressing operation on the activated start lever SL) on the start lever SL. When winning in the internal lottery, the lottery flag corresponding to the winning role is set from the non-winning state (the first flag state, off state) to the winning state (the second flag state, on state).
[0042] In the internal lottery, the random number value acquired for the internal lottery is compared with the internal lottery table stored in the main ROM 10b, and the winning or losing of the role is determined according to the comparison result. In the gaming machine of the present embodiment, three types of internal lottery tables (internal lottery table 1 to internal lottery table 3) as shown in FIG. 4 are prepared. And in each internal lottery table, various roles such as replay, minor roles, and bonuses and a loss (non-winning) are associated with each of a plurality of random number values (for example, 65,536 random number values from 0 to 65,535).
[0043] In the gaming machine of the present embodiment, as minor winning combinations, minor winning combination 1 to minor winning combination 50 are prepared. As the winning modes of the minor winning combinations, as shown in FIGS. 5 and 6, batting order bells A1 to A8, batting order bells B1 to B8, chance symbol B, common three-of-a-kind 1 to common three-of-a-kind 5, batting order three-of-a-kind 1 to batting order three-of-a-kind 4, special winning combination 1 to special winning combination 4, and JAC1 to JAC3 are set.
[0044] Also, in the gaming machine of the present embodiment, as replays, replay 1 to replay 9 are prepared. As the winning modes of the replays, as shown in FIG. 7, normal replay 1 to normal replay 4, chance symbol A, watermelon, weak cherry, and strong cherry are set.
[0045] Also, in the gaming machine of the present embodiment, in internal lottery table 1 and internal lottery table 2, the winning probabilities and winning modes of the minor winning combinations are the same. In internal lottery table 2, the winning probability of the replay is higher than that in internal lottery table 1. In internal lottery table 3, the replay is not a lottery target. Also, in internal lottery table 3, the lottery mode of the minor winning combination is different from that in internal lottery table 1 and internal lottery table 2, and the winning probability of the minor winning combination is higher than that in internal lottery table 1 and internal lottery table 2.
[0046] Also, in the gaming machine of the present embodiment, as a bonus, a big bonus (BB) is prepared. The big bonus (BB) is a lottery target in internal lottery table 1. In internal lottery table 1, the lottery mode of the big bonus (BB) is set such that there are cases where it wins overlappingly with each of common three-of-a-kind 1 to common three-of-a-kind 5 and batting order three-of-a-kind 1 to batting order three-of-a-kind 4, and cases where it wins alone.
[0047] Also, in the gaming machine of the present embodiment, as gaming states, a normal state, a BB establishment state, and a BB state can be set. The internal lottery means 120 selects one of internal lottery tables 1 to 3 as the internal lottery table to be used in the internal lottery according to the gaming state.
[0048] Also, in the gaming machine of the present embodiment, when two or more types of winning combinations are won overlapped, lottery flags corresponding to each of the two or more types of winning combinations that are won overlapped are set to the winning state. Note that the setting information of the lottery flags is stored in the lottery flag storage area (lottery flag storage means) of the main RAM 10c.
[0049] Also, in the gaming machine of the present embodiment, there are prepared a lottery flag (carry-over possible flag) that can carry over the winning state to the next and subsequent games until winning, and a lottery flag (carry-over impossible flag) that is reset to the non-winning state without carrying over the winning state to the next and subsequent games regardless of winning. As the winning combination associated with the former carry-over possible flag, there is a big bonus (BB), and small winning combinations and replays are associated with the latter carry-over impossible flag. In the internal lottery process, for example, when winning the big bonus (BB) in the internal lottery, a process of carrying over the winning state of the lottery flag of the big bonus (BB) until the big bonus (BB) wins is performed. At this time, the internal lottery means 120 performs an internal lottery for determining the winning or losing of small winning combinations and replays even in a game in which the winning state of the lottery flag of the big bonus (BB) is carried over. That is, in the internal lottery process, in a game in which the winning state of the lottery flag of the bonus associated with the carry-over possible flag is carried over, when a small winning combination or a replay wins, lottery flags corresponding to two or more types of winning combinations including the lottery flag of the bonus that has already won and the lottery flag of the small winning combination or replay that has won in the internal lottery are set to the winning state.
[0050] Based on the start signal from the start switch 230 that is activated by a game start operation on the start lever SL, the reel control means 130 starts the rotational drive of the first reel R1 to the third reel R3 by a stepping motor, and enables a stop operation by pressing the stop buttons B1 to B3 (stop operation means) corresponding to the reels that are rotating steadily at a predetermined speed (about 80 rpm: a rotational speed of about 80 rotations per minute). At the same time, the reel control means 130 performs control to stop the first reel R1 to the third reel R3 that are rotationally driven by the stepping motor in a manner corresponding to the set state of the lottery flag (result of internal lottery).
[0051] When the stop switch 240 is activated by the player pressing the stop buttons B1 to B3 in a state where the stop operation on the stop buttons B1 to B3 is enabled, the reel control means 130 invalidates the operation on the operated stop button, and based on the reel stop signal from the stop switch 240, supplies a drive pulse of full-phase excitation to the stepping motor of the reel unit 310 to perform control to stop each of the first reel R1 to the third reel R3.
[0052] That is, every time each of the stop buttons B1 to B3 is pressed, the reel control means 130 determines the stop position of the reel corresponding to the pressed button among the first reel R1 to the third reel R3, and performs control to stop the reel at the determined stop position. In the gaming machine of the present embodiment, pressing the stop button B1 corresponds to the operation for stopping the first reel R1, pressing the stop button B2 corresponds to the operation for stopping the second reel R2, and pressing the stop button B3 corresponds to the operation for stopping the third reel R3. That is, in the gaming machine of the present embodiment, when the pressing order of the stop buttons B1 to B3 changes, the stop order of the first reel R1 to the third reel R3 changes. In the present embodiment, among the first reel R1 to the third reel R3, the stop operation corresponding to the reel that stops first is referred to as the first stop operation, the stop operation corresponding to the reel that stops second is referred to as the second stop operation, and the stop operation corresponding to the reel that stops last is referred to as the third stop operation. There are cases where the stop of the reel corresponding to the first stop operation is referred to as the first stop, the stop of the reel corresponding to the second stop operation is referred to as the second stop, and the stop of the reel corresponding to the third stop operation is referred to as the third stop. Also, in the present embodiment, the operation order of the stop operation for first stopping the first reel R1 (an example of a specific reel) is referred to as the recommended batting order (an example of a specific operation order), and the operation order of the stop operation for first stopping the second reel R2 or the third reel R3 may be referred to as the irregular batting order (an example of a non-specific operation order).
[0053] Also, in the gaming machine of the present embodiment, for the first reel R1 to the third reel R3, within 190 ms from the time when the stop buttons B1 to B3 are pressed, the rotating reel corresponding to the pressed stop button stops. And when stopping the rotating reel within 190 ms from the time of pressing the stop button, the stop position of each rotating reel is determined within the range of 0 frames to 4 frames (predetermined drawing-in range) of the number of frames required from the time of pressing the stop button until the reel stops. Then, the reel control means 130 is such that, on the outer peripheral surface of the rotating reel corresponding to the stop button among the stop buttons B1 to B3 for which a pressing operation has been performed, when the symbol corresponding to the winning combination selected by the internal lottery is within the range of 0 frames to 4 frames with respect to the display position on the valid line at the time when the pressing operation on the stop button is performed, the symbol corresponding to the winning combination for which the lottery flag is set to the winning state is displayed at the display position on the valid line, and controls to stop the rotating reel corresponding to the stop button for which the pressing operation has been performed.
[0054] And in the present embodiment, as shown in FIG. 8, on the outer peripheral surfaces of the first reel R1 to the third reel R3 constituting the reel unit 310, the red 7 symbol "Red 7", blue 7 "Blue 7", BAR symbol 1 "BAR1", BAR symbol 2 "BAR2", replay symbol "RP", bell symbol a "BLa", bell symbol b "BLb", watermelon symbol "WM", cherry symbol "CH", and dummy symbol "DUM" are arranged. When drawing in the symbol existing within 4 frames from the pressing detection position onto the valid line, for the symbols arranged at intervals within 4 frames on the outer peripheral surface of each reel, regardless of the pressing detection position which is the position of the reel at the time of operation of the stop switch 240 (the time when the pressing of the stop button is detected), it can be displayed on the valid line. In the present embodiment, the pressing detection position is the display position at the upper stage of each reel.
[0055] In the gaming machine of this embodiment, the reel unit 310 is provided with a reel index composed of a photosensor, and the reel control means 130, based on a reference position signal detected by the reel index every time the reel makes one rotation, obtains the rotation angle (the number of rotation steps of the rotation axis of the stepping motor) from the reference position of the reel (the frame detected by the reel index 315), so that the current rotation state of the reel can be monitored. That is, the reel control means 130 can obtain the position of the reel when the stop switch 240 is actuated by obtaining the rotation angle from the reference position of the reel.
[0056] Also, the reel control means 130 determines the stop position of the rotating reel by referring to the stop control table stored in the main ROM 10b.
[0057] Here, in the stop control table, according to the setting state of the lottery flag, the correspondence between the depression detection position, which is the position of the reel at the time of actuation of the stop switch 240 (the time when the depression of the stop button is detected), and the actual stop position is set. Note that in the stop control table, according to the setting state of the lottery flag, the correspondence between the depression detection position and the number of sliding frames indicating the rotation amount from the depression detection position to the actual stop position may be set.
[0058] Also, in the gaming machine of this embodiment, for minor winning combinations, replay, and bonus, the priority order is determined in the order of "replay > bonus" and "minor winning combination > bonus", and the stop control table is set so that the stop position including the symbols constituting the winning form of the higher-priority winning combination is selected according to the priority order associated with each winning combination.
[0059] In the gaming machine of the present embodiment, in the stop control table referred to when lottery flags related to a plurality of types of minor winning combinations are set to the winning state in the internal lottery, when the stop position is set according to the number of symbol combinations indicating winning forms that can be displayed on the active line (number priority control: an example of the first control), and when the stop position is set according to the number of medals paid out based on the payout predetermined for the minor winning combination (payout number priority control: an example of the second control), when the stop position is set according to the number of symbol combinations indicating winning forms that can be displayed on the active line, the stop position is set with respect to the push detection position so that the stop position where the number of symbol combinations indicating winning forms that can be displayed on the active line is larger is given higher priority. When the stop position is set according to the number of medals paid out, the stop position is set with respect to the push detection position so that the stop position where the number of medals paid out based on the payout of the minor winning combination corresponding to the symbol displayed at the display position on the active line is larger (the stop position where a minor winning combination with a large payout can be won) is given higher priority. However, when the stop position is set according to the number of medals paid out, for a plurality of stop positions where the number of medals paid out is the same, the priority levels of the respective stop positions are treated as the same and the stop position with respect to the push detection position is set. When the stop position is set according to the number of symbol combinations indicating winning forms that can be displayed on the active line, for a plurality of stop positions where the number of symbol combinations indicating winning forms that can be displayed on the active line is the same, the priority levels of the respective stop positions are treated as the same and the stop position with respect to the push detection position is set.
[0060] Also, in the present embodiment, for example, for the sake of convenience of explanation, minor winning combinations may be classified and collectively referred to according to the payout. For example, minor winning combinations with a payout of 13 medals (minor winning combinations 1 to 8) are referred to as 13 - medal minor winning combinations, minor winning combinations with a payout of 3 medals (minor winning combinations 9 to 24) are referred to as 3 - medal minor winning combinations, and minor winning combinations with a payout of 1 medal (minor winning combinations 25 to 50) are referred to as 1 - medal minor winning combinations.
[0061] In the stop control table referred to when any batting order bell is selected by an internal lottery, as shown in FIGS. 9 and 10, the correct batting order is set for each batting order bell, and an operation order different from the correct batting order is treated as an incorrect batting order. In this embodiment, if necessary, a stop operation mode that enables a 13-card minor winning combination may be referred to as a correct operation mode, and a stop operation mode different from the correct operation mode may be referred to as a failure operation mode.
[0062] First, in the stop control table referred to when any one of batting order bells A1 to A8 is selected, as shown in FIG. 9, when the stop buttons B1 to B3 are pressed in the correct batting order, the stop position with respect to the pressing detection position is set so that a 13-card minor winning combination (correct minor winning combination) or a 3-card minor winning combination (incorrect minor winning combination) wins. When the stop buttons B1 to B3 are pressed in an incorrect batting order, the stop position with respect to the pressing detection position is set such that there are cases where a 1-card minor winning combination (incorrect minor winning combination) wins and cases where no winning combination wins (miss).
[0063] Note that "1-card minor winning combination (1 / 2)" in FIGS. 9 and 10 means that in a situation where only a 1-card minor winning combination can win, the 1-card minor winning combination wins with a probability of 1 / 2, and a miss occurs where no winning combination wins with a probability of 1 / 2.
[0064] Also, in the present embodiment, when a stop operation is performed in the correct batting order when any one of the batting order bells A1 to A8 is selected, whether or not a 13 - tile minor winning combination wins is determined by the pressing detection position of the first stop operation in the correct batting order, and whether or not a 13 - tile minor winning combination wins is determined by whether the pressing detection position of the first stop operation is either the first pressing position or the second pressing position shown in FIG. 8. In the present embodiment, the pressing detection position of the first stop operation that enables a 13 - tile minor winning combination for the batting order bells A1 to A8 is set as the correct position. Then, as shown in FIG. 9, for the batting order bells A1 to A4, when the first stop operation is at the first pressing position in the correct batting order, a 13 - tile minor winning combination wins, and when the first stop operation is at the second pressing position even in the correct batting order, a 3 - tile minor winning combination wins instead of a 13 - tile minor winning combination. For the batting order bells A5 to A8, when the first stop operation is at the second pressing position in the correct batting order, a 13 - tile minor winning combination wins, and when the first stop operation is at the first pressing position even in the correct batting order, a 3 - tile minor winning combination wins instead of a 13 - tile minor winning combination.
[0065] Also, in the stop control table referred to when any one of the batting order bells B1 to B8 is selected by the internal lottery, as shown in FIG. 10, when the stop buttons B1 to B3 are pressed in the correct batting order, the stop position with respect to the pressing detection position is set so that a 13 - tile minor winning combination (correct winning combination) or a 3 - tile minor winning combination (incorrect winning combination) wins. When the stop buttons B1 to B3 are pressed in the incorrect batting order, the stop position with respect to the pressing detection position is set so that there are cases where a 1 - tile minor winning combination (incorrect winning combination) wins and cases where no winning combination wins (miss).
[0066] Also, in the present embodiment, when a stop operation is performed in the correct batting order when any one of the batting order bells B1 to B8 is selected, whether or not a 13-card minor winning combination wins is determined by the pressing detection position of the first stop operation in the correct batting order, and whether or not a 13-card minor winning combination wins is determined by whether the pressing detection position of the first stop operation is either the first pressing position or the second pressing position shown in FIG. 8. In the present embodiment, the pressing detection position of the first stop operation that enables a 13-card minor winning combination for the batting order bells B1 to B8 is defined as the correct position. Then, as shown in FIG. 10, for the batting order bells B1 to B4, when the first stop operation is at the first pressing position in the correct batting order, a 13-card minor winning combination wins, and when the first stop operation is at the second pressing position even in the correct batting order, a 3-card minor winning combination wins instead of a 13-card minor winning combination. For the batting order bells B5 to B8, when the first stop operation is at the second pressing position in the correct batting order, a 13-card minor winning combination wins, and when the first stop operation is at the first pressing position even in the correct batting order, a 3-card minor winning combination wins instead of a 13-card minor winning combination.
[0067] Regarding the batting order bells A1 to A8, in the normal state, the order of all stop operations is treated as an incorrect batting order, and there are an order of stop operations treated as the correct batting order and an order of stop operations treated as the incorrect batting order only when the BB establishment state is satisfied. That is, for the batting order bells A1 to A8, when selected in the normal state, any operation mode becomes a failure operation mode. Therefore, in the normal state, even if a stop operation is performed in an operation mode that enables a 13-card minor winning combination or a 3-card minor winning combination in the BB establishment state, a 1-card minor winning combination wins. Regarding the batting order bells B1 to B8, stop control is performed in the mode shown in FIG. 10 in both the normal state and the BB establishment state, and a 13-card minor winning combination wins if a stop operation is performed in the correct operation mode in either the normal state or the BB establishment state.
[0068] Also, when each batting order bell is won and a stop operation is being performed in the correct operation mode, symbols constituting a winning pattern of 13 small winning hands are preferentially displayed on the valid line by payout number priority control. When a stop operation is being performed in the failed operation mode, symbols constituting a winning pattern of 3 small winning hands or 1 small winning hand are preferentially displayed on the valid line by number priority control. Stop positions with respect to the pressing detection position are set in each stop control table.
[0069] Also, in the stop control table referred to when chance symbol B is won in the internal lottery, stop positions with respect to the pressing detection position are set such that there are cases where 3 small winning hands win and cases where no winning hand wins (missing a winning hand).
[0070] Also, in the stop control table referred to when any one of common 3 cards 1 to common 3 cards 5 is won in the internal lottery, as shown in FIG. 11, a correct batting order is set for each of the common 3 cards. An operation order different from the correct batting order is treated as an incorrect batting order. When the stop buttons B1 to B3 are pressed in the correct batting order, stop positions with respect to the pressing detection position are set such that specific 3 small winning hands among small winning hands 17 to 20 or small winning hand 24 win. When the stop buttons B1 to B3 are pressed in an incorrect batting order, stop positions with respect to the pressing detection position are set such that 3 small winning hands different from the specific 3 small winning hands win.
