Game machine
The gaming machine enhances workability by incorporating features that allow RAM clearing and game information resetting without the need for a setting change operation, thus addressing the challenge of maintaining operational efficiency.
Patent Information
- Application Number
- JP2023208519
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-11
- Publication Date
- 2025-06-23
AI Technical Summary
In slot machines, the need to perform a setting change operation to clear the RAM can lead to a risk of deterioration in workability, as it becomes a mandatory step for resetting game information.
A gaming machine is designed with setting value setting means for adjusting the game advantage stepwise, initialization means for resetting game information without using the setting key, and notification means for internal state notifications, allowing for RAM clearing without a setting change operation.
This solution improves workability by simplifying the process of clearing RAM and resetting game information, reducing the risk of operational inefficiencies.
Smart Images

Figure 2025093041000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine that determines whether to give a gaming profit to a player by lottery.
Background Art
[0002] In a slot machine as a gaming machine, a set value that shows the degree of advantage of the game step by step (for example, shown in 6 steps) is used. The larger the numerical value (the higher the set value), the easier it is to win a bonus combination or an AT (assist time), and the player can expect to obtain medals. The set value can be changed, for example, by operating a set key or a set change switch provided inside the slot machine (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a slot machine, the set value can be internally changed by performing a setting change operation involving the operation of a set key or a set change switch. Further, along with such a change in the set value, the RAM (RWM) of the slot machine can be cleared, and the game information updated by the progress of the game until before the setting change can be reset. In other words, if the RAM of the slot machine is to be cleared, a setting change operation may be performed. However, if it is always necessary to perform a setting change operation to clear the RAM, there is a risk of deterioration in workability.
[0005] In view of such problems, an object of the present invention is to provide a gaming machine capable of improving workability.
Means for Solving the Problems
[0006] In order to solve the above problems, a gaming machine according to the present invention includes setting value setting means for setting a setting value that stepwise indicates the degree of advantage of a game in response to a setting change operation using a setting key, initialization means for initializing game information updated by the progress of the game in response to the setting change operation, and notification means for notifying the internal state of the gaming machine to the outside. The initialization means initializes the game information in response to a specific operation that is a power-on operation accompanied by the operation of a predetermined switch without using the setting key. The notification means performs a first notification in response to the setting change operation and performs a second notification different from the first notification in response to the specific operation.
Effect of the Invention
[0007] According to the present invention, it is possible to improve workability.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit duplicate explanations, and elements not directly related to the present invention are not shown.
[0010] (Mechanical Configuration of Slot Machine 100) As shown in the external views of FIGS. 1 and 2, the slot machine 100 as a gaming machine is provided with a housing 102 having an open front surface, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically side by side at one end of the front surface of the housing 102. At approximately the center of the lower part of the front upper door 104, a colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided. At a position corresponding to the symbol display window 108 inside the housing 102, three reels 110 (left reel 110a, middle reel 110b, right reel 110c) are provided so as to be independently rotatable. On the outer peripheral surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement of FIG. 3(a), a plurality of types of symbols are arranged in each of the 20 equally divided regions. The player can visually recognize a total of nine consecutive symbols of the left reel 110a, middle reel 110b, and right reel 110c, which are located in the upper, middle, and lower rows, through the symbol display window 108.
[0011] An operation unit installation table 112 is formed on the upper part of the front lower door 106. The operation unit installation table 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, an effect switch 122, and the like. The medal insertion unit 114 receives the insertion of medals as gaming values through a medal insertion port 114a. The bet switch 116 is a switch used when inserting (betting) a predetermined number of medals out of the medals electrically stored (hereinafter simply referred to as credits) inside the slot machine 100. Note that the bet switch 116 includes a max bet switch for inserting (betting) the specified number of medals required for one game, and a 1-bet switch for additionally inserting one medal within the range of the specified number.
[0012] The start switch 118 is composed of, for example, a lever capable of detecting a tilting operation, and detects a start operation of the game by the player. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c respectively, and detect the stop operation of the player. Note that, in a state where the stop operation of the stop switch 120 is possible, when the player first performs a stop operation on any one of the stop switch 120a, the stop switch 120b, and the stop switch 120c, it is called the first stop. After the first stop, when the player performs a stop operation on any one of the two stop switches 120 that have not been stopped, it is called the second stop. After the second stop, when the player finally performs a stop operation on the remaining stop switch 120, it is called the third stop. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects a pressing operation or a rotating operation of the player.
[0013] A liquid crystal display unit 124 for displaying various images associated with the effect is provided at approximately the center of the upper part of the front upper door 104. In addition, on the upper part, left and right of the front upper door 104, an effect lamp 126 composed of, for example, a high-brightness light-emitting diode (LED), and an effect device 127 for driving an effect object by a motor are provided. Also, speakers 128 for performing an auditory effect such as a sound effect or a music sound are provided at the left and right positions on the back surface of the liquid crystal display unit 124 on the back surface of the front upper door 104 and at the left and right positions on the back surface of the front lower door 106.
[0014] A main credit display unit 130 and a main payout display unit 132 are provided on the operation unit installation base 112. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The number of medals credited (credit number) is displayed on the main credit display unit 130 and the sub-credit display unit 134, and the number of medals paid out is displayed on the main payout display unit 132 and the sub-payout display unit 136.
[0015] Below the reel 110 within the housing 102, a medal payout device (medal hopper) 142 for paying out medals from the medal discharge port 140a is provided. Further, at the lower front part of the front lower door 106, a tray portion 140 for storing the medals paid out from the medal discharge port 140a is provided. Also, within the housing 102, a power supply unit 144 for generating the power to operate the slot machine 100 is provided. The power switch 144a of the power supply unit 144 is operated by an administrator who manages the slot machine 100 and is used to switch between two states: the power-off state and the power-on state.
[0016] Also, within the housing 102, a main control board 200, which will be described later, is provided with setting keys and setting change switches (collectively referred to as setting value setting means together with their control means), not shown in the figure. In the slot machine 100, when the power is turned on via the power switch 144a with a predetermined key (operation key) inserted into the setting key and rotated from the off position to the on position, the machine shifts to the setting change mode, and the setting value can be changed (simply referred to as setting change). The setting value represents the degree of advantage of the game for the player (machine ratio) in stages. For example, it is represented in 6 levels from 1 to 6. Generally, the larger the numerical value of the setting value, the higher the degree of advantage for the overall game (the higher the expected number of medals to be obtained). Then, each time the setting change switch is pressed in the state where the setting can be changed, the setting value is incremented by 1. For example, it is changed to any one of the 6-level setting values. When the start switch 118 is operated, the setting value is confirmed, and by returning the setting key to the original position (the off position), the setting change mode ends and the game becomes possible. Note that the setting change is only possible for a certain period after the power switch 144a is operated and the power is turned on.
[0017] In the slot machine 100, when the game can be started and a specified number of medals are bet, the effective line is activated and the operation on the start switch 118 becomes effective. Here, the bet includes any of the cases where medals credited through the operation of the bet switch 116 are inserted, where medals are inserted through the medal insertion unit 114, and in particular, the case where medals are automatically inserted based on the fact that a replay role described later is displayed on the effective line. Here, these means for executing the bet may be referred to as insertion means. Also, the effective line is a line for determining the winning of the winning combination, and in this embodiment, there is one. As shown in FIG. 3(b), among the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the effective line A is set to a line (one upward-right line) connecting the positions corresponding to the symbols that stop at the lower stage of the left reel 110a, the middle stage of the middle reel 110b, and the upper stage of the right reel 110c. The invalid line is a line other than the effective line A that is not used for the winning determination of the winning combination and displays other symbol combinations that facilitate the grasping of the winning combination when it is difficult to grasp the winning combination only with the symbol combination displayed on the effective line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in FIG. 3(b) are assumed.
[0018] Then, when the start switch 118 is operated by the player, the game is started, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and a winning type lottery or the like is executed. Thereafter, in response to the operations of the stop switches 120a, 120b, and 120c, the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped respectively. And, when a winning combination that can receive the payout of medals wins according to the lottery result of the winning type lottery and the combination of the symbols displayed on the effective line A, the payout of medals is executed. When it is a non-winning in the winning type that can receive the payout of medals or when it wins but does not win, the game ends when all of the left reel 110a, the middle reel 110b, and the right reel 110c have stopped.
[0019] In this embodiment, the above-described one game is started by any one of the following: inserting medals through the medal insertion unit 114, inserting credited medals through the operation of the bet switch 116, or automatically inserting medals based on the replay symbol being displayed on the active line A. After that, in response to the player's operation of the start switch 118, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and a winning type lottery is executed. According to the lottery result of the winning type lottery and the operations of a plurality of stop switches 120a, 120b, 120c by the player, the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the operated stop switches 120a, 120b, 120c are respectively stopped. When a winning combination that can receive medal payout wins, the game until the medal payout is executed is referred to as one game. Also, when the winning type for receiving medal payout is a non-winning result or when winning but not winning a prize, one game ends when all of the left reel 110a, the middle reel 110b, and the right reel 110c stop. However, the start of one game may be reinterpreted as the player's operation of the start switch 118 instead of the above-described medal insertion or winning of the replay symbol. Also, the number of times such one game is repeated is defined as the number of games. Further, in order to distinguish such one game in which a winning type lottery is executed and one payout can be received from a pseudo game (simulated game) described later, it may be referred to as a basic game. Here, whether the basic game is played alone or in combination with a pseudo game, the completion of the basic game is regarded as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, regarding the number of games managed by a hall computer (not shown), depending on the specifications, the pseudo game may or may not be counted as the number of games.
[0020] FIG. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in FIG. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game and a sub-control board 202 (sub-control unit) that controls the effects according to the progress of the game. Also, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to only one direction from the main control board 200 to the sub-control board 202 from the viewpoint of preventing fraud and the like.
[0021] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a that is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM (RWM) 200c that functions as a work area, etc., and comprehensively controls the entire slot machine 100. Note that the main RAM 200c retains data without being erased as long as the power is not turned off and no setting change is made and RAM clear is not executed.
[0022] Also, the main control board 200 has functional units such as an initialization means 300, a bet means 302, a winning type lottery means 304, a reel control means 306, a determination means 308, a payout control means 310, a game state control means 312, an effect state control means 314, a command transmission means 316, etc., in which the main CPU 200a functions by cooperating with the main RAM 200c based on the program stored in the main ROM 200b.
[0023] In the main control board 200, the main CPU 200a receives various detection signals from a medal insertion detection unit 414b that detects the insertion of medals into the medal insertion slot 114a, a bet switch 116, a start switch 118, and stop switches 120a, 120b, 120c, and executes various processes based on the received detection signals.
[0024] The initialization means 300 executes the initialization process in the main control board 200. The bet means 302 bets medals for use in the game. The winning type lottery means 304 performs a winning type lottery that determines the success or failure of the winning combination, more specifically, the success or failure of the winning type including the winning combination, based on the operation of the start switch 118, as will be described in detail later.
[0025] The reel control means 306 controls the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in response to the operation of the start switch 118, and controls the stop of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively. Further, the reel control means 306, in response to the operation of the start switch 118, extends the time from when the operations of the stop switches 120a, 120b, and 120c were enabled in the previous game until the operations of the stop switches 120a, 120b, and 120c by the player are enabled to display the lottery result of the winning type lottery (invalidated by the completion of the operations of the stop switches 120a, 120b, and 120c in the previous game) beyond the specified time, and during that time, may perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, and 110c in various modes. The reel effect can be realized by not enabling an arbitrary switch that should originally be valid for a predetermined time, postponing a process that should originally be executed for a predetermined time, or not transmitting or receiving a signal of an arbitrary switch that should originally be transmitted or received for a predetermined time. Also, in the present embodiment, as a reel effect, in response to the operation of the start switch 118 in the basic game, the basic game is interrupted, the progress of the basic game is delayed, and during that time, the reels 110a, 110b, and 110c are rotationally controlled, and a pseudo-game similar to the basic game that temporarily stops the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c may be performed. Note that the pseudo-game ends on the condition that the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and the rotational control of the reels 110a, 110b, and 110c in the basic game resumes. Also, as an example of the pseudo-game, in response to the operation of the stop switches 120a, 120b, and 120c, predetermined symbols (for example, symbols constituting a bonus combination) on each of the reels 110a, 110b, and 110c can be automatically temporarily stopped. In such a pseudo-game, since an effect can be executed with a rotation control and a stop mode similar to or different from those of the basic game, the interest of the game can be enhanced.Note that the temporary stop appears to be a complete stop, but it actually indicates an incomplete stop state by continuously changing the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c within 500 msec. The temporary stop control refers to the control for temporarily stopping the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop and the temporary stop are simply treated as stops in the sense of maintaining their positions without rotating in one direction. Also, in response to the operation of the start switch 118, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c respectively, the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped. In this sense, both the stop control and the temporary stop control are simply treated as stop controls.
[0026] Also, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals of the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 306 in response to the operation signal of the start switch 118. Also, the reel drive control unit 150 stops the drive of the stepping motor 152 based on the stop signals of the left reel 110a, middle reel 110b, and right reel 110c respectively transmitted from the reel control means 306 and the detection signal of the rotation position detection circuit 154 in response to the operation signal of the stop switch 120.
[0027] The determination means 308 determines whether or not the symbol combination corresponding to the winning combination is displayed on the valid line A. Here, the case where the symbol combination corresponding to the winning combination is displayed on the valid line A may simply be referred to as a win. The payout control means 310 pays out medals by the number (value amount) corresponding to the winning combination based on the fact that the symbol combination corresponding to the winning combination is displayed on the valid line A (winning). Also, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 discharges medals while counting the number of medals paid out.
[0028] The game state control means 312 refers to the result of the winning type lottery and the determination result of the determination means 308, and shifts the game state to any one of a plurality of types of game states. Further, the effect state control means 314 refers to the result of the winning type lottery, the determination result of the determination means 308, and the transition information of the game state, and shifts the effect state to any one of a plurality of types of effect states.
[0029] The command transmission means 316 sequentially determines game-related commands associated with the operations of the bet means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the effect state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.
[0030] Also, a random number generator (random number generation means) 200d is provided on the main control board 200. The random number generator 200d sequentially increments the count value, and when counting for a predetermined number of times, resets the count value (changes the number sequence to determine the initial value) to loop the count value within a predetermined numerical range. On the main control board 200, a random number value is obtained by extracting the count value from the random number generator 200d at a predetermined point in time. The random number value (hereinafter referred to as the winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used for the game benefits given to the player, for example, by the winning type lottery means 304 to determine the winning type.
[0031] (Sub-control board 202) Further, similar to the main control board 200, the sub-control board 202 includes various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b storing programs and the like, a sub-RAM 202c functioning as a work area, etc., and controls the effects in particular based on commands from the main control board 200. Also, similar to the main RAM 200c, a backup power source (not shown) is connected to the sub-RAM 202c, and data is retained without being erased even when the power is turned off. Note that, similar to the main control board 200, a random number generator (random number generation means) 202d is provided on the sub-control board 202, and a random number value (hereinafter referred to as an effect lottery random number) generated by the random number generator 202d is mainly used to determine the mode of the effect.
[0032] Also, in the sub-control board 202, the sub-CPU 202a has functional units such as an initialization determination means 330, a command reception means 332, and an effect control means 334 that function by cooperating with the sub-RAM 202c based on a program stored in the sub-ROM 202b.
[0033] The initialization determination means 330 executes the initialization process in the sub-control board 202. The command reception means 332 receives commands from other control boards such as the main control board 200 and processes the commands. The effect control means 334 receives a detection signal from the effect switch 122 and determines the effects of the game performed by each device of the liquid crystal display unit 124, the speaker 128, the effect lamp 126, and the effect accessory device 127 based on the received commands.
[0034] Specifically, the effect control means 334 performs image display control to display an image on the liquid crystal display unit 124. Also, the effect control means 334 performs audio output control through the speaker 128, drive control of the effect accessory device 127, or lighting control of the effect lamp 126.
