Game machine

JP2025096320A5Active Publication Date: 2025-12-24SANKYO CO LTD
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Patent Information

Application Number
JP2025060497
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-01
Publication Date
2025-12-24
Estimated Expiration
2041-06-18

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in effectively managing interrupt inhibition, particularly during timer interrupt processing, which can lead to system instability and poor player experience.

Method used

A gaming machine with advanced interrupt management features, including data selection and update mechanisms, that allow for precise control of interrupt inhibition states, ensuring appropriate execution of interrupt processing even during power-up and specific game operations.

Benefits of technology

The solution enables robust and reliable interrupt management, preventing system crashes and ensuring smooth gameplay, thereby enhancing the overall gaming experience and machine performance.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of suitably performing interruption prohibition.SOLUTION: A game machine includes: basic processing means for executing basic processing; interruption processing means capable of executing interruption processing by interrupting basic processing; and interruption prohibition means for prohibiting execution of interruption processing. The interruption prohibition means includes: first interruption prohibition means for prohibiting execution of interruption processing on the basis of an interruption prohibition instruction; and second interruption prohibition means for prohibiting execution of interruption processing even without interruption prohibition instructions.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of performing a game.

Background Art

[0002] The control of the gaming machine is executed by main processing and timer interrupt processing that is executed based on the occurrence of periodic interrupts.

[0003] There has been a gaming machine that sets interrupt inhibition when there is a problem when timer interrupt processing is executed due to the occurrence of an interrupt in the main processing (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] According to the slot machine of Patent Document 1, there is room for further improvement in the setting regarding interrupt inhibition.

[0006] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine capable of appropriately performing interrupt inhibition.

Means for Solving the Problems

[0007] (A) A gaming machine capable of performing a game, storage means having a storage area capable of storing data, basic processing means for executing basic processing, interrupt processing means capable of interrupting the basic processing and executing interrupt processing, interrupt inhibition means for prohibiting the execution of the interrupt processing, Data selection means for selecting a plurality of types of data according to a data selection value, and data selection value update means for updating the data selection value based on a predetermined condition, The storage means stores the data selection value in a specific area of the storage area, The data selection value update means, a addition process of adding 1 to the value stored in the specific area, a subtraction process of subtracting a specific value from the value stored in the specific area to determine whether the maximum value is reached by adding 1 to the value stored in the specific area, a determination process of determining whether a carry flag is set due to the subtraction process being performed, when the carry flag is set, a regression process of setting the data selection value stored in the specific area to 0, executes a specific addition determination process consisting of, enters a first interrupt prohibition state in which the interrupt process is not executed based on an interrupt prohibition command, when power supply to the gaming machine is started, enters a second interrupt prohibition state in which the interrupt process is not executed even without the interrupt prohibition command, when the specific addition determination process is executed, during the execution of the specific addition determination process, enters a third interrupt prohibition state in which the interrupt process is not executed even without the interrupt prohibition command.

Brief Description of the Drawings

[0008]

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[0009] [Embodiment] As a gaming machine according to this embodiment, a slot machine will be described based on the following examples. With reference to FIGS. 1 to 58, the slot machine according to the embodiment will be described.

[0010] [Configuration of Slot Machine] FIG. 1 is a front view of a slot machine 1 according to this embodiment. FIG. 2 is a perspective view showing the internal structure of the slot machine. FIG. 3 is a diagram showing the symbol arrangements of each reel. As shown in FIG. 1, the slot machine 1 includes a front door 1b pivotally supported rotatably at the side end of a housing 1a with an open front surface. Inside the slot machine 1, reels 2L, 2C, 2R (hereinafter, left reel, middle reel, right reel) in which a plurality of types of distinguishable symbols are arranged in a predetermined order and in the same number respectively are arranged side by side in the horizontal direction. As shown in FIG. 3, among the symbols arranged on these reels 2L, 2C, 2R, three consecutive symbols are arranged in the upper, middle, and lower three stages in a perspective window 3 provided substantially at the center of the front of the slot machine 1 so as to be visible from the player side.

[0011] In addition, in this embodiment, a configuration using three reels is illustrated. However, a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may also be employed. Further, in this embodiment, a configuration in which the symbols displayed on the perspective window 3 are variably displayed by the rotation of the reels 2L, 2C, and 2R is defined as the variable display unit. However, the configuration is not limited to the reels. For example, a configuration in which the symbols can be variably displayed by moving a belt having a plurality of symbols arranged on its outer peripheral surface may also be used. Moreover, in this embodiment, the variable display unit is configured by physical reels, but the variable display unit may be configured by an image display device such as a liquid crystal display.

[0012] On the front of the slot machine 1, as shown in FIG. 1, there are provided a medal insertion unit 4 into which medals can be inserted, a medal payout opening 9 from which medals are paid out, a MAXBET switch 6 that is operated when setting the maximum number of bets (3 in this embodiment) out of a specified number of bets determined according to the game state within a range using credits (the number of medals stored as the game value owned by the player), a 1BET switch 65 that is operated when setting one medal as the number of bets, a start switch 7 that is operated when starting the game, stop switches 8L, 8C, and 8R that are operated when stopping the rotation of the reels 2L, 2C, and 2R respectively, and an effect switch 56 that is operated by the player during the effect, and each of them is provided so as to be operable by the player.

[0013] Hereinafter, the operation on the start switch 7 (for example, the operation of pressing the start switch 7 by hand) is referred to as the "start operation", the operation on the stop switch for stopping the rotation of the first reel (for example, the operation of pressing the stop switch by hand) is referred to as the "first stop operation", the operation on the stop switch for stopping the rotation of the second reel (for example, the operation of pressing the stop switch by hand) is referred to as the "second stop operation", and the operation on the stop switch for stopping the rotation of the third reel (for example, the operation of pressing the stop switch by hand) is also referred to as the "third stop operation" or the "final stop operation". Further, the first stop operation, the second stop operation, and the third stop operation are collectively referred to as the "stop operation". Additionally, the release of the pressing on the first stop switch (the first stop operation) (for example, removing the hand from the stop switch) is referred to as the "first stop release", the release of the pressing on the second stop switch (the second stop operation) (that is, removing the hand from the stop switch) is referred to as the "second stop release", and the release of the pressing on the third stop switch (the third stop operation) (that is, removing the hand from the stop switch) is also referred to as the "third stop release" or the "final stop release". The order in which the player operates the reels 2L, 2C, 2R is also referred to as the "operation procedure".

[0014] On the front of the slot machine 1, beside the reels 2L, 2C, and 2R, there is a side lamp 27 composed of a plurality of LEDs. Also, in the vicinity of the reels 2L, 2C, and 2R, there are reel backlights 28L, 28C, and 28R (hereinafter also simply referred to as "reel backlight 28") provided corresponding to each of the reels 2L, 2C, and 2R and irradiating light from the back side or side of the reels to each of the reels 2L, 2C, and 2R. Further, above the liquid crystal display 51, there is a speaker 53 for outputting sound. Also, below the stop switches 8L, 8C, and 8R, there is a lower panel 55 provided. The lower panel 55 is configured to be capable of lighting up or flashing. The lower panel 55 is a notification means that uses the largest area among the notification means provided in the slot machine 1 to notify predetermined information. For example, as the notification means provided in the slot machine 1, there are a liquid crystal display 51, a speaker 53, a side lamp 27, a reel backlight 28, etc., but the lower panel 55 can notify predetermined information using a larger area than any of these notification means. The lower panel 55 is configured such that the entire area constituting the lower panel 55 emits light. The modes of the light emission include flashing and lighting.

[0015] On the front of the slot machine 1, as shown in FIG. 1, there is a credit display 11 that displays the number of medals stored as credits, a game auxiliary display 12 that displays the number of medals paid out due to a winning or an error code indicating the content in case of an error, a 1BET LED 14 that notifies by lighting that the bet number is set to 1, a 2BET LED 15 that notifies by lighting that the bet number is set to 2, a 3BET LED 16 that notifies by lighting that the bet number is set to 3, an insert request LED 17 that notifies by lighting that the state allows the insertion of medals, a start valid LED 18 that notifies by lighting that the start operation of the game by operating the start switch 7 is valid, a state LED 19 that notifies by lighting that it is controlled to the state such as the advantageous section AT described later, and a replay in LED 20 that notifies by lighting that it is in the replay game. In the slot machine 1 of the present embodiment, when the 1BET switch 65 is pressed in the state where the maximum bet number (3 medals) is set, the bet number for 2 medals is canceled. That is, the state is such that 1 medal is set as the bet number. Thus, the process of canceling the bet number for 2 medals is hereinafter referred to as "bet number canceling process".

[0016] FIG. 2(a) is a perspective view showing the internal structure of the slot machine, and FIG. 2(b) is a block diagram of an example of the main internal structure of the slot machine. Inside the front door 1b, as shown in FIG. 2(a), there is a reset switch 23 for detecting a reset operation for releasing an error state and a stop state without opening the front door 1b by a predetermined key operation, a set value display 24 for displaying the set value at that time during the change of the set value described later or during the confirmation of the set value, a stop switch 36a for selecting the validity / invalidity of the stop function for controlling to a stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined timing, an automatic payout switch 36b for selecting the validity / invalidity of the automatic payout function for controlling to an automatic payout process (a process of paying out (returning) medals stored as credits without the player's operation) at a predetermined timing, a flow path switching solenoid for selectively switching the flow path of the medals inserted from the medal insertion unit 4 to either the hopper tank 34a side provided inside the housing 1a or the medal payout port 9 side, a inserted medal sensor for detecting the medals inserted from the medal insertion unit 4 and flowing down to the hopper tank 34a side, a medal selector 29 having an insertion port sensor for detecting the insertion of foreign objects upstream of the inserted medal sensor, and a door open detection switch for detecting the open state of the front door 1b are provided.

[0017] Inside the housing 1a, there are provided a reel unit 2 including the aforementioned reels 2L, 2C, 2R, a reel motor, and reel sensors capable of detecting the reel reference positions of the respective reels 2L, 2C, 2R, an external output board for outputting an external output signal, a hopper tank 34a for storing the medals inserted from the medal insertion unit 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal payout port 9, a hopper unit 34 including a payout sensor for detecting the medals paid out by the drive of the hopper motor, and a power box 100.

[0018] On the side of the hopper unit 34, an overflow tank 35 for storing medals overflowing from the hopper tank 34a is provided. Inside the overflow tank 35, a full tank sensor for detecting that the stored medals are in a full state is provided.

[0019] On the front surface of the power supply box 100, as shown in Fig. 2(a), there are provided a setting key switch 37 for switching to a setting change state or a setting confirmation state, a reset / setting switch 38 that functions as a reset switch for releasing an error state or a pause state during normal times and functions as a setting switch for changing the setting value of the medal payout rate (also referred to as the awarding rate or the payout rate), such as the winning probability of the internal lottery, in the setting change state, and a power switch 39 that is operated when turning the power ON / OFF.

[0020] Note that the power supply box 100 is provided inside the housing 1a, and further, since the front door 1b can be opened by a predetermined key operation carried by a store clerk or the like, the setting key switch 37, the reset / setting switch 38, and the power switch 39 provided on the front surface of the power supply box 100 can be operated only by a person such as a store clerk who has the key, and cannot be operated by a player. The same applies to the reset switch 23 detected by a predetermined key operation. In particular, since the setting key switch 37 requires a further key operation after opening the front door 1b by a key operation, only a store clerk who has the key for operating the setting key switch 37 among the store clerks of the game parlor can operate it.