[0071] Also, in the stop control table referred to when any one of batting order 3 cards 1 to batting order 3 cards 4 is won in the internal lottery, as shown in FIG. 11, a correct batting order is set for each of the batting order 3 cards. An operation order different from the correct batting order is treated as an incorrect batting order. When the stop buttons B1 to B3 are pressed in the correct batting order, stop positions with respect to the pressing detection position are set such that 3 small winning hands (correct small winning hands) win. When the stop buttons B1 to B3 are pressed in an incorrect batting order, stop positions with respect to the pressing detection position are set such that there are cases where 1 small winning hand (incorrect small winning hand) wins and cases where no winning hand wins (missing a winning hand).
[0072] Also, in the stop control table referred to when any one of special roles 1 to 4 is selected by an internal lottery, the stop position with respect to the press detection position is set so that three small roles win a prize.
[0073] Also, in the stop control table referred to when JAC1 is selected by an internal lottery, the stop position with respect to the press detection position is set so that thirteen small roles win a prize. In the stop control table referred to when JAC2 is selected by an internal lottery, the stop position with respect to the press detection position is set so that three small roles win a prize. In the stop control table referred to when JAC3 is selected by an internal lottery, the stop position with respect to the press detection position is set so that one small role wins a prize.
[0074] Also, in the stop control table referred to when normal replay 1 or normal replay 4 is selected by an internal lottery, the stop position with respect to the press detection position is set so that any one of the replays wins a prize.
[0075] Also, in the stop control table referred to when normal replay 2 is selected by an internal lottery, as shown in FIG. 11, when the stop buttons B1 to B3 are pressed in the press order (batter order 1 to 2) that first presses the stop button B1, the stop position with respect to the press detection position is set so that replay 1 wins a prize. When the stop buttons B1 to B3 are pressed in the press order (batter order 3 to 4) that first presses the stop button B2, the stop position with respect to the press detection position is set so that replay 7 wins a prize. When the stop buttons B1 to B3 are pressed in the press order (batter order 5 to 6) that first presses the stop button B3, the stop position with respect to the press detection position is set so that replay 8 or replay 9 wins a prize.
[0076] Also, in the stop control table referred to when the normal replay 3 wins in the internal lottery, as shown in Fig. 11, when the stop buttons B1 to B3 are pressed in the order of pressing (batting order 1 to 4) that first presses the stop button B1 or the stop button B2, the stop position with respect to the press detection position is set so that replay 1 wins. When the stop buttons B1 to B3 are pressed in the order of pressing (batting order 5 to 6) that first presses the stop button B3, the stop position with respect to the press detection position is set so that replay 7 wins.
[0077] Also, in the stop control table referred to when the weak cherry wins in the internal lottery, the stop position with respect to the press detection position is set so that replay 4 wins. In the stop control table referred to when the strong cherry wins in the internal lottery, the stop position with respect to the press detection position is set so that replay 5 wins. In the stop control table referred to when the watermelon wins in the internal lottery, the stop position with respect to the press detection position is set so that replay 6 wins. In the stop control table referred to when the chance eye A wins in the internal lottery, the stop position with respect to the press detection position is set so that replay 2 or replay 3 wins.
[0078] Also, for the big bonus (BB), it can only win when the big bonus (BB) wins alone in the normal state. In the BB established state, there is no losing result. The stop position with respect to the press detection position is set in the stop control table so that the big bonus (BB) does not win due to the overlapping winning of small winning combinations or replays with a higher priority than the big bonus (BB).
[0079] Also, in this embodiment, when a specific three-card minor winning combination of 24 minor winning combinations wins when each of the three common cards is selected, as shown in FIG. 11, there is a case where a combination of symbols (specific symbol combination) of three blue 7s composed of the blue 7 symbol "Blue 7" is displayed on an invalid line (a line not used for winning determination). As shown in FIG. 12(A), when the 24 minor winning combinations win, a combination of symbols of three blue 7s can be displayed on the middle invalid line composed of the middle part of each reel. Therefore, when each of the three common cards is selected, if a stop operation is performed in the correct batting order, a combination of symbols of three blue 7s is displayed according to the timing of the stop operation.
[0080] Also, when replay 7 wins when normal replay 2 or normal replay 3 is selected, as shown in FIG. 11, there is a case where a combination of symbols (specific symbol combination) of three blue 7s is displayed on the valid line L1. As shown in FIG. 12(B), when replay 7 wins, a combination of symbols of three blue 7s can be displayed in the state of the valid line L1. Therefore, when normal replay 2 is selected, if a stop operation is performed in batting order 3 or batting order 4, a combination of symbols of three blue 7s is displayed according to the timing of the stop operation. When normal replay 3 is selected, if a stop operation is performed in batting order 5 or batting order 6, a combination of symbols of three blue 7s is displayed according to the timing of the stop operation.
[0081] The winning determination means 140 performs a winning determination process for determining whether or not a winning combination has won based on the stop modes of the first reel R1 to the third reel R3. Specifically, while referring to the winning determination table stored in the main ROM 10b, it determines whether or not the symbol combination displayed on the effective line when all of the first reel R1 to the third reel R3 have stopped is in a predetermined winning form of a winning combination. Then, as shown in FIGS. 13 to 18, a winning determination table is prepared so that the presence or absence of winning of the big bonus (BB), replay 1 to replay 9, and small winning combination 1 to small winning combination 50 can be determined based on the symbol combination displayed on the effective line in the state where each reel has stopped. Note that the winning determination means 140 is not limited to performing the winning determination process based on the stop mode of each reel (information on the actual stop position of each reel). For example, the winning determination process may be performed based on the stop position of each reel determined by the reel control means 130 (the predicted stop position at the time of the stop operation of each reel), or the winning determination process may be performed based on the actual stop position of the already stopped reel and the predicted stop position (scheduled stop position) of the reel for the third stop operation. In this example, the winning determination process can be performed before all the reels stop (when the stop position of the reel corresponding to the third stop operation is determined). And when a symbol combination indicating a predetermined winning form for each winning combination is displayed on the effective line, the winning combination wins.
[0082] And in the gaming machine of this embodiment, based on the determination result of the winning determination means 140, when a winning combination wins, a winning-time process is executed. As the winning-time process, for example, when a small winning combination wins, the payout control means 150 performs a payout process of electronic medals based on the payout determined in advance for each winning combination, and when a replay wins, the replay process means 160 performs a replay process, and when a bonus wins, the game state control means 170 performs a game state transition process for transitioning the game state.
[0083] When a small winning combination wins, the payout control means 150 determines the number of electronic medals to be paid out based on the payout determined in advance for each winning combination, and pays out the determined number of electronic medals to the medal holding unit.
[0084] When the replay wins, the replay processing means 160 performs a replay process (re - game process) of setting the same preparation state as the previous game without requiring the player to insert the electronically - converted medals owned by the player for the next game. That is, in the gaming machine of the present embodiment, when the replay wins, an automatic insertion process is performed in which the same number of electronically - converted medals as in the previous game are automatically inserted without using the player's handheld electronically - converted medals, and the game start operation for the next start lever SL is awaited in a state where the same effective lines as in the previous game are set.
[0085] As shown in FIG. 19, the game state control means 170 performs a game state transition process for transitioning the game state among the normal state, the BB establishment state, and the BB state. In the present embodiment, information indicating the staying game state is stored in the game state storage area of the main RAM 10c. The game state transition conditions may be defined by one condition or a plurality of conditions. When a plurality of conditions are defined, the game state can be transitioned to another game state based on the establishment of one of the plurality of predetermined conditions or the establishment of all of the plurality of predetermined conditions.
[0086] The normal state is a game state corresponding to the initial state among a plurality of types of game states, and it is possible to transition from the normal state to the BB establishment state or the BB state. Specifically, when the big bonus (BB) is won in the normal state but the big bonus (BB) does not win, it transitions to the BB establishment state, and when the big bonus (BB) is won and the big bonus (BB) wins in the normal state, it transitions to the BB state. Also, in the normal state, among the internal lottery tables 1 to 3 shown in FIG. 4, the internal lottery is performed with reference to the internal lottery table 1 in which the winning probability of the replay is set to about 1 / 7.3 or more and the big bonus (BB) is set as the lottery target.
[0087] The BB established state is a gaming state that transitions when the big bonus (BB) is won in an internal lottery in the normal state but fails to win the big bonus (BB). Among the internal lottery tables 1 to 3 shown in FIG. 4, the winning probability of replay is higher than that of internal lottery table 1, so no loss (non-winning) occurs, and an internal lottery is conducted with reference to internal lottery table 2 in which the big bonus (BB) is excluded from the lottery target.
[0088] Also, in the BB established state, the lottery flag corresponding to the big bonus (BB) is maintained in the winning state until the big bonus (BB) wins. When the symbol combination indicating the winning form of the big bonus (BB) is displayed on the valid line, the game state control means 170 shifts the game state from the BB established state to the BB state.
[0089] The BB state is a gaming state that transitions when the symbol combination indicating the winning form of the big bonus (BB) is displayed on the valid line. Among the internal lottery tables 1 to 3 shown in FIG. 4, an internal lottery is conducted with reference to internal lottery table 3, whose small winning lottery mode is different from that of internal lottery table 1 and internal lottery table 2.
[0090] Also, in the BB state, it is determined whether the end condition is satisfied based on the total number of electronically converted medals paid out during the game in the BB state. When it is determined that more than a predetermined number of medals (for example, 18 medals) have been paid out, the game state control means 170 ends the BB state and controls to return the game state to the normal state. In this embodiment, the count information regarding the payout number in the BB state is stored in the game state storage area.
[0091] In the gaming machine of this embodiment, in the normal state (an example of when the bonus is not activated) and the BB established state (an example of when the bonus is not activated), internal lottery is conducted such that there are multiple types of first winning modes (batting order bells A1 to A8 and batting order bells B1 to B8) in which multiple types of 13-card minor winning combinations (an example of the correct winning combination: minor winning combination 1 to minor winning combination 8) are selected without overlapping with each other. In the BB state (an example of when the bonus is activated), there is a second winning mode (JAC1) in which multiple types of 13-card minor winning combinations (minor winning combination 1 to minor winning combination 8) are selected with overlap. The probability of becoming the second winning mode in the internal lottery in the BB state is lower than the probability of becoming any of the multiple types of first winning modes in the internal lottery in the normal state and the BB established state. Internal lottery is conducted such that the winning probability of each minor winning combination is equal to or higher than the winning probability in the normal state and the BB established state, and the overall winning probability of the minor winning combinations is higher than that in the normal state and the BB established state. That is, in the BB state of this embodiment, the winning probability of at least one type of minor winning combination is increased compared to the normal state and the BB established state, and the overall winning probability of the minor winning combinations is also increased compared to the normal state and the BB established state. However, the probability of obtaining the second winning mode (JAC1) including minor winning combinations 1 to 8 with a higher payout than the specified number of insertions (3 cards) is lower than the probability of obtaining any of the first winning modes including any of minor winning combinations 1 to 8 in the normal state and the BB established state. Therefore, the expected value of the acquisition rate (number of payouts / number of insertions) of the electronic medals in the BB state can be made less than 100%.
[0092] As shown in FIG. 20, the effect state control means 180 performs an effect state transition process for transitioning the effect state among the initial effect state, the normal effect state, the first AT state, the first special AT state, the second AT state, the second special AT state, the third AT preparation state, and the third AT state. In this embodiment, the information indicating the staying effect state is stored in the effect state storage area of the main RAM 10c. The transition conditions of the effect state may be one condition or multiple conditions. When multiple conditions are defined, the effect state can be transitioned to another effect state based on the establishment of one of the multiple predefined conditions or the establishment of all of the multiple predefined conditions.
[0093] In this embodiment, when staying in the first AT state, the first special AT state, the second AT state, the second special AT state, the third AT preparation state, or the third AT state, a winning assistance effect that assists the winning of a role is performed by the effect control means 210, and an assist time game (an example of an auxiliary game, a favorable game, a privilege game) in which it is easier to obtain electronic medals than in games staying in the initial effect state or the normal effect state can be performed. In this embodiment, the function of executing the assist time game in the favorable section is defined as an instruction function, and the process that affects the execution of the assist time game becomes the process related to the instruction function.
[0094] Also, as shown in FIG. 21, the effect state control means 180 can set a normal section (non-favorable section) and a favorable section. In the normal section, the effect state is fixed to the initial effect state which is the initial state, and a favorable section transition lottery is performed. When winning the favorable section transition lottery, the favorable section is started on the condition that it is the favorable section, and the effect state can be set to the AT state (the first AT state, the first special AT state, the second AT state, the second special AT state, the third AT preparation state, and the third AT state).
[0095] Then, the effect state control means 180 performs a favorable section transition lottery when it is in the normal state or the BB establishment state in the normal section. In the normal state, a favorable section transition lottery is performed when a winning mode other than the normal replay 4 is won in the internal lottery. In the BB establishment state, a favorable section transition lottery is performed when any of common three cards 1 to common three cards 5, batting order three cards 1 to batting order three cards 4, and winning modes other than the normal replay 4 are won.
[0096] When winning the favorable section transition lottery, a favorable section transition process is performed based on winning the favorable section transition lottery, the favorable section is started from the next game of the game that won the favorable section transition lottery, and the effect state is set to the normal effect state.
[0097] In addition, when the production state is the normal production state in the advantageous section, the production state control means 180 performs a first AT lottery (an example of the process related to the instruction function) based on the fact that a specific winning mode (for example, a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance symbol A, chance symbol B, etc.) is won by an internal lottery. In the present embodiment, a first AT win and a first special AT win are set as the winning types. In the first AT lottery, the probabilities of obtaining a first AT win or a first special AT win differ according to the result of the internal lottery, and the probabilities of obtaining a first AT win or a first special AT win are set high in the order of "weak cherry < chance symbol A < watermelon < chance symbol B < strong cherry".
[0098] In addition, the performance state control means 180 determines the ceiling mode when the normal performance state is transitioned to in the advantageous zone. In this embodiment, the normal mode and the chance mode can be set as the ceiling mode, and in the normal performance state, the player stays in either of the ceiling modes, and the ceiling mode is determined in the next game of the game in which the advantageous zone transition lottery is won, or in the game in which the first AT state, the first special AT state, the second AT state, or the second special AT state ends and the advantageous zone continues. In the next game of the game in which the advantageous zone transition lottery is won, for example, the ceiling mode is determined by the game start operation on the start lever SL, and in this case, it is set to the chance mode. For this reason, for example, when the advantageous zone ends with the end of the first AT state, the first special AT state, the second AT state, or the second special AT state, and the game transitions to the advantageous zone again via the normal zone (when the advantageous zone is reset), it is set to the chance mode. On the other hand, in a game in which the first AT state, the first special AT state, the second AT state, or the second special AT state has ended and the advantageous zone has continued, the ceiling mode is determined as part of the process of returning the presentation state to the normal presentation state. In this case, a chance mode lottery is performed, and if the chance mode lottery is won, the chance mode is set, and if the result of the chance mode lottery is a miss (no win), the normal mode is set. In the chance mode lottery of this embodiment, the probability of a miss (no win) is set higher than the probability of a win, and for example, the probability of winning is set to 5%.
[0099] When the ceiling mode is determined in the advantageous section, the number of ceiling games is set. In the present embodiment, the number of ceiling games is set based on the ceiling mode. When the ceiling mode is determined to be the normal mode, a value "500" corresponding to the number of games for 500 times is set in the ceiling counter of the main RAM 10c. When the ceiling mode is determined to be the chance mode, a value "100" corresponding to the number of games for 100 times is set in the ceiling counter. In the normal production state, every time one game is played, a fixed value "1" corresponding to one game is subtracted from the value of the ceiling counter (an example of the process related to the instruction function). Note that when a stop operation is performed in an irregular batting order in the normal production state, the process of subtracting a fixed value "1" from the value of the ceiling counter is not performed. That is, the recommended batting order that stops the first reel R1 first is more advantageously handled with respect to the update of the ceiling counter than the irregular batting order that stops the second reel R2 or the third reel R3 first.
[0100] Then, based on the fact that the result of the first AT lottery is the first AT win or the value of the ceiling counter reaches the initial value "0" in the normal production state, the production state control means 180 shifts the production state to the first AT state, and based on the fact that the result of the first AT lottery is the first special AT win, performs control to shift the production state to the first special AT state. Also, when shifting the production state to the first AT state, the production state control means 180 sets a value "20" corresponding to 20 times, which is the initial number of games of the assist time game in the first AT state, in the first AT game number counter of the main RAM 10c. When shifting the production state to the first special AT state, the production state control means 180 sets a value "10" corresponding to 10 times, which is the initial number of games of the assist time game in the first special AT state, in the first AT game number counter.
[0101] When shifting to the first AT state, the production state control means 180 causes an assist time game to be played based on the fact that the production state is the first AT state. Every time one game is played in the assist time game, a fixed value "1" corresponding to one game is subtracted from the value of the first AT game number counter. When the value of the first AT game number counter reaches the initial value "0", it is determined that the end condition of the first AT state is satisfied, and the first AT state is ended.
[0102] In addition, in the first AT state, the effect state control means 180 performs a second AT lottery (an example of the process related to the instruction function) based on the fact that a specific winning mode (for example, a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance slot A, chance slot B, etc.) is selected by an internal lottery. In the present embodiment, in the second AT lottery, the probability of obtaining a second AT win varies according to the result of the internal lottery, and the probability of obtaining a second AT win is set high in the order of "weak cherry < chance slot A < watermelon < chance slot B < strong cherry".