[0035] FIG. 5 is a block diagram for explaining the control modes of the liquid crystal display unit 124, the speaker 128, the effect accessory device 127, the effect lamp 126, and the effect switch 122 on the sub-control board 202. The effect control means 334 decodes the command transmitted from the main control board 200 and determines an effect pattern (content indicating a series of flows of the effect) corresponding to the command. Further, the effect control means 334 transmits commands to each device such as the image IC 340a, the audio IC 342a, and the effect control IC 344 based on the determined effect pattern to execute the effect.
[0036] Such an effect is constantly executed as an interrupt process while the power is on. For example, the effect control means 334 determines image data (data corresponding to the image to be displayed on the liquid crystal display unit 124 among the effects indicated by the effect pattern) based on the effect pattern. Then, the effect control means 334 transmits an image command capable of specifying the image data to the image IC 340a. The image IC 340a, also called a VDP (Video Display Processor), reads the image data specified by the image command from the image ROM 340b into the image RAM (VRAM) 340c and sequentially outputs the image data to the liquid crystal display unit 124. Note that the image RAM 340c has a plurality of different layers, and different image data can be held in each layer. Then, the image IC 340a superimposes the image data held in the plurality of layers and outputs the superimposed image data to the liquid crystal display unit 124. A priority is provided for each layer. When the image of the layer with a higher priority overlaps the image of the layer with a lower priority, the image of the layer with a higher priority is superimposed closer to the player side than the image of the layer with a lower priority and is visually recognized by the player.
[0037] Furthermore, following the control of the image IC 340a, the production control means 334 determines audio data based on the production pattern (data corresponding to the sound including the sound output to the speaker 128 among the productions indicated by the production pattern). Then, the production control means 334 transmits an audio command capable of specifying the audio data to the audio IC 342a. The audio IC 342a reads the audio data specified by the audio command from the audio ROM 342b into the audio IC 342a, and sequentially outputs the sound based on the audio data to the speaker 128. Note that the audio IC 342a has a plurality of different layers (which may be referred to as tracks or channels), and different audio data can be held in each layer. Then, the audio IC 342a superimposes the audio data held in the plurality of layers and outputs the sound based on the superimposed audio data to the speaker 128. Here, the means for controlling the output of sound to the outside, including the production control means 334, the audio IC 342a, and the speaker 128, may be referred to as the sound control means.
[0038] Furthermore, following the control of the image IC 340a and the audio IC 342a, the production control means 334 determines an illumination pattern (content indicating a series of lighting modes of the production lamp 126 among the productions indicated by the production pattern) and a drive pattern (content indicating a series of drive modes of the production prop device 127 among the productions indicated by the production pattern) based on the production pattern. Then, the production control means 334 transmits commands indicating the illumination pattern and the drive pattern to the production control IC 344. The production control IC 344 generates information related to light emission (light emission information) and information related to the drive of the motor (drive information) according to such commands, and transmits the generated light emission information and drive information to the production lamp 126 and the production prop device 127 through serial communication. Here, serial communication is used to suppress the number of harnesses and simplify the handling. In this way, each of the plurality of production lamps 126 is independently controlled for lighting, and each of the plurality of production prop devices 127 is independently controlled for driving.
[0039] In addition, the effect control IC 344 transmits light emission information and drive information through serial communication, and acquires input information (such as presence / absence of operation, operation timing, number of operations, operation duration, etc.) of the effect switch 122 etc. through serial communication. The effect control means 334 determines various effects such as displaying a predetermined image on the liquid crystal display unit 124 according to such input information.
[0040] Here, a series of functional units such as the sub-CPU 202a, sub-RAM 202c, image IC 340a, image ROM 340b, image RAM 340c, audio IC 342a, audio ROM 342b, and effect control IC 344 are integrated into one integrated circuit as an SoC (System-on-a-Chip). However, which functional units are integrated into such an SoC can be arbitrarily set.
[0041] Note that the effects executed by the effect control means 334 include auxiliary effects. The auxiliary effect is an effect that notifies the player of an operation mode that is advantageous to the player. For example, in the winning type lottery, when winning a selected winning type in which the correct role and the incorrect role overlap, the effect control means 334 notifies the correct operation mode of the stop switches 120a, 120b, 120c that are the winning conditions of the correct role. By such an auxiliary effect, the player can easily display the symbol combination corresponding to the correct role on the effective line A. The correct role refers to a winning role that is more advantageous than the incorrect role, including not only the payout of medals due to the winning of the winning role but also all the game benefits obtained by the winning of the winning role. The effect state in which such an auxiliary effect is executed is called an AT (assist time) effect state. Also, a so-called ART game state in which the AT effect state and the RT (replay time) game state with a high winning probability of the replay role proceed in parallel may be used.
[0042] Incidentally, hereinafter, notification means such as the liquid crystal display unit 124, the effect lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, which are substrates other than the main control board 200 and include the sub-control board 202, may be referred to as other notification means. On the other hand, notification means such as the main credit display unit 130 and the main payout display unit 132, which are managed by the main control board 200, may be referred to as main notification means (instruction monitor). Also, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state. In particular, in the present embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) capable of specifying the operation mode (batter order) is displayed on the main payout display unit 132, and as the other notification means, the operation order is notified through the liquid crystal display unit 124, the effect lamp 126, and the speaker 128.
[0043] (Table used in the main control board 200) FIG. 6 is an explanatory diagram for explaining the winning role, and FIG. 7 is an explanatory diagram for explaining the winning type lottery table.
[0044] In the slot machine 100, as will be described in detail later, a plurality of types of game states and effect states are provided, and the game state and the effect state are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables corresponding to the game states managed and controlled by the game state control means 312 are stored in the main ROM 200b. The winning type lottery means 304 extracts the corresponding winning type lottery table from the main ROM 200b according to the current set value (indicating the ease of obtaining game benefits step by step) stored in the main RAM 200c and the current game state, and based on the extracted winning type lottery table, determines which winning type in the winning type lottery table the winning type lottery random number obtained according to the operation signal of the start switch 118 corresponds to.
[0045] Here, the winning roles that make up the winning type extracted by the winning type lottery table include a replay role, a minor role, and a bonus role. The replay role is a role that allows the game to be executed again without the player making a new bet on medals when the symbol combination corresponding to the replay role is displayed on the valid line A. The minor role is a role that can receive the payout of a predetermined number of medals according to the symbol combination when the symbol combination corresponding to the minor role is displayed on the valid line A. Also, the bonus role is a role that can shift the game state managed by the game state control means 312 to a bonus game state (a game state during RBB operation described later) when the symbol combination corresponding to the bonus role is displayed on the valid line A.
[0046] As shown in FIG. 6, in this embodiment, as the bonus role, the winning role "RBB" is provided. Also, as the replay roles, the winning roles "Replay 1" to "Replay 23" are provided. Also, as the minor roles, the winning roles "Minor Role 1" to "Minor Role 20" are provided. In FIG. 6, one or more symbols constituting each winning role are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. Hereinafter, the winning roles "Minor Role 1" to "Minor Role 4" may be abbreviated as the winning role "8 - medal role", the winning roles "Minor Role 5" and "Minor Role 6" may be abbreviated as the winning role "3 - medal role", and the winning roles "Minor Role 7" to "Minor Role 20" may be abbreviated as the winning role "1 - medal role".
[0047] Here, in the present embodiment, when the stop switch 120 is operated by a player, if a symbol that constitutes a symbol combination corresponding to a winning combination that can be won is on the effective line A, the reel control means 306 performs stop control so that the symbol stops on the effective line A. Further, when the stop switch 120 is operated, if a symbol that constitutes a symbol combination corresponding to a winning combination that can be won is not on the effective line A but exists within a range (drawing-in range) corresponding to four symbol frames in the direction opposite to the rotation direction of the reel 110, the reel control means 306 makes the number of symbols away become the number of sliding frames, and after maintaining the rotation for the number of sliding frames so as to draw in the symbols that constitute the symbol combination corresponding to the winning combination onto the effective line A, stop control is performed so as to stop. Further, when there are a plurality of symbols corresponding to a winning combination that can be won in the reel 110 and all of them exist within the drawing-in range of the reel 110, it is determined which symbol is to be drawn onto the effective line A according to a predetermined priority order, and after maintaining the rotation for the number of sliding frames so as to draw in the prioritized symbol onto the effective line A, stop control is performed so as to stop. Incidentally, when the stop switch 120 is pressed, if a symbol that constitutes a symbol combination corresponding to a winning combination other than the winning combination that can be won is on the effective line A, so-called kicking-out processing is also executed in parallel by the reel control means 306 so as not to stop the symbol on the effective line A. Further, as will be described later, when an operation mode (operation order and operation timing) is set as a winning condition for a winning combination included in the winning type, the reel control means 306 performs stop control so as to be able to display the symbol combination corresponding to the winning combination on the effective line A according to the operation mode of the player.
[0048] Then, for example, the symbols that form the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning roles "Minor Role 1" to "Minor Role 4", "Minor Role 6" to "Minor Role 10", "Minor Role 17" are arranged on each reel 110 so as to be surely displayable on the effective line A by the above stop control. Such winning roles may be represented as PB = 1. On the other hand, for example, the symbols that form the symbol combinations corresponding to the winning roles "RBB", the winning roles "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", the winning roles "Minor Role 5", "Minor Role 11" to "Minor Role 16", "Minor Role 18" to "Minor Role 20" are not necessarily arranged on each reel 110 so as to be displayable on the effective line A by the above stop control, so so-called misses may occur. Such winning roles may be represented as PB ≠ 1.
[0049] As shown in FIG. 7, in the winning type lottery table, a plurality of winning areas are partitioned, and the winning types subject to lottery differ depending on each game state, or the presence or absence of non-winning (losing) differs. In FIG. 7, the winning areas (winning types) assigned for each game state (non-internal game state (non-internal), RBB internal middle game state (RBB internal middle), RBB operating game state (RBB operating)) are represented by "◎" or "○", but actually, a winning type lottery table corresponding to each of the plurality of game states is stored in the main ROM 200b. Note that "◎" indicates a winning type that can perform a lottery for shifting to an advantageous section, and "○" indicates a winning type that cannot perform a lottery for shifting to an advantageous section.
[0050] In the winning type lottery table, a predetermined number of placements (winning range values), which are numerical values indicating the winning range, and the winning type are associated with each of the divided winning areas. When the total number of placements of all the winning areas assigned for each gaming state is calculated, it becomes the total number of winning type lottery random numbers (65,536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number of placements associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 304 sequentially obtains the number of placements from the higher numbered ones among the plurality of winning areas in the winning type lottery table based on the gaming state at that time, subtracts the number of placements from the winning type lottery random number, and when the value after subtraction becomes less than 0, the winning type associated with the winning area at that time is set as the lottery result of the winning type lottery. Also, if the number of placements of all the winning areas of 1 or more winning areas is subtracted from the winning type lottery random number and the value after subtraction is 0 or more, the winning type "loss" of the winning area 0 becomes the lottery result of the winning type lottery.
[0051] Here, a supplementary explanation about the winning combination "RBB" will be given. A predetermined first type special accessory (RB) is an accessory that increases the number of combinations of symbols related to winning for each specified number, or increases the probability that the conditional device related to winning for each specified number operates. It operates when a predetermined case occurs and can continue to operate until the results of games not exceeding 12 times are obtained. Here, the conditional device is a device whose operation is a condition necessary for the combination of symbols related to winning, replay, accessory, or the operation of the accessory continuous operation device to be displayed, and it operates when winning in the winning type lottery (lottery by an electronic computer in the gaming machine), that is, it means a winning flag.
[0052] According to the winning type lottery table in FIG. 7, for example, the winning type "loss" is associated with the winning area 0. When winning this winning type, none of the symbol combinations corresponding to any of the winning combinations shown in FIG. 6 will be displayed on the valid line A, and no medal payout or the like will be performed.
[0053] In each winning area in FIG. 7, a winning type in which a plurality of winning roles are included in duplicate is associated. And when winning the winning type in which a plurality of winning roles are included in duplicate, winning conditions regarding which symbol combination corresponding to which winning role is preferentially displayed on the valid line A, for example, the order in which the stop switches 120a, 120b, and 120c are operated, and the operation timing (operation position of the reel 110) of the stop switches 120a, 120b, and 120c are set.
[0054] In the following description, the operation of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the left reel 110a, the middle reel 110b, and the right reel 110c is referred to as "batter order 1", and the operation of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the left reel 110a, the right reel 110c, and the middle reel 110b is referred to as "batter order 2", and the operation of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the middle reel 110b, the left reel 110a, and the right reel 110c is referred to as "batter order 3", and the operation of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the middle reel 110b, the right reel 110c, and the left reel 110a is referred to as "batter order 4", and the operation of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the right reel 110c, the left reel 110a, and the middle reel 110b is referred to as "batter order 5", and the operation of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the right reel 110c, the middle reel 110b, and the left reel 110a is referred to as "batter order 6".
[0055] For example, when winning the winning category "Batting Order Bell A1" of the winning area 5 which is the selected winning category, and an operation in the correct operation mode (batting order 3) is performed, the symbol combination corresponding to the winning combination "Minor Combination 1" (winning combination "8-chip combination") which is the correct winning combination with 8 payout chips (as a result, the symbols "Bell", "Bell", "Bell" are aligned in a straight line on the invalid line B1) is subjected to stop control so as to be preferentially displayed on the valid line A by so-called number priority control. Also, when operations in batting orders 1, 2, 4 to 6 are performed, stop control is performed so that the symbol combination corresponding to the winning combination "1-chip combination" which is an incorrect winning combination with 1 payout chip is preferentially displayed on the valid line A by so-called count priority control.
[0056] Note that the winning probabilities (setting numbers) of the selected winning categories (winning categories "Batting Order Bell A1" to "Batting Order Bell A4") of the winning areas 5 to 8 and the winning probabilities of the selected winning categories (winning categories "Batting Order Bell B1" to "Batting Order Bell B4") of the winning areas 9 to 12 are set to be equal. Since the player usually cannot know which winning category they have won, by providing the winning areas as described above, it is made difficult for the correct winning combination to win. Also, as described above, even if the stop switches 120a, 120b, 120c are operated in an operation mode where the incorrect winning combination is preferentially displayed, the symbol combination corresponding to the incorrect winning combination is not necessarily displayed on the valid line A. Therefore, depending on the operation mode, omissions may occur (PB≠1). Note that hereinafter, the eight winning categories of the winning areas 5 to 12 may be simply abbreviated as the winning category "Batting Order Bell".
[0057] Also, when winning the winning type of "Reach Target Replay 1" in the winning area 21 and operations are performed in batting orders 1 and 2, stop control is performed so that the symbol combination corresponding to the winning role of "Replay 2" is preferentially displayed on the valid line A. Specifically, it is possible to display the symbol "Watermelon A" in the upper row of the left reel 110a, the symbol "Watermelon A" or the symbol "Watermelon B" in the upper row of the middle reel 110b, and the symbol "Watermelon A" or the symbol "Watermelon B" in the middle row of the right reel 110c. In this way, the player can visually recognize the so-called reach target. Note that the symbol "Watermelon A" or the symbol "Watermelon B" may be simply abbreviated as the symbol "Watermelon".
[0058] In addition, when winning any of the above-mentioned winning types, the internal winning flags corresponding to the respective winning types are established (ON), and stop control of each reel 110 is performed according to the established status of this internal winning flag. At this time, if one wins a winning type that includes a minor role but cannot display the symbol combination corresponding to these winning roles on the valid line A within the game, the internal winning flag is turned off after the end of the game. That is, the right to win a minor role is limited only to within the game in which one wins a winning type that includes a minor role, and this right cannot be carried over to the next game. On the other hand, when winning a winning type that includes the winning role of "RBB", the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role of "RBB" is displayed on the valid line A. Note that when the internal winning flag corresponding to the winning type that includes the replay role is established, the symbol combination corresponding to any one of the replay roles included in the winning type is always displayed on the valid line A, and after the processing necessary to play the next game without requiring medals is performed, the internal winning flag is turned off.