[0021] As shown in FIG. 2(a), a board case 200 housing a game control board is provided at the upper part of the inner surface of the housing 1a. The game control board is provided with a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in FIG. 2(b), the main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game, and a ROM 41b and a RAM 41c that store various data related to the progress of the game. The main control unit 41 detects operations on the MAXBET switch 6, the start switch 7, and the stop switches 8L, 8C, 8R, etc., and the insertion of medals into the medal insertion unit 4, and performs controls related to the progress of the game, such as the rotation / stop of the reels 2L, 2C, 2R and the lighting / extinguishing of each LED in the game display unit 13, according to the detected operations.

[0022] The main CPU 41a includes a plurality of registers used for performing various operations. The plurality of registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), an interrupt register, a refresh register, a program counter, and other registers. The main CPU 41a can update the value of a predetermined register or update the value (data) stored in the storage area of the RAM 41c specified by the value (address) of a predetermined register by executing various instructions such as arithmetic instructions and read instructions included in the program.

[0023] Among the registers, the flag register is configured such that its state changes to indicate the arithmetic result of an instruction executed by the main CPU 41a, and by using the change in the state of the flag register, the main CPU 41a can be made to perform processing according to the arithmetic result of the previous instruction.

[0024] As shown in Fig. 2(a), on the front door 1b, an effect control board 90 is provided above the transparent window 3. An effect switch 56 is connected to the effect control board 90, and a detection signal of this effect switch 56 is input thereto. Further, effect devices such as a liquid crystal display 51 and a speaker 53 are connected, and these effect devices are driven based on control by a sub-control unit 91 mounted on the effect control board 90. As shown in Fig. 2(b), the sub-control unit 91 controls the effect according to a command from the main control unit 41. The sub-control unit 91 includes a sub-CPU 91a that performs various controls related to the effect, and a ROM 91b and a RAM 91c that store various data related to the effect. The sub-control unit 91 controls, based on a command from the main control unit 41, display of an image on the liquid crystal display 51, sound output from the speaker 53, and lighting / extinguishing of the side lamp 27 and the reel backlight 28. Effect data used for image display on the liquid crystal display 51, lighting and flashing of the lower panel 55, and sound output from the speaker 53 are stored in the RAM 91c. Further, the sub-control unit 91 detects an operation on the effect switch 56, and controls image display on the liquid crystal display 51, lighting and flashing of the lower panel 55, and sound output from the speaker 53 according to the detected operation.

[0025] When playing a game on the slot machine 1, the player inserts medals into the medal insertion unit 4 or sets a specified number of bets by operating the 1 BET switch 65 or the MAX BET switch 6. As a result, the winning line LN becomes valid, and the operation of the start switch 7 becomes valid, enabling the game to start. The winning line LN is a line for determining whether or not the combination of symbols on the reels 2L, 2C, and 2R displayed in the perspective window 3 matches the combination of winning symbols. In the present embodiment, a so-called hill line, such as the lower stage of the reel 2L, the middle stage of the reel 2C, and the lower stage of the reel 2R, is defined as the winning line. Note that the winning line is not limited to the hill, and may be provided horizontally across the middle stage, such as the middle stage of the reel 2L, the middle stage of the reel 2C, and the middle stage of the reel 2R. Also, a plurality of winning lines may be provided, not limited to a single one. Further, an invalid line may be provided to make it easier to recognize that the combination of symbols constituting the winning has aligned with the winning line LN.

[0026] When the start switch 7 is operated in a state where the game can start, the reels 2L, 2C, and 2R rotate. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process of determining a symbol combination (display result combination) that allows derivation.

[0027] Specifically, in the internal lottery process, the main control unit 41 determines whether or not each lottery target combination has won in a predetermined order. For example, in the internal lottery process, the main control unit 41 obtains a random number from an integer within a predetermined range (0 to 65535). A determination value number corresponding to the game state is assigned in advance to each lottery target combination from among the integers within the predetermined range (0 to 65535). The main control unit 41 adds the determination value numbers of each lottery target combination to the obtained random number in a predetermined order, and when the addition result overflows (exceeds 65535), the lottery target combination that was the addition target at that time is determined as the winning combination. When a lottery target combination wins by the internal lottery, the derivation of the symbol combination corresponding to the lottery target combination is allowed.

[0028] Note that the administrator can change the winning probability of roles in the internal lottery by changing the settings. Specifically, the payout rate of medals changes by determining the winning probability used in the internal lottery according to the setting value set by the administrator. The setting values consist of six levels: 1, 2, 4, 5, 6, and L. When the setting value is 6, the payout rate is the highest, and as the values decrease in the order of 5, 4, 3, 2, 1, and L, the payout rate decreases. That is, when the setting value is 6, it is most advantageous for the player, and as the values decrease in the order of 5, 4, 3, 2, 1, and L, the advantage gradually decreases. The setting value L is provided to conform to the type test, and the details will be described later. Hereinafter, the setting value L is referred to as the "special setting value". Further, the setting values 1, 2, 4, 5, and 6 are collectively referred to as the "normal setting values".

[0029] When the stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. As a result, the symbol combination is derived and displayed in the perspective window 3. When the symbol combination that matches the symbol combination of the winning role stops on the winning line LN, a winning corresponding to the winning role occurs.

[0030] The roles for which winning is possible include special roles (bonuses), small roles, and replay roles. The special role (bonus) is a role in which the game state is controlled to a bonus state where the probability of winning a small role is higher than in the non-bonus state when winning. The special role (bonus) includes first-type special items such as RB (Regular Bonus) and BB (Big Bonus), and second-type special items such as CB (Challenge Bonus). In the present embodiment, BB is provided as the special role. The small role is a role in which medals are awarded when winning. The replay role is a role in which the next game can be started without consuming the medals owned by the player when winning.

[0031] In order for a winning of each combination determined according to the game state to occur, it is necessary to win the internal lottery and have the winning flag of the combination set. The internal lottery is determined by the main control unit 41 using a random number before the display results of all the reels 2L, 2C, and 2R are derived (specifically, at the time of detection of the start switch 7) as to whether to allow a winning for each of the above combinations or not.

[0032] Among the winning flags of each combination, the winning flags of the minor combination and the replay combination are valid only in the game in which the flag is set and become invalid in the next game. However, the winning flag of the special combination is valid until the combination of the combinations allowed by the flag is complete and becomes invalid in the game in which the combination of the allowed combinations is complete. That is, once the winning flag of the special combination wins, even if the combination of the combinations allowed by the flag cannot be completed, the winning flag is not invalidated and is carried over to the next game.

[0033] Also, in the internal lottery, minor combinations and replay combinations (hereinafter also referred to as "order-of-push combinations") that are more advantageous when a stop operation is performed in a predetermined operation mode (for example, operation procedure (order of pressing), operation timing) determined in advance than when the stop operation is performed in another operation mode can win. The order-of-push combinations include, for example, combinations that result in a more advantageous stop mode than the stop mode when the stop operation is performed in a predetermined operation mode determined in advance than when the stop operation is performed in another operation mode, and combinations in which the ratio of stops in a more advantageous stop mode is higher when the stop operation is performed in a predetermined operation mode determined in advance than when the stop operation is performed in another operation mode. Also, the advantageous stop mode includes not only a stop mode accompanied by medal awarding but also a stop mode accompanied by a transition to an advantageous game state and a stop mode that avoids a transition to a disadvantageous game state.

[0034] In the slot machine 1, the procedure of operating the stop switch 8L first in a single game is called the "normal procedure", and the procedure of operating the stop switch 8C or the stop switch 8R first is also called the "irregular procedure". That is, the "normal procedure" includes the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8L, the stop switch 8C, the stop switch 8R (from left to right, middle), and the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8L, the stop switch 8R, the stop switch 8C (from left to right, middle). The "irregular procedure" includes the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8C, the stop switch 8L, the stop switch 8R (from middle to left, right), the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8C, the stop switch 8R, the stop switch 8L (from middle to right, left), the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8R, the stop switch 8L, the stop switch 8C (from right to left, middle), and the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8R, the stop switch 8C, the stop switch 8L (from right to middle, left). Further, in the slot machine 1 of the present embodiment, operating the stop switches 8L, 8C, 8R in the "normal procedure" is also called the "normal operation", and operating the stop switches 8L, 8C, 8R in the "irregular procedure" is also called the "irregular operation".

[0035] When the main control unit 41 wins the push order role by internal lottery, it can execute a navigation that notifies navigation information corresponding to an operation mode of the stop switches 8L, 8C, 8R that is advantageous to the player. Specifically, the main control unit 41 can be controlled to an assist time (advantageous section) that is a notification period in which it can execute navigation notification that notifies an operation mode of the stop switches 8L, 8C, 8R that is advantageous to the player according to the internal lottery result by the lighting mode of the game assist display 12.

[0036] When a predetermined lottery condition established in advance is satisfied in the normal section, the main control unit 41 performs a favorable section transition lottery to determine whether to control to the favorable section. By winning the favorable section transition lottery, the control in the favorable section is started. Note that winning the favorable section transition lottery is also referred to as "winning the favorable section". In the favorable section, when the main control unit 41 wins the push order combination, it executes navigation notification, notifies the operation modes (for example, operation procedures, operation timings, etc.) of the stop switches 8L, 8C, and 8R that are advantageous to the player using the game auxiliary display 12, and transmits a command (command "instruction number" described later) that can specify the operation mode advantageous to the player to the sub-control unit 91, thereby causing the navigation effect that notifies the operation mode using the liquid crystal display 51, the speaker 53, etc. to be executed. On the other hand, a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc. is hereinafter referred to as a "game in which the navigation effect is not executed". That is, a game in which the navigation effect is not executed is a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc., regardless of whether it is a normal favorable section or an AT state.

[0037] In the game where the push order combination is won, when the operation mode of the player matches the operation mode corresponding to the won push order combination (hereinafter also referred to as "correct procedure"), a combination advantageous to the player (in this embodiment, the plum combination) wins.

[0038] The player can win the combination with a larger number of medal payouts among the combinations included in the push order combination by operating the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation. Alternatively, the player can win the combination that has no possibility of missing a win among the combinations included in the push order combination by operating the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation. Among the combinations included in the push order combination, the combination that can win when the stop switches 8L, 8C, and 8R are operated according to the correct procedure is also referred to as the "main combination", and the combination that can win when the stop switches 8L, 8C, and 8R are operated according to an incorrect procedure different from the correct procedure is also referred to as the "sub combination".

[0039] In the operation mode notified by navigation notification and navigation guidance, by operating the stop switches 8L, 8C, and 8R, it is possible to surely win the main role included in the winning order role selected by internal lottery.

[0040] [State Transition] FIG. 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 41 include game states related to the medal payout rate.

[0041] The game states include non-internal, internal, and BB. The internal state is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In the slot machine 1 of the present embodiment, most games are played by the player in the internal state.

[0042] On the other hand, the non-internal state is a state in which the player does not play the game, or even if the player plays the game, the time is extremely short. In the non-internal state, when winning the BB and missing the winning of the BB, the game state shifts to the internal state from the next game. That is, the internal state is a state in which the winning of the BB is carried over.

[0043] In both the non-internal state and the internal state, a game in which it is possible to win the BB (hereinafter, also referred to as a "BB-win possible game") may be played. Specifically, in the non-internal state, if it is possible to derive the symbol combination of the BB according to the operation of the stop switches 8L, 8C, and 8R in the game in which the BB is won, the player wins the BB. In this case, the game state is controlled to the BB from the next game. That is, in the non-internal state, the game in which the BB is won becomes a BB-win possible game.