[0103] Then, in the first AT state, based on the fact that a second AT win is obtained in the second AT lottery, the effect state control means 180 shifts the effect state to the second AT state after the end of the first AT state. When the end condition of the first AT state is satisfied without obtaining a second AT win in the second AT lottery, the first AT state is ended and the normal effect state is restored. In addition, when shifting the effect state to the second AT state, the effect state control means 180 sets the value "50", which corresponds to 50, the initial number of game plays of the assist time game in the second AT state, in the second AT game number counter of the main RAM 10c, and sets the second AT in progress flag of the main RAM 10c to the on state.
[0104] When shifting to the second AT state, the effect state control means 180 causes the assist time game to be performed based on the fact that the effect state is the second AT state. Each time one game is performed in the assist time game, a fixed value "1" corresponding to one game play is subtracted from the value of the second AT game number counter. When the value of the second AT game number counter reaches the initial value "0", it is determined that the end condition of the second AT state is satisfied, and the second AT state is ended and the normal effect state is restored.
[0105] In addition, in the second AT state, the effect state control means 180 performs a bonus lottery (an example of the process related to the instruction function) based on the fact that a specific winning mode (for example, a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance slot A, chance slot B, etc.) is won in the internal lottery. When winning the bonus lottery, a given value is added to the second AT game number counter.
[0106] In addition, in the second AT state, the effect state control means 180 performs a third AT lottery (an example of the process related to the instruction function) based on the fact that a specific winning mode (for example, a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance slot A, chance slot B, etc.) is won in the internal lottery. In this embodiment, in the third AT lottery, the probability of obtaining a third AT win varies according to the result of the internal lottery, and the probability of obtaining a third AT win is set to be high in the order of "weak cherry < chance slot A < watermelon < chance slot B < strong cherry". When a third AT win is obtained in the third AT lottery, the second AT state is interrupted and the effect state is shifted to the third AT preparation state. At this time, the value of the second AT game number counter is held and the second AT in - progress flag is maintained in the on state.
[0107] When shifting to the third AT preparation state, the effect state control means 180 continues the third AT preparation state until the start condition of the third AT state is satisfied, and when the start condition of the third AT state is satisfied, the effect state is shifted to the third AT state. In this embodiment, when any one of common three cards 1 to common three cards 5, normal replay 2, and normal replay 3 is won in the internal lottery, it is determined that the start condition (an example of the grant condition) of the third AT state is satisfied and the state is shifted to the third AT state.
[0108] Also, when the effect state control means 180 shifts the effect state to the third AT state, it sets an additional ride mode for determining the additional ride performance, and sets the initial number of game plays of the assist time game in the third AT state according to the additional ride mode in the third AT state. In the present embodiment, the information indicating the additional ride mode is stored in the effect state storage area of the main RAM 10c. Also, in the present embodiment, the additional ride performance in the third AT state changes according to the additional ride mode, and as the additional ride mode in the third AT state, the first mode to the eleventh mode and the special mode can be set. When the additional ride mode in the third AT state is set to any one of the first mode to the eleventh mode, a value "20" corresponding to 20 times is set in the third AT game number counter of the main RAM 10c as the initial number of game plays of the assist time game in the third AT state. When the additional ride mode in the third AT state is set to the special mode, a value "10" corresponding to 10 times is set in the third AT game number counter as the initial number of game plays of the assist time game in the third AT state.
[0109] Also, when the additional ride mode in the third AT state is set to any one of the first mode to the seventh mode, the ninth mode to the eleventh mode, and the special mode, if the second AT in - progress flag is in the off state, a value "50" corresponding to 50 times, which is the initial number of game plays of the assist time game in the second AT state, is set in the second AT game number counter, the second AT in - progress flag is set to the on state. When the additional ride mode in the third AT state is set to the eighth mode, the second special AT in - progress flag in the main RAM 10c is set to the on state. When the second AT in - progress flag is in the off state, a value "50" corresponding to 50 times, which is the initial number of game plays of the assist time game in the second special AT state, is set in the second AT game number counter. When the second AT in - progress flag is in the on state, the second AT in - progress flag is set to the off state.
[0110] When shifting to the 3rd AT state, the effect state control means 180 causes an assist time game to be played based on the fact that the effect state is the 3rd AT state. Each time one game is played in the assist time game, a fixed value "1" corresponding to one game is subtracted from the value of the 3rd AT game count counter. When the value of the 3rd AT game count counter reaches the initial value "0", it is determined that the end condition of the 3rd AT state is satisfied, the 3rd AT state is terminated, and a transition is made to the 3rd AT preparation state, the 2nd AT state, or the 2nd special AT state. Specifically, when the value of the 3rd AT stock counter in the main RAM 10c described later is greater than the initial value "0", a return is made from the 3rd AT state to the 3rd AT preparation state, and a fixed value "1" corresponding to one 3rd AT win is subtracted from the value of the 3rd AT stock counter. When the value of the 3rd AT stock counter is the initial value "0" and the 2nd AT in progress flag is in the on state, a return is made from the 3rd AT state to the 2nd AT state. When the value of the 3rd AT stock counter is the initial value "0" and the 2nd special AT in progress flag is in the on state, a transition is made from the 3rd AT state to the 2nd special AT state.
[0111] Also, the effect state control means 180 conducts a bonus lottery (an example of a process related to the instruction function) in the 3rd AT state. When winning the bonus lottery, a given value is added to the 2nd AT game count counter. In the 3rd AT state, the lottery timing and lottery mode (winning mode and winning probability) of the bonus lottery change according to the bonus mode, and the expected value of the number of bonus games fluctuates. Details will be described later.
[0112] When shifting to the 2nd special AT state, the effect state control means 180 causes an assist time game to be played based on the fact that the effect state is the 2nd special AT state. Each time one game is played in the assist time game, a fixed value "1" corresponding to one game is subtracted from the value of the 2nd AT game count counter. When the value of the 2nd AT game count counter reaches the initial value "0", it is determined that the end condition of the 2nd AT state is satisfied, the 2nd AT state is terminated, and a return is made to the normal effect state.
[0113] In addition, in the second special AT state, the effect state control means 180 performs a bonus lottery (an example of the process related to the instruction function) based on the fact that a specific winning mode (for example, a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance slot A, chance slot B, etc.) is won in the internal lottery. When winning the bonus lottery, a given value is added to the second AT game number counter.
[0114] In addition, in the second special AT state, the effect state control means 180 performs a third AT lottery (an example of the process related to the instruction function) based on the fact that a specific winning mode (for example, a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance slot A, chance slot B, etc.) is won in the internal lottery. In the present embodiment, in the third AT lottery, the probability of obtaining a third AT win varies according to the result of the internal lottery, and the probability of obtaining a third AT win is set high in the order of "weak cherry < chance slot A < watermelon < chance slot B < strong cherry". When a third AT win is obtained in the third AT lottery, the second special AT state is interrupted and the effect state is shifted to the third AT preparation state. At this time, the value of the second AT game number counter is held and the second special AT in progress flag is maintained in the on state.
[0115] In addition, in the first special AT state, every time a game is played, for example, when the start lever SL is pressed, the effect state control means 180 performs a third AT lottery (an example of the process related to the instruction function). In the first special AT state, when a specific winning mode (for example, a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance slot A, chance slot B, etc.) is won in the internal lottery, the third AT lottery is performed with a 100% winning probability, and when a lottery result other than the winning of the specific winning mode (including a loss) is obtained in the internal lottery, the third AT lottery is performed with a winning probability of less than 100% (for example, 50%). When a third AT win is obtained in the third AT lottery, a fixed value "1" corresponding to one third AT win is added to the third AT stock counter.
[0116] When transitioning to the first special AT state, the effect state control means 180 causes an assist time game to be played based on the fact that the effect state is the first special AT state. Each time a game is played in the assist time game, a fixed value "1" corresponding to one game is subtracted from the value of the first AT game number counter. When the value of the first AT game number counter reaches the initial value "0", it is determined that the end condition of the first special AT state is satisfied, the first special AT state is terminated, and the transition is made to the normal effect state or the third AT preparation state. Specifically, when the value of the third AT stock counter is greater than the initial value "0", the transition is made from the first special AT state to the third AT preparation state, and a fixed value "1" corresponding to one third AT win is subtracted from the value of the third AT stock counter. When the value of the third AT stock counter is the initial value "0", the transition is made back to the normal effect state from the third AT state.
[0117] Also, in the first special AT state, each time a game is played, for example, when the start lever SL is pressed, the effect state control means 180 performs a third AT lottery (an example of a process related to the instruction function). In the first special AT state, when a specific winning mode (for example, a high - rarity winning mode such as watermelon, weak cherry, strong cherry, chance target A, chance target B, etc.) is won in the internal lottery, the third AT lottery is performed with a 100% winning probability. When a lottery result other than the winning of the specific winning mode (including losing) is obtained in the internal lottery, the third AT lottery is performed with a winning probability of less than 100% (for example, 50%). When a third AT win is obtained in the third AT lottery, a fixed value "1" corresponding to one third AT win is added to the third AT stock counter.
[0118] In this embodiment, the effect state control means 180 sets the value of the first clear counter in the main RAM 10c to a predetermined value "1" in the advantageous section transition process. In the advantageous section, an incremental update is performed in which a fixed value (for example, 1) corresponding to one game is added to the value of the first clear counter every time one game is played. When the value of the first clear counter exceeds a threshold value (for example, 4000) (when the value of the first clear counter reaches "4001"), it is determined that the end condition of the advantageous section is satisfied. In this embodiment, the update of the first clear counter is performed after all the reels in rotation in each game have stopped. However, if it is predetermined in each game, the update of the first clear counter may be performed at any trigger. For example, the game start operation on the start lever SL may be used as the update trigger.
[0119] Also, the effect state control means 180 sets the value of the second clear counter in the main RAM 10c to the initial value "0" in the advantageous section transition process. In the advantageous section, the value of the second clear counter is updated according to the difference in the number of electronic medals in each game. The value corresponding to the number of paid-out electronic medals (for example, when 10 electronic medals are paid out, it is set to "10", and when there is no winning combination and no payout, it is set to "0") is subtracted by the value corresponding to the number of inserted electronic medals used in the game (3), and the calculation result of the difference in the number of medals in the game is obtained. Then, an update process is performed by adding this calculation result to the value of the second clear counter. When the value of the second clear counter exceeds a threshold value (for example, 2400: a predetermined number), it is determined that the end condition of the advantageous section is satisfied. Regarding the difference in the number of medals in the advantageous section counted by the second clear counter, the count starts from 0 when the advantageous section starts (after the advantageous section transition process). Even if the value of the second clear counter falls below the initial value "0", the count of the difference in the number of medals continues, and the negative value is also counted as it is. Therefore, in this embodiment, it is possible to obtain more than 2400 medals exceeding the predetermined amount from the lowest point of the difference in the number of medals in one advantageous section. For example, when the lowest point is -600 medals, it is possible to obtain 3000 medals (= 600 medals + 2400 medals) + α (for example, when a small winning combination of 13 medals wins in the next game after the game where the difference in the number of medals reaches +2400 medals, 10 medals (= 13 medals - 3 medals) are obtained, etc.). Also, when there is a replay winning in the game, it is treated as if there is a payout of electronic medals corresponding to the specified number of inserted medals in the game where the replay wins, and the difference in the number of medals is calculated. For the next game provided free of charge due to the replay winning, even if no actual electronic medal is inserted, it is treated as if the specified number of inserted electronic medals corresponding to the game is inserted, and the difference in the number of medals is calculated.
[0120] Also, at the end of the second AT state, in other words, at the end of the game when the value of the second AT game number counter becomes the initial value "0", when the arbitrary end condition of the advantageous section is satisfied, it is determined that the end condition of the advantageous section is satisfied. In the present embodiment, in the normal presentation state, when the result of the first AT lottery is the first AT win or the first special AT win in the game or when the value of the ceiling counter reaches the initial value "0", if the number of games is the number of games equal to or more than a predetermined number (for example, 2001 times) since the start of the advantageous section, it is determined that the arbitrary end condition is satisfied. Specifically, in the normal presentation state, when the result of the first AT lottery is the first AT win or the first special AT win or when the value of the ceiling counter reaches the initial value "0", the value of the first clear counter is checked. When the value of the first clear counter is equal to or more than a predetermined value (for example, 2001), the advantageous section reset flag in the main RAM 10c is set to the on state. When the value of the first clear counter is less than a predetermined value (for example, 2001), the advantageous section reset flag is set to the off state. And in the present embodiment, at the end of the second AT state, when the advantageous section reset flag is set to the on state, it is determined that the arbitrary end condition of the advantageous section is satisfied.
[0121] Also, in the advantageous section, unless the end condition of the advantageous section is met, even if a transition in the game state or presentation state occurs, the first clear counter and the second clear counter are updated.
[0122] Also, the production state control means 180 performs an initialization process of initializing the information stored in a predetermined storage area of the main RAM 10c based on the end of the advantageous section. Specifically, information related to AT such as the first AT game number counter, the second AT game number counter, the third AT game number counter, the ceiling counter, the third AT stock counter, the first clear counter 195, the second clear counter 196, the production state, the addition mode, the second AT in flag, the second special AT in flag, and the advantageous section reset flag is initialized by the initialization process accompanying the end of the advantageous section. Note that information such as the bet number of electronic medals, the number of game medals, the internal lottery table, the lottery flag of the internal lottery, and the game state is not initialized by the initialization process accompanying the end of the advantageous section.
[0123] When the initialization process accompanying the end of the advantageous section is performed, the production state is initialized to the initial production state and returns to the normal section. Therefore, when the advantageous section reset flag is set to the off state at the end of the second AT state, the production state shifts to the normal production state and the advantageous section continues, while when the advantageous section reset flag is set to the on state, the advantageous section ends and the production state shifts to the initial production state.
[0124] Also, in this embodiment, since the initialization process is executed and the system returns to the normal section accompanying the end of the advantageous section, when the value of the first clear counter or the second clear counter exceeds the threshold value in the situation of staying in the first AT state, the first AT state is forcibly ended by the initialization process accompanying the end of the advantageous section and the production state is initialized to the initial production state. Also, when the value of the first clear counter or the second clear counter exceeds the threshold value in the situation of staying in other production states, the current production state is forcibly ended by the initialization process accompanying the end of the advantageous section and the production state is initialized to the initial production state.
[0125] The communication control means 190 controls the transmission of signals to the sub-board 20. In the gaming machine of this embodiment, only one-way communication from the main board 10 to the sub-board 20 is possible between the main board 10 and the sub-board 20, and they are communicatively connected so that the sub-board 20 cannot transmit signals to the main board 10.
[0126] Then, as a result of the internal lottery, the result of the winning determination, the result of the advantageous section transition lottery, the result of the first AT lottery, the result of the second AT lottery, the result of the third AT lottery, the result of the additional lottery, the operations performed by the player (operations on the bet button B0, start lever SL, stop buttons B1 to B3, settlement button B4, count button B8), the game state, the effect state, the additional mode of the third AT state, the value of the first AT game number counter, the value of the second AT game number counter, the value of the third game number counter, the state of the second AT in flag, the state of the second special AT in flag, etc., the communication control means 190 transmits a signal (command) notifying the sub-board 20. Further, the communication control means 190 includes a command notifying the start of rotation of the first reel R1 to the third reel R3, a signal (command) notifying that the first reel R1 to the third reel R3 have reached a predetermined speed (about 80 rpm: a rotational speed of about 80 rotations per minute) or that the stop operation on the stop buttons B1 to B3 has been enabled, a signal (command) notifying the stop information of the reels (stopped reel, stop order, stop position, etc.), and a signal (command) notifying the start or end of the payout process of the electronic medals to the sub-board 20. Thus, in the gaming machine of this embodiment, based on various notifications (commands) from the main board 10, the effect control means 210 of the sub-board 20 can execute effects corresponding to the result of the internal lottery, the result of the winning determination, the result of the advantageous section transition lottery, the result of the first AT lottery, the result of the second AT lottery, the result of the third AT lottery, the result of the additional lottery, the operations performed by the player, the game state, the effect state, the additional mode of the third AT state, the value of the first AT game number counter, the value of the second AT game number counter, the value of the third game number counter, the state of the second AT in flag, the state of the second special AT in flag, etc. on the display device 330, the audio device 340, etc.
[0127] Further, the communication control means 190 controls to transmit a signal to the medal number control board 30. In the gaming machine of this embodiment, the main board 10 and the medal number control board 30 are communicatively connected so as to enable two-way communication, and by exchanging various information, it is possible to appropriately determine the playable state and the error state.
[0128] When an operation on the bet button B0 is performed while the communication control means 190 is in a state of accepting the insertion of electronic medals, the communication control means 190 transmits a game medal insertion command for notifying the required number of inserted medals to the medal number control board 30.
[0129] When an operation on the settlement button B4 is performed while the communication control means 190 is in a state of accepting the insertion of electronic medals, the communication control means 190 transmits a game medal insertion command for notifying the required number of inserted medals to the medal number control board 30.
[0130] When electronic medals are paid out due to winning a small combination, the communication control means 190 transmits a payout end command for notifying the number of paid-out electronic medals to the medal number control board 30.