[0059] (Transition of game state) Here, with reference to FIG. 8, the transition of the game state will be described. Here, a plurality of game states such as a non-internal game state, an RBB internal middle game state, and an RBB operating game state are prepared. As will be described later, each game state is transitioned according to the winning, winning (activation), and end of the bonus combination. Note that the winning types that can be won in each game state are represented by "◎" and "○" in FIG. 7.
[0060] The non-internal game state is a game state corresponding to the initial state among the plurality of game states. In such a non-internal game state, the winning probability of the replay combination is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined with a predetermined probability (for example, approximately 1 / 30). The game state control means 312 transitions the game state according to the winning of the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the valid line A, the game state control means 312 transitions the game state to the RBB operating game state (1).
[0061] In the RBB operating game state, the winning probability of the replay combination is set to 0. Note that in such an RBB operating game state, as the winning types that can be won, "Small Combinations ALL" is set in the winning area 1, and the winning type "One Card ALL" is set in the winning area 2. When winning the winning type "Small Combinations ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning combinations "Small Combination 1" to "Small Combination 20" is displayed on the valid line A. When winning the winning type "One Card ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning combinations "Small Combination 7" to "Small Combination 20" is displayed on the valid line A. Here, due to the configuration of such small combinations, the expected number of winning coins per unit game in the RBB operating game state is kept low.
[0062] When the end condition of the RBB operating game state is satisfied, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the game state control means 312 transitions the game state to the non-internal game state (2).
[0063] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 shifts the game state to the in-RBB game state (3).
[0064] In the in-RBB game state, the winning probability of the replay combination is set to approximately 1 / 7.3. Also, in the in-RBB game state, it is not possible to win the winning type "loss". In other words, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A in the winning game of the winning combination "RBB", then afterwards, smaller winning combinations or replay combinations are preferentially stop-controlled on the active line A over the winning combination "RBB", so the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A. Therefore, once the game state shifts to the in-RBB game state, afterwards, the in-RBB game state is maintained without the game state transitioning. Here, while maintaining such an in-RBB game state, an AT production state is realized in that in-RBB game state.
[0065] Here, in the in-RBB game state, since multiple types of winning combinations win without overlapping each other, the number of opportunities to win a winning combination can be increased. As a result, for example, by performing an auxiliary production in the AT production state in the in-RBB game state, it becomes easier to obtain medals. On the other hand, in the during-RBB operation game state, since multiple types of winning combinations win overlappingly, the number of opportunities to win a winning combination is small, so the number of opportunities to win a winning combination is reduced compared to the AT production state in other game states, making it difficult for the player to increase the medals they possess. Therefore, it is possible to realize a specification (Accelerator RBB) in which the during-RBB operation game state is inferior to the in-RBB game state in terms of medal acquisition performance while having the function of the during-RBB operation game state where the winning probability of the winning combination related to winning is higher than that of the in-RBB game state.
[0066] (Transition of production state) FIG. 9 is an explanatory diagram for explaining the transition of the presentation state. Hereinafter, the presentation states transitioned by the presentation state control means 314 in the main control board 200 will be described in detail.
[0067] Here, in order to comprehensively and uniformly determine whether or not the gaming states with high medal acquisition performance are biased, a gaming section having a performance related to an instruction function, that is, a gaming section advantageous to the player including a gaming section where an auxiliary presentation (instruction function) is executed, etc. is defined as an advantageous section. Note that the advantageous section is a gaming section in which, as a result of a lottery or the like related to the operation of the auxiliary presentation being performed by the main control board 200, when the auxiliary presentation is activated, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 202 as long as the content of the instruction can be identified when displayed on the main notification means. Also, different from the advantageous section, a gaming section where an auxiliary presentation (Ojyo-e) cannot be executed is defined as a non-advantageous section. Therefore, the plurality of presentation states will belong to either the advantageous section or the non-advantageous section which are gaming sections. In the present embodiment, almost all presentation states belong to the advantageous section, and a non-advantageous section is realized in some presentation states (here, non-advantageous presentation states).
[0068] In the advantageous section, in the selection winning type where the payout of the winning role is the maximum (here, 8 pieces) among the winning modes where the correct role will be missed without the auxiliary presentation, when performing an auxiliary presentation (an auxiliary presentation that can acquire the maximum payout number) to assist the winning of the correct role, for example, it must be notified to that effect by lighting the section display 160.
[0069] Also, in the non-advantageous section, it is possible to vary the winning probability of the winning type for each set value, but the probability of determining the transition to a presentation state (AT presentation state) accompanied by an auxiliary presentation in the same winning type must not be varied for each set value. On the other hand, in the advantageous section, it is possible to vary both the winning probability of the winning type and the probability of determining the transition (or addition) to a presentation state (AT presentation state) accompanied by an auxiliary presentation in the same winning type for each set value.
[0070] Therefore, in addition to managing the transition of the production state, the production state control means 314 also manages the transition between the non-favorable section and the favorable section. Also, regardless of such management, the favorable section is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the favorable section is forcibly terminated based on the value counted in the favorable section reaching a predetermined value (e.g., the number of staying games reaching 4000 games or the MY exceeding 2400 pieces). Here, MY indicates the difference in the number of medals since the start of the favorable section. Therefore, if 1000 medals are inserted (consumed) since the start of the favorable section, it is possible to obtain 3400 medals during the favorable section. In a medal-less gaming machine that can progress the game without the intervention of physical medals while maintaining the game performance of the slot machine, there is no need to set a limit on the number of staying games, so the favorable section is forcibly terminated based on the MY exceeding 2400 pieces in the favorable section. In any case, the production state control means 314 resets all the information updated in the favorable section (all variables affecting the performance related to the instruction function) by transitioning from the favorable section to the non-favorable section.
[0071] (Non-favorable section, favorable section) In the non-favorable section, since the auxiliary production is not executed, the number of medals that can be obtained is limited. Here, a non-favorable production state is provided as the production state of the non-favorable section.
[0072] In the favorable section, by causing the auxiliary production execution means to execute the auxiliary production when a winning of the selected winning type occurs, it is possible to obtain a large number of medals while suppressing the consumption of medals. Therefore, the player can progress the game more favorably in the favorable section compared to the non-favorable section by transitioning to the favorable section. Here, as the production states of the favorable section, a normal production state, a precursor production state, an AT production state, a distribution production state, a special precursor production state, and a special production state with different game performances are provided. Each production state will be described individually below.
[0073] (Normal production state) The normal performance state belongs to the advantageous section and is a performance state that is likely to be present at the start of the game among a plurality of performance states. The performance state control means 314 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the AT performance state, and the performance state control means 314 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the performance state control means 314 wins the AT lottery, it causes the performance state to transition to a precursor performance state corresponding to the stage before the AT performance state (1), and causes the performance control means 334 to execute a precursor performance that increases the expectation that the transition to the AT performance state has been determined. Also, even if the performance state control means 314 does not win the AT lottery, it may cause the performance control means 334 to execute a precursor performance while maintaining the normal performance state, and can make the player expect that the transition to the AT performance state has not been determined. Further, each time the performance state control means 314 completes a predetermined number of games in the normal performance state, it executes a so-called chance zone (CZ) in which the winning probability of the AT lottery is increased over a plurality of games. Even when winning the AT lottery in such a chance zone, the performance state control means 314 causes the performance state to transition to the precursor performance state (1).
[0074] (Precursor performance state) The premonitory performance state belongs to the advantageous section and is a performance state in which a premonitory performance is executed during a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). Note that the premonitory performance (this premonitory performance) executed in the premonitory performance state and the premonitory performance (fake premonitory performance) executed in the normal performance state are similar in terms of the display mode and the number of continuous games. Therefore, just by watching the premonitory performance, the player cannot tell which performance state they are staying in. However, the premonitory performance executed in the premonitory performance state is different from the premonitory performance executed in the normal performance state in that the result indicating that the transition to the AT performance state has been determined is finally notified. Therefore, the player hopes that the premonitory performance state is the one in which the result indicating that the transition to the AT performance state has been determined is notified in the premonitory performance. And when the premonitory performance state ends, the performance state control means 314 always shifts the performance state to the AT performance state (2). That is, when the premonitory performance is being executed in the premonitory performance state, it will always transition to the AT performance state. In this regard, the premonitory performance state is more advantageous to the player than the normal performance state. Also, the determination of the transition to the premonitory performance state is synonymous with the determination of the subsequent transition to the AT performance state.
[0075] (AT performance state) The AT performance state belongs to the advantageous section and is a performance state in which an auxiliary performance is executed. When the AT performance state is started, the performance state control means 314 first transitions to the continuous period determination performance state and determines the continuous period (here, the number of continuous games) of the AT performance state. The performance state control means 314 continues the auxiliary performance until a predetermined end condition is satisfied, for example, until the number of games stayed in the AT performance state reaches the determined number of continuous games (for example, 50 games). Also, in the AT performance state, the performance state control means 314 conducts a bonus draw of the number of continuous games with a probability corresponding to the winning type determined by the winning type lottery. When winning the bonus draw, the performance state control means 314 adds the number of games won in the continuous games, which is the end condition. Thus, the end condition of the AT performance state changes. And when the performance state control means 314 satisfies a predetermined end condition, it shifts the performance state to the normal performance state (3).
[0076] Thus, in this embodiment, the player expects to transition to the AT performance state while staying in the normal performance state, and when the precursor performance starts, the player hopes that the precursor performance is this precursor, that is, the precursor performance in the precursor performance state. Here, if the transition to the AT performance state is not notified in the precursor performance, the normal performance state continues, and if the transition to the AT performance state is notified in the precursor performance, the AT performance state is executed after the end of the precursor performance state.
[0077] Note that when the AT performance state ends, the performance state control means 314 shifts the performance state to the normal performance state (3), but may shift the performance state to the non-favorable performance state (4) and reset the favorable section. When the favorable section is reset, as described above, the information updated in the favorable section (all variables affecting the performance of the instruction function) is cleared. However, depending on the performance mode at the time of transition, the player may not be able to tell whether the performance state has shifted to the normal performance state or the non-favorable performance state.
[0078] (Non-favorable performance state) The non-favorable performance state belongs to the non-favorable section and is the initial performance state. In the non-favorable performance state, the performance state control means 314 determines, for example, with a probability of about 1 / 2 per game to transition to the favorable section, and when the transition to the favorable section is determined, the performance state is always shifted to the allocation performance state (5). Therefore, the number of games stayed in the non-favorable performance state is often short (several games).
[0079] (Allocation performance state) The distribution performance state belongs to the advantageous section and is necessarily passed through when transitioning from the non-advantageous section to the advantageous section. For example, it is a performance state that stays for only one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the precursor performance state. Specifically, the performance state control means 314 determines, for example, to transition to the precursor performance state with a probability of 1 / 10 and shift the performance state to the precursor performance state (6), or determines to transition to the normal performance state with a probability of 9 / 10 and shift the performance state to the normal performance state (7). However, the ratio of such distribution is not limited to precursor performance state:normal performance state = 1:9 and can be arbitrarily determined.
[0080] If the precursor performance state is determined in the distribution performance state, the performance state will necessarily transition to the AT performance state via the precursor performance state that continues for a predetermined number of games (after passing through the precursor performance). Also, if the precursor performance state is not determined in the distribution performance state, the performance state will be the normal performance state. However, in the normal performance state, the winning probability of the AT lottery is varied depending on the path to the normal performance state. For example, as described above, when the performance state directly transitions from the AT performance state to the normal performance state (3), the performance state control means 314 conducts the AT lottery with a low probability (for example, 1 / 4000) in the normal performance state that has transitioned from the AT performance state (not transitioning from the non-advantageous performance state).
[0081] On the other hand, when the presentation state transitions from the non-favorable state and the distribution presentation state to the normal presentation state as it moves from the non-favorable section to the favorable section (7), the presentation state control means 314 conducts an AT lottery with a high probability (e.g., 1 / 8) in the normal presentation state that has transitioned from the non-favorable section. Therefore, in the normal presentation state that has transitioned from the non-favorable presentation state (via the non-favorable section), it will always win the AT lottery. Here, two patterns of low probability (e.g., 1 / 4000) and high probability (e.g., 1 / 8) have been given as the winning probabilities of the AT lottery for explanation. However, it is also possible to set three or more patterns for the winning probability, and in the normal presentation state that has transitioned from the non-favorable presentation state, the AT lottery may be conducted with a relatively high winning probability. Also, such winning probabilities are not limited to 1 / 8 or 1 / 4000, etc. As long as it is easier for the normal presentation state that has transitioned from the non-favorable presentation state to transition to the AT presentation state than the normal presentation state that has not transitioned from the non-favorable presentation state, for example, if the winning probability of the AT lottery in the normal presentation state that has transitioned from the non-favorable presentation state is set higher than the winning probability of the AT lottery in the normal presentation state that has not transitioned from the non-favorable presentation state, the winning probability can be set arbitrarily.
[0082] However, even if the presentation state control means 314 wins the AT lottery in the normal presentation state that has transitioned from the non-favorable presentation state, it does not immediately transition to the precursor presentation state. After the distribution presentation state ends, for example, during a block period of 96 games, it stays in the normal presentation state and prohibits the transition to the AT presentation state. Specifically, when the presentation state control means 314 wins the AT lottery in the normal presentation state that has transitioned from the non-favorable presentation state, it turns on this precursor permission flag. This precursor permission flag is a flag indicating whether the transition to the precursor presentation state is permitted, and when it is turned on, the transition to the precursor presentation state is permitted. Once this precursor permission flag is turned on, the ON state is maintained until the transition to the precursor presentation state. Therefore, even if it wins the AT lottery later, this precursor permission flag remains in the ON state. Note that when transitioning from the distribution presentation state to the normal presentation state, the presentation state control means 314 determines the number of games within 96 games by lottery and sets it as the block period. However, the block period is set so that 96 games are often selected.
[0083] The performance state control means 314 counts the number of games after the distribution performance state ends, and during the block period, regardless of whether the main precursor permission flag is ON or not, does not shift the performance state to the precursor performance state. Then, when the block period has elapsed (the predetermined number of games corresponding to the block period has been reached) and the main precursor permission flag is ON, the performance state control means 314 shifts the performance state to the precursor performance state (8) and resets the main precursor permission flag. Therefore, in the normal performance state shifted from the non-favorable performance state, even if winning the AT lottery early, it will not shift to the precursor performance state unless at least 96 games corresponding to the block period are completed.
[0084] In this way, by passing through the non-favorable performance state (non-favorable section), the player can obtain the following benefits. That is, with a probability of 1 / 10, immediately shift to the precursor performance state, pass through the precursor performance state, and then shift to the AT performance state, or with a probability of 9 / 10, shift to the normal performance state, and after the block period elapses, the precursor performance is executed, pass through the precursor performance state, and then shift to the AT performance state. Then, after the non-favorable performance state and the distribution performance state end, for example, the precursor performance starts after 0 to 96 games have elapsed, and after the precursor performance ends, that is, after the non-favorable performance state and the distribution performance state end, for example, after 32 to 128 games have elapsed, it will almost shift to the AT performance state. Sometimes, winning the AT lottery with a high probability during a predetermined number of games like this is called "heaven" or "heaven mode". Therefore, the player will hope to shift to the non-favorable performance state (non-favorable section), that is, reset the favorable section.
[0085] Here, when passing through a non-favorable performance state, that is, when transitioning from a non-favorable section to a favorable section, while adopting a normal performance state that is highly likely to transition to an AT performance state with a high probability, by providing a block period, the start timing is biased to be 128 games after the end of the non-favorable performance state and the distribution performance state. In other words, even if the AT performance state ends and degrades to the normal performance state, there is a high possibility that the AT performance state will be executed (restored) again until 128 games have elapsed. Therefore, the player will continue the game expecting the restoration of the AT performance state after the end of the AT performance state, so that the operation rate of the slot machine 100 can be improved.