[0044] Inside, the BB winning is carried over. Here, when the BB and a minor winning occur simultaneously, reel control is performed so as to preferentially derive the symbol combination of the minor winning. Further, if the minor winning is a non-missable winning, in a game where the BB and the minor winning occur simultaneously, regardless of the operation of the stop switches 8L, 8C, and 8R, the minor winning will always win a prize, and the BB cannot win a prize. Similarly, when the BB and a replay winning occur simultaneously, reel control is performed so as to preferentially derive the symbol combination of the replay winning. Generally, since the replay winning is a non-missable winning, in a game where the BB and the replay winning occur simultaneously, regardless of the operation of the stop switches 8L, 8C, and 8R, the replay winning will always win a prize, and the BB cannot win a prize. Therefore, inside, only in a game that loses in the internal lottery (a game that does not win any winning), if the symbol combination of the BB can be derived according to the operation of the stop switches 8L, 8C, and 8R, the BB will win a prize. In this case, the game state will be controlled to the BB from the next game. That is, inside, a game that loses in the internal lottery becomes a game in which the BB can win a prize.

[0045] During BB, BB games are played over a predetermined number of games (for example, 60G). However, since the payout rate during BB is approximately 101%, the net increase in the number of balls is hardly increased. Therefore, the BB is merely in a state of consuming a predetermined number of games (for example, 60G) for the player. When the BB ends, the game state shifts back to the non-inside state again.

[0046] The states within include a normal section and a favorable section. The normal section is a state where navigation is not executed and is a non-notification state where navigation information cannot be notified. The favorable section is a state where navigation can be executed and is a notification state where navigation information can be notified. In the present embodiment, among the favorable sections, usually in the favorable section, navigation is not executed, but in the first state, the second state, and the ending state, navigation can all be executed. Note that even if navigation is executed usually in the favorable section, in the first state, the second state, and the ending state, the execution probability of navigation for winning the main role when selecting the pushing order role is higher than that in the normal favorable section. Thus, in the AT state in the favorable section such as the first state, the second state, and the ending state, navigation is performed with a higher probability than when it is a favorable section or a normal favorable section.

[0047] In the normal section, when winning in the favorable section transition lottery (winning the favorable section), the state is controlled to the favorable section. Note that in the present embodiment, since the winning of most roles that can be won during normal times is a condition for winning the favorable section, the stay of the game during normal times is about 1G. Note that the condition for winning the favorable section may be established when any one of all the roles that can be won during normal times is won.

[0048] In the normal section, since navigation is not executed in the game where the pushing order role is won, the net increase number of medals per game that the player can obtain is 0 or negative considering the number of medals used for setting the bet number. Note that the net increase number of medals per game is the number obtained by subtracting the number of medals used for setting the bet number per game from the number of medals paid out per game. In the present embodiment, the normal medal payout rate is set to 40%. Thus, usually, the medal payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0049] The advantageous period usually includes a first state, a second state, and an ending state. Hereinafter, the first state, the second state, and the ending state are collectively referred to as the "AT state". In the normal advantageous period, since navigation is not executed in the game in which the pushing winning combination is won, the net increase number of medals per game that can be obtained by the player is 0 or negative considering the number of medals used for setting the bet number. In the present embodiment, the normal medal payout rate in the advantageous period is set to 40%. Thus, in the normal advantageous period, the medal payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0050] In the normal advantageous period, an AT continuous effect suggesting a transition to the first state is executed. The AT continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and in the final game, it is an effect that notifies the player whether or not to transition to the first state.

[0051] In the first state of the advantageous period, the number of games (hereinafter also referred to as the AT game number) is fixed. For example, in the present embodiment, the AT game number in the first state is predetermined to be 30G or 50G. In the first state of the advantageous period, a life specialization continuous effect suggesting a transition to the life specialization zone is executed. The life specialization continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and in the final game, it is an effect that notifies the player whether or not to transition to the life specialization zone. The life specialization zone indicates a state where there is a high possibility of obtaining a life, which will be described later. The 3 to 5 games of the life specialization continuous effect in the first state are included in the AT game number predetermined when transitioning to the first state. That is, within the AT game number of 30 games or 50 games, the life specialization continuous effect is executed. Hereinafter, the AT continuous effect and the life specialization continuous effect may be collectively simply referred to as the "continuous effect".

[0052] In the first state, when all of the predetermined number of AT games have been completed, the state transitions from the first state to the second state (hereinafter also referred to as the AT second state). In the second state, the number of AT games is indefinite. Specifically, in the second state, the friendly character battles the enemy character. When the friendly character wins the battle, the state transitions to the first state. On the other hand, when the friendly character loses the battle, the AT state ends and the state transitions to the non-AT state.

[0053] In order for the friendly character to battle the enemy character in the second state, life is required as a right to conduct the battle. In the present embodiment, life can be acquired in the first state, but life cannot be acquired in the second state. That is, the player acquires life while staying in the first state and consumes the life acquired in the first state in the second state, enabling the friendly character to battle the enemy character. In the second state, battles can be conducted as many times as the number of lives owned. Even if the friendly character loses to the enemy character in the battle, as long as life remains, the friendly character can battle the enemy character again. If no life remains when the friendly character loses to the enemy character, the AT state ends and the state transitions to the non-AT state. In the present embodiment, a life acquisition lottery for determining whether life is granted is executed. When life is granted by the life acquisition lottery, the AT state is extended.

[0054] When the friendly character wins against the enemy character in the second state and the state transitions to the first state, life can be acquired again in the first state. Therefore, as long as life remains, it is also possible to repeatedly transition between the first state and the second state. During that time, when the push order bell (such as the 213-choice role A described later) is won, navigation is performed, and by the player operating the stop switches 8L, 8C, 8R according to the navigation, the net increase in the number of medals can be increased.

[0055] In addition, in the first state, as intervals with different net medal increases, a first interval and a second interval are included. The first interval is the first half interval (for example, if the first state is 30G, 1G to 15G) in the first state where the number of AT games is fixed. The first interval is an interval where the frequency of navigation is less than that of the second interval and the net medal increase is lower than that of the second interval. For example, the net medal increase per 1G in the first interval is 1 medal.

[0056] On the other hand, the second interval is the second half interval (for example, if the first state is 30G, 16G to 30G) in the first state where the number of AT games is fixed. The second interval is an interval where the frequency of navigation is more than that of the first interval and the net medal increase is higher than that of the first interval. For example, the net medal increase per 1G in the second interval is 5 medals. Thus, even within the AT state, when it is the second interval, navigation is performed with a higher probability than when it is the first interval.

[0057] As described above, the net medal increase in the first interval in the first state is lower than that in the second interval. Thus, for the player, it is more advantageous to stay in the second interval in terms of being able to acquire more medals.

[0058] Note that in the second state, similar to the second interval, the frequency of navigation is more than that of the first interval and the net medal increase is high. For example, the net medal increase per 1G in the second state is 5 medals, similar to the second interval in the first state. Therefore, the player can acquire more medals during the battle in the second state. Thus, even within the AT state, when it is the second state, navigation is performed with a higher probability than when it is the first interval in the first state.

[0059] In this embodiment, when a specific symbol (watermelon, strong cherry) is won, the advantage degree of the player becomes high. Specifically, in the first interval in the first state, when the strong cherry is won, the grant of life is determined, and in the second state, when the strong cherry is won, it is determined that the ally character wins in the battle.

[0060] In the normal advantageous section, processes such as a lottery related to control to the first state are performed. Specifically, in the normal advantageous section, the main control unit 41 conducts a point acquisition lottery described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 includes a point counter (not shown) for counting points inside. Also, when the value of the point counter reaches a specified value, the main control unit 41 executes an AT lottery described later.

[0061] In the advantageous section, when the total number of medals generated by winning during the advantageous section updated based on the progress of the game reaches a predetermined number of ED transition medals, the ending state is controlled. The number of ED transition medals is updated during the advantageous section and not updated during the normal section or BB. The ending state is, for example, a state where control to the state of the advantageous section continues until the total value of the net increase number of medals reaches the upper limit number of medals (for example, 2400 medals) or until the number of consumed games during the advantageous section reaches the upper limit number of games (for example, 1500G). In the ending state, similar to the second state or the second section, the frequency of navigation is higher than that in the first section, and the net increase number of medals is higher. Thus, even among the AT states, when it is the ending state, navigation is performed with a higher probability than when it is the first section in the first state. The number of ED transition medals is set when transitioning from the normal section to the advantageous section. Note that the number of ED transition medals may be determined by lottery or may be predetermined. The number of ED transition medals is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the number of ED transition medals. The main control unit 41 cumulatively counts the number of ED transition medals and ends the advantageous section according to the process of this counting.

[0062] When the limiter condition is satisfied in the advantageous section, the control shifts from the advantageous section to the normal section. Specifically, when the number of sheets in the advantageous section (net increase in the number of sheets in the advantageous section) reaches 2,400, the advantageous section ends and the control shifts to the normal section. The number of sheets in the advantageous section is counted by the number-of-sheets-in-advantageous-section counter stored in the RAM 41c. That is, when the number of sheets in the advantageous section reaches the upper limit, it is said that the "limiter condition" is satisfied. Alternatively, in the advantageous section, when the total number of played games (advantageous-section G number) updated based on the progress of the game reaches a predetermined upper limit G number (for example, 1,500 G), the advantageous section ends and the control shifts to the normal section. The advantageous-section G number is counted by the net-increase counter stored in the RAM 41c.

[0063] When the control shifts from the advantageous section to the normal section, the total value of the played games and the net increase in the number of sheets counted in the advantageous section, as well as the points that can be obtained during the game, are also initialized. The advantageous-section G number and the net increase in the number of sheets in the advantageous section are updated not only during the advantageous section but also during the BB, and are not updated during the normal section.

[0064] When the settings are changed during the advantageous section, the control shifts to the normal section. At this time, the total value of the played games and the net increase in the number of sheets counted in the advantageous section, as well as the points that can be obtained during the game, are also reset. The slot machine 1 of the present embodiment is one in which the medal payout rate changes according to the set value. Specifically, the winning probability in a predetermined lottery such as a point acquisition lottery described later is made different according to the set value (for example, 1, 2, 4, 5, 6, L), so that the medal payout rate changes. A store clerk or the like of the game parlor can change this set value by changing the settings.

[0065] Thus, the conditions for the state to shift from the advantageous section to the normal section include the limiter condition and the arbitrary end condition that are satisfied based on the progress of the game, and the condition that the settings are changed.

[0066] Also, in the slot machine 1 of the present embodiment, the upper limit of the number of games is determined during the normal advantageous period. By reaching the upper limit of the number of games predetermined during the normal advantageous period, regardless of the reaching point, a forced transition to the AT state is made. The upper limit of the number of games during the normal advantageous period is, for example, 1280 games. The upper limit of the number of games is so-called "ceiling". In the slot machine 1 of the present embodiment, in order to determine whether the ceiling has been reached, the RAM 41c stores the number of games executed during the normal advantageous period as the ceiling game count value. The main control unit 41 adds the value of the ceiling game count value each time a game is executed during the normal advantageous period. When the upper limit of the number of games is set to 1280 games, when the ceiling game count value reaches 1280, the main control unit 41 causes a transition to the AT state.

[0067] [Winning combination] Figs. 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of the winning combinations, and the awards at the time of winning. In the name column of Figs. 5 to 8, the names of the winning combinations are shown, and in the symbol combination column, the symbol combinations in which the winning combination wins are shown. Also, in the award column, the values (number of medals paid out, provision of replay games, etc.) awarded at the time of winning are shown.