[0131] Next, the sub-board 20 will be described. The sub-board 20 includes a sub-CPU 20a (an example of a sub-control unit), a sub-ROM 20b, a sub-RAM 20c, etc. By the sub-CPU 20a executing various programs stored in the sub-ROM 20b, as shown in FIG. 3, it functions as an effect control means 210 (an example of a display control means) and the like. A backup power source (not shown) is also connected to the sub-RAM 20c in the same manner as the main RAM 10c, and the data is retained without being erased even when the power is turned off.
[0132] The performance control means 210 performs control related to display performances using the display device 330 (an example of a performance device) and acoustic performances using the acoustic device 340 (an example of a performance device) based on the performance data stored in the sub-ROM 20b of the sub-board 20. For example, in response to the occurrence of game events such as operations on the bet button B0, start lever SL, stop buttons B1 to B3, count button B8, and fluctuations in the game state, lamps and LEDs are lit or blinked, the display content of the liquid crystal display LCD is changed, or sound is output from the speaker SP, thereby performing execution control of performances (for example, winning assistance performances) to liven up the game or assist the game according to the progress of the game. The content of the performance executed in the game is determined by referring to the performance lottery table stored in the sub-ROM 20b according to the game state, performance state, results of internal lottery, etc.
[0133] Also, when any one of the batting order bells A1 to A8 and the batting order bells B1 to B8 is selected in the first AT state, the first special AT state, or the second AT state, the performance control means 210 performs control to cause the display device 330 or the acoustic device 340 to execute a first winning assistance performance that notifies only the correct batting order according to the type of the batting order bell and assists in winning a 13-card minor combination or a 3-card minor combination. For example, when the batting order bell A1 is selected, the batting order 3 (B2 → B1 → B3) is notified as the correct batting order.
[0134] Also, when any one of the batting order bells A1 to A8 and the batting order bells B1 to B8 is selected in the second special AT state, the performance control means 210 performs control to cause the display device 330 or the acoustic device 340 to execute a second winning assistance performance that notifies the correct batting order according to the type of the batting order bell and the pressing position related to the first stop operation and assists in winning a 13-card minor combination.
[0135] Also, when any one of batting order bells A1 to A8 and batting order bells B1 to B8 is selected in the third AT preparation state or the third AT state, if the second AT in - progress flag is in the on state, the performance control means 210 causes the display device 330 and the audio device 340 to execute the first winning auxiliary performance. If the second special AT in - progress flag is in the on state, the performance control means 210 causes the display device 330 and the audio device 340 to execute the second winning auxiliary performance.
[0136] In this way, in the second special AT state, when any one of batting order bells A1 to A8 and batting order bells B1 to B8 is selected, 13 - card minor winning combinations can be surely obtained. On the other hand, in the first AT state and the second AT state, 13 - card minor winning combinations can be obtained only when the pressing position of the first stop operation is correct. Therefore, in the second special AT state, the net increase in the number of medals is higher than that in the first AT state and the second AT state, and it is a more advantageous performance state for the player than the first AT state and the second AT state.
[0137] Also, regarding the third AT preparation state and the third AT state, when transitioning from the first special AT state or the second AT state, the first winning auxiliary performance is executed, and when transitioning from the second special AT state, the second winning auxiliary performance is executed. Therefore, the net increase in the number of medals changes.
[0138] Also, when any one of batting order 3 - card 1 to batting order 3 - card 4 is selected in the first AT state, the first special AT state, the second AT state, the second special AT state, the third AT preparation state, or the third AT state, the performance control means 210 performs control to cause the display device 330 and the audio device 340 to execute a winning auxiliary performance that notifies the correct batting order according to the type of batting order bell and assists in winning the 3 - card minor winning combination.
[0139] Also, when any one of the three common reels 1 to 5, the normal replay 2, and the normal replay 3 is selected in the third AT preparation state, the performance control means 210 controls the display device 330 and the audio device 340 to execute a third winning assistance performance that notifies the correct batting order and the blue 7 symbol "blue 7" to assist in winning a specific three-reel minor combination or replay 7. When the normal replay 2 is selected, the pressing order (batting order 3, 4) of first pressing the stop button B2 is notified as the correct batting order in the third winning assistance performance. When the normal replay 3 is selected, the pressing order (batting order 5, 6) of first pressing the stop button B3 is notified as the correct batting order in the third winning assistance performance.
[0140] Also, when the performance state is the first AT state, the first special AT state, the second AT state, the second special AT state, or the third AT state, the performance control means 210 controls the display device 330 to execute a remaining number display performance that displays the remaining number of game rounds until the current AT state ends on the liquid crystal display LCD. In the remaining number display performance, when a game is played in the first AT state, the first special AT state, the second AT state, the second special AT state, or the third AT state, the display content is changed to reflect the subtraction amount. When the number of game rounds is added, the display content is changed to reflect the added amount.
[0141] Also, when the performance state is the normal performance state, the first AT state, the first special AT state, the second AT state, the second special AT state, or the third AT state, based on the internal lottery selecting a specific winning mode (for example, winning modes with high rarity such as watermelon, weak cherry, strong cherry, chance target A, chance target B, etc.), the performance control means 210 controls the display device 330 and the audio device 340 to execute an operation performance that prompts an operation on the performance button B5. In the operation performance, as shown in FIG. 22, an operation on the performance button B5 is prompted by displaying a performance button image IMG10 indicating the performance button B5 on the liquid crystal display LCD, thereby enhancing the player's sense of anticipation for the winning of the specific winning mode. Note that the liquid crystal display LCD in FIG. 22 represents the display area above the display window DW.
[0142] When an operation is performed on the effect button B5, the effect control means 210 erases the effect button image IMG10 and causes characters such as "Chance!" and "Intense!" to be displayed on the liquid crystal display LCD.
[0143] In addition, when the game has not continued for a predetermined time (for example, 60 seconds) under a predetermined situation, the effect control means 210 causes the display device 330 and the audio device 340 to execute a demo effect (standby effect). In this embodiment, the time during which the game has not continued is measured by the monitoring timer (timing means) of the sub-RAM 20c. The effect control means 210 always activates the monitoring timer while the power of the gaming machine is on, and initializes (resets) the measured value of the operating monitoring timer to the initial value "0" and resumes timing every time a command (signal) from the main board 10, an effect button switch 270, a menu button switch 280, or a signal from the cross key switch 290 is input. Then, when the monitoring timer measures a predetermined time (for example, 60 seconds), it is determined that the game has not continued for a predetermined time (for example, 60 seconds).
[0144] In the demo effect, a demo image (demonstration video, demo screen) is displayed on the liquid crystal display LCD, the pedestal lamp AL is turned on or blinked in the demo effect pattern, and the volume of the speaker SP is controlled to be muted.
[0145] In addition, when an operation is performed on the count button B8, the effect control means 210 causes the audio device 340 to execute a count sound effect that outputs a count sound (counting sound) corresponding to the type of operation (short press operation, long press operation, or total count operation) from the speaker SP.
[0146] Next, the medal count control board 30 will be described. The medal count control board 30 is connected to the main board 10 and includes a medal CPU 30a, a medal ROM 30b, a medal RAM 30c, etc. By the medal CPU 30a executing various programs stored in the medal ROM 30b, it manages the electronic medals used in the game, and the medal RAM 30c functions as a medal holding unit (an example of a storage unit, storage means) that holds the electronic medals. Note that, similar to the main RAM 10c, a backup power source (not shown) is also connected to the medal RAM 30c, and the data is retained without being erased even when the power is turned off. Also, in the gaming machine of this embodiment, the medal count control board 30 is communicatively connected to the dedicated unit 50 through the lending device connection terminal board 40 for game balls or the like so as to be capable of two-way communication. Further, in the medal holding unit, the number of game medals is stored with a predetermined upper limit number (for example, 16,382 pieces) as the limit.
[0147] When the medal CPU 30a receives the game medal insertion command transmitted by the main board 10, based on the total number of inserted medals, which is the total number of electronic medals set to the inserted state, the requested insertion number, and the number of game medals, it determines the number of insertable medals, which is the total number of electronic medals that can be inserted (bet) from the medal holding unit, and updates the number of game medals based on the determined number of insertable medals. For this reason, on the main board 10, when the insertion process is performed, the number of game medals held in the medal holding unit decreases, and when the settlement process is performed, the number of game medals increases.
[0148] Also, the medal CPU 30a transmits a medal count control information command notifying the number of insertable medals and the updated number of game medals to the main board 10, and updates the display of the number of game medals on the game medal number display device 70.
[0149] In this embodiment, the main board 10 also stores the number of inserted medals and the number of game medals by means of a medal number control information command or the like. When performing the insertion process, the insertion accepting means 105 determines the number of insertable medals based on the number of inserted medals, the requested number of inserted medals, and the number of game medals, performs an insertion process of inserting the number of digitized medals corresponding to the determined number of insertable medals, and transmits a game medal insertion command to the medal number control board 30. When receiving the medal number control information command, the main CPU 10a checks whether the number of game medals and the like match the medal number control board 30. Also in this embodiment, when performing the insertion process, the main CPU 10a may determine the number of insertable medals, transmit a game medal insertion command to the medal CPU 30a, and perform the insertion process based on the reply command after receiving the reply command (medal number control information command) for the command.
[0150] Also when performing the settlement process, the insertion accepting means 105 determines the number of insertable medals based on the number of inserted medals, the requested number of inserted medals, and the number of game medals, performs a settlement process of returning the number of digitized medals corresponding to the determined number of insertable medals, and transmits a game medal insertion command (settlement command) to the medal number control board 30. When receiving the medal number control information command, the main CPU 10a checks whether the number of game medals and the like match the medal number control board 30. In this embodiment, when performing the settlement process, the main CPU 10a may determine the number of insertable medals, transmit a game medal insertion command (settlement command) to the medal CPU 30a, and perform the settlement process based on the reply command after receiving the reply command (medal number control information command) for the command.
[0151] Also when the medal CPU 30a receives the payout end command transmitted from the main board 10, it adds the number of paid-out medals to the number of game medals, and based on the number of game medals after the addition, transmits a medal number control information command notifying the number of game medals after the addition to the main board 10, and updates the display of the number of game medals on the game medal display device 70.
[0152] The lending device connection terminal board 40 for gaming balls etc. is a connection terminal board for connecting a gaming machine and a dedicated unit 50, and receives signals related to the lending of electronic medals, transmits the lending reception results of electronic medals, transmits signals related to the counting of electronic medals, and transmits each piece of information of the gaming machine.
[0153] Next, the dedicated unit 50 will be described. The dedicated unit 50 is installed near the gaming machine and is a device for lending electronic medals to the player and counting the electronic medals acquired by the player. As shown in FIG. 2, the dedicated unit 50 is provided with a dedicated unit control board 60, and a cash input unit 61, a card insertion unit 62, a lending switch 63, a return switch 64, a gaming switch 65, a frequency display device 66, and an acquired medal number display device 67 are connected to the dedicated unit control board 60.
[0154] The cash input unit 61 functions as an input port for inserting cash. The card insertion unit 62 enables the insertion and withdrawal of a card medium capable of storing electronic medals. The lending switch 63 detects an operation of transferring electronic medals corresponding to the frequency of cash held in the dedicated unit 50 to the gaming machine. The return switch 64 detects an operation of transferring the electronic medals held in the dedicated unit 50 to a card medium and pulling out the card medium from the dedicated unit 50 through the card insertion unit 62. The gaming switch 65 detects an operation of transferring the electronic medals held in the dedicated unit 50 to the gaming machine. The frequency display device 66 displays the frequency held in the dedicated unit 50, that is, the frequency corresponding to the cash inserted from the cash input unit 61. The acquired medal number display device 67 displays the total number of acquired medals, which is the total number of electronic medals held in the dedicated unit 50.
[0155] FIG. 23 is an external view for explaining the schematic mechanical configuration of the gaming machine and the dedicated unit 50 of the present embodiment. The flow of starting a game and the flow of ending a game in the gaming machine of the present embodiment will be described with reference to FIG. 23.
[0156] When playing the game, first insert cash into the cash insertion unit 61 of the dedicated unit 50 shown in FIG. 23. Then, the number of credits corresponding to the inserted cash (for example, "10" for an insertion of 1,000 yen) is displayed on the credit display device 66 of the dedicated unit 50. When the lending button B10 is operated, along with the activation of the lending switch 63, electronic medals corresponding to the number of credits held in the dedicated unit 50 (for example, "50") are transferred to the gaming machine at once. Then, the number of transferred electronic medals (for example, "50") is displayed on the gaming medal number display device 70 of the gaming machine.
[0157] Subsequently, when the bet button B0 of the gaming machine is operated, electronic medals are inserted (bet). At this time, on the gaming medal number display device 70, a value obtained by subtracting the number of inserted (bet) electronic medals (for example, "3") (for example, "47") is displayed. In this way, the player can start the game. If, as a result of the game, a minor winning combination with a payout number of 11 medals is won, the number of paid-out electronic medals (for example, "11") is displayed on the game information display section DS, and on the gaming medal number display device 70, a value obtained by adding the number of paid-out electronic medals (for example, "58") is displayed.
[0158] Note that if the settlement button B4 is operated before the start lever SL is operated (game start) while electronic medals are inserted (bet), the number of inserted electronic medals (for example, "3") is added to the gaming medal number display device 70 (for example, becoming "50"), and the inserted state of the electronic medals is released.
[0159] When ending the game, operate the count button B8 to transfer the electronic medals held in the medal holding unit to the dedicated unit 50. Then, the number of game medals held in the medal holding unit is displayed on the acquired medal number display device 67 of the dedicated unit 50, and "0" is displayed on the game medal number display device 70. When the return button B11 is operated, along with the activation of the return switch 64, the electronic medals held in the dedicated unit 50 are transferred to the card, and the card is pulled out from the dedicated unit 50 through the card insertion part 62. In this way, the player can accumulate the acquired electronic medals on the card medium.
[0160] When playing the game again, by inserting the card medium into the card insertion part 62 instead of cash, the player can play the game with the electronic medals accumulated on the card medium. The electronic medals accumulated on the card medium are transferred to the dedicated unit 50, and the total number of the electronic medals accumulated on the card medium is displayed on the acquired medal number display device 67. When the player operates the game button B12 instead of the lending button B10, along with the activation of the game switch 65, the electronic medals (for example, "50") held in the dedicated unit 50 are transferred to the gaming machine at once.
[0161] When the lending button B10 or the count button B8 is operated, the medal CPU 30a executes the lending process and the counting process of the electronic medals, and transmits a medal number control information command notifying the updated number of game medals to the main CPU 10a to update the display of the number of game medals on the game medal number display device 70. The main CPU 10a that has received the medal number control information command transmits a medal number control information command notifying the updated number of game medals to the sub CPU 20a. Then, the sub CPU 20a outputs a predetermined sound representing the movement of the electronic medals from the speaker SP as the electronic medals are actually lent out or counted in the lending process and the counting process.
[0162] Next, the game progress process on the main board 10 will be described based on the flowchart. FIG. 24 is a flowchart for explaining the game progress process of the main board 10 in the gaming machine of the present embodiment.
[0163] In the game progress process, first, as shown in FIG. 24, the main CPU 10a performs an input process of setting the electronic medal to the inserted state based on the operation on the bet button B0 (step S150), performs an internal lottery process of conducting an internal lottery based on the game start operation on the start lever SL (step S151), performs a reel rotation start process of starting the rotation of the first reel R1 to the third reel R3 and rotating them at a predetermined speed in a steady state (step S152), performs a reel rotation stop process of stopping the rotating reel in a manner corresponding to the result of the internal lottery based on the stop operation on the stop buttons B1 to B3 (step S153), performs a winning determination process of determining the presence or absence of a winning combination (step S154), performs a payout process of paying out the electronic medal when a small winning combination wins (step S155), and performs a state transition process of shifting the game state and the effect state (step S156).
[0164] Through a series of processes from step S150 to step S156, one game is executed, and thereafter, steps S150 to S156 are repeated.
[0165] Also, in the present embodiment, various information is exchanged between the gaming machine and the dedicated unit 50 to ensure the normal operation of each other. For example, from the gaming machine (in the present embodiment, the medal CPU 30a of the medal number control board 30) to the dedicated unit 50, game machine information notification, count notification, and lending receipt result response are performed.
[0166] The gaming machine information notification transmits one of the three types of gaming machine information, namely gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information, to the dedicated unit 50. The gaming machine performance information includes the total number of inserted medals, the total number of paid-out medals, MY (maximum difference in medals), the total number of paid-out medals by the accessory, the total number of consecutive paid-out medals by the accessory, the accessory ratio, the consecutive accessory ratio, the favorable interval ratio, the designated accessory ratio, the accessory status ratio, the number of gaming sessions, reserve, reservation 1, and reservation 2. The gaming machine installation information includes the main control chip ID number, the main control chip manufacturer code, the main control chip product code, the medal number control chip ID number, the medal number control chip manufacturer code, and the medal number control chip product code. The hall control / fraud monitoring information includes the number of gaming medals, the number of inserted medals, the number of paid-out medals, the main control status 1, the main control status 2, the gaming machine error status, gaming machine fraud 1, gaming machine fraud 2, gaming machine fraud 3, the number of gaming information, type information 1, count information 1, type information 2, and count information 2.
[0167] Also, the count notification transmits the counted medal number and the cumulative counted medal number to the dedicated unit 50. The counted medal number is the number of digitized medals counted at the timing of the count notification, and the cumulative counted medal number is the value of the counted medal number accumulated after being cleared to 0 at the time of power-on of the gaming machine.
[0168] Also, the lending receipt result response responds with the receipt result (whether it is normal or not) when there is a lending notification from the dedicated unit 50.