[0086] Also, the performance state control means 314, even in the normal performance state transitioned from the non-favorable performance state, similar to the normal performance state transitioned from the AT performance state, executes a chance zone with an increased winning probability of the AT lottery for a plurality of games each time a predetermined number of games is completed. When winning the AT lottery in such a chance zone, regardless of whether it is the above-mentioned block period, the performance state control means 314 transitions the performance state to the precursor performance state. In the normal performance state transitioned from the non-favorable performance state, originally, it should be possible to transition to the precursor performance state after the block period has elapsed. If so, by determining to transition to the AT performance state on its own, instead, the AT performance state that should have been obtained originally will disappear, and there is a risk that the player's gaming motivation will decline. Therefore, when winning the AT lottery on its own in the chance zone in the normal performance state transitioned from the non-favorable performance state, the performance state control means 314 will transition the performance state to the non-favorable performance state again after the end of the subsequent AT performance state (4). In this way, the player can receive the gaming benefits obtained through the non-favorable performance state without omission. Also, since the chance zone is started before 96 games, which are more likely to be selected as the block period, the player can expect to win the AT lottery in the chance zone, that is, the AT performance state will be executed at least twice.
[0087] In this embodiment, as described above, when the AT performance state ends, the performance state control means 314 may directly shift the performance state to the normal performance state (3), or shift the performance state to the non-favorable performance state (4). Here, as a condition for shifting the performance state to the non-favorable performance state, in the AT lottery, winning the shift to an AT performance state having a predetermined gaming profit may be mentioned. For example, there are a plurality of types of AT performance states in the AT performance state with different continuation game numbers and additional probability of the number of difference cards. If winning a specific AT performance state among them, the performance state control means 314 will surely shift the performance state to the non-favorable performance state (4) after the end of the AT performance state. Also, even if not winning a specific AT performance state, the performance state control means 314 may shift the performance state to the non-favorable performance state with a predetermined probability after the end of the AT performance state (4).
[0088] Here, the favorable section is reset once. Therefore, the player can shift to an AT performance state with a high gaming profit with a relatively small number of games starting from the start of the allowable number of staying games in the favorable section, for example, 4000 games, and it becomes possible to obtain a gaming profit by effectively using the allowable number of staying games in the favorable section.
[0089] Also, in the present embodiment, as described above, after the end of the AT performance state, when winning the AT lottery in the normal performance state, the performance state control means 314 shifts the performance state to the premonitory performance state (1). However, after the number of consecutive games in the normal performance state reaches a predetermined number of games (for example, 2000 games) without shifting to the AT performance state and then winning the AT lottery in the normal performance state, the performance state control means 314 determines to finally shift to the non-favorable performance state, and without shifting the performance state to the premonitory performance state, after notifying that the premonitory performance (false premonitory performance) has not been performed and directly shifting to the AT performance state, first, it shifts to the special premonitory performance state (9). Here, as a predetermined transition condition for determining the shift to the non-favorable performance state (non-favorable section), the case where the number of consecutive games in the normal performance state reaches a predetermined number of games (for example, 2000 games) and then wins the AT lottery in the normal performance state has been described. However, it is not limited to such a case, and as a predetermined transition condition, it may be that after the number of consecutive games in the favorable section reaches a predetermined number of games and then wins the AT lottery in the normal performance state. Also, as a predetermined transition condition, instead of or in addition to the above, it may be that the number of consecutive games in the normal performance state reaches a predetermined number of games (for example, 3000 games) (so-called ceiling function), or winning the re-AT lottery based on not winning the AT lottery in the chance zone (CZ).
[0090] (Special premonitory performance state) The special premonitory performance state belongs to the advantageous section and is a performance state that stays for a predetermined number of games (for example, 10 games). It conducts a special performance state lottery and executes a premonitory performance indicating the degree of expectation of transitioning to the special performance state. Here, the special performance state lottery is a bonus lottery based on the cumulative number of continuous games. When the number of games is increased by one or more times, the transition to the special performance state is determined. The performance state control means 314 conducts the special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed such that the gaming profit stabilizes and varies step by step according to the set value. For example, in two arbitrarily extracted set values, the higher the set value, the higher the probability that the number of games will be increased by the special performance state lottery compared to the lower set value. Therefore, for example, the number of bonus games is 30 games for setting 1 and 60 games for setting 6, and a gaming property where it is relatively easier to obtain gaming profit can be configured with a higher set value. When the performance state control means 314 wins the special performance state lottery, it sets the cumulative number of the increased games (continuous game number) as the end condition of the special performance state and transitions the performance state to the special performance state (10). Also, if the performance state control means 314 has not won the special performance state lottery, it directly transitions the performance state to the non-advantageous performance state (11). Here, an example has been described in which the continuous game number is increased by the special performance state lottery in the special performance state. However, it is not limited to such a case, and a predetermined continuous game number may be increased, or the continuous game number may be increased by a lottery when a so-called rare combination such as the winning type "reach target" or the winning type "cherry" is won. Also, here, an example has been described in which the continuous game number is increased in the special performance state. However, it is not limited to such a case, and the number of acquired medals (payout medals) or the difference in the number of medals between the inserted number of medals (bet number) and the payout number, that is, the difference number of medals, may be increased.
[0091] (Special performance state) The special performance state belongs to the advantageous section, and auxiliary performances are executed until a predetermined end condition is satisfied. Such an end condition is, for example, that the granting of the game profit determined until the start of the special performance state, such as the number of games stayed in the special performance state reaching the continuous game number, is completed during the special performance state. For example, at the end of the special preliminary performance state (the start of the special performance state), the continuous game number is determined by a special performance state lottery in the special preliminary performance state. Then, in the special performance state, when the end number of credits is granted to the player (when the number of games stayed in the special performance state reaches the continuous game number), it is regarded that the end condition is satisfied, and the special performance state ends. Here, the end number of credits is not changed in the special performance state. And when the performance state control means 314 satisfies a predetermined end condition, it shifts the performance state to the non-advantageous performance state (12).
[0092] When the player wins the AT lottery after the number of games stayed in the normal performance state exceeds a predetermined number of games (for example, 600 games), the player always shifts to the non-advantageous performance state via the special preliminary performance state (11), (12), and as a result, can shift to the AT performance state. Here, the performance state control means 314 shifts the performance state to the non-advantageous performance state and resets the advantageous section once, so that the player can shift from the start of the number of games allowed in the advantageous section, for example, 4000 games, to the AT performance state with a high game profit, and can effectively utilize the number of games allowed in the advantageous section to obtain game profit.
[0093] In addition, in the special performance state, the non-advantageous performance state, and the normal performance state via the distribution performance state, the winning probability of the AT lottery is higher than that in the normal performance state directly shifted from the AT performance state. So, in order for the player to grasp this fact, a predetermined display is performed on the liquid crystal display unit 124 to suggest that the possibility of shifting to the AT performance state is high.
[0094] However, after the number of staying games exceeds a predetermined number of games (for example, 600 games) in the normal performance state, although the advantageous section is reset when winning the AT lottery, compared with the case of winning the AT lottery before the predetermined number of games, in terms of being able to execute the AT performance state once, the gaming profit does not change much. Also, in the latter case, after the end of the precursor performance state, that is, the AT performance state is started within 32 games, while in the former case, it is often the case that the AT performance state starts after waiting for the passage of the block period. Then, it can be said that the gaming profit of the former is smaller in that medals are consumed in the normal gaming state until shifting to the AT performance state. Therefore, when winning the AT lottery after the number of staying games in the normal performance state exceeds the predetermined number of games, it shifts to the special precursor performance state, executes the special performance state lottery, and when winning it, additional gaming profit is given by the special performance state. In this way, the gaming profit is larger when winning the AT lottery after the number of staying games in the normal performance state exceeds the predetermined number of games than when winning the AT lottery while the number of staying games has not reached the predetermined number of games, and the player can obtain a sense of satisfaction. Therefore, the player can expect the gaming profit to increase as the number of staying games in the normal performance state increases, and will continue to play the game. In this way, the operating rate of the slot machine 100 can be improved.
[0095] In the special performance state executed here, as described above, the higher the set value, the more easily the gaming profit can be obtained stably. Also, only the gaming profit determined before the start of the special performance state is given in the special performance state, and the gaming profit is not added (overlaid) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected winning number of medals can be suppressed according to the set value. Then, it becomes possible to increase the design value of the expected winning number of medals in the AT performance state.
[0096] In addition, since the special effect state transitions after the number of consecutive games in the normal effect state exceeds a predetermined number of games, compared to the AT effect state, the number of times of the special effect state is less likely to fluctuate and will be executed at a stable frequency. Then, even if the fluctuation range of the expected number of medals obtained in the AT effect state becomes large, in such a special effect state, it is possible to absorb such fluctuations, further suppress the fluctuation range of the expected number of medals according to the set value, and increase the designed value of the expected number of medals in the AT effect state.
[0097] Also, after the end of the AT effect state, it directly transitions to the normal effect state (3). Without transitioning to the AT effect state, when the number of consecutive games in the normal effect state reaches a predetermined number of games (for example, 3000 games) (the so-called ceiling function), the effect state control means 314 resets the advantageous section and transitions the effect state to the non-advantageous effect state (13). Then, as described above, after the end of the non-advantageous effect state and the distribution effect state, for example, after 0 to 96 games have elapsed, the precursor effect starts. After the end of the precursor effect, that is, after the end of the non-advantageous effect state and the distribution effect state, for example, after 32 to 128 games have elapsed, it can transition to almost the AT effect state. Therefore, if the game continues without transitioning to the AT effect state in the normal effect state, within a predetermined number of games (for example, 999 games), it will transition to the AT effect state. Due to such a ceiling function, even if the player unfortunately consumes a large number of medals, they can obtain a sense of security that they can receive relief measures. Also, when the normal effect state is consumed to a certain extent, the expected number of medals obtained when the game continues increases, and the game will continue until the ceiling (for example, 999 games), so the operating rate of the slot machine 100 can be improved.
[0098] Incidentally, the predetermined number of games in such a ceiling function (for example, 96 to 3000 games) is determined at the following timing. For example, when directly transitioning from the AT performance state to the normal performance state (3), the performance state control means 314 determines the predetermined number of games of the ceiling function in the normal performance state (for example, 96 to 3000 games) when transitioning from the AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-favorable performance state and the distribution performance state (7), the performance state control means 314 determines the predetermined number of games of the ceiling function in the normal performance state (for example, 96 to 3000 games) when transitioning from the distribution performance state to the normal performance state. However, unlike the case of transitioning from the AT performance state to the normal performance state, in the case of transitioning to the normal performance state via the non-favorable performance state and the distribution performance state, since the probability of winning the AT lottery is high, it often waits for the passage of the block period and transitions to the precursor performance state, and the ceiling function is hardly executed.
[0099] Also, in the above-described embodiment, as the winning probability of the AT lottery in the normal performance state, when transitioning from the non-favorable performance state to the normal performance state, it becomes a high probability (for example, 1 / 8), and when directly transitioning from the AT performance state to the normal performance state, it becomes a low probability (for example, 1 / 4000). However, it is not limited to such a case. For example, when directly transitioning from the AT performance state to the normal performance state, although the winning probability of the AT lottery at the start of the normal performance state is low, it may be assumed that there is a case where it transitions to a high probability by a promotion lottery, and further, it may be assumed that there is a case where it transitions to a low probability by a demotion lottery. Also, when directly transitioning from the AT performance state to the normal performance state, by satisfying predetermined conditions such as winning the lottery, the winning probability of the AT lottery may become a high probability from the start of the normal performance state.
[0100] Hereinafter, the specific processing in the main control board 200 and the sub-control board 202 will be described based on the flowchart.
[0101] (CPU initialization process of the main control board 200) FIG. 10 is a flowchart for explaining the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).
[0102] (Step S100-1) In response to power-on, the main CPU 200a, as an initial setting process, reads a startup program from the main ROM 200b, sets registers, etc., and performs setting processes necessary for executing various processes.
[0103] (Step S100-3) The main CPU 200a sets a wait processing time (e.g., 10 seconds) in the timer counter. Such a wait processing time corresponds to the startup waiting time of the sub-control board 202.
[0104] (Step S100-5) The main CPU 200a determines whether a power-off warning signal is detected. Note that a power-off detection circuit is provided in the main control board 200, and when the power supply voltage becomes equal to or lower than a predetermined value, a power-off warning signal is output from the power-off detection circuit. If a power-off warning signal is detected, the process proceeds to step S100-3 above. If a power-off warning signal is not detected, the process proceeds to step S100-7.
[0105] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 above has elapsed. As a result, if it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5 above.
[0106] (Step S100-9) The main CPU 200a executes processes necessary to permit access to the main RAM 200c.
[0107] (Step S100-11) The main CPU 200a executes a checksum verification process. Here, the main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power-off, and whether the backup is abnormal. Then, when the main CPU 200a determines that either one or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag, and when it determines that neither the backup nor the checksum is abnormal, it turns off the backup abnormality flag.
[0108] (Step S100-13) The main CPU 200a determines whether the backup abnormality flag is on. As a result, if it determines that the backup abnormality flag is on, the process proceeds to step S110, and if it determines that the backup abnormality flag is not on, the process proceeds to step S120.
[0109] (Step S110) The main CPU 200a executes a cold start process. Note that this cold start process will be described later.
[0110] (Step S120) The main CPU 200a executes a setting value switching process for switching the setting value. Note that this setting value switching process will be described later.
[0111] (Step S130) The main CPU 200a executes a state restoration process for returning to the state immediately before power-off. Note that this state restoration process will be described later.
[0112] FIG. 11 is a flowchart for explaining the cold start process (S110) in the main control board 200.
[0113] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and executes a used area RAM check process for detecting abnormalities in the used area.
[0114] (Step S110-3) The main CPU 200a clears another area (unused area) in the main RAM 200c and executes a different area RAM check process for detecting abnormalities in the different area. If an abnormality is detected in the different area during the different area RAM check process, the main CPU 200a turns on the RAM read / write error flag.
[0115] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.
[0116] (Step S110-7) The main CPU 200a determines whether an abnormality was detected in step S110-1 above. As a result, if it is determined that an abnormality was detected in step S110-1 above, the process proceeds to step S112, and if it is determined that no abnormality was detected in step S110-1 above, the process proceeds to step S110-9.
[0117] (Step S110-9) The main CPU 200a acquires the RAM read / write error flag that is turned on when an abnormality is detected in step S110-3 above.
[0118] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. As a result, if it is determined that the RAM read / write error flag is on, the process proceeds to step S112, and if it is determined that the RAM read / write error flag is not on, the process proceeds to step S120.
[0119] (Step S120) The main CPU 200a executes setting value switching processing for switching setting values. Note that this setting value switching processing will be described later.
[0120] (Step S110-13) The main CPU 200a sets an error code "E7" indicating that it is a backup error.
[0121] (Step S112) The main CPU 200a executes error stop processing for stopping the progress of the game due to an error. Note that this error stop processing will be described later.
[0122] Figure 12 is a flowchart for explaining the error stop processing (S112) in the main control board 200.
[0123] (Step S112-1) The main CPU 200a sets the initial stack pointer value as the address of the stack pointer.
[0124] (Step S112-3) The main CPU 200a executes error setting processing for performing error display and warning sound setting.
[0125] (Step S112-5) The main CPU 200a sets the external signal 1-3 output bit off to turn off the output image of the bits corresponding to the external signals 1-3.
[0126] (Step S112-7) The main CPU 200a executes output port image setting processing for updating the output image of the bits set in step S112-5 above.
[0127] (Step S112-9) The main CPU 200a migrates to an infinite loop. As a result, the progress of the game will stop.
[0128] Figure 13 is a flowchart for explaining the set value switching process (S120) in the main control board 200.
[0129] (Step S120-1) The main CPU 200a acquires the signal of input port 1, and determines whether the set value switching condition is satisfied based on the acquired signal of input port 1. As a result, if it is determined that the set value switching condition is not satisfied, the set value switching process is terminated, and if it is determined that the set value switching condition is satisfied, the process proceeds to step S120-3. Here, the signal of input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open, and a signal indicating whether the setting key is turned on. And here, when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired, it is determined that the set value switching condition is satisfied.