[0068] As shown in Fig. 5, as replay game combinations, RIP1 to RIP6 are provided. As shown in Fig. 6, as special combinations, BB is provided. As shown in Figs. 6 to 8, as minor combinations, Plum 1 to 6, Watermelon, and Single Medal 1 to 33 are provided. Plum 1 to 6 are main combinations that can win when the pressing order combination wins. At the time of winning, 9 medals, which is more than the number of medals (3 medals) used for the bet, are paid out. Plum 1 to 6 are also collectively referred to as the "Plum combination". Single Medal 1 to 33 are sub - combinations that can win when the pressing order combination wins. At the time of winning, 1 medal, which is less than the number of medals (3 medals) used for the bet, is paid out. Single Medal 1 to 33 are also collectively referred to as the "Single Medal combination".

[0069] As shown in Fig. 7, among the symbol combinations in which a winning of the single-character combination 22 occurs, when "Character - Character - Black 7" is derived on Reels 2L, 2C, and 2R, three character symbols are arranged side by side on the reel. Specifically, the character symbols are derived at the lower stage of the left reel 2L, the middle stage of the middle reel 2C, and the upper stage of the right reel 2R respectively, so that the character symbols are arranged side by side in an upward - right direction. Note that the arrangement of character symbols side by side is also referred to as "character alignment".

[0070] As shown in Fig. 8, among the symbol combinations in which a winning of the single - character combination 23 occurs, when "Character - Character - Plum" or "Character - Plum - Plum" is derived on Reels 2L, 2C, and 2R, seven symbols are arranged side by side on the reel. Specifically, the seven symbols are derived at the upper stage of the left reel 2L, the upper stage of the middle reel 2C, and the upper stage of the right reel 2R respectively, so that the seven symbols are arranged side by side at the upper stage. Note that the arrangement of seven symbols side by side is also referred to as "seven alignment".

[0071] [Winning combination subject to lottery] Fig. 9 is a diagram for explaining the combination of winning combinations read as the winning combination subject to lottery for each gaming state. Fig. 10 is a diagram showing the winning combinations subject to lottery arranged for each flag category. In the winning combination number column of Figs. 9 and 10, the winning combination numbers determined for each winning combination subject to lottery are shown. In the flag category column, the flag categories assigned for each type of winning combination subject to lottery are shown. In the winning combination subject to lottery column, their names are shown. In the gaming state column, for each gaming state, it is indicated by a circle that the winning combination subject to lottery is the object of lottery. In the advantageous section winning column, the presence or absence of winning in the advantageous section is shown. Also, in the winning combination column in Fig. 9, the combination of winning combinations included in each winning combination subject to lottery is shown.

[0072] As shown in FIG. 9, BB is provided as the target role for the special role lottery. As the target roles for the replay role lottery, normal repl, 7 complete repl, 7 incomplete repl, character complete repl, and character incomplete repl are provided. As the target roles for the minor role lottery, common plum, 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, 321-choice roles A to D, watermelon, 7 complete 1 card 1, 2, character complete 1 card, weak cherry, strong cherry, and chance eyes A, B are provided. As the minor roles in BB, BB minor roles and 1 card in BB are provided. Note that the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D are roles for which navigation can be executed when winning, so they are a type of push order role. The 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D are collectively also referred to as the "push order bell". Also, 7 complete 1 card 1, 2 are collectively also referred to as "7 complete 1 card".

[0073] Outside the internal area, roles other than the BB minor roles and 1 card in BB can be won. However, inside the internal area, since the winning of BB has already been carried over, BB, BB minor roles, and 1 card in BB cannot be won.

[0074] Flag categories are assigned to each role with common flag categories in all of non-internal, internal, and BB. Also, while the role numbers are determined for each lottery target role, the flag categories are assigned for each type of lottery target role. For this reason, the number of flag categories is less than the number of role numbers. Also, the point acquisition lottery in the normal advantageous section and the privilege lottery in the advantageous section (hereinafter collectively also referred to as the "lottery related to AT control") are both performed based on the flag categories. For this reason, the processing burden can be reduced compared to performing these lotteries related to the control of these AT states based on the role numbers.

[0075] In this embodiment, flag categories are also assigned to losing and BB. For BB, the same FC1 as other roles such as normal replays is assigned. Also, the common plum is assigned the same FC4 as watermelon.

[0076] [Reel control for the pressing order role] FIG. 11 is a diagram for explaining the reel control when the pressing order role wins. As described above, in this embodiment, in a game where the pressing order role wins in the advantageous section, navigation is executed and the correct procedure is notified to the player. By operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation, the player can win a winning role (main role) that is advantageous to the player.

[0077] For example, as shown in FIG. 11, in a game where any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D wins, when the stop switches 8L, 8C, and 8R are operated in the correct procedure, the plum role, which is the main role, wins. On the other hand, when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, the single-role, which is the sub-role, wins. In addition, if the winning of the single-role, which is the sub-role, is missed when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, no winning may occur at all.

[0078] As shown in FIG. 11, the "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game in which the player wins any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D, as long as the stop switches 8L, 8C, and 8R are operated in the normal procedure, it is impossible to win the main plum role. This can also be a factor that induces the player to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, as will be described later, in the present embodiment, if the irregular procedure is operated in a game in which the navigation is not executed, a penalty disadvantageous to the player is imposed on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which the navigation is not executed.

[0079] FIG. 12 is a diagram showing a game start command that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and transmits a command group including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the command groups No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game start commands". The main control unit 41 transmits each command as a game start command in the order of No. 1 to No. 13. Each command has a serial number defined as the "set serial number" with the same number as No. Each command stores various information managed by the main control unit 41.

[0080] For example, information related to navigation is stored in the command "Instruction Number" of No. 2. That is, the command of No. 2 stores information that can identify the pressing order in the game when the start switch 7 is operated. Specifically, the command "Instruction Number" stores information indicating the order of pressing the stop switch 8L, the stop switch 8C, and the stop switch 8R. When the sub-control unit 91 receives the command "Instruction Number" of No. 2, based on the operation procedure that can be specified from the command "Instruction Number", it executes a navigation effect on the liquid crystal display 51. In addition, the sub-control unit 91 outputs a sound for notifying the player of the operation procedure from the speaker 53 based on the operation procedure that can be specified from the command "Instruction Number".

[0081] For example, the command "Minor Winning Category" of No. 3 stores information that can identify whether the winning combination selected by the internal lottery is a minor winning combination, a replay winning combination, or a special winning combination. Also, the command "Interval State" of No. 6 stores information that can identify which state among the states shown in FIG. 4 the game is in when the start switch 7 is operated. Specifically, the command "Interval State" of No. 6 stores information indicating whether the currently controlled state is a normal interval, a favorable interval, and further, among the favorable intervals, whether it is a normal favorable interval, the first interval of the first state, the second interval of the first state, the second state, or the ending state. Based on receiving the command "Interval State" of No. 6, the sub-control unit 91 can identify which interval state the game is in when the start switch 7 is operated. Also, in the command "Outcome State" of No. 4, information that can identify the game state of the game when the start switch 7 is operated may be stored. The command "ART Prefix G Number" of No. 9 stores the number of games of the AT continuous effect. The command "Points" of No. 10 in the game start command stores the number of points obtained in the previous game. Also, the command "Winning Number" of No. 11 stores information that can identify the winning combination number of the winning combination selected by the internal lottery.

[0082] Also, when the main control unit 41 transmits a game start command, it stores information indicating that medals have been BET on the command "Medal Insertion" of No. 12. When information indicating that medals have been BET on the command "Medal Insertion" of No. 12 is stored, the sub-control unit 91 can determine that it has received a game start command.

[0083] FIG. 13 shows the game end command that the main control unit 41 transmits to the sub-control unit 91 at the time of the third stop. The main control unit 41 transmits the command group from No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also at the time of the third stop of the stop switch. Hereinafter, the command group from No. 1 to No. 13 shown in FIG. 13 will be simply referred to as the "game end command". Note that, among the commands transmitted at the time of the third stop, No. 11 is different from the command of No. 11 transmitted when the start switch 7 is operated. No. 11 is a command for storing information regarding winning. That is, at the time of the third stop, the main control unit 41 transmits information regarding winning instead of information regarding the winning number.

[0084] In the command "Point" of No. 10 in the game end command, the number of points obtained in the point acquisition lottery process at the time of the third stop, which will be described later, is stored. Also, when the main control unit 41 transmits a game end command, it stores information indicating that the reel has stopped in the command "Reel Stop" of No. 13. When information indicating that the reel has stopped in the command "Reel Stop" of No. 13 is stored, the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the command "Medal Insertion" of No. 12 and the command "Reel Stop" of No. 13. When transmitting a game start command, the main control unit 41 does not need to transmit the command "Reel Stop" of No. 13, and when transmitting a game end command, it does not need to transmit the command "Medal Insertion" of No. 12.

[0085] [Regarding the main process] The control content of the main process performed by the main control unit 41 will be described with reference to FIG. 14. FIG. 14 is a flowchart showing the control content of the main process performed by the main control unit 41. Note that the main process is repeatedly executed for each unit game. And one cycle of the main process corresponds to one unit of the game. The main process is also referred to as the basic process in the present embodiment.

[0086] As shown in FIG. 14, the main control unit 41 first performs a game start waiting process (S1) to perform the process from the end of the control of the previous game to the start of the next game. In the game start waiting process, a process of setting the bet number according to the insertion of medals or the like is performed, and when the operation of the start switch 7 is detected in a state where the specified number of bet numbers is set, a process of starting the next game is performed.

[0087] Next, when the game starts, an internal lottery process (S2) for determining whether to allow the occurrence of a winning (internal lottery) is performed. In the internal lottery process, an internal lottery is performed to determine whether to allow the occurrence of a winning (that is, whether to allow the derivation of the display result) based on the set value (1 to 6) preset in the slot machine 1 and the random number value for internal lottery obtained simultaneously with the start of the game by detecting the start switch 7. Then, the winning number (general combination) corresponding to the winning combination is stored in the winning number setting area of the RAM 41c so that the winning result in the internal lottery can be specified. Also, when a special combination wins, the winning number (special combination) corresponding to the winning special combination is stored in the winning number setting area of the RAM 41c.

[0088] Next, a flag generation process for advantageous section transition (S3) that converts the winning number (general winning combination) into a flag for advantageous section transition and a flag generation process for lottery (S4) that converts the winning number (general winning combination) into a lottery flag are performed. In the flag generation process for advantageous section transition, the value of the flag for advantageous section transition corresponding to the winning number (general winning combination) is obtained using the flag conversion table for advantageous section transition and stored in a predetermined area of the RAM 41c. Further, in the flag generation process for lottery, the values of lottery flags 1 to 3 corresponding to the winning number (general winning combination) are obtained using the flag conversion table for lottery and stored in predetermined areas of the RAM 41c, respectively.

[0089] Next, a start-of-game pachinko ball control process (S5) that performs processes related to the advantageous section, processes related to navigation notification, and processes related to the AT state at the timing when the game is started is performed. In the process related to the advantageous section, a process of shifting to the advantageous section when the advantageous section transition winning combination is won in the normal section is performed. In the process related to navigation notification, a process of setting the navigation number and a process related to the management of the advantageous section state are performed. In the process related to the AT state, a process of shifting to the AT state according to the winning combination in the normal advantageous section is performed. In the process of setting the navigation number, when the winning combination that is the target of navigation notification is won and navigation notification is to be performed, the navigation numbers from "1" to "13" are set in the navigation number setting area of the RAM 41c according to the operation mode to be notified. When the winning combination that is the target of navigation notification is won and navigation notification is not to be performed, or when the winning combination that is not the target of navigation notification is won, "0" is set in the navigation number setting area of the RAM 41c.

[0090] Next, interrupt prohibition is set (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process for transmitting an operation signal that can specify the recommended stop operation mode to the test device is performed.