[0169] Also, lending notifications and the like are sent from the dedicated unit 50 to the gaming machine (in this embodiment, the medal CPU 30a). The lending notification transmits the number of lent medals, which is the number of digitized medals lent, to the gaming machine when the dedicated unit 50 receives a count notification from the gaming machine.
[0170] In this embodiment, when a specific abnormality occurs inside the gaming machine, communication with the dedicated unit 50 can be disabled. For example, when the gaming machine is started and a backup abnormality or a RAM (RWM) abnormality occurs as a specific abnormality, or when the manufacturer code does not match, the medal CPU 30a of the gaming machine issues a manufacturer code mismatch error (operation stop error) and restricts the start of communication with the dedicated unit 50.
[0171] Also in this embodiment, the lending device connection terminal board 40 for game balls or the like receives power supply from the dedicated unit 50, uses such power as the input of an insulating element such as a photocoupler, generates a VL connection signal indicating the connection state with the dedicated unit 50, and outputs it to the medal CPU 30a of the medal number control board 30.
[0172] That is, if the VL connection signal is in the ON state, the gaming machine can determine that it is properly connected to the dedicated unit 50 and the power of the dedicated unit 50 is ON, and thus can perform each process targeting the main CPU 10a and the dedicated unit 50. On the other hand, if the VL connection signal is in the OFF state, the gaming machine determines that it is not properly connected to the dedicated unit 50 (unconnected state) or the power of the dedicated unit 50 is OFF (unconnected state), and can restrict the progress of the game. Specifically, operations on the bet button B0, start lever SL, and settlement button B4 are invalidated, and all processes for advancing the game based on these operations are restricted (prohibited). Operations on the count button B8 are invalidated, and the counting process based on the operation of the count button B8 is restricted (prohibited). If the VL connection signal is in the OFF state, the main CPU 10a and the medal CPU 30a may not be started up.
[0173] Here, the counting process refers to a process of transferring some or all of the electronically converted medals held in the medal holding unit to the dedicated unit 50 when the counting button switch 255 is activated by an operation on the counting button B8 by the player. Specifically, when no operation on the counting button B8 is received, when the number of game medals in the medal holding unit is 0, when the VL connection signal is in the OFF state, and when it is in a non-countable state, "0" is set as the counted medal number (counted value number). When a short press operation of the counting button B8 is received, "1" is set as the counted medal number. When a long press operation of the counting button B8 is received, if the number of game medals in the medal holding unit is less than 50, all the electronically converted medals (number of game medals) are set as the counted medal number. If it is 50 or more, "50" is set as the counted medal number. Then, the counted medal number is added to the cumulative counted medal number, and a counting notification is sent to the dedicated unit 50. In parallel, the counted medal number is subtracted from the number of game medals held in the medal holding unit.
[0174] Also, when the count button B8 is operated while the game is playable, the medal CPU 30a (counting processing means) always executes the counting process. "While the game is playable" means a state in which the gaming machine and the dedicated unit 50 are connected and both are powered on (a state in which a player can borrow an electronic medal, play a game on the gaming machine, and count the results of the game). If the power of the gaming machine is on but the power of the dedicated unit 50 is off, or if the gaming machine and the dedicated unit 50 are not connected, there is a risk that the number of counted medals will disappear if the counting process is performed. Therefore, the operation of the count button B8 is invalidated, and that period is not included in "while the game is playable". Also, during the initial setting after power-on, during the initialization process, during the change of the set value, during the confirmation of the set value, and during the error state that requires a return process such as reset, it is not included in "while the game is playable". During the initial setting after power-on, during the initialization process, during the change of the set value, during the confirmation of the set value, and during the error state that requires a return process such as reset, it may or may not be possible to execute the counting process. In particular, during the change of the set value and during the confirmation of the set value, it may be possible to execute the counting process by including it in "while the game is playable".
[0175] Thus, if the VL connection signal is in the ON state, the gaming machine progresses the game and accepts the counting process while the game is playable. On the other hand, if the VL connection signal is in the OFF state, the gaming machine stops the progress of the game and restricts (prohibits) the counting process. As described above, this is because when the VL connection signal is in the OFF state, it can be determined that the gaming machine is not properly connected to the dedicated unit 50 or the power of the dedicated unit 50 is off.
[0176] Also, in this embodiment, the period for transmitting the count notification (e.g., 300 msec) and the period for updating the display of the game medal number display device 70 (a predetermined display period by timer interrupt: e.g., 1 msec) are managed independently. Therefore, depending on the time relationship between the timings of the above-described payout process and counting process of the digitized medals and the display update timing of the game medal number display device 70, a situation may occur where the display content of the game medal number on the game medal number display device 70 is different from the actual number of game medals.
[0177] If the counting process is performed waiting for the display content of the game medal number display device 70 to be updated, the counting process will be delayed accordingly. However, in this embodiment, when the counting button B8 is continuously operated for a predetermined time (e.g., 500 msec) or more when the period for transmitting the count notification arrives, the medal CPU 30a can quickly perform the counting process by transmitting at least a part of the game medal number to the dedicated unit 50 without waiting unnecessarily for the display update of the game medal number display device 70, and the player can grasp the final number of game medals earlier. As a result, the next operation can be started quickly, and the operability of the gaming machine can be improved.
[0178] Also, when the counting button B8 is operated while the game is possible, the medal CPU 30a transmits a command for notifying the operation of the counting button B8 to the main COU 10a, and the main CPU 10a that has received the command transmits a command for notifying the sub-CPU 20a to that effect.
[0179] Note that the functions of the gaming machine according to the present embodiment can be virtually realized by a computer system (including a game system). In these systems, a program that causes a computer to function as the main board 10, the sub-board 20, or the medal number control board 30 of the present embodiment can be downloaded from an information storage medium such as a CD or a DVD, or a web server on the Internet via a network to realize the functions. Further, in the computer system, the bet switch 220, the start switch 230, the stop switch 240, etc. can be realized by virtually assigning their functions to operation means such as a keyboard, a pointing device (such as a mouse), or a controller. Further, in the computer system, the reel unit 310, etc. are not essential components, and the functions of these device units can be virtually realized by controlling the images displayed on a display (display device).
[0180] 2. Method of the present embodiment Hereinafter, with reference to FIGS. 25 to 28, the control method employed in the gaming machine according to the present embodiment will be specifically described. FIGS. 25 to 26 are diagrams showing images displayed in the menu presentation of the gaming machine according to the present embodiment, FIG. 27 is a flowchart for explaining the volume setting process of the sub-board 20 in the gaming machine according to the present embodiment, and FIG. 28 is a flowchart for explaining the light amount setting process of the sub-board 20 in the gaming machine according to the present embodiment. Note that the liquid crystal display LCD in FIGS. 25 to 26 represents the display area above the display window DW.
[0181] In the present embodiment, when an operation on the production button B5 or the menu button B6 is performed during the execution of the demonstration production, the demonstration production is terminated and the process proceeds to a menu production for performing a predetermined menu display as the production button switch 270 or the menu button switch 280 is activated. Also, when an operation on the production button B5 or the menu button B6 is performed during a non-game state in which the demonstration production is not being executed, the game production is interrupted and the process proceeds to the menu production. In the menu production, in response to an operation on the production button B5 or the menu button B6, as shown in FIG. 25, a menu screen 400 (predetermined menu screen) is displayed on the liquid crystal display LCD (menu display). When the menu screen 400 is entered, the image that had been displayed until then becomes non-displayed.
[0182] On the menu screen 400, as shown in FIG. 25, items such as "Volume", "Light Quantity", "Production Customization", "Game History", and "End" are displayed as options. By operating the cross key B7 to move the cursor and select any item, and then pressing the menu button B6 to make a decision, the process proceeds to the screen corresponding to the selected item.
[0183] When "Volume" is selected and determined on the menu screen 400, as shown in Fig. 26(A), it shifts to the volume setting screen 410 for setting the volume of the sound output from the speaker SP. When "Light Quantity" is selected and determined on the menu screen 400, as shown in Fig. 26(B), it shifts to the light quantity setting screen 430 for setting the light quantity of the outer peripheral lamp AL and the liquid crystal display LCD. When "Effect Customization" is selected and determined on the menu screen 400, it shifts to an effect customization screen (not shown) for setting the effect mode. When "Game History" is selected and determined on the menu screen 400, it shifts to a game history screen (not shown) for checking the game history such as the number of winning times of the bonus. In the present embodiment, the volume can be set in five levels from "1" to "5". On the volume setting screen 410, as shown in Fig. 26(A), a volume bar image 420 (an example of effect setting display) corresponding to the five levels of volume is displayed, and the volume is changed by increasing or decreasing the scale of the volume bar by operating the left button B7C or the right button B7D, and the volume is determined by operating the menu button B6. Regarding the light quantity, it can also be set in five levels from "1" to "5". On the light quantity setting screen 430, as shown in Fig. 26(B), a light quantity bar image 440 (an example of effect setting display) corresponding to the five levels of light quantity is displayed, and the light quantity is changed by increasing or decreasing the scale of the light quantity bar by operating the left button B7C or the right button B7D, and the light quantity is determined by operating the menu button B6. Also, on the effect customization screen, it is possible to select an effect mode corresponding to a specific character and the like.
[0184] When the menu button B6 is operated on the volume setting screen 410, the light quantity setting screen 430, the effect customization screen, or the game history screen, it returns to the menu screen 400. When "Exit" is selected and determined on the menu screen 400, the menu screen 400 is terminated and the game returns to the game effect (game screen) (the menu display is terminated).
[0185] Also, when the left button B7C or the right button B7D is operated in a playable game state (a situation where the game is playable), the sub-CPU 20a (the effect control means 210) performs a volume change process of changing the volume within a range of five levels from "1" to "5" as the left button switch 290C or the right button switch 290D is activated, and a volume display process of displaying a volume bar image 420 indicating (or suggesting) the current volume on the liquid crystal display LCD for a predetermined time (for example, 2 seconds), and an operation sound output process of outputting an operation sound (for example, "pon", etc.) from the speaker SP at the current volume. Similarly, when the volume bar image 420 is displayed on the volume setting screen 410, when the left button B7C or the right button B7D is operated, a volume change process is performed, and a volume display process of displaying the volume bar image 420 until the screen transitions from the volume setting screen 410 to another screen, and an operation sound output process are performed. In these cases, in the volume display process, the volume bar image 420 indicating the current volume after the change is displayed, and in the operation sound output process, the operation sound is output at the current volume after the change.
[0186] Also, when the up button B7A or the down button B7B is operated in a playable game state (a situation where the game is playable), the sub-CPU 20a (the effect control means 210) performs a light amount change process of changing the light amount within a range of five levels from "1" to "5" as the up button switch 290A or the down button switch 290B is activated, and a light amount display process of displaying a light amount bar image 440 indicating (or suggesting) the current light amount on the liquid crystal display LCD for a predetermined time (for example, 2 seconds), and an operation sound output process of outputting an operation sound (for example, "pon", etc.) from the speaker SP at the current volume. Similarly, when the light amount bar image 440 is displayed on the light amount setting screen 430, when the up button B7A or the down button B7B is operated, a light amount change process is performed, and a light amount display process of displaying the light amount bar image 440 until the screen transitions from the light amount setting screen 430 to another screen, and an operation sound output process are performed.
[0187] Here, the playable state means a state in which processing for game progress (game progress processing) based on operations on the bet button B0, start lever SL, stop buttons B1 to B3, or settlement button B4 can be executed, and counting processing based on an operation on the counting button B8 can be executed. For example, during the rotation of the reels (during the game) or during the execution of a demo performance is also included in the playable state, and it also includes the period from the prize winning determination process until all the processes related to one game are completed and the input process returns. Examples of cases where it is not in the playable state include, for example, during the change of the set value for changing the payout rate, during the confirmation of the set value, during an error (error state), etc.
[0188] Also, in this embodiment, when the volume bar image 420 or the light amount bar image 440 is to be displayed during the execution of a game performance, since it is to be displayed in front of the performance image related to the ongoing game performance (for example, background image, character image, effect, etc.) overlaid on the performance image, there is a concern that the game performance may be impaired. Therefore, in this embodiment, when the sub-CPU 20a (performance control means 210) receives a command (signal) from the main board 10 in the playable state (a situation where the game is possible), it erases the volume bar image 420 or the light amount bar image 440.
[0189] For example, when the sub-CPU 20a receives a command for notifying the result of internal lottery, a command for notifying the result of winning determination, a command for notifying the result of advantageous section transition lottery, a command for notifying the result of the first AT lottery, a command for notifying the result of the second AT lottery, a command for notifying the result of the third AT lottery, a command for notifying the result of the additional lottery, a command for notifying the game state, a command for notifying the effect state, a command for notifying the additional mode of the third AT state, a command for notifying the value of the first AT game count counter, a command for notifying the value of the second AT game count counter, a command for notifying the value of the third game count counter, a command for notifying the state of the second AT in flag, a command for notifying the state of the second special AT in flag, a command for notifying an operation performed by the player (operations on the bet button B0, start lever SL, stop buttons B1 to B3, settlement button B4, count button B8), or a medal number control information command, etc., it erases the volume bar image 420 or the light quantity bar image 440.
[0190] Also for example, when the sub-CPU 20a receives a command for notifying the start of rotation of the first reel R1 to the third reel R3, a command for notifying that the first reel R1 to the third reel R3 have reached a predetermined speed (about 80 rpm: a rotational speed at which it rotates about 80 times per minute) or that the stop operation on the stop buttons B1 to B3 has been enabled, a command for notifying reel stop information (stopped reel, stop order, stop position, etc.), a command for notifying the start of the payout process of the electronic medal, a command for notifying the end of the payout process of the electronic medal, a command for notifying the start of the settlement process of the electronic medal, or a command for notifying the start or end of the settlement process of the electronic medal, etc., it erases the volume bar image 420 or the light quantity bar image 440.
[0191] For example, when the sub-CPU 20a receives a command notifying the occurrence or type of an error, etc., it erases the volume bar image 420 or the light quantity bar image 440. In the present embodiment, as shown in FIG. 27, a plurality of types of errors such as a backup error and a lending device connection error are set as errors detectable by the main CPU 10a. When the main CPU 10a detects the occurrence of these errors, it shifts to a non-gameable state (error state) that restricts the progress of the game, transmits a command notifying the occurrence and type of the error to the sub-CPU 20a, and the sub-CPU 20a erases the volume bar image 420 or the light quantity bar image 440 upon receiving the command. Note that when the sub-CPU 20a receives a command notifying the occurrence or type of an error, it erases the volume bar image 420 or the light quantity bar image 440. At that time, it interrupts the game effect and executes an error notification that displays an error image notifying the occurrence of the error on the liquid crystal display LCD. After that, when it receives a command notifying the resolution of the error, it erases the error image and resumes the interrupted game effect.
[0192] Hereinafter, the volume setting process and the light quantity setting process will be described with reference to FIGS. 28 to 29.
[0193] As shown in FIG. 28, when the left button B7C or the right button B7D is operated in a playable state (a situation where the game is possible) (Y in step S200), the sub-CPU 20a performs a volume change process of changing the volume within a range of five levels from "1" to "5" (step S201), performs a volume display process of displaying a volume bar image 420 indicating (or suggesting) the current volume on the liquid crystal display LCD (step S202), starts measuring the display time of the volume bar image 420 (for example, 2 seconds) (step S203), and performs an operation sound output process of outputting an operation sound (for example, "pon", etc.) from the speaker SP at the current volume (step S204).
[0194] Then, when it receives a command (signal) from the main board 10 (Y in step S205) or when the display time (for example, 2 seconds) has elapsed (Y in step S206), it erases the volume bar image 420 (step S207).
[0195] Also, as shown in FIG. 29, when the upper button B7A or the lower button B7B is operated in a playable state (a situation where the game is possible) (Y in step S210), the sub-CPU 20a performs a light amount changing process of changing the light amount within a range of five levels from "1" to "5" (step S211), performs a light amount display process of causing the liquid crystal display LCD to display a light amount bar image 440 indicating (or suggesting) the current light amount (step S212), starts measuring the display time of the light amount bar image 440 (for example, 2 seconds) (step S213), and performs an operation sound output process of outputting an operation sound (for example, "pon", etc.) from the speaker SP at the current volume (step S214).
[0196] Then, when it receives a command (signal) from the main board 10 (Y in step S215) or when the display time (for example, 2 seconds) has elapsed (Y in step S216), it erases the light amount bar image 440 (step S217).
[0197] Thus, in this embodiment, when the left button B7C or the right button B7D is operated, even during the game (for example, during the rotation of the reels), the volume is changed and a volume setting display (an example of a production setting display) using the volume bar image 420 is performed. However, when it receives a command (signal) from the main board 10, it is regarded as having started the game after the volume change operation, and even if the display time (for example, 2 seconds) has not elapsed, the volume bar image 420 is erased (the volume setting display is erased). Therefore, it is possible to minimize the interference with the game production and minimize the impairment of the game properties.
[0198] Similarly, when the upper button B7A or the lower button B7B is operated, even during the game (for example, while the reels are spinning), the light amount is changed and a light amount setting display (an example of a production setting display) using the light amount bar image 440 is performed. However, when a command (signal) from the main board 10 is received, it is regarded as if the game has started after the light amount change operation, and the light amount bar image 440 is erased (the light amount setting display is erased) even if the display time (for example, 2 seconds) has not elapsed. Therefore, it is possible to minimize interference with the game production and minimize damage to the game playability.