[0130] (Step S120-3) The main CPU 200a stores the setting change in-progress state, and executes a RAM clear process at the time of setting change to clear the usage area to be cleared at the time of setting change (from a predetermined start address to a predetermined end address (a predetermined number of bytes from the start address) in the main RAM 200c) by buffer filling process.
[0131] (Step S120-5) The main CPU 200a executes a table content setting process for transferring the table data of the set value switching data table to the main RAM 200c.
[0132] (Step S120-7) The main CPU 200a sets a setting change start command indicating the start of changing the set value in the transmission buffer. In this way, the command transmission means 316 transmits the setting change start command to the sub CPU 202a.
[0133] (Step S120-9) The main CPU 200a executes edge check processing to detect the rising edge (on edge) of the signal at the input port.
[0134] (Step S120-11) The main CPU 200a acquires set value data indicating the current set value.
[0135] (Step S120-13) The main CPU 200a determines whether it has detected the on edge of the setting change switch in step S120-9 above. As a result, if it determines that it has not detected the on edge of the setting change switch, the process proceeds to step S120-17, and if it determines that it has detected the on edge of the setting change switch, the process proceeds to step S120-15.
[0136] (Step S120-15) The main CPU 200a increments the set value data by 1.
[0137] (Step S120-17) The main CPU 200a determines whether the set value data is within the range (1 to 6) in which it can be set as the set value. As a result, if it determines that the set value data is within the range, the process proceeds to step S120-21, and if it determines that the set value data is not within the range, the process proceeds to step S120-19.
[0138] (Step S120-19) The main CPU 200a sets the set value data to 0.
[0139] (Step S120-21) The main CPU 200a updates the set value data with the value incremented or set in step S120-15 or step S120-19 above.
[0140] (Step S120-23) The main CPU 200a executes display data conversion processing to display the set value on the main credit display unit 130.
[0141] (Step S120-25) The main CPU 200a determines whether the on-edge of the setting change switch has been detected. As a result, if it is determined that the on-edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is determined that the on-edge of the setting change switch has been detected, the process proceeds to step S120-27.
[0142] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. As a result, if it is determined that the setting change switch is on, the process proceeds to step S120-27, and if it is determined that the setting change switch is not on, the process proceeds to step S120-29.
[0143] (Step S120-29) The main CPU 200a sets the setting change switch interval timer.
[0144] (Step S120-31) The main CPU 200a executes timer wait processing to wait until the setting change switch interval timer becomes 0.
[0145] (Step S120-33) The main CPU 200a determines whether the on-edge of the start switch 118 has been detected. As a result, if it is determined that the on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it is determined that the on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.
[0146] (Step S120-35) The main CPU 200a determines whether the setting key is off. As a result, if it is determined that the setting key is off, the process proceeds to step S120-35, and if it is determined that the setting key is not off, the process proceeds to step S120-37.
[0147] (Step S120-37) The main CPU 200a determines whether the setting key is on. As a result, if it is determined that the setting key is on, the process proceeds to step S120-37, and if it is determined that the setting key is not on, the process proceeds to step S122.
[0148] (Step S122) The main CPU 200a executes an initialization start process for starting the initialization start. Note that this initialization start process will be described later.
[0149] Figure 14 is a flowchart for explaining the initialization start process (S122) in the main control board 200.
[0150] (Step S122-1) The main CPU 200a sets a setting change end command indicating that the change of the setting value has ended in the transmission buffer. In this way, the command transmission means 316 will transmit the setting change end command to the sub CPU 202a.
[0151] (Step S122-3) The main CPU 200a sets a setting change state command indicating the state when the change of the setting value has ended in the transmission buffer. In this way, the command transmission means 316 will transmit the setting change state command to the sub CPU 202a.
[0152] (Step S122-5) The main CPU 200a sets an initialization start wait timer.
[0153] (Step S122-7) The main CPU 200a executes timer wait processing to wait until the initialization start wait timer becomes 0.
[0154] (Step S122-9) The main CPU 200a executes RAM clear processing at the time of setting change to clear a different area in the main RAM 200c.
[0155] (Step S122-11) The main CPU 200a executes RAM clear processing after setting change to clear the used area to be cleared after the setting change in the main RAM 200c. The used area cleared by such RAM clear processing after setting change may be different from the used area cleared by the RAM clear processing at the time of setting change in step S120-3.
[0156] (Step S122-13) The main CPU 200a sets a game state command indicating the current game state in the transmission buffer. Thus, the command transmission means 316 transmits the game state command to the sub CPU 202a.
[0157] (Step S200) The main CPU 200a executes game start processing to start the game. Note that this game start processing will be described later.
[0158] FIG. 15 is a flowchart for explaining the state return processing (S130) in the main control board 200.
[0159] (Step S130-1) The main CPU 200a returns the stack pointer.
[0160] (Step S130-3) The main CPU 200a executes unused area clear processing to clear the unused area in the main RAM 200c.
[0161] (Step S130-5) The main CPU 200a clears the stack pointer save buffer.
[0162] (Step S130-7) The main CPU 200a sets (turns on) the power-off recovery flag.
[0163] (Step S130-9) The main CPU 200a executes port input processing to update the image of the input port.
[0164] (Step S130-11) The main CPU 200a executes operation target bit extraction processing to extract information on the operation target bit based on the image of the input port updated in the above step S130-9.
[0165] (Step S130-13) The main CPU 200a sets the operation target bit extracted in the above step S130-11 as the operation target bit in the previous state.
[0166] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operating state of the reels 110a, 110b, and 110c, that is, accelerating, rotating steadily, stopped, or standby. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating = 3, rotating steadily = 2, stopped = 1, standby = 0 according to the operating state of the stepping motor 152.
[0167] (Step S130-17) Based on the motor phases acquired in the above step S130-15, the main CPU 200a determines whether any of the reels 110a, 110b, and 110c are not in steady rotation or acceleration. As a result, if it is determined that none of the reels 110a, 110b, and 110c are in steady rotation or acceleration, the process proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, and 110c are in steady rotation or acceleration, the process proceeds to step S130-19.
[0168] (Step S130-19) The main CPU 200a executes rotation error processing for setting the error detection settings of the reels 110a, 110b, and 110c.
[0169] (Step S130-21) The main CPU 200a restores the register group that has been saved.
[0170] (Step S130-23) The main CPU 200a enables interrupts and ends the state restoration process. As a result, the main CPU 200a returns to the state immediately before the power-off.
[0171] Figure 16 is a flowchart for explaining the game start process (S200) on the main control board 200.
[0172] (Step S200-1) The main CPU 200a executes a replay state identification signal output setting process for outputting a replay state identification signal indicating whether it is a replay or not.
[0173] (Step S200-3) The main CPU 200a sets the input number of medals (bet number) display output bit off to turn off the bit corresponding to the input number of medals display (bet number display).
[0174] (Step S200-5) The main CPU 200a executes output port image setting processing for updating the output image with respect to the bits set in step S200-3 above.
[0175] (Step S200-7) The main CPU 200a sets a game start wait timer.
[0176] (Step S200-9) The main CPU 200a executes timer wait processing to wait until the game start wait timer reaches 0.
[0177] (Step S200-11) The main CPU 200a executes 1-game RAM clear processing to clear the area to be cleared for each game among the used areas in the main RAM 200c.
[0178] (Step S200-13) The main CPU 200a executes bonus signal setting processing for setting a bonus signal.
[0179] (Step S200-15) The main CPU 200a executes edge clear processing for clearing the edge information of the input port image.
[0180] (Step S210) The main CPU 200a executes game medal insertion processing for accepting the insertion of medals. Note that this game medal insertion processing will be described later.
[0181] Figure 17 is a flowchart for explaining the game medal insertion processing (S210) in the main control board 200.
[0182] (Step S210-1) The main CPU 200a executes error confirmation processing for confirming the detection results of various errors.
[0183] (Step S210-3) The main CPU 200a executes edge check processing to detect the rising edge (on edge) of the signal at the input port.
[0184] (Step S210-5) The main CPU 200a acquires a door open error detection flag that goes high when the front upper door 104 or the front lower door 106 is open.
[0185] (Step S210-7) Based on the door open error detection flag acquired in step S210-5 above, the main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed. As a result, if it is determined that the front upper door 104 and the front lower door 106 are closed, the process proceeds to step S210-17, and if it is determined that at least one of the front upper door 104 or the front lower door 106 is not closed, the process proceeds to step S210-9.
[0186] (Step S210-9) The main CPU 200a sets an error code "E8" indicating that at least one of the front upper door 104 or the front lower door 106 is open.
[0187] (Step S210-11) The main CPU 200a executes error weight processing for error display, warning sound request, and waiting for error recovery.
[0188] (Step S210-13) The main CPU 200a executes setting value confirmation processing to confirm the setting value.
[0189] (Step S210-15) The main CPU 200a executes edge clear processing to clear the edge information of the input port image.
[0190] (Step S210-17) When a credit switch (not shown) for paying back stored medals is pressed, the main CPU 200a executes credit button check processing for paying back the stored medals.
[0191] (Step S210-19) The main CPU 200a executes game medal insertion button related processing for betting medals. Here, when the bet switch 116 is pressed, the stored (credited) medals are bet up to a specified number, and the stored number is subtracted by the number of bet medals. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to the specified number, and when more medals than the specified number are inserted, the excess is added to the stored number.
[0192] (Step S210-21) The main CPU 200a executes game medal acquisition processing to confirm whether the inserted number is the specified number.
[0193] (Step S210-23) Based on the confirmation result of step S210-21 above, the main CPU 200a determines whether the inserted number is not the specified number. As a result, if it is determined that the inserted number is not the specified number, the process moves to step S210-1, and if it is determined that the inserted number is the specified number, the process moves to step S210-25.
[0194] (Step S210-25) The main CPU 200a sets a start display output bit for turning on (lighting) a start display (not shown) indicating whether the operation of the start switch 118 has become effective.
[0195] (Step S210-27) The main CPU 200a determines whether it has not detected the falling edge (depression) of the start switch 118. As a result, if it is determined that the falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it is determined that the falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.
[0196] (Step S210-29) The main CPU 200a clears the main payout display unit buffer in order to clear the display of the main payout display unit 132.
[0197] (Step S210-31) The main CPU 200a executes a replay state identification signal clearing process for clearing the replay state identification signal.
[0198] (Step S210-33) The main CPU 200a executes a pre-blocking closing process for turning off (extinguishing) the start indicator.
[0199] (Step S210-35) The main CPU 200a sets a lever depression command indicating that the start switch 118 has been depressed in the transmission buffer.
[0200] (Step S220) The main CPU 200a executes an internal lottery process for performing a winning type lottery. Note that this internal lottery process will be described later.
[0201] Figure 18 is a flowchart for explaining the internal lottery process (S220) on the main control board 200.
[0202] (Step S220-1) The main CPU 200a acquires set value data.
[0203] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal set value error.
[0204] (Step S220-5) The main CPU 200a determines whether the set value data acquired in step S220-1 is abnormal. As a result, if it is determined that the set value data is abnormal, the process proceeds to step S112, and if it is determined that the set value data is not abnormal, the process proceeds to step S220-7.
[0205] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.
[0206] (Step S220-9) The main CPU 200a executes state offset acquisition processing for acquiring an offset value related to the game state.
[0207] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).
[0208] (Step S220-13) The main CPU 200a sets, as the initial value of the winning area, the value indicated by the address obtained by adding the offset value acquired in step S220-9 to the address set in step S220-11. Here, the first winning area in the winning type lottery table of the current game state is set as the initial value.
[0209] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes lottery data acquisition processing for shifting the winning area by one.
[0210] (Step S220-17) The main CPU 200a determines whether to perform the winning category lottery. As a result, if it is determined not to perform the winning category lottery, the process proceeds to step S220-21, and if it is determined to perform the winning category lottery, the process proceeds to step S220-19.
[0211] (Step S220-19) The main CPU 200a subtracts lottery data from the random value.
[0212] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, that is, whether it has won in the winning area by the winning category lottery. As a result, if it is determined that it has won in the winning category lottery, the process proceeds to step S230, and if it is determined that it has not won in the winning category lottery, the process proceeds to step S220-23.
[0213] (Step S220-23) The main CPU 200a determines whether the winning category lottery has ended. As a result, if it is determined that the winning category lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning category lottery has ended, the process proceeds to step S220-25.
[0214] (Step S220-25) The main CPU 200a clears the trigger role type.
[0215] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. Note that this symbol code setting process will be described later.
[0216] Figure 19 is a flowchart for explaining the symbol code setting process (S230) in the main control board 200.
[0217] (Step S230-1) The main CPU 200a acquires the winning area selected in step S220 above, and when the winning area obtained includes a bonus role, executes a game state setting process for setting the game state to an internal middle game state.
[0218] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 above as the stop control number.
[0219] (Step S230-5) Based on the winning area acquired in step S230-1 above, the main CPU 200a determines (sets) a winning role group. Note that depending on the determined winning role group, the main CPU 200a may turn on the pseudo-game execution flag. The pseudo-game execution flag indicates that a pseudo-game is executed when it is on, and indicates that a pseudo-game is not executed when it is off.
[0220] (Step S230-7) Based on the stop control number set in step S230-3 above, the main CPU 200a executes a symbol code initial setting process for setting a displayable symbol and a symbol code indicating a symbol to be drawn in.
[0221] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting the display symbol bit.
[0222] (Step S231) The main CPU 200a executes an execution flag setting process for setting the execution flag, performing various processes related to the production state, processes related to the auxiliary production, etc. Note that this execution flag setting process will be described later.
[0223] (Step S230-13) The main CPU 200a sets a production command, which is a command related to the advantageous section, in the transmission buffer.
[0224] (Step S230-15) The main CPU 200a sets an elected information command indicating the elected type in the transmission buffer.
[0225] (Step S230-17) The main CPU 200a checks the one-game interval timer.
[0226] (Step S230-19) The main CPU 200a sets a reel rotation before command indicating that the reels 110a, 110b, and 110c are before rotation in the transmission buffer.
[0227] (Step S230-21) The main CPU 200a executes an excitation release waiting process to wait for the excitation release of the stepping motor 152.
[0228] (Step S236) The main CPU 200a executes a reel effect process for executing a pseudo game. Specifically, in response to the operations of the stop switches 120a, 120b, and 120c, predetermined symbols (for example, symbols constituting a bonus combination) on each of the reels 110a, 110b, and 110c are automatically subjected to temporary stop control. When all of the reels 110a, 110b, and 110c have temporarily stopped, or when rotation has started through random delay processing after the end of the temporary stop, the pseudo game execution flag is turned off.
[0229] (Step S230-23) The main CPU 200a determines whether the one-game interval timer is not zero. As a result, if it is determined that the one-game interval timer is not zero, the process proceeds to step S230-23, and if it is determined that the one-game interval timer is zero, the process proceeds to step S230-25.
[0230] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set during acceleration to start the rotation of each reel, or the one-game timer is set to a value corresponding to 4.1 seconds.
[0231] (Step S230-27) The main CPU 200a sets a reel start command indicating that the rotation of the reels 110a, 110b, and 110c has started in the transmission buffer.
[0232] (Step S240) The main CPU 200a executes a reel rotation process which is a process during the rotation of the reels 110a, 110b, and 110c. Note that this reel rotation process will be described later.
[0233] Figure 20 is a flowchart for explaining the execution flag setting process (S231) in the main control board 200.
[0234] (Step S231-1) The main CPU 200a executes an AT state update process for updating (shifting) the production state based on the next AT flag. The next AT flag indicates the production state to be set in the next game and will be set in the following process.
[0235] (Steps S232 to S238) The main CPU 200a executes a state-specific module execution process for executing the modules for each production state and game section, and ends the execution flag setting process. In the state-specific module execution process, the modules (processes) corresponding to the shifted production state and game section are read from the main ROM 200b and executed. Hereinafter, the modules related to the features of the present embodiment will be described in detail, and the description of the modules unrelated to the features of the present embodiment will be omitted.