[0091] Next, after the operation signal setting process, set to interrupt enable (S8), and perform the game start command transmission process (S9) shown in FIG. 12. A control state command group including a plurality of commands that can identify that one game has started and can identify various control states at the start point of one game is set in the command queue and sequentially transmitted to the sub-control unit 91.

[0092] Next, after the game start command transmission process, perform a freeze process (S10) for controlling the freeze state in which the progress of the game is delayed for a predetermined period. In the freeze process, it is determined whether or not it is determined to control to the freeze state when the start switch 7 is operated and the game starts. If it is determined that it is determined to control to the freeze state, the progress of the game is delayed for a predetermined period. Further, when performing a reel effect that varies the reel in the freeze state, a process of varying the reel in a variation mode according to the type of the reel effect is performed.

[0093] Next, after the freeze process ends, set to interrupt disable (S11), and perform a game start setting process (S12) for performing a preset setting at the start of rotation of the reel. In the game start setting process, a reel rotation start process accompanying the start of the game is performed, and the rotation of the reel is started toward constant speed rotation.

[0094] Next, after the game start setting process, set to interrupt enable (S13), and perform an external signal process at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) for outputting an external output signal at the start of rotation to external devices such as a call lamp, a hall computer, and a test device from a predetermined output port.

[0095] Next, after the external signal processing at the start of rotation, a reel stop process (S15) for performing stop control of the reels is carried out. In the reel stop process, when performing navigation notification, the operation mode is notified by causing the gaming auxiliary display 12 to display the navigation number set in the navigation number setting area. Also, when all the reels during rotation are rotating at a constant speed, acceptance of the stop operation of the reels during rotation is enabled, and the process waits until a stop operation of the reels by the player is performed. Then, when a valid stop operation is detected for the reels for which the stop operation is enabled, reel stop control for stopping the reels is performed for the reels for which a valid stop operation has been performed. Such reel stop control is repeatedly performed for the reels during rotation, and when the rotation of all the reels is stopped, the reel stop process is terminated.

[0096] Next, after the reel stop process, a winning combination search process (S16) is carried out. In the winning combination search process, a winning combination is searched based on the symbol combinations stopped on reels 2L, 2C, and 2R, and a winning flag indicating the presence or absence of a win and the number of medals paid out accompanying the win are set in a predetermined area of the RAM 41c.

[0097] Next, interruption is prohibited (S17), and a gaming machine information calculation process (S18) for calculating the gaming history used when calculating the gaming machine information displayed on the gaming machine information display 50 is carried out.

[0098] Next, after the gaming machine information calculation process, interruption is permitted (S19), and a special game state end check process (S20) is carried out. In the special game state end check process, when being controlled in the special game state, it is determined whether or not the end condition is satisfied. Next, a game state setting process (S21) is carried out. In the game state setting process, the game state of the next game is set based on the winning data set by the winning combination search process and the result of the special game state end check process.

[0099] Next, at the timing of ending the game, a process related to the advantageous section and a process related to the navigation notification are performed, and a game end payout control process (S22) that performs a point acquisition lottery process, a life acquisition lottery process, and a one-hit victory lottery process based on predetermined conditions is performed. In the process related to the advantageous section, it is determined whether or not the end condition of the advantageous section is satisfied in the advantageous section, and when the end condition of the advantageous section is satisfied, a process of setting an advantageous section end flag is performed. In the process related to the navigation notification, a process related to the management of the advantageous section state is performed. The point acquisition lottery process, the life acquisition lottery process, and the one-hit victory lottery process will be described in detail later.

[0100] Next, the game end command transmission process (S23) shown in FIG. 12 is performed, and a control state command group including a plurality of commands capable of specifying various control states at the end of one game is set in the command queue and sequentially transmitted to the sub-control unit 91.

[0101] Next, after the game end command transmission process, a payout process (S24) is performed to award medals in an amount corresponding to the winnings generated as a result of the game based on the payout number set in a predetermined area of the RAM 41c by the winning search process (S16). In the payout process, for each winning, a predetermined number of medals determined in advance are awarded to the player according to the generated winning, and the number of medals added is added to the credit. When the credit reaches the upper limit number (in this embodiment, 50), the medals corresponding to the amount not added to the credit are paid out from the medal payout port 9.

[0102] Next, after the payout process, an external signal process at game end (S25) is performed to output an external output signal at game end (such as a medal OUT signal indicating the number of medals awarded) to external devices such as a call lamp, a hall computer, and a test device from a predetermined output port.

[0103] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the symbol combination of the replay winning combination has stopped on Reels 2L, 2C, and 2R. If the symbol combination of the replay winning combination has stopped, processes such as setting the bet number for performing a replay in the next game, setting a replay in-progress flag in a predetermined area of the RAM 41c, and controlling the replay in-progress LED 20 to the ON state (lit state) are performed.

[0104] Next, an advantageous section end process is performed (S27). In the advantageous section end process, it is determined whether or not an advantageous section end flag indicating the end of the advantageous section is set in a predetermined area of the RAM 41c. If it is determined that the advantageous section end flag is set, an advantageous section data initialization process for initializing an advantageous section related area in which data related to the control of the advantageous section is stored in the storage area of the RAM 41c and ending the advantageous section is performed. In the advantageous section data initialization process, the in-advantageous-section flag indicating the period during the advantageous section and the navigation number set in the navigation number setting area are initialized, and the in-advantageous-section signal buffer for outputting to an external device such as a test device that it is during the advantageous section is turned OFF.

[0105] Next, after the advantageous section end process, an in-advantageous-section signal control process (S28) is performed. In the in-advantageous-section signal control process, when the in-advantageous-section flag is set in the RAM 41c, control is performed to turn ON the in-advantageous-section signal buffer of the RAM 41c.

[0106] Next, after the in-advantageous-section signal control process, an in-advantageous-section notification end process (S29) is performed. In the in-advantageous-section notification end process, it is determined whether or not the in-advantageous-section signal buffer of the RAM 41c is OFF. If it is determined that the in-advantageous-section signal buffer is OFF, the section display LED 19 is controlled to the off state.

[0107] Next, after the advantageous section notification end process, the game end initialization setting process (S30) is performed. In the game end initialization setting process, in the initialization process described later, the area of the RAM 41c to be initialized in the game is set. Except when ending the special game state, the size of the area to be initialized at the end of each game is set, and when ending the special game state, the size of the area to be initialized at the end of the special game state is set.

[0108] Next, interrupt inhibition is set (S31), and the initialization process (S32) is performed. In the initialization process, from the initialization end address of the game RAM area allocated to the RAM 41c, the area of the size set in the game end initialization setting process is initialized. Thus, except when ending the special game state, the area to be initialized at the end of each game is initialized, and when ending the special game state, the area to be initialized at the end of the special game state is initialized. Then, after the initialization process, interrupt permission is set (S33), and the process returns to the initialization process described later.

[0109] Thereafter, the processes of S1 to S33 are repeatedly performed. By one round of the main process, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0110] [Regarding the set value L] FIG. 15 is a diagram for explaining the set value L. As described above, in the slot machine 1 of the present embodiment, as set values, six-stage values of 1, 2, 4, 5, 6, and L can be set. In a general slot machine, set values 1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of the present embodiment, the set value L can be set instead of the set value 3. The set value that can be substituted for the set value L is not limited to the set value 3, and any of the set values 1, 2, 4, 5, and 6 may be used. FIG. 15 shows the expected value of payout balls in the entire period for each of the six-stage set values, the expected value of payout balls in the advantageous state, and the base and AT winning probabilities.

[0111] The expected value of the number of balls paid out over the entire period means the expected value of the number of balls (medals) paid out when a game of a predetermined number of games (for example, 175,000 games) is played, regardless of the period in which the game is played. More specifically, in the non-internal, internal, and BB states shown in FIG. 4, it is the expected value of the number of medals paid out when a game of a predetermined number of games is played. The expected value of the number of balls paid out in the advantageous state means the expected value of the number of medals paid out when the slot machine 1 is played during the period from the start to the end of the AT state. Note that the expected value of the number of balls paid out in the advantageous state may be the expected value of the number of medals paid out not only during the period from the start to the end of the AT but also during the BB period or the period including AT and BB. The base means the average value of the number of playable games when a predetermined number of medals are inserted during the normal advantageous period. The AT winning probability is the probability of winning the AT state per game. In the slot machine 1 of the present embodiment, a lottery is conducted to determine whether to shift to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by varying the probability of being given a high point according to the set value.

[0112] As shown in FIG. 15, in the slot machine 1 of the present embodiment, when the set value 1 is set, the expected value of the payout balls in the entire period is A1, the expected value of the payout balls in the advantageous state is B1, the base is C1, and the AT winning probability is designed to be D1. When the set value 2 is set, the expected value of the payout balls in the entire period is A2, the expected value of the payout balls in the advantageous state is B2, the base is C2, and the AT winning probability is designed to be D2. When the set value 4 is set, the expected value of the payout balls in the entire period is A4, the expected value of the payout balls in the advantageous state is B4, the base is C4, and the AT winning probability is designed to be D4. When the set value 5 is set, the expected value of the payout balls in the entire period is A5, the expected value of the payout balls in the advantageous state is B5, the base is C5, and the AT winning probability is designed to be D5. When the set value 6 is set, the expected value of the payout balls in the entire period is A6, the expected value of the payout balls in the advantageous state is B6, the base is C6, and the AT winning probability is designed to be D6. When the set value L is set, the expected value of the payout balls in the entire period is AL, the expected value of the payout balls in the advantageous state is BL, the base is CL, and the AT winning probability is designed to be DL.

[0113] The expected number of balls to be drawn over the entire period of each set value is such that AL is the smallest, A6 is the largest, and the relationship AL < A1 < A2 < A4 < A5 < A6 holds. That is, the set value L is the set value with the smallest expected number of balls to be drawn in all games including games in the advantageous state among the set values 1, 2, 4, 5, 6, L. Also, the expected number of balls to be drawn in the advantageous state of each set value is such that BL is the smallest, B6 is the largest, and the relationship BL << B1 < B2 < B4 < B5 < B6 holds. That is, the set value L is the set value with the smallest expected number of balls to be drawn that can be given in the advantageous state among the set values 1, 2, 4, 5, 6, L. Further, in the slot machine 1 of the present embodiment, when comparing the difference between BL and B1 and the difference between B1 and B2, it is designed such that the difference between BL and B1 becomes large. For example, when the period from the start of the AT state to the end of the A state is set to 100 games, if the expected value B1 is 900 medals (net increase of 6 medals) and the expected value B2 is 910 medals (net increase of 6.1 medals), the expected value BL may be 310 medals (net increase of 0.1 medal). That is, while the difference between B1 and B2 is 10 medals, the difference between BL and B1 is 590 medals. Similarly, the difference between BL and B1 is larger than any of the differences between B2 and B4, B4 and B5, and B5 and B6. In other words, the set value L is the set value for which the number of medals paid out during the period from the start to the end of the AT state is extremely small compared to other set values.

[0114] Furthermore, for the base of each setting value, CL is the smallest, C6 is the largest, and the relationship CL < C1 < C2 < C4 < C5 < C6 holds. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, and L. Note that for the base, the setting value L does not necessarily have to be the smallest setting value. Also, for the winning probability of each setting value in the AT state, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the winning probability in the AT state, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, and L, and it transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.

[0115] Figure 16 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of the AT state when the setting value L is set. Hereinafter, first, the variation in the number of winning balls during the period from the start to the end of the AT state will be explained. In Figure 16, when the setting value 1 and the setting value L are set, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state is illustrated. That is, Figure 16 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls for the setting value 1 paid out during the period from the start to the end of the AT state is B1, the apex of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value B1. Since the expected value of the number of winning balls for the setting value L paid out during the period from the start to the end of the AT state is BL, the apex of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value BL.