[0199] In this embodiment, when a volume change operation is performed by the left button B7C or the right button B7D in a playable game state (a situation where the game is playable), the volume change process is not limited to the case where a volume bar image 420 indicating the current volume after the change is displayed. In a playable state, when a volume change operation is performed while the volume bar image 420 is not displayed, the volume bar image 420 indicating the current volume is displayed without changing the volume. When a volume change operation is performed while the volume bar image 420 is displayed, the volume change process may be performed and the volume setting display by the volume bar image 420 may be updated to indicate the current volume after the change.
[0200] Similarly, in this embodiment, when a light amount change operation is performed by the upper button B7A or the lower button B7B in a playable game state (a situation where the game is playable), the light amount change process is not limited to the case where a light amount bar image 440 indicating the current light amount after the change is displayed. In a playable state, when a light amount change operation is performed while the light amount bar image 440 is not displayed, the light amount bar image 440 indicating the current light amount is displayed without changing the light amount. When a light amount change operation is performed while the light amount bar image 440 is displayed, the light amount change process may be performed and the light amount setting display by the light amount bar image 440 may be updated to indicate the current light amount after the change.
[0201] Also, in this embodiment, it is not limited to the case where the volume or the amount of light can always be changed in the playable state. Even in the playable state, the volume or the amount of light may not be changed under specific circumstances. For example, even in the playable state, the volume or the amount of light may not be changed during the execution of the operation effect. In this example, the volume or the amount of light cannot be changed while the effect button image IMG10 related to the operation effect is being displayed, but the volume or the amount of light may be made changeable after the effect button image IMG10 is erased, or the volume or the amount of light may not be changed until the game ends when the operation effect is executed. Also, for example, when the BGM can be changed (selected) by a predetermined operation of the player in the first AT state, the first special AT state, the second AT state, the second special AT state, the third AT preparation state, or the third AT state, the volume or the amount of light may not be changed during the change (selection) of the BGM.
[0202] Also, for example, in the playable state, when a pressing operation is performed on the bet button B0, the start lever SL, or the stop buttons B1 to B3, or the settlement button B4, and the pressed state (operated state, operation state) of the button is maintained, the volume or the amount of light cannot be changed. However, when a pressing operation is performed on the lending button B10 or the game button B12 of the dedicated unit 50, and the pressed state (operated state, operation state) of the button is maintained, the volume or the amount of light may be made changeable. When the volume or the amount of light cannot be changed under specific circumstances, the volume or the amount of light can be prohibited from being changed under specific circumstances by not executing the volume setting process or the light amount setting process even when the cross key B7 is operated.
[0203] Also, in this embodiment, as shown in FIG. 27, a door opening error is set as an error detectable by the main CPU 10a. When the door sensor detects the opening of the upper front door UD or the lower front door DD (when the ON state of the door sensor continues for 47.68 msec or more), it is not limited to setting a door opening error. For example, if the door opening error is set as an error detectable by the sub CPU 20a, and when the door sensor detects the opening of the upper front door UD or the lower front door DD, the main CPU 10a maintains the playable state and transmits a door opening command notifying the opening of the upper front door UD or the lower front door DD to the sub CPU 20a. The sub CPU 20a that has received the door opening command may set a door opening error and cause the display device 330 and the sound device 340 to execute an error notification notifying the occurrence of the door opening error. That is, in this example, as error types, an error (main error) that shifts to a non-playable state (error state) that restricts the progress of the game and causes an error notification, and an error (sub error) that causes an error notification but allows the game to be played can be set. And in this case, when receiving the door opening command, the sub CPU 20a may erase the volume bar image 420 or the light amount bar image 440.
[0204] Also, for example, when the door sensor detects the opening of the upper front door UD or the lower front door DD, neither the main CPU 10a nor the sub CPU 20a sets a door opening error. The main CPU 10a maintains the playable state and transmits a door opening command to the sub CPU 20a. The sub CPU 20a that has received the door opening command shifts to a special state. In the special state, the sub CPU 20a outputs a warning sound from the speaker SP while continuing the game performance, reduces the volume, prohibits volume change and light amount change, and ends the special state when the upper front door UD or the lower front door DD is closed. In this example, when receiving the door opening command, the sub CPU 20a may erase the volume bar image 420 or the light amount bar image 440.
[0205] Also, in the present embodiment, as shown in FIG. 27, a complete error is set as an error detectable by the main CPU 10a. When the operating conditions of the complete function are satisfied (starting from power-on, based on the time when the number of game medals has decreased the most when the result of the game is obtained, when the increase in the number of game medals is 19,000 or more), it is not limited to setting a complete error and shifting to a non-gameable state. For example, when the operating conditions of the complete function are satisfied, the main CPU 10a shifts to a non-gameable state but does not set a complete error, and sends a complete command notifying that the operating conditions of the complete function have been satisfied to the sub-CPU 20a. The sub-CPU 20a that has received the complete command may cause the display device 330 or the audio device 340 to execute a complete notification notifying the operation of the complete function. In this example, the sub-CPU 20a may erase the volume bar image 420 or the light quantity bar image 440 when it receives the complete command.
[0206] Also, in the present embodiment, it is not limited to erasing the volume bar image 420 or the light quantity bar image 440 when receiving a command notifying the start or end of the payout process of the electronic medal. For example, the medal CPU 30a sends a command notifying the start of the counting process of the electronic medal or a command notifying the end of the counting process of the electronic medal to the main CPU 10a. The main CPU 10a that has received the command sends a command notifying the sub-CPU 20a to that effect. The sub-CPU 20a may erase the volume bar image 420 or the light quantity bar image 440 when it receives a command notifying the start of the counting process of the electronic medal or a command notifying the end of the counting process of the electronic medal.
[0207] For example, medal CPU 30a transmits to main CPU 10a a command for notifying the start of the lending process of electronic medals based on the operation of lending button B10 or a command for notifying the end of the lending process of electronic medals based on the operation of lending button B10. Main CPU 10a that has received the command transmits to sub CPU 20a a command notifying the same. When sub CPU 20a receives a command for notifying the start of the lending process of electronic medals or a command for notifying the end of the lending process of electronic medals, it may erase volume bar image 420 or light quantity bar image 440.
[0208] Also, in this embodiment, when receiving a command (signal) from main board 10 in a playable state, it is not limited to always erasing volume bar image 420 or light quantity bar image 440. There may be a case where volume bar image 420 or light quantity bar image 440 is not erased even when receiving a command (signal) from main board 10. For example, when a pressing operation is performed on bet button B0, start lever SL, or stop buttons B1 to B3, or settlement button B4 as a valid operation, and volume bar image 420 or light quantity bar image 440 is displayed while the pressed state (operated state, operation state) of the button is maintained, volume bar image 420 or light quantity bar image 440 may not be erased even if the button in the pressed state is released (operation cancelled). That is, in this example, volume bar image 420 or light quantity bar image 440 may be erased by a pressing operation on bet button B0, start lever SL, or stop buttons B1 to B3, or settlement button B4, but may not be erased by releasing the button in the pressed state. In this example, main CPU 10a may or may not transmit to sub CPU 20a a command notifying that the button in the pressed state has been released. Also, in this example, volume bar image 420 or light quantity bar image 440 may be erased even by releasing the button in the pressed state.
[0209] Also, for example, when the volume bar image 420 or the light quantity bar image 440 is displayed while the pressed state of the stop button related to some of the first to third stop operations is maintained, even if the button in the pressed state is released, the volume bar image 420 or the light quantity bar image 440 may not be erased. In this example, when the volume bar image 420 or the light quantity bar image 440 is displayed while the pressed state of the stop button related to the first stop operation or the second stop operation is maintained, even if the button in the pressed state is released, the volume bar image 420 or the light quantity bar image 440 is not erased. However, when the volume bar image 420 or the light quantity bar image 440 is displayed while the pressed state of the stop button related to the third stop operation is maintained, when the button in the pressed state is released, the volume bar image 420 or the light quantity bar image 440 may be erased.
[0210] Also, for example, as a valid operation, even if a pressing operation is performed on the lending button B10 or the game button B12 of the dedicated unit 50 or the lending button B10 or the game button B12 in the pressed state is released, the volume bar image 420 or the light quantity bar image 440 may not be erased. In this example, the dedicated unit control board 60 of the dedicated unit 50 may or may not send a command notifying a pressing operation on the lending button B10, a command notifying a pressing operation on the game button B12, a command notifying the release of the lending button B10 in the pressed state, or a command notifying the release of the game button B12 in the pressed state to the main CPU 10a. The main CPU 10a that has received the command may or may not send the fact to the sub CPU 20a. In this example, as a valid operation, even if a pressing operation is performed on the lending button B10 or the game button B12 of the dedicated unit 50 or the lending button B10 or the game button B12 in the pressed state is released, the volume bar image 420 or the light quantity bar image 440 may also be erased.
[0211] Also, in this example, when a pressing operation is performed on the lending button B10 of the dedicated unit 50 or the game button B12 as a valid operation, and the volume bar image 420 or the light quantity bar image 440 is displayed while the pressed state of the button is maintained, even if the lending button B10 or the game button B12 in the pressed state is released, the volume bar image 420 or the light quantity bar image 440 may not be erased, or the volume bar image 420 or the light quantity bar image 440 may be erased by releasing the lending button B10 or the game button B12 in the pressed state.
[0212] Also, for example, the volume bar image 420 or the light quantity bar image 440 may not be erased by an invalid operation. As an invalid operation, for example, even if an operation is performed on the bet button B0, the start lever SL, or the stop buttons B1 to B3, or the settlement button B4, the volume bar image 420 or the light quantity bar image 440 may not be erased. That is, in this example, the volume bar image 420 or the light quantity bar image 440 may be erased by a valid operation on the bet button B0, the start lever SL, or the stop buttons B1 to B3, or the settlement button B4, but may not be erased by an invalid operation. In this example, the main CPU 10a may or may not send a command notifying an invalid operation on the bet button B0, a command notifying an invalid operation on the start lever SL, a command notifying an invalid operation on the stop button, or a command notifying an invalid operation on the settlement button B4 to the sub-CPU 20a. Also, a command notifying an operation on the bet button B0, a command notifying an operation on the start lever SL, a command notifying an operation on the stop buttons B1 to B3, or a command notifying an operation on the settlement button B4 may be sent to the sub-CPU 20a, and the sub-CPU 20a may determine whether it is a valid operation.
[0213] Also, for example, even if an operation is performed on the lending button B10 or the game button B12 of the dedicated unit 50, the volume bar image 420 or the light quantity bar image 440 may not be erased. In this example, the dedicated unit control board 60 of the dedicated unit 50 may or may not send a command notifying an invalid operation on the lending button B10 or a command notifying an invalid operation on the game button B12 to the main CPU 10a, and the main CPU 10a that has received the command may or may not send that fact to the sub CPU 20a. Also, a command notifying an operation on the lending button B10 or a command notifying an operation on the game button B12 may be sent to the main CPU 10a, and the main CPU 10a that has received the command may send that fact to the sub CPU 20a, and the sub CPU 20a may determine whether it is a valid operation.
[0214] Note that "valid operation" means that the original function is executed, "invalid operation" means that the original function is not executed, and even in the case of an "invalid operation", a process different from the original function may be performed.
[0215] The above various modifications can be adopted by appropriately combining some or all of the modifications.
[0216] FIG. 30 is a diagram for explaining the additional mode in the gaming machine of the present embodiment, FIGS. 31 to 33 are diagrams showing images displayed in the additional mode selection effect in the gaming machine of the present embodiment, FIG. 34 is a diagram for explaining the promotion of the additional mode in the gaming machine of the present embodiment, and FIGS. 35 to 36 are diagrams showing images displayed in the promotion effect in the gaming machine of the present embodiment. Note that the liquid crystal displays LCD in FIGS. 31 to 33 and FIGS. 35 to 36 represent the display area above the display window DW.
[0217] In this embodiment, as shown in FIG. 30, the carry-over performance changes according to the carry-over mode in the third AT state. For example, in the first mode, when a specific winning pattern (such as a high-reward winning pattern like watermelon, weak cherry, strong cherry, chance symbol A, chance symbol B, etc.) is selected by an internal lottery, the number of game plays is always carried over by 20 or more games. In the second mode, when any one of normal replays 1 to 4 is selected by an internal lottery, the number of game plays is always carried over by 5 or more games. In the third mode, when any one of batting bells A1 to A8 and batting bells B1 to B8 is selected by an internal lottery, there is a 20% probability that the number of game plays is carried over by 5 or more games. In the fourth mode, when any one of common three cards 1 to 5 is selected by an internal lottery, there is a 20% probability that the number of game plays is carried over by 30 or more games. The fifth mode to the eleventh mode and the special mode are as shown in FIG. 30, and the description thereof is omitted. Note that the types and numbers of carry-over modes are not limited to this.
[0218] Also, the first mode to the third mode are lower modes with relatively low carry-over performance. The fourth mode to the eighth mode are middle modes with higher carry-over performance than the lower modes. The ninth mode to the eleventh mode are upper modes with higher carry-over performance than the middle modes. The special mode is a mode with higher carry-over performance than the upper modes.
[0219] And in the present embodiment, in the third AT preparation state before transitioning to the third AT state, a selection game is performed to select the superimposed mode of the third AT state. Specifically, in the selection game, the sub-CPU 20a (production control means 210) displays, as shown in FIG. 31(A), a plurality of character images (an example of a display) suggesting the superimposed mode of the third AT state (an example of the privilege content) on the liquid crystal display LCD, and executes a superimposed mode selection effect in which any one of the character images is displayed in a selected state. Then, when any one of common three cards 1 to common three cards 5, normal replay 2, and normal replay 3 is won in the internal lottery in the third AT preparation state (when a predetermined awarding condition is satisfied), it is determined as the superimposed mode corresponding to the selected character image (a privilege corresponding to the selected display is awarded). On the other hand, when none of common three cards 1 to common three cards 5, normal replay 2, and normal replay 3 is won in the internal lottery in the third AT preparation state (when the awarding condition is not satisfied), the next character image is set to the selected state (a display different from the currently selected display is displayed in the selected state).
[0220] In the present embodiment, as character images, 11 types of character images (character A image to character K image) corresponding to each of the first mode to the eleventh mode are prepared, and each character image suggests or notifies the corresponding superimposed mode. Then, when transitioning to the third AT preparation state, the sub-CPU 20a displays, as shown in FIG. 31(A), character images for five frames (five squares) from the first frame (the first square) to the fifth frame (the fifth square) on the liquid crystal display LCD. Specifically, the character images from the first frame to the fifth frame are arranged and displayed in order with the left end of the display area of the liquid crystal display LCD as the start. For example, in the example shown in FIG. 31(A), the first frame is the character B image IMG2, the second frame is the character A image IMG1, the third frame is the character A image IMG1, the fourth frame is the character D image IMG4, and the fifth frame is the character K image IMG11. Also, at the start of the third AT preparation state, the character image of the first frame (the character B image IMG2 in the example shown in FIG. 31(A)) is displayed in the selected state.
[0221] And each time a game is played in the third AT preparation state, the sub-CPU 20a shifts the selection state to the character image of the next frame, and the character image in the selection state is shifted in the order of the first frame → the second frame → the third frame → the fourth frame → the fifth frame → the first frame → ···. For example, in the example shown in FIG. 31(A), in the first game, as shown in FIG. 31(A), the character B image IMG2 of the first frame among the five-frame character images is displayed in the selected state, and the remaining four (the second frame to the fifth frame) character images are displayed in the non-selected state (faded out). In the second game, as shown in FIG. 31(B), the character A image IMG1 of the second frame among the five-frame character images is displayed in the selected state, and the remaining four (the first frame and the third frame to the fifth frame) character images are displayed in the non-selected state (faded out). In the third game, as shown in FIG. 31(C), the character A image IMG1 of the third frame among the five-frame character images is displayed in the selected state, and the remaining four (the first frame to the second frame and the fourth frame to the fifth frame) character images are displayed in the non-selected state (faded out). In the fourth game, as shown in FIG. 32(A), the character D image IMG4 of the fourth frame among the five-frame character images is displayed in the selected state, and the remaining four (the first frame to the third frame and the fifth frame) character images are displayed in the non-selected state (faded out). In the fifth game, as shown in FIG. 32(B), the character K image IMG11 of the fifth frame among the five-frame character images is displayed in the selected state, and the remaining four (the first frame to the fourth frame) character images are displayed in the non-selected state (faded out). In the sixth game, it returns to the selection state shown in FIG. 31(A).
[0222] In the production mode where the selected character image transitions every time one game passes, when any one of Common 3 Sheets 1 to Common 3 Sheets 5, Normal Replay 2, and Normal Replay 3 is selected in the internal lottery, the overlay mode corresponding to the currently selected character image is determined as the current overlay mode. On the other hand, if none of Common 3 Sheets 1 to Common 3 Sheets 5, Normal Replay 2, and Normal Replay 3 is selected in the internal lottery, the selection state transitions to the next character image. For example, in the example shown in FIG. 31(A), in the 4th game in the 3AT Preparation State, as shown in FIG. 33(A), the character D image IMG4 in the 4th frame is displayed in the selected state. In this situation, if any one of Common 3 Sheets 1 to Common 3 Sheets 5, Normal Replay 2, and Normal Replay 3 is selected in the internal lottery, the current overlay mode in the 3AT State is determined as the 4th mode. At this time, as shown in FIG. 33(B), the sub-CPU 20a executes the 3rd winning assistance production that notifies the correct batting order and the blue 7 symbol "Blue 7" to assist in winning a specific 3-card minor combination or Replay 7. On the other hand, if none of Common 3 Sheets 1 to Common 3 Sheets 5, Normal Replay 2, and Normal Replay 3 is selected in the internal lottery, as shown in FIG. 33(C), the selection state of the character D image IMG4 in the 4th frame is released and the selection state transitions to the character D image IMG11 in the 5th frame.