[0236] FIG. 21 is a flowchart for explaining the non-favorable presentation state process (S232) executed in the state-specific module execution process. The non-favorable presentation state process is executed when the presentation state is a non-favorable presentation state.
[0237] (Step S232-1) The main CPU 200a performs a transition lottery to a favorable section based on the winning type determined by the winning type lottery.
[0238] (Step S232-3) The main CPU 200a determines whether it has won the favorable section in step S232-1 above. As a result, if it is determined that it has won the favorable section, the process proceeds to step S232-5, and if it is determined that it has not won the favorable section, the non-favorable presentation state process ends.
[0239] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the assignment presentation state, turns on the favorable section flag indicating that it is a favorable section, and ends the non-favorable presentation state process.
[0240] FIG. 22 is a flowchart for explaining the assignment presentation state process (S233) executed in the state-specific module execution process. The assignment presentation state process is executed when the presentation state is an assignment presentation state.
[0241] (Step S233-1) The main CPU 200a performs a lottery to distribute, for example, to the precursor presentation state with a probability of 1 / 10 and to the normal presentation state with a probability of 9 / 10.
[0242] (Step S233-3) The main CPU 200a determines whether it has won the normal presentation state in step S233-1 above. As a result, if it is determined that it has won the normal presentation state, the process proceeds to step S233-5, and if it is determined that it has not won the normal presentation state (has won the precursor presentation state), the process proceeds to step S233-13.
[0243] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the normal performance state.
[0244] (Step S233-7) The main CPU 200a determines the number of games to execute the ceiling function in the normal performance state as 3000 games at the maximum, and sets the determined number of games to the ceiling game number counter. The ceiling game number counter is a counter that counts the number of games until the execution of the ceiling function.
[0245] (Step S233-9) The main CPU 200a determines the number of games in the block period that prohibits the transition to the AT performance state in the normal performance state that has transitioned from the non-favorable performance state as 96 games at the maximum, and sets the determined number of games to the block game number counter. The block game number counter is a counter that counts the number of games that prohibits the execution (setting) of the AT performance state.
[0246] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability of the AT lottery in the normal performance state, and ends the said allocation performance state process.
[0247] (Step S233-13) In step S233-3, when it is determined that the normal performance state has not been won (the precursor performance state has been won), the main CPU 200a sets the next AT flag to a value corresponding to the precursor performance state.
[0248] (Step S233-15) The main CPU 200a determines the number of games to continue the precursor performance state as 32 games at the maximum, sets the determined number of games to the precursor game number counter, and ends the said allocation performance state process. The precursor game number counter is a counter that counts the number of games until the end of the precursor performance state.
[0249] FIG. 23 is a flowchart for explaining normal effect state processing (S234) executed in state-specific module execution processing. The normal effect state processing is executed when the effect state is the normal effect state.
[0250] (Step S234-1) The main CPU 200a performs an AT lottery based on the winning probability (low probability or high probability) of the AT lottery and the winning type determined by the winning type lottery.
[0251] (Step S234-3) The main CPU 200a determines whether it has won the AT lottery or whether the current premonition permission flag is ON. As a result, if it is determined that it has won the AT lottery or the current premonition permission flag is ON, the process proceeds to step S234-5. If it is determined that it has not won the AT lottery and the current premonition permission flag is OFF, the process proceeds to step S234-21.
[0252] (Step S234-5) The main CPU 200a determines whether the block game count counter is 0. As a result, if it is determined that the block game count counter is 0, the process proceeds to step S234-9. If it is determined that the block game count counter is not 0 (still in the block period), the process proceeds to step S234-7.
[0253] (Step S234-7) Regardless of whether the current premonition permission flag is ON or OFF at that time, the main CPU 200a sets the current premonition permission flag to ON.
[0254] (Step S234-9) In step S234-5, when it is determined that the block game count counter is 0, the main CPU 200a sets the current premonition permission flag to OFF.
[0255] (Step S234-11) The main CPU 200a determines whether the ceiling game count counter exceeds 271. As a result, if it is determined that the ceiling game count counter exceeds 271, that is, the number of staying games in the normal performance state is less than 2000 games, the process proceeds to step S234-13. If it is determined that the ceiling game count counter is 271 or less, that is, the number of staying games in the normal performance state is 2000 games or more, the process proceeds to step S234-19.
[0256] (Step S234-13) The main CPU 200a sets the next AT flag to a value corresponding to the premonitory performance state.
[0257] (Step S234-15) The main CPU 200a determines the number of games to continue the premonitory performance state with a maximum of 32 games, and sets the determined number of games to the premonitory game count counter.
[0258] (Step S234-17) Regardless of whether the winning probability of the AT lottery in the normal performance state is a low probability or a high probability, the main CPU 200a sets the winning probability of the AT lottery to a low probability (for example, 1 / 4000) for the next normal performance state.
[0259] (Step S234-19) In step S234-11, when it is determined that the ceiling game count counter is 271 or less, that is, the number of staying games in the normal performance state is 2000 games or more, the main CPU 200a sets the next AT flag to a value corresponding to the special premonitory performance state.
[0260] (Step S234-21) The main CPU 200a determines whether the block game count counter is greater than 0. As a result, if it is determined that the block game count counter is greater than 0, the process proceeds to step S234-23. If it is determined that the block game count counter is not greater than 0 (is 0), the process proceeds to step S234-25.
[0261] (Step S234-23) The main CPU 200a decrements the block game count counter by 1.
[0262] (Step S234-25) The main CPU 200a determines whether the ceiling game count counter is 0. As a result, if it is determined that the ceiling game count counter is 0, the process proceeds to step S234-27, and if it is determined that the ceiling game count counter is not 0, the process proceeds to step S234-29.
[0263] (Step S234-27) The main CPU 200a executes the ceiling function, turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous production state, and ends the normal production state process.
[0264] (Step S234-29) The main CPU 200a decrements the ceiling game count counter by 1 and ends the normal production state process.
[0265] Here, although detailed description is omitted, in the normal production state, every time a predetermined number of games are completed, a chance zone (CZ) with an increased winning probability of the AT lottery is executed over a plurality of games. Also, the winning probability of the AT lottery is low at the start of the normal production state, but may shift to a high probability by a promotion lottery.
[0266] FIG. 24 is a flowchart for explaining the preliminary production state process (S235) executed in the state-specific module execution process. The preliminary production state process is executed when the production state is the preliminary production state.
[0267] (Step S235-1) The main CPU 200a determines whether the preliminary game count counter is 0. As a result, if it is determined that the preliminary game count counter is 0, the process proceeds to step S235-3, and if it is determined that the preliminary game count counter is not 0, the process proceeds to step S235-5.
[0268] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT performance state, and ends the foreshadowing performance state process.
[0269] (Step S235-5) The main CPU 200a decrements the foreshadowing game count by 1, and ends the foreshadowing performance state process.
[0270] FIG. 25 is a flowchart for explaining the AT performance state process (S236) executed in the state-specific module execution process. The AT performance state process is executed when the performance state is the AT performance state.
[0271] (Step S236-1) The main CPU 200a conducts a bonus game count lottery, which is the end condition in the AT performance state. If winning the bonus game count lottery, the won game count is added to the continuous game count.
[0272] (Step S236-3) The main CPU 200a determines whether the AT performance state satisfies the end condition. As a result, if it is determined that the end condition is satisfied, the process proceeds to Step S236-5, and if it is determined that the end condition is not satisfied, the AT performance state process ends.
[0273] (Step S236-5) The main CPU 200a determines whether the transition to the normal performance state has been determined. As a result, if the transition to the normal performance state has been determined, the process proceeds to Step S236-7, and if the transition to the normal performance state has not been determined, that is, if the transition to the non-favorable performance state has been determined, the process proceeds to Step S236-11.
[0274] (Step S236-7) The main CPU 200a sets the next AT flag to a value corresponding to the normal performance state.
[0275] (Step S236-9) The main CPU 200a determines the number of games to execute the ceiling function in the normal performance state at a maximum of 3000 games, sets the determined number of games in the ceiling game number counter, and ends the AT performance state process.
[0276] (Step S236-11) If it is determined in Step S236-5 that the transition to the normal performance state has not been determined, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and ends the AT performance state process.
[0277] FIG. 26 is a flowchart for explaining the special preliminary performance state process (S237) executed in the state-specific module execution process. The special preliminary performance state process is executed when the performance state is the special preliminary performance state.
[0278] (Step S237-1) The main CPU 200a conducts a bonus draw for the number of continuous games, which is the gaming profit that can be obtained in the special performance state. If the bonus draw is won, the won number of games is added to the number of continuous games.
[0279] (Step S237-3) The main CPU 200a determines whether the special preliminary performance state has satisfied the end condition (here, the consumption of a predetermined number of games). As a result, if it is determined that the end condition has been satisfied, the process proceeds to Step S237-5. If it is determined that the end condition has not been satisfied, the special preliminary performance state process ends.
[0280] (Step S237-5) The main CPU 200a determines whether it won the bonus draw in Step S237-1. As a result, if it is determined that it won the bonus draw, the process proceeds to Step S237-7. If it is determined that it did not win the bonus draw, the process proceeds to Step S237-9.
[0281] (Step S237-7) The main CPU 200a sets the next AT flag to a value corresponding to the special effect state, and ends the special precursor effect state process.
[0282] (Step S237-9) If it is determined in step S237-5 that the player did not win the additional lottery, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous effect state, and ends the special precursor effect state process.
[0283] FIG. 27 is a flowchart for explaining the special effect state process (S238) executed in the state-specific module execution process. The special effect state process is executed when the effect state is the special effect state.
[0284] (Step S238-1) The main CPU 200a determines whether the special effect state satisfies the end condition. As a result, if it is determined that the end condition is satisfied, the process proceeds to step S238-3, and if it is determined that the end condition is not satisfied, the special effect state process ends. The end condition of the special effect state is that the number of continued games added in step S237-1 has been reached.
[0285] (Step S238-3) The main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous effect state, and ends the special effect state process.
[0286] FIG. 28 is a flowchart for explaining the drum rotation in-process (S240) on the main control board 200.
[0287] (Step S240-1) The main CPU 200a sets the stop display output bit off (output image) in order to turn off (extinguish) the bits corresponding to the displays (not shown) of the stop switches 120a, 120b, and 120c. Here, the stop display output bit is composed of a 3-bit bit string, and each bit is associated with the emission colors of the three stop switches 120a, 120b, and 120c, represented as blue = 1 and red = 0.
[0288] (Step S240-3) The main CPU 200a executes output port image setting processing to update the output image for the bits set in the above step S240-1.
[0289] (Step S240-5) The main CPU 200a executes error confirmation processing to check the detection results of various errors.
[0290] (Step S240-7) The main CPU 200a refers to the index flag and acquires the indexes of the rotating reels 110a, 110b, and 110c. Note that the index flag only stands after the reels 110a, 110b, and 110c reach the steady rotation speed. In other words, the fact that the index flag is standing also indicates that the reels 110a, 110b, and 110c have reached the steady rotation speed.
[0291] (Step S240-9) The main CPU 200a determines whether all the index flags of the reels 110a, 110b, and 110c have been detected. As a result, if it is determined that not all the index flags have been detected, the process moves to step S240-1, and if it is determined that all the index flags have been detected, the process moves to step S240-11.
[0292] (Step S240-11) The main CPU 200a acquires the stop reel rotation bits indicating the reels 110a, 110b, and 110c that are stopped or starting to stop. Here, the stop reel rotation bits are composed of a 3-bit bit string, and each bit is associated with one of the three reels 110a, 110b, and 110c, and is represented by steady state = 1, acceleration state, deceleration state, or stop state = 0.
[0293] (Step S240-13) The main CPU 200a saves the stop reel rotation bits acquired in step S240-11 above as the reel rotation in progress flag.
[0294] (Step S240-15) The main CPU 200a sets the stop display output bit on (output image) to turn on (turn off the display) the bits corresponding to the displays (not shown) of the stop switches 120a, 120b, and 120c.
[0295] (Step S240-17) The main CPU 200a acquires the image of input port 0 and executes an operation target bit extraction process to extract the operation target bits from the acquired image. Here, the operation target bits are composed of a 3-bit bit string, and each bit is associated with one of the three stop switches 120a, 120b, and 120c, and is represented by being operated = 1 and not being operated = 0.
[0296] (Step S240-19) The main CPU 200a calculates the logical product of the reel rotation in progress flag acquired in step S240-13 above and the operation target bits extracted in step S240-17 above. Here, if the reel 110 is rotating and the stop switch 120 corresponding to that reel is being operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is rotating effectively, the logical product becomes 1.
[0297] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, that is, whether the stop switch 120 corresponding to the rotating reel 110 has been operated. As a result, if it is determined that the stop switch 120 corresponding to the rotating reel 110 has not been operated, the process proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the rotating reel 110 has been operated, the process proceeds to step S240-23.
[0298] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in step S240-19. Here, when the operated stop switch 120 is lit red, the bit of the logical product becomes 0, and when it is lit blue, the bit of the logical product becomes 1.
[0299] (Step S240-25) The main CPU 200a determines whether the logical product calculated in step S240-23 is 0, that is, whether the operated stop switch 120 is lit red. As a result, if it is determined that the operated stop switch 120 is lit red, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is not lit red, the process proceeds to step S240-27.
[0300] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is invalid. As a result, if it is determined that the operated stop switch 120 is invalid, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is valid, the process proceeds to step S240-29. Here, it is determined whether the number of operated stop switches 120 is one. If it is determined that the number of operated stop switches 120 is one, the process proceeds to step S240-29, and if it is determined that the number of operated stop switches 120 is not one, that is, two or more, the process proceeds to step S240-1.
[0301] (Step S240-29) The main CPU 200a executes a stop control reel setting process for obtaining various parameters for stopping the reel 110 corresponding to the operated stop switch 120.
[0302] (Step S240-31) The main CPU 200a prohibits interrupts.
[0303] (Step S240-33) The main CPU 200a executes a pressing reference position acquisition process for deriving the symbol number of the symbol located on the active line A as the pressing reference position.
[0304] (Step S240-35) The main CPU 200a executes a slip frame number acquisition process for determining the number of slip frames of the reel 110.
[0305] (Step S250) The main CPU 200a executes a reel stop process for stopping the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.
[0306] Figure 29 is a flowchart for explaining the reel stop process (S250) in the main control board 200.
[0307] (Step S250-1) The main CPU 200a acquires the depression reference position derived in step S240-33 above.
[0308] (Step S250-3) The main CPU 200a calculates a stop request number by correcting the number of sliding frames determined in step S240-35 with respect to the depression reference position acquired in step S250-1 above.
[0309] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is a flag for requesting a stop process of the target reel 110 to a program operating in parallel. By setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the valid line A. Such a stop request flag and the above stop request number are read by a program operating in parallel, and the stop process of the reel 110 is performed. Note that when the stop process is completed, the stop request flag is reset to 0 (OFF) by that program.
[0310] (Step S250-7) The main CPU 200a permits interrupts.
[0311] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reel 110 in the transmission buffer.
[0312] (Step S250-11) The main CPU 200a sets a stop display output bit off (output image) in order to turn off (extinguish) the bit corresponding to the display (not shown) of the stop switch 120.
[0313] (Step S250-13) The main CPU 200a executes output port image setting processing for updating the output image for the bits set in step S250-11 above.
[0314] (Step S250-15) The main CPU 200a executes display symbol bit setting processing for setting the display symbol bits.
[0315] (Step S250-17) The main CPU 200a executes pre-processing for the next drum setting to stop the next reel 110.
[0316] (Step S250-19) The main CPU 200a determines whether the stop processing of all the reels 110 has been completed. As a result, if it is determined that the stop processing of all the reels 110 has not been completed, the process proceeds to step S240, and if it is determined that the stop processing of all the reels 110 has been completed, the process proceeds to step S250-21.
[0317] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, that is, whether all the reels 110 have not stopped. As a result, if it is determined that all the reels 110 have not stopped, the process proceeds to step S250-21, and if it is determined that all the reels 110 have stopped, the process proceeds to step S250-23.