[0116] The width SD1N of the normal distribution of setting value 1 indicates the variation (standard deviation) in the number of medals paid out, and the width SD1L of the normal distribution of setting value L indicates the variation (standard deviation) in the number of medals paid out. That is, the wider the widths SD1N and SD1L, the more the number of medals paid out varies between the start and end of the AT state for each setting value. As shown in FIG. 16, the width SD1L is narrower than the width SD1N.

[0117] That is, the variation in the number of medals paid out when setting value L is set during the period from the start of AT to the end of AT is smaller than the variation in the number of medals paid out when setting value 1 is set during the period from the start of AT to the end of AT. In other words, the probability that the number of medals paid out from the start to the end of the AT state when setting value L is set is close to the expected value BL is higher than the probability that the number of medals paid out from the start to the end of the AT state when setting value 1 is set is close to the expected value B1.

[0118] FIG. 17 is a diagram for explaining the variation in the number of balls output during the entire period when setting value L is set. In FIG. 17, normal distributions showing the variation in the number of balls output (number of medals) paid out during a predetermined number of games (for example, 17,500 games) when setting value 1 and setting value L are set are illustrated. That is, the probability distributions of the number of medals paid out during a predetermined number of games when setting value 1 and setting value L are set are shown. Referring to FIG. 15, since the expected value of the number of balls output during a predetermined number of games for setting value 1 is A1, the apex of the normal distribution of setting value 1 indicates the number of balls output at the expected value A1. The width SD2N of the normal distribution of setting value 1 indicates the variation (standard deviation) in the number of medals paid out when setting value 1 is set. Since the expected value of the number of balls output during a predetermined number of games for setting value L is AL, the apex of the normal distribution of setting value L indicates the number of balls output at the expected value AL. The width SD2L of the normal distribution of setting value L indicates the variation (standard deviation) in the number of medals paid out when setting value L is set. The width SD2L is narrower than the width SD2N.

[0119] That is, referring to FIG. 17, the variation in the number of medals paid out when the set value L is set is smaller than the variation in the number of medals paid out when the set value 1 is set. In other words, the probability that the number of medals paid out during a predetermined number of games in the state where the set value L is set is close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games in the state where the set value 1 is set is close to the expected value A1. In short, with the set value L, the variation in the number of medals paid out during a predetermined number of games is small. This is achieved by the design of the expected number of winning balls in the advantageous state and the AT winning probability, as explained in FIG. 15. That is, BL, which is the expected number of winning balls in the advantageous state of the set value L, is extremely small compared to other set values. Therefore, even when transitioning to the AT state, the number of medals paid out is small with the set value L. On the other hand, in terms of the AT winning probability, the set value L is not designed to be the lowest among the set values 1, 2, 4, 5, 6, L, and transitions to the AT state with a relatively high probability.

[0120] At setting value L, since it transitions to the AT state with a high probability, the period of playing in the advantageous section usually does not continue, and it stably transitions to the AT state. However, even when transitioning to the AT state, the expected value of the number of medals paid out is low. As a result, as shown in Fig. 17, it is possible to make the variation in the number of medals paid out when playing a predetermined number of games smaller compared to other setting values over the entire period regardless of the advantageous state. In Fig. 17, only setting value 1 and setting value L are compared, but setting value L is designed to be the setting value with the smallest variation in the number of medals paid out during a predetermined number of games among setting values 1, 2, 4, 5, 6, and L. Thus, when the type test is executed with setting value L set, since the payout number stabilizes, it becomes easier to meet the type test. Note that the expected value of the number of medals paid out in the advantageous state of setting value L does not necessarily have to be extremely small compared to other expected values. In this case, it is designed so that the AT winning probability is the smallest. That is, it may be designed such that the difference between BL and B1 is equal to the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.

[0121] As described above, by adjusting the expected value of the number of balls in the advantageous state and the AT winning probability, setting value L is designed to be the setting value with the smallest variation in the payout number during a predetermined number of games. However, the method of reducing the variation in the payout number is not limited to this. For example, it is conceivable to adjust the payout number per game in the advantageous state. That is, at setting value L, the payout number per game in the advantageous state is fixed, and at the normal setting value, the payout number per game in the advantageous state is variable.

[0122] More specifically, when the set value L is set, if a game is played in an advantageous state, it is designed to pay out 7 coins with a 100% probability. On the other hand, when the normal set value is set, if a game is played in an advantageous state, the payout number is designed to be 0 coins with a 50% probability and 15 coins with a 50% probability. Thereby, a difference can be caused in the variation of the payout number per game in the advantageous state between the set value L and the normal set value. Therefore, the set value L can be set to a value such that the variation of the payout number in all games including the game in the advantageous state is smaller than any normal set value. Note that the payout number of one game in the advantageous state when the set value L is set does not have to be fixed, as long as it is smaller than the variation of the payout number of one game in the advantageous state when the normal set value is set. For example, in the case of the set value L, it is designed to pay out 7 coins with a 50% probability and 8 coins with a 50% probability, and in the case of the normal set value, it is designed to pay out 0 coins with a 50% probability and 15 coins with a 50% probability.

[0123] Also, the length of the period controlled in the advantageous state may be adjusted. The period controlled in the advantageous state is, for example, the number of games from the start to the end of the AT state. In the case of the set value L, the period controlled in the advantageous state is fixed, and in the case of the normal set value, the period controlled in the advantageous state is variable.

[0124] More specifically, when the set value L is set, the number of games from the start to the end of the AT state is fixed at 200 games. On the other hand, when the normal set value is set, the period from the start to the end of the AT state is designed to be variable based on an internal lottery, for example, 100 games or 1000 games. Thereby, a difference can be created in the length of the period controlled to the advantageous state between the set value L and the normal set value, and the set value L can be set as a set value with less variation in the payout numbers of all games including the games in the advantageous state than any of the normal set values. Note that the period controlled to the advantageous state when the set value L is set is not fixed, and it is sufficient that the variation in the length of the period controlled to the advantageous state is smaller than the variation in the length of the period of playing games in the advantageous state when the normal set value is set.

[0125] In this way, by adjusting various conditions, the set value L can be set as the set value with the smallest variation in the payout numbers of all games including the games in the advantageous state among the set values 1, 2, 4, 5, 6, and L. These conditions can be used in combination. For example, by adjusting both the payout number of one game in the advantageous state and the period of playing games in the advantageous state, the variation in the payout number of the set value L can be made the smallest among the set values 1, 2, 4, 5, 6, and L. Furthermore, the expected value of the number of balls to come out, the AT winning probability, the payout number of one game in the advantageous state, and the period of playing games in the advantageous state can be adjusted so that the variation in the payout number of the set value L is the smallest among the set values 1, 2, 4, 5, 6, and L.

[0126] Hereinafter, with reference to FIGS. 18 and 19, an example of special suggestion control for suggesting that the set value L is set will be described. FIG. 18 is a diagram showing an example of special suggestion control for suggesting that the set value L is set in a non-game state. FIG. 19 is a diagram showing the slot machine 1 in which a normal set value other than the set value L is set in the non-game state.

[0127] Figures 18 and 19 illustrate the slot machine 1 in a non-game state. The non-game state means a state in which no BET is made, the reels have stopped, and no game is being played. When no game has been played for a certain period of time after entering the non-game state, on the slot machine 1, a demo screen is displayed on the liquid crystal display 51.

[0128] As shown in Figure 18, when the set value L is set, the telop 120 is displayed superimposed on the demo screen. Also, when the set value L is set, the lower panel 55 blinks. Note that the lower panel 55 may be lit instead of blinking. On the other hand, as shown in Figure 19, when a set value other than the set value L is set, the telop 120 is not displayed on the liquid crystal display 51. Also, the lower panel 55 does not light up or blink. Thus, in the slot machine 1 of the present embodiment, when the set value L is set and no game is being played, the telop 120 is displayed and the lower panel 55 blinks, thereby executing special suggestion control. The special suggestion control is control for suggesting to the player that the set value L is set.

[0129] The special suggestion control in the example of Figure 18 is that the telop 120 is displayed and the lower panel 55 is blinking. Note that the special suggestion control may be performed in other ways as long as it can perform a distinguishable suggestion when a set value other than the set value L is set and when the set value L is set. Thereby, in the slot machine 1 of the present embodiment, the player can recognize that the set value L is set when the player is not playing the game, and it is possible to prevent the player from playing the game in a state where the set value L is set. Also, by using the lower panel 55, which is the area with the largest size used for notification, the special suggestion control is performed, so that the fact that the set value L is set can be suitably recognized by the administrator and the player.

[0130] As described above, in the slot machine 1 of the present embodiment, any one of the set values 1, 2, 4, 5, 6, and L can be set. The set value L is the set value among the set values 1, 2, 4, 5, 6, and L for which the expected value of the number of medals that can be awarded in all games including the game in the advantageous state when the set value L is set is the smallest, and among the set values 1, 2, 4, 5, 6, and L, it is the set value for which the expected value of the number of medals that can be awarded in the advantageous state when the set value L is set is the smallest, and among the set values 1, 2, 4, 5, 6, and L, it is the set value for which the variation in the game value that can be awarded in the advantageous state when the set value L is set is the smallest.

[0131] Thereby, by conducting the type test using the set value L, the variation in the number of medals that can be awarded in the advantageous state becomes small and the game is played as designed, so it becomes easier to conform to the type test. On the other hand, when the set value L is set in the market, the expected value of the number of medals that can be awarded in all games including the game in the advantageous state becomes small, or the expected value of the number of medals that can be awarded in the advantageous state becomes small, which is disadvantageous for the player. However, by suggesting that the set value L is set, the player can be suitably made aware that the set value L is set.

[0132] FIG. 20 is a diagram for explaining the order in which the set values are stored. As described above, in the setting change state, the reset / setting switch 38 that functions as a setting switch for changing the payout rate is provided inside the slot machine 1. When the power is turned on in the setting change state, the currently set set value is displayed on the credit display 11 or the game assist display 12. For example, when the set value 1 is set, as shown in FIG. 20(a), the credit display 11 or the game assist display 12 displays the number "1" indicating that the set value 1 is set as a 7-segment.

[0133] In the state of FIG. 20(a), when the reset / setting switch 38 is operated, the main control unit 41 causes the credit display 11 or the game assist display 12 to display "2" as a 7-segment as shown in FIG. 20(b). Further, when the reset / setting switch 38 is operated, the main control unit 41 causes the credit display 11 or the game assist display 12 to display the set values in the order of "4", "5", "6", "L", "1", "2",... as shown in FIGS. 20(c) to (h). In this way, the main control unit 41 reads out the data of the set values stored in the ROM 41b in the order of set values 1, 2, 4, 5, 6, L and causes the credit display 11 or the game assist display 12 to display them.

[0134] More specifically, the correspondence between the set values and the data stored in the ROM 41b or the RAM 41c will be described. When "0" is stored as a data value in the ROM 41b or the RAM 41c, it corresponds to the set value 1. When "1" is stored as a data value, it corresponds to the set value 2. When "2" is stored as a data value, it corresponds to the set value 4. When "3" is stored as a data value, it corresponds to the set value 5. When "4" is stored as a data value, it corresponds to the set value 5. When "5" is stored as a data value, it corresponds to the set value 6. When "6" is stored as a data value, it corresponds to the set value L. Also, the specific data associated with the set values in the ROM 41b or the RAM 41c includes not only the data value indicating the set value itself but also numerical values for process discrimination determined for each set value. For example, the numerical value for process discrimination is the winning rate determined for each combination.