[0223] Also, when the sub-CPU 20a displays the character images for 5 frames (5 cells) from the 1st frame to the 5th frame on the liquid crystal display LCD in the 3AT Preparation State, it determines the character images to be displayed based on the information regarding the overlay mode for 5 frames (5 cells) from the 1st frame to the 5th frame notified from the main CPU 10a. When transitioning to the 3AT Preparation State, the main CPU 10a (production state control means 180) determines the overlay mode for 5 frames (5 cells) from the 1st frame to the 5th frame and notifies the sub-CPU 20a of that information.
[0224] In this embodiment, for four frames (four cells) from the first frame to the fourth frame, the main CPU 10a determines by lottery from among the first mode to the eleventh mode and the special mode, and for one frame of the fifth frame, it determines by lottery from among the eighth mode to the eleventh mode and the special mode. In this embodiment, when the override mode of any one of the five frames (five cells) is determined to be the eighth mode, and the second special AT middle flag is in the ON state, the eighth mode is set as the special mode. Also, the override modes for the five frames may be the same override mode.
[0225] Then, when any one of common three sheets 1 to common three sheets 5, normal replay 2, and normal replay 3 is selected by internal lottery in the third AT preparation state, the main CPU 10a determines the override mode of the frame corresponding to the game among the five frames (five cells) from the first frame to the first frame as the current override mode. Specifically, the first game in the third AT preparation state corresponds to the first frame, the number of games corresponds to the frame, and the sixth game corresponds to the first frame again. Thus, the main CPU 10a can determine the override mode corresponding to the character image being selected on the liquid crystal display LCD.
[0226] Also, in this embodiment, the main CPU 10a conducts a promotion lottery in the third AT preparation state based on the fact that a specific winning pattern (for example, winning patterns with high rarity such as watermelon, weak cherry, strong cherry, chance target A, chance target B, etc.) is selected by internal lottery. In the promotion lottery of this embodiment, the winning probability varies according to the result of the internal lottery, and the winning probabilities are set to be high in the order of "weak cherry < chance target A < watermelon < chance target B < strong cherry". When winning the promotion lottery, the override mode of the frame corresponding to the next game is promoted. For example, when winning the promotion lottery in the second game of the third AT preparation state, the override mode of the third frame is promoted.
[0227] When the main CPU 10a upgrades the superimposed mode, it refers to the upgrade table stored in the main ROM 10b and changes to a mode that is more advantageous for the player than the current superimposed mode. As shown in FIG. 34, the upgrade table defines the upgraded superimposed mode for the current superimposed mode.
[0228] As shown in FIG. 34, in this embodiment, when upgrading from the first mode to the sixth mode, since the expected value of the number of superimposed games in the sixth mode is higher than that in the first mode, it is a superimposed mode that is more advantageous for the player than the first mode.
[0229] When upgrading from the second mode to the fourth mode, since the expected value of the number of superimposed games in the fourth mode is higher than that in the second mode, it is a superimposed mode that is more advantageous for the player than the second mode.
[0230] When upgrading from the fifth mode to the tenth mode, since the expected value of the number of superimposed games in the tenth mode is higher than that in the fifth mode, it is a superimposed mode that is more advantageous for the player than the fifth mode.
[0231] When upgrading from the ninth mode, the tenth mode, or the eleventh mode to the special mode, since the expected value of the number of superimposed games in the special mode is higher than that in the ninth mode, the tenth mode, and the eleventh mode, it is a superimposed mode that is more advantageous for the player than the ninth mode, the tenth mode, and the eleventh mode.
[0232] In this embodiment, for a specific additional mode, it is upgraded to an additional mode of the same system. Specifically, as shown in FIG. 30, the third mode (an example of the first privilege), the seventh mode (an example of the first and second privileges), and the eleventh mode (an example of the second privilege) all have a common specification for the additional lottery in that an additional chance can occur when the batting order bells A1 to A8 and the batting order bells B1 to B8 are selected (the privilege contents are of the same system). Therefore, they are additional modes of the same system. Also, among the third mode, the seventh mode, and the eleventh mode, the winning probability of the additional lottery increases in the order of "third mode < seventh mode < eleventh mode". Therefore, they are additional modes that are more advantageous for the player in the order of "third mode < seventh mode < eleventh mode". And in this embodiment, as shown in FIG. 34, it is upgraded from the third mode to the seventh mode and from the seventh mode to the eleventh mode.
[0233] Also, as shown in FIG. 30, the fourth mode (an example of the first privilege) and the ninth mode (an example of the second privilege) both have a common specification for the additional lottery in that an additional chance can occur when the common three cards 1 to common three cards 5 are selected (the privilege contents are of the same system). Therefore, they are additional modes of the same system. Also, between the fourth mode and the ninth mode, the winning probability of the additional lottery increases in the order of "fourth mode < ninth mode". Therefore, they are additional modes that are more advantageous for the player in the order of "fourth mode < ninth mode". And in this embodiment, as shown in FIG. 34, it is upgraded from the fourth mode to the ninth mode.
[0234] Also, as shown in FIG. 30, both the 6th mode (an example of the first privilege) and the 10th mode (an example of the second privilege) have a common specification for the additional draw in that an additional draw can occur when any of the normal replays 1 to 4 are won (the privilege contents are of the same system). Therefore, they are additional modes of the same system. Also, between the 6th mode and the 10th mode, the winning probability of the additional draw increases in the order of "6th mode < 10th mode". Therefore, it becomes an additional mode that is more advantageous for the player in the order of "6th mode < 10th mode". And in the present embodiment, as shown in FIG. 34, it is upgraded from the 6th mode to the 10th mode.
[0235] Also, in the present embodiment, when the main CPU 10a wins the upgrade draw, if the additional mode of the frame corresponding to the next game is the 8th mode or the special mode, a privilege different from the upgrade of the additional mode is given. Specifically, a fixed value "1" corresponding to one win of the 3rd AT is added to the 3rd AT stock counter.
[0236] Also, in the present embodiment, when the main CPU 10a wins the upgrade draw, it notifies the sub CPU 20a of the information. When receiving the information regarding the upgrade of the additional mode, the sub CPU 20a executes an upgrade effect for upgrading the additional mode by changing the character image of the frame corresponding to the next game to the character image corresponding to the upgraded additional mode. For example, as shown in FIG. 35(A), when winning the upgrade draw in the third game in the 3rd AT preparation state with the character D image IMG4 displayed in the 4th frame, as shown in FIG. 35(B), an upgrade effect is executed to change the character D image IMG4 (an example of the first display object) in the 4th frame to the character I image IMG9 (an example of the second display object) corresponding to the 9th mode.
[0237] Thus, in this embodiment, in the third AT preparation state, a selection game for selecting the additional mode of the third AT state is performed. In the selection game, as shown in FIG. 31(A), character images for five frames (five cells) suggesting the additional mode of the third AT state are displayed on the liquid crystal display (LCD), and an additional mode selection effect is executed in which any one of the character images is displayed in a selected state. When a specific combination, which is any one of common three cards 1 to common three cards 5, normal replay 2, and normal replay 3, is selected in the internal lottery in the third AT preparation state, it is determined as the additional mode corresponding to the selected character image. On the other hand, when no specific combination is selected in the internal lottery, in order to set the character image of the next frame in the selected state, while aiming to obtain a higher additional performance mode, during the selection of the character image corresponding to the mode with relatively low additional performance among the character images for five frames (five cells), the expectation of non-selection of the specific combination can be increased, and during the selection of the character image corresponding to the mode with relatively high additional performance, the expectation of selection of the specific combination can be increased. According to the selected character image, the expectation of selection of the specific combination or the expectation of non-selection of the specific combination can be increased, and the enjoyment of the game can be improved.
[0238] Also, in this embodiment, for the third mode, fourth mode, sixth mode, seventh mode, ninth mode, tenth mode, and eleventh mode, when winning the promotion lottery, it can be made easier to understand by promoting to the additional mode of the same system, and the enjoyment of the game can be improved.
[0239] Note that in this embodiment, the superimposition mode and the character image do not necessarily have a one-to-one correspondence. One character image may correspond to a plurality of superimposition modes. For example, the character C image, the character G image, or the character K image IMG11 may be made to correspond to the 3rd mode, the 7th mode, and the 11th mode, the character D image IMG4 or the character I image IMG9 may be made to correspond to the 4th mode and the 9th mode, and the character F image or the character J image may be made to correspond to the 6th mode and the 10th mode. In this case, when the superimposition mode of a predetermined frame is determined to be, for example, the 7th mode, the sub-CPU 20a may display the character C image, the character G image, or the character K image IMG11 as the character image of the predetermined frame. Also in this case, when a specific combination, which is one of common 3 sheets 1 to common 3 sheets 5, normal replay 2, and normal replay 3, is selected by an internal lottery in the 3AT preparation state, any one of a plurality of superimposition modes corresponding to the selected character image may be determined as the current superimposition mode. For example, when a specific combination is selected during the selection of the character C image, any one of the 3rd mode, the 7th mode, and the 11th mode corresponding to the selected character C image may be determined as the current superimposition mode by lottery.
[0240] Also in this embodiment, when continuing up to the 6th game in the 3AT preparation state, the specification is not limited to the selection state returning to the character image of the 1st frame. For example, when continuing up to the 6th game in the 3AT preparation state, the main CPU 10a determines the superimposition modes for 5 frames from the 1st frame to the 5th frame again by lottery. Based on the re-determined superimposition modes, the sub-CPU 20a may change the display of the character images for 5 frames and then return the selection state to the character image of the 1st frame (display a different display object in the selection state from the currently selected display object). In this case, the medium mode or the high mode may be made more likely to be selected in the re-lottery.
[0241] Also, in this embodiment, when a specific winning combination among the three common cards 1 to 5, the normal replay 2, and the normal replay 3 is selected by an internal lottery in the third AT preparation state, it is not limited to the specification of determining the superimposed mode corresponding to the character image being selected. For example, the main CPU 10a determines, in the third AT preparation state, by means of a specific lottery separate from the internal lottery whether to select the superimposed mode every time one game is played. When winning the specific lottery, it determines the superimposed mode corresponding to the character image being selected. When not winning the specific lottery, the sub-CPU 20a sets the character image of the next frame to the selected state. When a specific winning combination is selected by the internal lottery after winning the specific lottery, it may be configured to shift to the third AT state.
[0242] Also, for example, when a specific winning combination is selected by the internal lottery in the third AT preparation state, if a stop operation is performed in the correct pressing order, it is determined as the superimposed mode corresponding to the character image being selected. If the stop operation is performed in a pressing order different from the correct pressing order, the sub-CPU 20a may set the character image of the next frame to the selected state. In this example, instead of the winning auxiliary effect that notifies the correct pressing order when a specific winning combination is selected, the sub-CPU 20a may execute a specific effect that notifies the player to guess the pressing order from among two pressing orders (the pressing order of pressing the stop button B2 first and the pressing order of pressing the stop button B3 first). By doing so, during the selection of the character image corresponding to the mode with relatively low superimposing performance, the anticipation of non-selection of the specific winning combination can be increased, and even when the specific winning combination is selected, the anticipation of an incorrect pressing order can be increased. During the selection of the character image corresponding to the mode with relatively high superimposing performance, the anticipation of selection of the specific winning combination can be increased, and when the specific winning combination is selected, the anticipation of a correct pressing order can be increased, thus improving the interest of the game.
[0243] Also, in the present embodiment, the specifications of each additional mode in the third AT state are not limited to the specifications shown in FIG. 30. For example, when a specific winning mode (e.g., a winning mode with a high rarity such as watermelon, weak cherry, strong cherry, chance symbol A, chance symbol B, etc.) wins, an additional play is always made regardless of the additional mode, but the expected value of the number of additional game plays may vary depending on the additional mode. Also, for example, in the first mode to the second mode, the fourth mode to the sixth mode, and the eighth mode to the tenth mode, when any one of batting bells A1 to A8 and batting bells B1 to B8 wins in the internal lottery, the number of game plays of 5 games or more is added with an extremely low probability (e.g., 0.02%). In the first mode to the third mode, the fifth mode to the eighth mode, and the tenth mode to the eleventh mode, when any one of common three cards 1 to common three cards 5 wins in the internal lottery, the number of game plays of 30 games or more is added with an extremely low probability (e.g., 0.02%). In the first mode, the third mode to the fifth mode, the seventh mode to the ninth mode, and the eleventh mode, when any one of normal replays 1 to 4 wins in the internal lottery, the number of game plays of 5 games or more may be added with an extremely low probability (e.g., 0.02%).
[0244] Also, in the present embodiment, when winning the third AT in the third AT lottery in the first special AT state, it is not limited to the specification of stocking the right to shift to the third AT state. For example, the main CPU 10a selects the additional mode in the third AT state from among the first mode to the eleventh mode and the special mode every time one game is played in the first special AT state. When winning the third AT in the third AT lottery, it stocks the right to shift to the third AT state and also stores the currently selected additional mode. In the third AT preparation state shifted based on the right, when winning the third AT in the third AT lottery for the additional mode of the first frame to the fourth frame, the additional mode selected at that time is set. The sub CPU 20a may notify or suggest the currently selected additional mode when winning the third AT in the third AT lottery in the first special AT state.
[0245] Also, in this embodiment, the trigger for executing the promotion effect in the third AT preparation state is not limited to winning the promotion lottery. For example, when the additional mode of any one of the first to fifth frames is determined to be the middle mode (e.g., the seventh mode), the sub-CPU 20a displays a character image (e.g., the character C image corresponding to the third mode) corresponding to a lower mode (e.g., the third mode) of the same system as the middle mode (e.g., the seventh mode) at the start of the third AT preparation state. In a game where the previous frame of the character image is in a selected state, regardless of whether the promotion lottery is won or not, a promotion effect for raising the character image may be executed.
[0246] Also, in this embodiment, the effect mode in the promotion effect is not limited to changing to a character image of a different character. In the promotion effect, the promotion of the additional mode may be notified or suggested by changing the display mode such as an effect or a background without changing the character. For example, as shown in Fig. 35(A), when the fourth frame is promoted in a situation where the character D image IMG4 is displayed in the fourth frame, as shown in Fig. 36(A), the promotion of the additional mode may be notified or suggested by generating an effect on the character D image IMG4 in the fourth frame. Or, as shown in Fig. 36(B), the promotion of the additional mode may be notified or suggested by setting the periphery (background) of the character D in the character D image IMG4 in the fourth frame to a specific color (e.g., gold). Or, as shown in Fig. 36(C), the promotion of the additional mode may be notified or suggested by changing the character image in the fourth frame to a character D promotion-time image, which is another character image of the same character.
[0247] Also, in this embodiment, it is not limited to the specification of giving a bonus mode in the selection game in the third AT preparation state, and a privilege different from the bonus mode may be given. For example, the initial number of game times (an example of a privilege) in the third AT state may be given. Also, the selection game may be performed in a production state different from the third AT preparation state. For example, when winning the bonus lottery in the second AT state or the third AT state, the selection game may be performed to give the bonus game times (an example of a privilege).
[0248] Also, in this embodiment, it is not limited to the specification of displaying character images for five frames (five cells) on the liquid crystal display LCD in the bonus mode selection effect, and two or more frames (a plurality) may be used. Also, the main CPU 10a may determine by lottery which frame among the first to fifth frames the character image is to be in the selected state in each game, and transmit the information to the sub CPU 20a. In this way, the order of the selected character images can be changed.
[0249] FIG. 37 is a diagram for explaining the counting sound effect in the gaming machine of this embodiment.
[0250] In this embodiment, as described above, when the counting button B8 is operated, the medal CPU 30a executes the counting process of the electronic medals, and as shown in FIG. 37(A), a medal number control information command (an example of a specific command) for notifying the updated number of game medals (remaining number of game medals: an example of information regarding the number of game values) is transmitted to the main CPU 10a (an example of the main control unit). The main CPU 10a that has received the command transmits the medal number control information command to the sub CPU 20a (an example of the sub control unit), and the sub CPU 20a (production control means 210) that has received the command executes a counting sound effect (an example of an effect) for outputting a predetermined counting sound from the speaker SP.
[0251] Also, in the present embodiment, the sub-board 20 also stores the number of game medals by means of a medal number control information command or the like. When the sub-CPU 20a receives a medal number control information command from the main CPU 10a, based on the medal number control information command, it updates the number of game medals stored in a predetermined game medal number storage area provided in the sub-RAM 20c (stores the value of a specific command).
[0252] And in the present embodiment, the sub-CPU 20a determines the counting sound to be output from among a plurality of types of counting sounds (such as a first counting sound, a second counting sound, and a third counting sound) based on the value related to the predetermined game information included in the medal number control information command (specifically, the updated number of game medals). Note that the first counting sound notifies that one electronic medal is being counted, the second counting sound notifies that 50 electronic medals are being counted, and the third counting sound notifies that all electronic medals are being counted.
[0253] Specifically, when the updated number of game medals included in the medal number control information command is a number different from a specific number (for example, 0), the sub-CPU 20a determines the counting sound to be output based on the updated number of game medals included in the currently received medal number control information command and the updated number of game medals included in the previously received medal number control information command (the number of game medals stored in the game medal number storage area of the sub-RAM 20c). When the number of game medals has decreased by 1 from the previous time, the counting sound to be output is determined to be the first counting sound, and when the number of game medals has decreased by 2 to 50 from the previous time, the counting sound to be output is determined to be the second counting sound.