[0318] (Step S250-23) The main CPU 200a executes error confirmation processing for confirming the detection results of various errors.
[0319] (Step S250-25) The main CPU 200a executes operation target bit extraction processing for extracting the information of the operation target bits.
[0320] (Step S250-27) Based on the operation target bits obtained in step S250-25 above, the main CPU 200a determines whether the stop switch 120 is pressed. As a result, if it is determined that the stop switch 120 is pressed, the process proceeds to step S250-23, and if it is determined that the stop switch 120 is not pressed, the process proceeds to step S260.
[0321] (Step S260) The main CPU 200a executes display determination processing for determining the winning combination that has won. Note that this display determination processing will be described later.
[0322] Figure 30 is a flowchart for explaining the display determination processing (S260) in the main control board 200.
[0323] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.
[0324] (Step S260-3) The main CPU 200a executes display determination abnormality detection processing for determining whether a display determination abnormality has occurred based on whether the symbol combination displayed on the active line A matches the symbol combination permitted to be displayed on the active line A.
[0325] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that it is a display determination abnormality (error).
[0326] (Step S260-7) Based on the determination result of step S260-3 above, the main CPU 200a determines whether there is a display determination abnormality. As a result, if it is determined that there is a display determination abnormality, the process proceeds to step S112, and if it is determined that there is no display determination abnormality, the process proceeds to step S260-9.
[0327] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining the winning combination based on the symbol combination stopped (displayed) on the active line A.
[0328] (Step S260-11) The main CPU 200a sets 0 as the initial value of the payout number.
[0329] (Step S260-13) The main CPU 200a determines whether a minor winning combination has won. As a result, if it is determined that a minor winning combination has won, the process proceeds to step S260-15, and if it is determined that a minor winning combination has not won, the process proceeds to step S260-35.
[0330] (Step S260-15) The main CPU 200a turns on the winning flag indicating that a minor winning combination has won.
[0331] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the winning minor combination.
[0332] (Step S260-19) The main CPU 200a determines whether it is not an advantageous section. As a result, if it is determined that it is not an advantageous section, the process proceeds to step S270, and if it is determined that it is an advantageous section, the process proceeds to step S260-21.
[0333] (Step S260-21) The main CPU 200a acquires the value of the advantageous section MY counter that counts MY during the advantageous section.
[0334] (Step S260-23) The main CPU 200a adds the payout number to the value of the advantageous section MY counter obtained in step S260-23 above.
[0335] (Step S260-25) The main CPU 200a acquires the number of inserted game tokens.
[0336] (Step S260-27) The main CPU 200a subtracts the number of inserted tokens from the value added in step S260-23.
[0337] (Step S260-29) The main CPU 200a determines whether the subtraction result in step S260-27 is non-negative. As a result, if it is determined that the subtraction result is non-negative, the process proceeds to step S260-33, and if it is determined that the subtraction result is negative, the process proceeds to step S260-31.
[0338] (Step S260-31) The main CPU 200a clears (sets to 0) the value of the advantageous section MY counter.
[0339] (Step S260-33) The main CPU 200a updates the value of the advantageous section MY counter with the value subtracted in step S260-27 or the value cleared in step S260-31.
[0340] (Step S260-35) The main CPU 200a determines whether the replay winning combination has won. As a result, if it is determined that the replay winning combination has not won, the process proceeds to step S270, and if it is determined that the replay winning combination has won, the process proceeds to step S260-37.
[0341] (Step S260-37) The main CPU 200a sets the number of inserted tokens as the number of payout tokens.
[0342] (Step S260-39) The main CPU 200a turns on the replay operation flag.
[0343] (Step S260-41) The main CPU 200a sets the automatic payout number.
[0344] (Step S270) The main CPU 200a executes a payout process for paying out medals. Note that this payout process will be described later.
[0345] Figure 31 is a flowchart for explaining the payout process (S270) on the main control board 200.
[0346] (Step S270-1) The main CPU 200a acquires the replay operation flag.
[0347] (Step S270-3) The main CPU 200a sets a payout start command indicating that the payout of medals has started in the transmission buffer.
[0348] (Step S270-5) Based on the replay operation flag acquired in step S270-1 above, the main CPU 200a determines whether the replay winning combination has won. As a result, if it is determined that the replay winning combination has won, the process proceeds to step S270-41, and if it is determined that the replay winning combination has not won, the process proceeds to step S270-7.
[0349] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.
[0350] (Step S270-9) The main CPU 200a determines whether there is no payout (the payout number is 0). As a result, if it is determined that there is no payout, the process proceeds to step S270-35, and if it is determined that there is a payout, the process proceeds to step S270-11.
[0351] (Step S270-11) The main CPU 200a determines whether the stored number of medals is 50 or more. As a result, if it is determined that the stored number of medals is 50 or more, the process proceeds to step S270-13, and if it is determined that the stored number of medals is less than 50, the process proceeds to step S270-15.
[0352] (Step S270-13) The main CPU 200a executes medal payout device control processing to pay out one medal from the medal payout device 142, and the process proceeds to step S270-23.
[0353] (Step S270-15) The main CPU 200a sets the payout start interval timer.
[0354] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, that is, whether it is the first payout. As a result, if it is determined that it is the first payout, the process proceeds to step S270-21, and if it is determined that it is not the first payout, the process proceeds to step S270-19.
[0355] (Step S270-19) The main CPU 200a executes timer wait processing to wait until the payout start interval timer becomes 0.
[0356] (Step S270-21) The main CPU 200a increments the stored number of medals by 1.
[0357] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.
[0358] (Step S270-25) The main CPU 200a executes main display pre-processing for displaying the number of paid-out medals already paid out on the main payout display unit 132.
[0359] (Step S270-27) The main CPU 200a determines whether it is not in the bonus game state. As a result, if it is determined that it is not in the bonus game state, the process proceeds to step S270-31, and if it is determined that it is in the bonus game state, the process proceeds to step S270-29.
[0360] (Step S270-29) The main CPU 200a increments by 1 the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.
[0361] (Step S270-31) The main CPU 200a determines whether the payout of medals for the payout number has ended. As a result, if it is determined that the payout has not ended, the process proceeds to step S270-11, and if it is determined that the payout has ended, the process proceeds to step S270-33.
[0362] (Step S270-33) The main CPU 200a executes the payout end process to end the payout of medals.
[0363] (Step S270-35) The main CPU 200a determines whether an over error has been detected. As a result, if it is determined that no over error has been detected, the process proceeds to step S270-41, and if it is determined that an over error has been detected, the process proceeds to step S270-37.
[0364] (Step S270-37) The main CPU 200a sets the error code "E5" indicating an over error.
[0365] (Step S270-39) The main CPU 200a executes error weight processing for error display, request for warning sound, and waiting for error recovery.
[0366] (Step S270-41) The main CPU 200a sets an ejection end command indicating that the ejection of medals has ended in the transmission buffer.
[0367] (Step S280) The main CPU 200a executes a game transition process for performing processes such as game state transition and management of advantageous sections. Note that this game transition process will be described later.
[0368] FIG. 32 is a flowchart for explaining the game transition process (S280) in the main control board 200.
[0369] (Step S280-1) The main CPU 200a acquires the replay operation flag, and based on the acquired replay operation flag, sets the stop display output bit off (output image) to turn on or off the bit corresponding to a replay display (not shown) indicating that the next game is a replay, and executes a replay display control process for updating the output bit of the set output image.
[0370] (Step S280-3) When a bonus combination wins, the main CPU 200a executes an accessory operation symbol display process for setting various parameters for controlling the bonus game state.
[0371] (Step S281) The main CPU 200a executes a state-specific module execution process for executing modules for each production state and section state. Note that in the state-specific module execution process, the module (process) corresponding to the production state being transitioned to is read from the main ROM 200b and executed.
[0372] (Step S280-5) When the number of medals acquired during the bonus game reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for transitioning the game state to a non-internal game state.
[0373] (Step S280-7) The main CPU 200a executes an advantageous section update process for managing the advantageous section.
[0374] (Step S280-9) The main CPU 200a determines whether the next game is not in the AT production state. As a result, if it is determined that the next game is not in the AT production state, the process proceeds to step S280-15, and if it is determined that the next game is in the AT production state, the process proceeds to step S280-11.
[0375] (Step S280-11) The main CPU 200a determines whether it is not in the bonus game state. As a result, if it is determined that it is not in the bonus game state, the process proceeds to step S280-15, and if it is determined that it is in the bonus game state, the process proceeds to step S280-13.
[0376] (Step S280-13) The main CPU 200a sets the advantageous lamp flag for lighting the section display 160 to on.
[0377] (Step S280-15) The main CPU 200a executes an effect command setting process for setting an effect command, which is a command related to the advantageous section, in the transmission buffer.
[0378] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.
[0379] (Step S280-19) The main CPU 200a executes a terminal board signal output process for outputting an external signal.
[0380] (Step S280-21) The main CPU 200a determines whether the effect weight timer set when ending the advantageous section in step S280-7 is not zero. As a result, if it is determined that the effect weight timer is not zero, the process proceeds to step S280-21, and if it is determined that the effect weight timer is zero, the process proceeds to step S280-23.
[0381] (Step S280-23) The main CPU 200a sets a game state command indicating the game state in the transmission buffer.
[0382] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer and transfers the process to step S200.
[0383] One game is executed through a series of processes from step S200 to step S280. Thereafter, steps S200 to S280 are repeated.
[0384] Next, the power-off save process and the timer interrupt process in the main control board 200 will be described.
[0385] (Power-off save process of the main control board 200) FIG. 33 is a flowchart for explaining the power-off save process in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts and executes the power-off save process.
[0386] (Step S300-1) When a power-off warning signal is input, the main CPU 200a saves the registers.
[0387] (Step S300-3) The main CPU 200a checks the power-off warning signal.
[0388] (Step S300-5) The main CPU 200a determines whether it is detecting a power-off warning signal. As a result, if it determines that it is detecting a power-off warning signal, the process proceeds to step S300-11, and if it determines that it is not detecting a power-off warning signal, the process proceeds to step S300-7.
[0389] (Step S300-7) The main CPU 200a restores the register.
[0390] (Step S300-9) The main CPU 200a performs processing to enable interrupts and ends the power-off time evacuation process.
[0391] (Step S300-11) The main CPU 200a executes output port clear processing to stop the output of the output port.
[0392] (Step S300-13) The main CPU 200a executes the evacuation process at the time of power-off for another area.
[0393] (Step S300-15) The main CPU 200a executes RAM protection setting processing necessary to prohibit access to the main RAM 200c.
[0394] (Step S300-17) The main CPU 200a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.
[0395] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 by 1.
[0396] (Step S300-21) The main CPU 200a determines whether the counter value of the loop counter is not 0. As a result, if it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the above-described CPU initialization process (step S1000).
[0397] In addition, when a power-off actually occurs, the operation of the slot machine 100 stops while looping through steps S300-19 to S300-21.
[0398] (Timer interrupt processing of the main control board 200) FIG. 34 is a flowchart for explaining the timer interrupt processing in the main control board 200. The main control board 200 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined cycle (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, an interrupt occurs and the following timer interrupt processing is executed.
[0399] (Step S400-1) The main CPU 200a saves the registers.
[0400] (Step S400-3) The main CPU 200a clears the interrupt flag.
[0401] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch state.
[0402] (Step S400-7) The main CPU 200a outputs the set output image to the output port and executes dynamic port output processing for controlling the lighting of the main credit display section 130, the main payout display section 132, the inserted number display, the start display, the displays of the stop switches 120a, 120b, 120c, the replay display, and the section display 160.
[0403] (Step S400-9) The main CPU 200a updates the phase for timer interrupt processing. The phase for timer interrupt processing is one of 0 to 3. Here, when the phase for timer interrupt processing is 0, 1, or 2, it is incremented by 1, and when the phase for timer interrupt processing is 3, it is changed to 0.
[0404] (Step S400-11) The main CPU 200a performs sub-command transmission processing for transmitting the command stored in the transmission buffer to the sub-control board 202.
[0405] (Step S400-13) The main CPU 200a executes stepping motor control processing for controlling the stepping motor 152.
[0406] (Step S400-15) The main CPU 200a executes output port image output processing for outputting the output image to be output to the medal payout device 142.
[0407] (Step S400-17) The main CPU 200a executes random number update processing for updating various random number values.
[0408] (Step S400-19) The main CPU 200a executes illegal monitoring processing for detecting an error in order to output an external signal (external signals 4 and 5) corresponding to the error to the outside.
[0409] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the phase for timer interrupt processing updated in the above step S400-9. Here, the phase for timer interrupt processing is set to any one of 0 to 3, and since one module is provided for each of the phases 0 to 3 for timer interrupt processing (a total of 4), one module is executed once every four times of timer interrupt processing (every 5.96 ms). For example, a module that executes time monitoring processing for subtracting various timers is associated with one phase for timer interrupt processing.
[0410] (Step S400-23) The main CPU 200a executes test signal output processing for outputting a test signal externally.
[0411] (Step S400-25) The main CPU 200a executes port input processing for reading various input port images and accurately obtaining the latest switch state.
[0412] (Step S400-27) The main CPU 200a restores the register.
[0413] (Step S400-29) The main CPU 200a enables interrupts and ends the timer interrupt processing.
[0414] (Setting change operation and RAM clear operation) As described with reference to FIGS. 10 to 15, the main CPU 200a performs initialization processing in response to the application of power. At this time, as shown in step S120-1 of FIG. 13, if the setting value switching condition is satisfied, that is, when a setting change operation using the setting key is performed with the front upper door 104 and the front lower door 106 open, a setting value switching process (setting change process) is executed in which a setting value indicating the degree of advantage of the game step by step is set by the setting value setting means in response to the setting change operation.
[0415] Specifically, the hall administrator opens the upper front door 104 and the lower front door 106, inserts a predetermined key (operation key) into the setting key, and turns on the power with the setting key rotated from the off position to the on position. Then, the administrator repeatedly presses the setting change switch to change it to the desired set value. The administrator operates the start switch 118 to confirm the set value, and returns the setting key to the original position (off position) to end the setting change process.
[0416] Also, along with such a setting change operation, a part of the main RAM 200c of the main control board 200 is cleared, and the game information updated by the progress of the game until before the setting change is initialized (reset) (RAM clear process). In other words, if the main RAM 200c of the main control board 200 is to be cleared, the setting change process may be executed through the setting change operation. Here, the game information includes, for example, the number of medals credited (credit number), the game state and the effect state immediately before the power is cut off. Such game information is held in the game information storage area from a predetermined start address to a predetermined end address (a predetermined number of bytes from the start address) in the main RAM 200c. Clearing the main RAM 200c means returning the game information storage area in such a main RAM 200c to the initial value (for example, 0).
[0417] However, if it is necessary to perform a setting change operation every time the main RAM 200c is cleared, there is a risk that the workability will decrease. Therefore, here, the workability regarding the clearing of the main RAM 200c is improved. For example, the clearing of the main RAM 200c is realized without performing the setting change operation using the setting key.
[0418] Specifically, if the initialization means 300 of the main CPU 200a satisfies the following conditions (1) to (4) when the power is turned on, it clears the main RAM 200c without performing a setting change process. Condition (1) A predetermined switch (for example, a setting change switch) is pressed when the power is turned on. Condition (2) The front upper door 104 and the front lower door 106 are open after a predetermined wait processing time (for example, 10 seconds) from when the power is turned on. Condition (3) The setting value switching condition is not satisfied. Condition (4) No specific error such as backup abnormality has occurred.
[0419] In this way, here, without performing a setting change operation using a setting key, by performing a RAM clear operation (specific operation), which is a power-on operation involving the operation of the setting change switch, so as to satisfy conditions (1) to (4), the clearing of the main RAM 200c is realized. Here, an example is given in which the initialization means 300 realizes the clearing of the main RAM 200c when all of conditions (1) to (4) are satisfied. However, not limited to such a case, it may be assumed that the clearing of the main RAM 200c is realized if one or more conditions selected from conditions (1) to (4) are satisfied.