[0135] That is, the ROM 41b stores a plurality of specific data corresponding to each of the set values 1, 2, 4, 5, 6, and L continuously in the storage area. Further, among the plurality of specific data corresponding to each of the set values 1, 2, 4, 5, 6, and L, the specific data corresponding to the set value L is stored at the end of the order in the storage area of the ROM 41b. That is, the order is "1, 2, 4, 5, 6, L". Note that the specific data corresponding to the set value L may be stored at the beginning of the order in the storage area of the ROM 41b. When stored first, the order becomes "L, 1, 2, 4, 5, 6". This makes it easier to distinguish the set value L from the normal set values 1, 2, 4, 5, 6.

[0136] Also, the set value L provided to conform to the type test is displayed using the character "L" other than a number. On the other hand, the normal set values for setting in the market are displayed using numbers. This makes it easier for the administrator of the slot machine 1 to distinguish the set value L from the normal set values other than the set value L, and easier to recognize that the set value L is set.

[0137] [Shutter effect] FIG. 21 is a diagram for explaining the shutter effect. FIG. 21 shows an example of the shutter effect executed using the liquid crystal display 51. The shutter effect is an effect in which the entire area displayed on the liquid crystal display 51 is covered once by the closing of a shutter, a sliding door, or the like, and then the shutter or the sliding door opens and the area displayed on the liquid crystal display 51 is exposed again. The image displayed on the liquid crystal display 51 before and after the shutter or the sliding door closes may be partially or entirely changed. Also, the image displayed on the liquid crystal display 51 before and after the shutter or the sliding door closes may not be changed. Further, the shutter effect can be used when the stage is changed. Thereby, it is possible to suitably display that the stage has changed.

[0138] For example, in the example of FIG. 21(a), the second interval stage in the first state is displayed on the liquid crystal display 51. By executing the shutter effect, as shown in FIG. 21(b), the display area of the liquid crystal display 51 is gradually covered by the shutter. The shutter may be a physical shutter provided separately from the liquid crystal display 51, or may be an image displayed by the liquid crystal display 51. When the shutter is an image, the liquid crystal display 51 also gradually superimposes the shutter on the second interval stage in the first state shown in FIG. 21(a). In FIG. 21(c), the display area of the liquid crystal display 51 is covered by the shutter, and the second interval stage in the first state cannot be visually recognized.

[0139] In FIG. 21(d), the shutter starts to open gradually, and in FIG. 21(e), the shutter finishes opening. As shown in FIG. 21(e), after the shutter effect is performed, an image showing a state of battling an enemy corresponding to the second state is displayed. Subsequently, a method of suggesting to the player that the set value L is set using the shutter effect will be described.

[0140] FIG. 22 is a diagram showing the ratio at which the shutter effect is executed. As shown in FIG. 22, the shutter effect is executed at different frequencies according to the set set value and situation. When the normal set value is set, the shutter effect is not executed in the first situation. The first situation is a situation indicating the normal section, the normal advantageous section, and during the continuous AT effect. Also, when the normal set value is set, the shutter effect is executed with a probability of 1 / 50 in the second situation. That is, in the second situation when the normal set value is set, the shutter effect is executed at an average rate of once every 50 games. When the set value L is set, in the first situation, during the normal advantageous section and during the continuous AT effect, the shutter effect is executed with a probability of 1 / 2. That is, the shutter effect is executed at an average rate of once every 2 games. When the set value L is set, in the normal section, the first state, and the second state, the shutter effect is not executed.

[0141] FIG. 23 is a diagram showing an example of special suggestion control using a shutter effect. As shown in FIG. 23, in the present embodiment, when the set value L is set, in the normal advantageous section, the shutter effect is executed with a probability of 1 / 2. At this time, effects related to the shutter effect when the stage changes or the shutter opens are not executed. As a result, images in which the shutter opens and closes frequently can be displayed, giving the player a sense of discomfort.

[0142] Note that, although the second situation has been described by taking the first state and the second state, which are advantageous states, as examples, the second situation is not limited to the advantageous states. For example, the first situation may be set as the normal advantageous section state, and the second situation may be set as an AT continuous effect. In this case, for example, when the set value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous section state, which is the first situation, and when the normal set value is set, the shutter effect may be executed at least once during the AT continuous effect, which is the second situation.

[0143] In the slot machine 1 according to the present embodiment, when the normal set value is set, the shutter effect is executed at a rate of 1 / 50 in the first state and the second state, which are advantageous states. On the other hand, when the set value L is set, the shutter effect is executed at a higher frequency during the normal advantageous section and the AT continuous effect as compared with the case when the normal set value is set. As a result, in the slot machine 1, the shutter effect, which is only executed during the AT state when the set value L is not set, is executed at a high frequency in the advantageous normal section, making it possible to make the player feel a sense of discomfort. Thereby, it is suggested to the player that the set value L is set.

[0144] In this way, the main control unit 41 executes special suggestion control that suggests that the set value L is set, using the liquid crystal display 51 capable of executing effects used in the game. According to such a configuration, it is possible to cause the player to recognize that the set value L is set while the player is playing the game, and it is possible to prevent the player from continuing to play the game in a state where the set value L is set.

[0145] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and when the set value L among the set values 1, 2, 4, 5, 6, L is set and when the normal set value is set, the execution ratio of the shutter effect is made different as the special suggestion control. Thereby, it is possible to cause the player to recognize that the set value L is set by the execution frequency of the shutter effect.

[0146] When the normal set value is set, the sub-control unit 91 does not execute the shutter effect in the first situation indicating the normal section, the advantageous section normal, and during the AT continuous effect, while executing the shutter effect in the second situation indicating the first state and the second state. Further, when the set value L is set, the main control unit 41 causes the liquid crystal display 51 to execute the shutter effect in the first situation as the special suggestion control. Thereby, by executing the shutter effect in the first situation, it is possible to cause the player to recognize that the set value L is set.

[0147] Further, the shutter effect is an effect of displaying an image of a shield such as a shutter or a sliding door over the entire display area of the liquid crystal display 51. The area where the shutter effect is displayed is not limited to the entire display area of the liquid crystal display 51, and for example, it may be displayed only in the effect area 510 described later. Thereby, it is possible to cause the player to easily recognize that the set value L is set by an effect in which a shield such as a shutter or a sliding door is displayed over the entire display area.

[0148] When the main control unit 41 wins the turn order by internal lottery, it can execute a navigation that notifies navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player. Also, the shutter effect is executed when the navigation is not executed. That is, the shutter effect is not executed when the navigation is executed. Thereby, the display of the navigation effect is not hindered by the execution of the shutter effect.

[0149] [Setting value suggestion effect] Hereinafter, the setting value suggestion effect that suggests the set setting value will be described. FIG. 24 is a diagram for explaining an example of the setting value suggestion effect. In the slot machine 1 of the present embodiment, as normal setting values, setting values 1, 2, 4, 5, and 6 can be set, and as a special setting value, setting value L can be set.

[0150] When executing an effect, the sub-control unit 91 can execute a setting value suggestion effect that suggests the setting value set in the slot machine 1. The sub-control unit 91 acquires a command indicating the setting value from the main control unit at the time of design change. The sub-control unit 91 executes a setting value effect based on the acquired setting value. The setting value suggestion effect can be executed at various timings and in various modes. In FIG. 24, an example in which the setting value suggestion effect is executed together with the result screen displayed when the AT state ends will be described. The result screen is a screen for notifying the number of medals paid out in the AT state, the number of games played, and the like.

[0151] Hereinafter, with reference to FIG. 25, the four types of result screens shown in FIG. 24 will be described. FIG. 25 is a diagram showing the execution ratio of the result screen for each set value. FIG. 24(a) is the character 1 result screen in which character Ch1 is displayed. Referring to FIG. 25, the character 1 result screen is displayed with a probability of 90% when the normal set value is set. Also, the character 1 result screen is displayed with a probability of 100% when the set value L is set. That is, when the set value L is set, when the AT state ends and the result screen is to be displayed, the character 1 result screen is always displayed.

[0152] FIG. 24(b) is the character 2 result screen in which character Ch2 is displayed. The character 2 result screen is a result screen that gives a so-called odd set suggestion. Referring to FIG. 25, the character 2 result screen is displayed with a probability of 10% when the set value 1 or the set value 5 is set. The character 2 result screen is not displayed when the set values 2, 4, 6, L are set. Thus, in the slot machine 1, by displaying the character 2 result screen, it can be suggested that either the set value 1 or 5 is set.

[0153] FIG. 24(c) is the character 3 result screen in which character Ch3 is displayed. The character 3 result screen is a result screen that gives a so-called even set suggestion. Referring to FIG. 25, the character 3 result screen is displayed with a probability of 10% when the set value 2 or the set value 4 is set, and is displayed with a probability of 8% when the set value 6 is set. The character 3 result screen is not displayed when the set values 1, 5, L are set. Thus, in the slot machine 1, by displaying the character 3 result screen, it can be suggested that either the set value 2, 4, or 6 is set.

[0154] FIG. 24(d) is a character 4 result screen on which character Ch4 is displayed. The character 4 result screen is a result screen that gives a so-called confirmation hint for setting value 6. Referring to FIG. 25, the character 4 result screen is displayed with a 2% probability when setting value 6 is set. The character 4 result screen is not displayed when setting values 1, 2, 4, 5, and L are set. Thus, in the slot machine 1, the display of the character 4 result screen can suggest that setting value 6 is set. A setting hint that suggests a set setting value rather than being set to a plurality of setting values, such as the character 4 result screen, is called an individual setting hint. The individual setting hint may be executed for setting value 5, for example, but is preferably suggested for a setting with a payout rate exceeding 100%.

[0155] As described above, in the slot machine 1 of the present embodiment, four types of result screens are displayed. When the character 2 result screen, the character 3 result screen, and the character 4 result screen are displayed, it is easy for the player to guess which of the setting values 1, 2, 4, 5, 6, and L is set. On the other hand, when the character 1 result screen is displayed, it is difficult to guess which setting value is set. As described above, this is because setting value L is a setting value for the purpose of being used in a type test, and the character 1 result screen is uniformly displayed with a 90% probability for a normal setting value for the purpose of being used in the market. Therefore, the character 1 result screen is the result screen in which it is most difficult to recognize which setting value is set. Hereinafter, the setting hint for displaying the character 1 result screen is called a normal setting hint.

[0156] Using FIGS. 24 and 25, it was explained that the set value is suggested by changing the type of character displayed on the result screen that appears when the AT state ends. The set value suggestion effect may be suggested not only by changing the type of character displayed, but also, for example, by changing the background color or pattern displayed as the result screen. Furthermore, the timing at which the set value suggestion effect is executed is not limited to the end of the AT state, and can be executed at various states and timings such as during the advantageous section normal effect, during the AT continuous effect, and during the ending state effect.

[0157] As described above, in the slot machine 1 of the present embodiment, it is possible to execute a setting suggestion for suggesting which of the set values is set among the set values. On the other hand, when the set value L is set, the setting suggestion is not executed. That is, when the set value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. Thereby, when the set value L is set, it is possible to prevent the player from being confused by suggesting only that the set value L is set and not suggesting that the normal set value is set.

[0158] Also, in the slot machine 1 of the present embodiment, on the result screen at the end of the AT state, when the normal set value is set, it is possible to execute the normal setting suggestion, the odd setting suggestion, the even setting suggestion, and the set value 6 determination suggestion, which are the most difficult to recognize which set value is set. When the set value L is set, the character 1 result screen is displayed while the character 2 result screen, the character 3 result screen, and the character 4 result screen other than the normal setting suggestion are not displayed. Thereby, when the set value L is set, it is possible to prevent the player from being confused by the setting suggestion other than the normal setting suggestion.