[0254] Also, in this embodiment, when the total counting operation (a pressing operation of 4000 msec or more) of the count button B8 is performed, the medal CPU 30a repeats counting in units of 50 sheets until all the electronic medals held in the medal holding unit are counted even if the pressed state of the count button B8 is released (even if the operation ends). Specifically, similar to the long-press operation, in the counting process based on the total counting operation, when the number of game medals in the medal holding unit is 50 or more, "50" is set as the counted medal number, and when the number of game medals in the medal holding unit is less than 50, all the electronic medals (the number of game medals) are set as the counted medal number.
[0255] And in this embodiment, when the medal CPU 30a detects the total counting operation of the count button B8 and executes the first (initial) counting process after the detection, as shown in FIG. 37(A), regardless of the updated number of game medals (the number of game medals in the medal holding unit), it transmits a medal number control information command notifying a specific number (for example, 0: an example of a specific value) as the updated number of game medals to the main CPU 10a. The main CPU 10a that has received the command transmits a medal number control information command notifying a specific number (for example, 0) as the updated number of game medals to the sub CPU 20a.
[0256] Also, when the medal CPU 30a executes the counting process after the second time and later after the detection of the total counting operation, it transmits a medal number control information command notifying the actual number of game medals as the updated number of game medals to the main CPU 10a. The main CPU 10a that has received the command transmits a medal number control information command notifying the actual number of game medals as the updated number of game medals to the sub CPU 20a.
[0257] For example, when the medal CPU 30a detects a long press operation of the count button B8 (a press operation of 500 msec or more) and executes a counting process based on the long press operation of the count button B8, it transmits a medal count control information command notifying the actual number of game medals as the updated number of game medals to the main CPU 10a. When the long press operation (pressed state) of the count button B8 continues and the total count operation of the count button B8 (a press operation of 4000 msec or more) is detected, and when the first (initial) counting process is executed after the detection, it transmits a medal count control information command notifying a specific number of medals (for example, 0 medals: an example of a specific value) as the updated number of game medals to the main CPU 10a. When the counting process after the second time and later is executed after the detection of the total count operation, it transmits a medal count control information command notifying the actual number of game medals as the updated number of game medals to the main CPU 10a.
[0258] When the updated number of game medals included in the medal count control information command is a specific number of medals (for example, 0 medals), the sub-CPU 20a determines the counting sound to be output based on the updated number of game medals (the number of game medals stored in the game medal number storage area of the sub-RAM 20c, a value related to predetermined game information) included in the previously received medal count control information command.
[0259] Specifically, as shown in FIG. 37(B), when the number of game medals stored in the game medal number storage area of the sub-RAM 20c is 1 medal, the counting sound to be output is determined as the first counting sound. When the number of game medals stored in the game medal number storage area of the sub-RAM 20c is 2 to 50 medals, the counting sound to be output is determined as the second counting sound. When the number of game medals stored in the game medal number storage area of the sub-RAM 20c is 51 medals, the counting sound to be output is determined as the third counting sound. When the number of game medals stored in the game medal number storage area of the sub-RAM 20c is 0 medals, the counting sound effect is not executed.
[0260] Also, in the present embodiment, as shown in FIG. 37(B), as the third counting sound for notifying that the electronic medals are being counted in total, third counting sounds A to F are prepared. When the number of game medals stored in the game medal number storage area of the sub-RAM 20c is 51 to 1000, the third counting sound to be output is determined as the third counting sound A. Similarly, when the number of game medals in the game medal number storage area is 1001 to 2000, the third counting sound to be output is determined as the third counting sound B. When the number of game medals in the game medal number storage area is 2001 to 3000, the third counting sound to be output is determined as the third counting sound C. When the number of game medals in the game medal number storage area is 3001 to 4000, the third counting sound to be output is determined as the third counting sound D. When the number of game medals in the game medal number storage area is 4001 to 5000, the third counting sound to be output is determined as the third counting sound E. When the number of game medals in the game medal number storage area is 5001 or more, the third counting sound to be output is determined as the third counting sound F.
[0261] Also, the playback time of the third counting sound is set to a time that sufficiently satisfies the time required for each total count. For example, since the time required to count 1000 electronic medals is 6000 msec (the electronic medals are counted 50 by 50 at the timing of counting notifications every 300 msec), the playback time of the third counting sound A is set to 6000 msec + α (for example, 500 msec). Similarly, the playback time of the third counting sound B is set to 12000 msec + α (for example, 500 msec), the playback time of the third counting sound C is set to 18000 msec + α (for example, 500 msec), the playback time of the third counting sound D is set to 24000 msec + α (for example, 500 msec), the playback time of the third counting sound E is set to 30000 msec + α (for example, 500 msec), and the playback time of the third counting sound F is set to 98300 msec + α (for example, 500 msec).
[0262] When the sub-CPU 20a receives a medal number control information command during the output of the third counting sound, it updates the number of game medals in the game medal number storage area and continues to output the third counting sound. During the output of the third counting sound, when it receives a medal number control information command that notifies 0 medals as the updated number of game medals or when the playback time of the output third counting sound has elapsed, it ends the output of the third counting sound.
[0263] Here, conventionally, the total counting function of the electronic medals is not provided, and based on the medal number control information command that notifies the updated number of game medals, a counting sound effect corresponding to the type of counting operation (short press operation or long press operation) is executed. Therefore, according to this embodiment, when newly installing the total counting function of the electronic medals, the sub-CPU 20a can determine that the total counting operation has been performed using the medal number control information command that has been conventionally adopted, and can realize a counting sound effect corresponding to the total counting operation. Therefore, without adding a new command, the variations of the counting sound effect can be increased, and the data volume of the main control unit can be suppressed. Specifically, when the updated number of game medals included in the medal number control information command received this time is a specific number (for example, 0 medals) (when the value of the specific command is a specific value), the sub-CPU 20a determines that the total counting operation has been performed, and based on the updated number of game medals included in the medal number control information command received last time (the number of game medals stored in the game medal number storage area of the sub-RAM 20c) (based on the value of the specific command received last time), it determines the counting sound to be output. Therefore, without adding a new command, the variations of the counting sound effect can be increased, and the data volume of the main control unit can be suppressed.
[0264] In this embodiment, when all counting operations of the counting button B8 are performed, regardless of the updated number of game medals (the remaining number of game medals after the execution of the counting process), a medal number control information command notifying a specific number (for example, 0) as the updated number of game medals is transmitted to the sub-CPU 20a. When the updated number of game medals included in the medal number control information command received this time is a specific number (for example, 0), based on the number of game medals stored in the game medal number storage area of the sub-RAM 20c, in order to determine the counting sound to be output, it is possible to output a counting sound corresponding to the total number of game medals to be counted (the number of game medals in the medal holding unit), and the variations of the counting sound production can be increased.
[0265] In this embodiment, the specific number serving as the determination criterion for all counting operations is not limited to 0, and any number may be used as long as it is a predetermined fixed number. For example, it may be a number larger than the upper limit of the number of game medals (for example, 16382) (for example, 20000). Also, the specific number is not limited to one type, and two or more types (for example, 0 and 20000) may be used. In this case, for example, at the start of all counting, a medal number control information command notifying the first specific number (for example, 20000) as the updated number of game medals may be transmitted to the sub-CPU 20a, and at the end of all counting, a medal number control information command notifying the second specific number (for example, 0) as the updated number of game medals may be transmitted to the sub-CPU 20a.
[0266] In this embodiment, during the total counting of the electronic medals, the third counting sound may be changed as the number of game medals decreases. For example, when the number of game medals becomes 1000 or less during the output of the third counting sound B, it may be changed from the third counting sound B to the third counting sound A.
[0267] In this embodiment, the third counting sound is not limited to six types from the third counting sound A to the third counting sound F, and may be five or less types or seven or more types. Also, some or all of the third counting sounds may have the same production sound but different reproduction times.
[0268] Also, in the counting sound production of this embodiment, it is not limited to outputting the counting sound. In the counting sound production, strings such as "counting" and "during total counting" may be displayed on the liquid crystal display (LCD), or the pedestal frame lamp (AL) may be turned on or blinked in a predetermined counting pattern.
[0269] Also, in this embodiment, the total counting operation of the counting button (B8) is not limited to a pressing operation of 4000 msec or more, and can be set to any operation. For example, two consecutive short-press operations may be set as the total counting operation. Also, a total counting button may be provided separately from the counting button (B8), and the operation on the total counting button may be connected to the medal number control board (30) and set as the total counting operation.
[0270] Also, in this embodiment, it may be possible to cancel the total counting of the digitized medal. For example, when an operation on the counting button (B8) is performed during the total counting of the digitized medal, or when a communication abnormality (for example, a disconnected state from the dedicated unit 50) occurs and the digitized medal cannot be counted normally, the total counting may be aborted. In this case, when the total counting is aborted, the output of the counting sound may also be terminated.
[0271] Also, in this embodiment, the medal CPU (30a) executes the counting process even when an operation on the counting button (B8) is performed while the settlement button (B4) is being operated (the settlement switch 250 is in the ON state). According to this embodiment, when an operation on the counting button (B8) is performed, the counting process is executed even during the operation of the settlement button (B4), that is, even during the execution of the settlement process. Therefore, the function related to the counting of the digitized medal can be improved. In this embodiment, the counting process is also executed even when an operation on the counting button (B8) is performed during the operation of the settlement button (B4) in a situation where the operation on the settlement button (B4) is disabled.
[0272] Also, in this embodiment, the main CPU 10a executes the insertion process (bet process) even when an operation on the bet button B0 is performed while the count button B8 is being operated (the count button switch 255 is in the ON state). According to this embodiment, when an operation on the bet button B0 is performed, the insertion process is executed even during the operation of the count button B8, that is, even during the execution of the counting process. Therefore, the function related to the insertion (bet) of the electronic medal can be improved. In this embodiment, the insertion process is executed even when an operation on the bet button B0 is performed during the operation of the count button B8 in a situation where the operation on the count button B8 is disabled.
[0273] Also, in this embodiment, the main CPU 10a executes the insertion process (bet process) even when an operation on the bet button B0 is performed during the total counting of the electronic medals. In this case, the medal CPU 30a may stop the ongoing total counting or continue the ongoing total counting by the operation of the bet button B0.
[0274] 3. Modification Example The present invention is not limited to what has been described in the above embodiment, and various modified implementations are possible. Modification examples are introduced below. Note that the above embodiment and various methods described as modification examples below can be appropriately combined and adopted as control methods for realizing the present invention.
[0275] In the above-described embodiment, since the period for transmitting the counting notification (e.g., 300 msec) and the period for updating the display of the game medal number display device 70 (a predetermined display period by timer interruption: e.g., 1 msec) are managed independently, depending on the time relationship between the timing of the counting process of the electronic medals and the timing of updating the display of the game medal number display device 70, a situation may occur where the display content of the game medal number on the game medal number display device 70 is different from the actual number of game medals. Taking this as an example, while the long-press operation of the counting button B8 is being performed, a predetermined countdown effect display may be performed as the display of the game medal number on the game medal number display device 70 regardless of the actual number of game medals. For example, while the long-press operation of the counting button B8 is being performed, a countdown display is performed in which the numbers from "0" to "9" are circulated at high speed in the first display unit 510 that displays the units digit and the second display unit 520 that displays the tens digit among the five-digit display units of the game medal number display device 70, and in the third display unit 530 to the fifth display unit 550 that display the numbers in the hundreds, thousands, and ten-thousands places respectively, the numbers may be updated based on the actual number of game medals. Taking the case where 150 electronic medals are transferred to the dedicated unit 50 by the long-press operation of the counting button B8 as an example, as shown in Fig. 38(A), for example, assuming that the long-press operation of the counting button B8 is performed while holding 250 electronic medals, as shown in Fig. 38(B), while maintaining the display "2" in the third display unit 530, the countdown display is started in the first display unit 510 and the second display unit 520. When 50 electronic medals are transferred to the dedicated unit 50, as shown in Fig. 38(C), since the number of game medals is 200, the display in the third display unit 530 is maintained at "2". When another 50 (total 100) electronic medals are transferred to the dedicated unit 50, as shown in Fig. 38(D), since the number of game medals becomes 150, the display in the third display unit 530 is updated from "2" to "1". When another 50 (total 150) electronic medals are transferred to the dedicated unit 50 and the long-press operation of the counting button B8 ends, as shown in Fig. 38(E), since the number of game medals is 100, the number "100" is displayed.Even in this way, the counting process can be promptly performed without waiting unnecessarily for the display update of the gaming medal count display device 70. Note that this can also be applied to all counting operations of the counting button B8.
[0276] Also, in the above-described embodiment, the case where the operation of the counting button B8 is disabled when the gaming machine and the dedicated unit 50 are not connected has been described as an example. However, in the case of not being connected to the dedicated unit 50, the operation of the settlement button B4 may also be disabled. In this way, in addition to restricting the counting of electronic medals, settlement can also be restricted.
[0277] Also, in the above-described embodiment, the case where the main board 10, the sub-board 20, and the medal count control board 30 are arranged to share the functional parts for advancing the game has been described as an example. However, some functional parts of the main board 10 may be arranged on the sub-board 20 or the medal count control board 30, some functional parts of the sub-board 20 may be arranged on the main board 10 or the medal count control board 30, some functional parts of the medal count control board 30 may be arranged on the main board 10 or the sub-board 20, or all the functional parts may be arranged together on one control board. Also, all the functional parts of the medal count control board 30 may be arranged on the main board 10, and the medal count control board 30 may not be provided.
[0278] Also, the invention of the above-described embodiment is not limited to smart pachislot machines, and can also be applied to slot machines that use physical medals (gaming values) to play games, gaming machines that use game balls (pachinko balls) to play games (pinball gaming machines, smart pachinko (registered trademark)), etc. In smart pachinko, a main board (first control unit) that controls the progress of the game, a sub-board that controls the effects, and a frame control board (second control unit) that can communicate with the main board and can communicate with a dedicated unit (specific unit) that lends out game balls are provided, and the frame control board can manage the number of game balls. Also, the main board switches between the case of starting in the gaming mode (gamable state) and the case of starting in the setting change mode (non-gamable state) according to the state of the setting change switch at the time of power-on.
[0279] Also, when the smart pachinko machine is equipped with a total counting function, the invention of the above embodiment can also be applied. When the total counting operation is performed, the frame control board (second control unit) notifies a specific number (for example, 0) as the updated number of game balls (number of game value balls) regardless of the updated game balls (remaining number of game balls after the execution of the counting process). The game ball number control information command is transmitted to the sub-board via the main board (first control unit). When the updated number of game balls included in the game ball number control information command received this time is a specific number (for example, 0), the sub-board may determine the counting sound to be output based on the number of game balls included in the game ball number control information command received last time.
[0280] Also, the invention of the above embodiment and the above various modifications can be adopted in appropriate combinations.
Explanation of Signs
[0281] BX Storage box, UD Upper front door, DD Lower front door, DW Display window, L1 Effective line, DS Game information display unit, LCD Liquid crystal display, AL Base frame lamp, R1 First reel, R2 Second reel, R3 Third reel, SL Start lever, B0 Bet button, B1~B3 Stop buttons, B4 Payout button, B5 Effect button, B6 Menu button, B7 Cross key, B7A Up button, B7B Down button, B7C Left button, B7D Right button, B8 Counting button, B10 Lending button, B11 Return button, B12 Game button, B13 Game medal number clear button, B14 Error cancel button, DP Dot display unit, IMG1 Character A image, IMG4 Character D image, IMG9 Character I image, IMG10 Effect button image, IMG11 Character K image, 10 Main board, 10a Main CPU, 10b Main ROM, 10c Main RAM, 20 Substrate, 20a Sub CPU, 20b Sub ROM, 20c Sub RAM, 30 Medal number control board, 30a Medal CPU, 30b Medal ROM, 30c Medal RAM, 40 Connection terminal board for lending devices such as game balls, 50 Dedicated unit, 60 Dedicated unit control board, 61 Cash insertion part, 62 Card insertion part, 63 Lending switch, 64 Return switch, 65 Game switch, 66 Frequency display device, 67 Display device for acquired medal number, 70 Display device for game medal number, 91 Lower panel, 105 Input reception means, 110 Random number generation means, 120 Internal lottery means, 130 Reel control means, 140 Winning determination means, 150 Payout control means, 160 Replay processing means, 170 Game state control means, 180 Effect state control means, 190 Communication control means, 210 Effect control means, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 Settlement switch, 255 Count button switch, 262 Setting change permission switch, 264 Setting change switch, 270 Effect button switch, 280 Menu button switch, 290 Cross key switch, 310 Reel unit, 330 Display device, 340 Audio device, 420 Volume bar image, 440 Light quantity bar image, 510 First display part, 520 Second display part, 530 Third display part, 540 Fourth display part, 550 Fifth display part,
Claims
【Claim 1】 A main control unit that rotates a plurality of reels for each game and performs control to stop the rotating reels upon a stop operation; A sub-control unit that performs control related to effects based on a command from the main control unit; A game machine comprising effect setting change operation means for performing an operation to change settings related to effects, wherein the sub-control unit causes a display device to display an effect setting display when an operation on the effect setting change operation means is performed during rotation of the reels, and erases the effect setting display when receiving a command from the main control unit.
Citation Information
Patent Citations
Game machine
JP2023114264A