[0420] With such a configuration, for example, without unnecessarily executing a setting change process such as resetting to the same setting value as the setting value before the setting change operation, the main RAM 200c can be cleared only by the RAM clear operation. Therefore, it is possible to reduce the work burden on the administrator and improve the workability in preparing for the start of the game and the like.
[0421] In this way, the initialization means 300 executes a RAM clear process for clearing the main RAM 200c not only when a setting change operation using a setting key is performed but also when a RAM clear operation is performed. The difference between the two operations is whether or not a setting change process is executed, and the content (game information storage area) of the main RAM 200c to be cleared is the same. Therefore, the behavior of the slot machine 100 is the same in that the game information is initialized whether a setting change operation is performed or a RAM clear operation is performed.
[0422] However, if the behavior of the slot machines 100 becomes exactly the same, it becomes impossible to externally grasp the operations and processes performed by the administrator. For example, assume that setting change operations are performed only on some of the plurality of slot machines 100 of the same model, and RAM clear operations are performed on the other slot machines 100. Although the setting change operation and the RAM clear operation are equal in that the main RAM 200c is cleared, there are significant differences in whether or not the setting change process that affects the gaming profit of the player in the slot machine 100 has been executed. Therefore, if the administrator accidentally fails to change the settings of the slot machines 100 that should be changed, or accidentally changes the settings of the slot machines 100 that should not be changed, there is a risk that the gaming profit of the player will deviate significantly from what the administrator intended. Therefore, the administrator desires to be careful and confirm the operations performed by himself / herself and the processes executed along with the operations immediately after performing the setting change operation or the RAM clear operation. However, if the operations and processes cannot be objectively grasped from the outside, the administrator has to perform the setting change operation again to confirm the set values, and there is still a risk of reduced work efficiency. Therefore, in the slot machine 100, the executed operations and processes are notified to the outside only for a short time after the operation.
[0423] Specifically, the initialization means 300 transmits a command indicating the executed operation (setting change operation, RAM clear operation) or the process (setting change process, RAM clear process) executed in response to the operation to the sub-CPU 202a of the sub-control board 202. Then, the effect control means (notification means) 334 of the sub-CPU 202a executes a notification (first notification) indicating that the setting change operation has been executed or a notification (second notification) indicating that the RAM clear operation has been executed based on the received command.
[0424] Hereinafter, the setting change process and the RAM clear process by the initialization means 300 and the notification by the effect control means 334 will be described in detail.
[0425] Figure 35 is a flowchart for explaining another example of the CPU initialization process S100 in the main control board 200. Such CPU initialization process in Figure 35 corresponds to the CPU initialization process in Figure 10 described above, and the processes with the same reference numerals in Figures 10 and 35 are substantially equal. Therefore, here, only the processes added in Figure 35 will be described in detail, and the description of the processes already explained with reference to Figure 10 will be omitted.
[0426] (Step S500) After the main CPU 200a performs the setting process S100-1 necessary for executing various processes, it reads the image of input port 0.
[0427] (Step S502) In step S500, the signal of the setting change switch is assigned to bit 5 of input port 0. The main CPU 200a temporarily stores the information (setting change switch information) on whether the setting change switch in the acquired input port 0 is turned on.
[0428] Here, in step S502, the reason for temporarily holding the setting change switch information is that the main CPU 200a determines condition (1) in step S518 of the setting value switching process in Figure 36 after the elapse of the wait processing time for reasons of processing.
[0429] Also, even though the condition (1) is being judged in step S518, the reason for obtaining the setting change switch information in step S500 before the wait processing time is as follows. That is, if the main CPU 200a were to obtain the setting change switch information after the wait processing time (for example, 10 seconds) corresponding to the startup waiting time of the sub-control board 202 has elapsed, the administrator would have to keep pressing the setting change switch after power-on until the timing when the wait processing time elapses, or press the setting change switch taking into account the timing when the wait processing time elapses. Then, the administrator would not be able to perform the RAM clear operation of other slot machines 100 until the wait processing time elapses. Therefore, the main CPU 200a obtains the setting change switch information at the time of power-on to make the setting change switch releasable, thereby reducing the administrator's workload, and by temporarily saving the setting change switch information once, it enables the setting change switch information to be judged retrospectively in step S518.
[0430] Figure 36 is a flowchart for explaining another example of the setting value switching process S120 in the main control board 200. Such a setting value switching process in FIG. 36 corresponds to the setting value switching process in FIG. 13 described above, and the processes denoted by the same reference numerals in FIGS. 13 and 36 are substantially the same. Therefore, here, only the processes added in FIG. 36 will be described in detail, and the description of the processes already explained with reference to FIG. 13 will be omitted.
[0431] (Step S510) The main CPU 200a reads the image of input port 1. As described above, input port 1 includes signals indicating whether the front upper door 104 and the front lower door 106 are open, and a signal indicating whether the setting key is turned on.
[0432] (Step S512) The main CPU 200a temporarily saves, as a command to be transmitted to the sub-CPU 202a, a setting change start command indicating the start of changing the setting value.
[0433] (Step S514) The main CPU 200a determines whether the front upper door 104 and the front lower door 106 are open during door opening based on the acquired signal of input port 1. As a result, if the door is open, the process proceeds to step S516; if the door is not open, the setting value switching process ends and the process returns to the calling process. In this way, the main CPU 200a can determine whether the front upper door 104 and the front lower door 106 are open after a predetermined wait processing time from when the power is turned on under condition (2).
[0434] (Step S516) The main CPU 200a determines whether the setting key is turned on based on the acquired signal of input port 1. As a result, if the setting key is turned on, the process proceeds to step S524; if the setting key is not turned on, the process proceeds to step S518. In this way, the main CPU 200a can determine whether the setting value switching condition (3) is satisfied.
[0435] (Step S518) The main CPU 200a refers to the setting change switch information saved in step S502 and determines whether the setting change switch was turned on when the power was turned on. As a result, if the setting change switch was turned on when the power was turned on, the process proceeds to step S520; if the setting change switch was not turned on, the setting value switching process ends and the process returns to the calling process. In this way, the main CPU 200a can determine whether a predetermined switch (for example, the setting change switch) was pressed when the power was turned on under condition (1).
[0436] Here, in step S514, it is confirmed that the front upper door 104 and the front lower door 106 are open after a predetermined wait processing time from power-on (condition (2)), and in step S518, it is confirmed that a predetermined switch is pressed when power is turned on (condition (1)), and then the main RAM 200c is cleared. Therefore, it is possible to improve security.
[0437] (Step S520) The main CPU 200a determines whether any specific error has occurred. If none of the specific errors have occurred, the process proceeds to step S522. If at least one specific error has occurred, the setting value switching process is terminated and the process returns to the calling process. In this way, the main CPU 200a can determine that a specific error such as condition (4) backup abnormality has not occurred.
[0438] Here, the specific errors include a "backup error" (error code "E7") that occurs when an abnormality in the backup of the RWM (main RAM 200c) is detected when the power switch 144a is turned on, an "RWM abnormality error" (error code "EA") that occurs when an RWM that cannot read or write values normally is detected at cold start, a "setting value abnormality error" (error code "EC") that occurs when the referenced setting value is outside the allowable range (setting 1 to setting 6) at the time of internal lottery such as the winning type lottery, and a "complete function activation" (error code "Ey") that restricts the progress of the game when the number of game medals reaches a predetermined holding upper limit value (for example, 16369) or more. These specific errors require a setting change operation to be released.
[0439] (Step S522) The main CPU 200a saves a RAM clear command, which indicates the start of clearing the main RAM 200c, as a command to be sent to the sub CPU 202a.
[0440] (Step S524) The main CPU 200a saves the command saved in step S512 or step S522 in a predetermined storage area. Here, the reason for saving the command is that the main RAM 200c is cleared in step S120-3. Therefore, the saved command will not be cleared due to the clearing of the main RAM 200c in step S120-3.
[0441] (Step S526) In step S120-3, after the main RAM 200c is cleared, the main CPU 200a restores the command saved in step S524.
[0442] (Step S528) The main CPU 200a sets the command restored in step S526, that is, the setting change start command saved in step S512 or the RAM clear command saved in step S522, in the transmission buffer. In this way, the command transmission means 316 will transmit the command indicating the executed operation to the sub CPU 202a.
[0443] Also, for example, after the main CPU 200a transmits a setting change start command to the sub CPU 202a in step S528, it outputs a setting change in progress signal (security signal) as an external signal. Such a setting change in progress signal indicates that the setting is being changed and that the setting has been changed, and is continuously output from the start of the setting change until the end of one game after the setting change. Also, even when the main CPU 200a transmits a RAM clear command to the sub CPU 202a in step S528, it outputs a setting change in progress signal as an external signal. Therefore, the same setting change in progress signal is output regardless of whether a setting change operation or a RAM clear operation is performed. However, the output duration of the setting change in progress signal is shorter when a RAM clear operation is performed than when a setting change operation is performed, by the amount that it is not in the setting change state. Thus, by adopting a configuration in which the same setting change in progress signal is output regardless of whether a setting change operation or a RAM clear operation is performed, it is not necessary to prepare a plurality of generation processes for the setting change in progress signal, and it becomes possible to suppress the program capacity.
[0444] (Step S530) The main CPU 200a refers to the setting change switch information saved in step S502 and determines whether the setting change switch was on at power-on. As a result, if the setting change switch was on at power-on, the process proceeds to step S122 to perform RAM clear processing, and if the setting change switch was not on, the process proceeds to step S120-5 to perform setting change processing. Note that instead of the setting change switch information, the main CPU 200a may refer to the command restored in step S526, and if the command is a RAM clear command, the process proceeds to step S122, and if it is not a RAM clear command, that is, if it is a setting change start command, the process may proceed to step S120-5 to perform setting change processing.
[0445] In this way, the main CPU 200a performs different processes according to whether the administrator's operation is a setting change operation or a RAM clear operation. Also, the effect control means 334 of the sub CPU 202a gives a notification indicating that the setting change operation has been executed or a notification indicating that the RAM clear operation has been executed based on the command.
[0446] FIG. 37 is an explanatory diagram for explaining the process of the effect control means 334. Here, the effect control means 334 gives a notification through the liquid crystal display unit 124.
[0447] For example, in response to receiving the setting change start command set in step S528 from the main CPU 200a, the effect control means 334 displays the character string "Changing settings" on the liquid crystal display unit 124 as a notification indicating that the setting change has started, as shown in FIG. 37(a). Subsequently, in response to receiving the setting change end command set in step S122-1 of FIG. 14 from the main CPU 200a, the effect control means 334 displays the character string "Settings have been changed" on the liquid crystal display unit 124 as a notification indicating that the setting change has ended, as shown in FIG. 37(b). Subsequently, in response to receiving the setting change status command set in step S122-3 of FIG. 14 from the main CPU 200a, the effect control means 334 displays the character string "RWM has been initialized" on the liquid crystal display unit 124 as a notification indicating that the main RAM 200c has been cleared, as shown in FIG. 37(c). Then, when a predetermined time (for example, 5 seconds) has elapsed, the effect control means 334 deletes the character string "RWM has been initialized" from the liquid crystal display unit 124.
[0448] On the other hand, in response to receiving the RAM clear command set in step S528 from the main CPU 200a, the presentation control means 334 displays the character string "RWM has been initialized" on the liquid crystal display unit 124 as a notification indicating that the main RAM 200c has been cleared, as shown in FIG. 37(d). Further, when the presentation control means 334 receives the RAM clear command, it does not perform any presentation for the setting change end command and the setting change status command received thereafter. Then, when a predetermined time (for example, 5 seconds) has elapsed, the presentation control means 334 deletes the character string "RWM has been initialized" from the liquid crystal display unit 124.
[0449] In this way, by differentiating the notification indicating that the setting change operation has been executed or the notification indicating that the RAM clear operation has been executed, the administrator can retrospectively confirm the executed operation. Therefore, it is possible to suppress the occurrence of events such as the administrator not changing the settings of the slot machine 100 to be set or changing the settings of the slot machine 100 that should not be set. Thus, it is possible to improve the workability in preparing for the start of the game and the like.
[0450] In this way, in the slot machine 100, there are provided a set value setting means for setting a set value that stepwise indicates the degree of advantage of the game in response to a setting change operation using a setting key, an initialization means 300 for initializing game information updated by the progress of the game in response to the setting change operation, and a notification means (for example, the presentation control means 334) for notifying the external of the internal state of the gaming machine. The initialization means initializes the game information in response to a specific operation which is a power-on operation accompanied by the operation of a predetermined switch without using the setting key, and the notification means performs a first notification (for example, a notification indicating that the setting change operation has been executed) in response to the setting change operation, and performs a second notification (a notification indicating that the RAM clear operation has been executed) different from the first notification in response to the specific operation.
[0451] Here, as the notification means for notifying the outside of the executed operations and processes, the effect control means 334 of the sub-CPU 202a has been described. However, the present invention is not limited to such a case, and it is sufficient if the operations and processes executed from the outside can be grasped. The main CPU 200a may notify the outside of the executed operations and processes through the main credit display unit 130, the main payout display unit 132, etc. Further, here, the setting change switch has been described as a predetermined switch. However, the present invention is not limited to such a case, and existing other arbitrary switches or newly provided arbitrary switches can also be applied. Further, here, as a specific operation, the operation of turning on the power while the setting change switch is pressed has been described. However, the present invention is not limited to such a case, and it is sufficient if there is a regularity in the operation timing of the power-on operation accompanied by the operation of a predetermined switch, that is, the operation of a predetermined switch and the power-on operation. For example, an operation such as operating a predetermined switch and turning on the power within a predetermined time (e.g., 5 seconds) from the operation can be applied.
[0452] As described above, the preferred embodiments of the present invention have been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive of various modification examples or correction examples within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.
[0453] Further, in the above-described embodiment, an example in which the number of reels 110 is three (left reel 110a, middle reel 110b, right reel 110c) has been described. However, the present invention is not limited to such a case, and it can also be applied when the number of reels 110 is four (first reel, second reel, third reel, fourth reel) or five or more.
[0454] Further, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged so as to share the functional parts for advancing the game. However, the functional parts of the main control board 200 may be arranged on the sub-control board 202, or the functional parts of the sub-control board 202 may be arranged on the main control board 200. Further, all the functional parts can be arranged together on one control board.
[0455] Also, in the above-described embodiments, the game is played using medals as game values. However, the game values may be electrical information (so-called medal-less). In this case, when a winning combination wins, the value amount corresponding to the winning combination may be given to the player as electrical information.
[0456] Also, in the above-described embodiments, an example applied to the slot machine 100 has been described. However, a game board in which a game area through which game balls flow is formed, a large winning opening provided in the game area and into which game balls can enter, an opening / closing member for opening and closing the large winning opening, and a plurality of rounds of a big winning game including a big winning opening control means for controlling the opening and closing of the opening / closing member and opening the large winning opening when a predetermined condition is satisfied can also be applied to a gaming machine, so-called pachinko machine.
[0457] Also, each process performed by the main control board 200 and the sub-control board 202 described above does not necessarily need to be processed in time series in the order described as a flowchart, and may include parallel or subroutine processing.
Explanation of Signs
[0458] 100 Slot machine (gaming machine) 110 Reel 118 Start switch 120 Stop switch 124 Liquid crystal display unit 300 Initialization means 304 Winning type lottery means 306 Reel control means 314 Performance state control means 334 Performance control means
Claims
【Claim 1】 Setting value setting means for setting a setting value that stepwise indicates the degree of advantage of the game in response to a setting change operation using a setting key; Initialization means for initializing game information updated by the progress of the game in response to the setting change operation; Notification means for notifying the internal state of the gaming machine to the outside; comprising The initialization means initializes the game information in response to a specific operation which is a power-on operation involving the operation of a predetermined switch without using the setting key, The notification means performs a first notification in response to the setting change operation and performs a second notification different from the first notification in response to the specific operation, a gaming machine.
Citation Information
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