[0159] Furthermore, in the slot machine 1 of the present embodiment, when the setting value 6 is set among the setting values 1, 2, 4, 5, 6, L, an individual setting suggestion for suggesting that the setting value 6 is set can be executed. On the other hand, when the setting value L is set, the setting value 6 confirmation suggestion, which is an individual setting suggestion, is not executed. As a result, even though the setting value L is set, it can be suggested that one of the normal setting values is set, preventing the player from being confused. Furthermore, it is possible to prevent the player from being confused by displaying an individual setting suggestion that individually suggests that the setting value L is set on the result screen.

[0160] FIG. 26 is a flowchart showing the control content of the initial setting process performed by the main control unit 41. Hereinafter, in order to explain the setting value change process in more detail, the startup process and the initial setting process performed by the main control unit 41 will be described with reference to FIG. 26. The startup process and the initial setting process are subroutines included in the game program.

[0161] When the power supply to the slot machine 1 is started, the main control unit 41 starts up in a state where the timer interrupt is prohibited due to the occurrence of a reset, and performs various processes according to the program stored in the ROM 41b. After starting up, first, the startup setting process included in the game program is performed to initialize all output ports 0 to 9, and the internal registers provided in the main control unit 41 are initialized based on the built-in register initialization table preset in a predetermined area of the ROM 41b, and the initial setting process included in the game program is performed.

[0162] The initial setting process starts with the timer interrupt disabled. In the initial setting process, first, a predetermined area of the input port is referenced (Sa1), and it is determined whether the power-off detection signal output from the power-off detection circuit is in the ON state (Sa2). If the power-off detection signal is in the ON state, it waits until the power-off detection signal becomes the OFF state. After that, when the power supply voltage of the slot machine 1 becomes normal and the power-off detection signal becomes the OFF state, the parity of a predetermined area of the RAM 41c is calculated (Sa3), and a predetermined initial address is set in the stack pointer (Sa4). Then, it is determined whether the parity calculated in the step of Sa3 is normal (Sa5). If the parity is normal, the fixed data for RAM destruction diagnosis set in the predetermined area of the RAM 41c at the time of power-off is acquired (Sa6), and based on the fixed data for RAM destruction diagnosis, it is diagnosed whether the stored content of the RAM 41c has been destroyed (Sa7).

[0163] When it is determined in the step of Sa5 that the parity is normal, and when the stored content of the RAM 41c is diagnosed in the step of Sa7, based on the parity of the RAM calculated in the step of Sa3 and the result of the diagnosis in Sa7, it is determined whether there is an abnormality in the RAM 41c (Sa8). Note that the case where there is an abnormality in the RAM 41c is when the parity is not normal, or when the parity is normal but an abnormality is diagnosed in the stored content.

[0164] When there is an abnormality in the RAM 41c, after saving the value of the flag register in which the operation result is stored among the registers provided in the main control unit 41 by storing it in the game stack area of the game RAM area in a predetermined order (Sa9), the non-game RAM area initialization process included in the non-game program is called and executed (Sa10). Then, in the non-game RAM area initialization process, after initializing the non-game RAM area of the RAM 41c, the process returns to the initial setting process. When returning to the initial setting process, the value of the flag register saved in the game stack area in step Sa9 is sequentially read from the game stack area in the reverse order of when it was saved and set in the flag register, thereby restoring the flag register to the state before the RAM area initialization process is performed (Sa11).

[0165] In the non-game RAM area initialization process, first, the value of the current address of the game stack area indicated by the stack pointer SP used by the calling game program is stored in a predetermined area of the non-game RAM area and saved. Then, by setting a predetermined value of the non-game stack area (the value stored in a predetermined area of the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program) as the value of the stack pointer SP, the stack pointer SP is set for the non-game program. And then, the values of all the registers included in the main control unit 41 including the above flag register are saved by storing them in the non-game stack area of the non-game RAM area specified by the stack pointer SP in a predetermined order. After that, the start address (the first address of the unused area 4) and the end address (the last address of the non-game RAM area) of the RAM to be initialized are specified, and after clearing the data of the specified address with the start address as the initial value of the specified address, the process of updating the specified address to the next address is repeatedly executed until the specified address becomes the end address, thereby initializing the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area 4 to the end of the non-game RAM area). And then, the values of the registers saved and stored in the non-game stack area when starting the non-game RAM area initialization process are sequentially read out from the non-game stack area in the reverse order of saving, and set in the registers corresponding to the order, so that all the registers are restored to the state when starting the non-game RAM area initialization process. After that, by setting the value of the stack pointer SP saved in a predetermined area of the non-game RAM area when starting the non-game RAM area initialization process to the stack pointer SP, the stack pointer SP is restored to the state when starting the non-game RAM area initialization process, and the non-game RAM area initialization process is terminated.

[0166] In the non-game RAM area initialization process, by specifying the start address and end address of the RAM to be initialized, the capacity of the RAM to be initialized is calculated, and the RAM area corresponding to the capacity is sequentially cleared from the start address of the RAM to be initialized, so that the area from the start address to the end address of the RAM to be initialized may be configured to be initialized.

[0167] When it is determined in step Sa8 that there is no abnormality in RAM41c and when the register is restored in step Sa11, the fixed data for RAM destruction diagnosis set in RAM41c is cleared (Sa12), and a RAM destruction-time initialization start address for specifying the address of the game RAM area to be subjected to the initialization process when there is an abnormality in RAM41c is set (Sa13). Thereafter, it is determined whether or not the setting key switch 37 is in the ON state by referring to the input port 2 (Sa14).

[0168] When it is determined in step Sa14 that the setting key switch 37 is in the ON state, setting change processing is performed. In the setting change processing, the set value is determined by operating the reset / setting switch 38 and the start switch 7 in a predetermined procedure, and when it is detected that the setting key switch 37 has been turned OFF, the setting change processing is terminated and the game shifts to a state where it can proceed. Further, in the setting change processing, when starting the setting change processing, a setting command (start) indicating the start of the setting change processing is transmitted to the sub-control unit 91, and when ending the setting change processing, a setting command (end) indicating the end of the setting change processing is issued. Further, in the setting change processing, when ending the setting change processing, the start address of the RAM area to be initialized at the time of setting change is specified and the process returns to the step of the main process. Then, by performing the RAM initialization process in the step of the main process, the area from the start address of the RAM area to be initialized at the time of setting change to the end address of the game RAM area, that is, all the game RAM areas, are initialized. Note that it is also possible to configure to initialize all the game RAM areas except the stack area in use of RAM41c.

[0169] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, based on the parity of the RAM calculated in step Sa3 and the diagnosis result in Sa7, it is determined whether there is an abnormality in the RAM 41c (Sa15). If it is determined that there is no abnormality in the RAM 41c, the output buffer for outputting an external output signal is cleared (Sa16). Also, a reel error counter, which is set in a predetermined area of the RAM 41c and counts the number of times a reel rotation error is detected in the main process described later, is cleared (Sa17). Then, by setting the address at the time of power failure in the stack pointer SP based on the stored content of the RAM 41c, the stack pointer is restored to the state at the time of power failure (Sa18), and port input processing is performed twice in a row (Sa19, Sa20).

[0170] The port input process is a process of updating input state data (input data indicating the current input states of various switches, confirmation data indicating that the input data this time and last time are in the same state, and edge data indicating that the confirmation data has changed since last time) regarding the input states of detection signals of various switches input to the parallel input port 511. In a predetermined area of the game RAM area of the RAM 41c, port input buffers 0 to 2 for storing the input state data of various switches are provided, and the input state data of various switches updated by the port input process are stored in predetermined bits of the port input buffer determined in advance for each type thereof. In the port input process, the detection states (ON state or OFF state) of various switches input to input ports 0 to 2 of the parallel input port 511 are stored as input data in the predetermined bits of the port input buffer. Also, by comparing the detection states (ON state or OFF state) in the port input process this time and last time, when the input data this time and last time are in the same state, the confirmation data is updated to indicate the detection state of the input data this time, while when the input data this time and last time are in different states, the previous confirmation data is maintained. Further, by comparing the confirmation data this time and last time, when the confirmation data changes from the OFF state to the ON state, ON edge data indicating that the confirmation data has changed from the OFF state to the ON state is stored in the predetermined bits of port input buffers 0 to 2, and when the confirmation data changes from the ON state to the OFF state, OFF edge data indicating that the confirmation data has changed from the ON state to the OFF state is stored in the predetermined bits of port input buffers 0 to 2. The input data, confirmation data, and edge data of various switches stored in the port input buffer can be referred to from the game program and the non-game program.

[0171] Also, in the initial setting process, by performing the port input process twice in a row, then when the port input process is performed later, based on the input states of various switches after the initial setting process, that is, the input states of various switches after the power supply to the slot machine 1 is resumed, input state data regarding the input states such as detection signals of various switches is created, so that it is possible to prevent an unintended input situation from being specified. Also, in the port input process, it may be configured to create determination data based on input data obtained by performing the port input process three or more times (for example, the input data this time, last time, and the time before last). In such a configuration, by setting the port input process to be performed in the initial setting process one less time than the number of times of the port input process required to create the determination data, when the port input process is performed after the initial setting process, input state data can be created based on the input states of various switches after the initial setting process.

[0172] After performing the port input process in the steps of Sa19 and Sa20, a predetermined input port is referred to (Sa21), and it is determined whether the reset / setting switch 38 is in the ON state (Sa22). If the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a predetermined area of the RAM 41c (Sa23).

[0173] If it is determined in step Sa22 that the reset / set switch 38 is not in the ON state, and after setting the status data in step Sa23, a return command indicating that the control state before power-off has been restored is sent to the sub-control unit 91 (Sa24). Then, in the command transmission process of the timer interrupt processing (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 is to be sent is set in a predetermined area of the RAM 41c (Sa25). In the command transmission process, usually, a door command is sent when the detection state of the door open detection switch 25 changes. However, when the door command transmission flag is set in a predetermined area of the RAM 41c, a door command indicating the detection state of the door open detection switch 25 is sent regardless of whether the detection state of the door open detection switch 25 has changed.

[0174] And after setting the door command transmission flag in step Sa25, all registers are restored to the state before power-off stored in the RAM 41c (Sa26), the timer interrupt is set to be enabled (Sa27), the initial setting process is terminated and the process proceeds to the timer interrupt processing (main). Then, the process returns to the process in the main process that was being executed before the power supply to the slot machine 1 was stopped.

[0175] On the other hand, if it is determined in step Sa15 that there is an abnormality in the RAM 41c, the game RAM initialization process is performed (Sa28), and the area from the RAM destruction time initialization start address set in step Sa13 to the end of the game RAM area of the RAM 41c is initialized. Then, in the same manner as the processes from steps Sa9 to Sa11, after saving the value of the flag register among the registers in which the flag is set to the game stack area of the game RAM area (Sa29), the non-game RAM area initialization process included in the non-game program is called and executed (Sa30). After initializing all non-game RAM areas of the RAM 41c, the process returns to the calling source, and the registers saved in step Sa29 are restored (Sa31).

[0176] After restoring the register in step Sa31, set the door command transmission flag (Sa32), set the timer interrupt to enabled (Sa33), prepare a RAM error code (E8) indicating that there is an abnormality in RAM41c in a predetermined register (Sa34), and end the initial setting process to transfer to the error process.

[0177] In the error process, control is performed to an error state in which the progress of the game becomes impossible. Also, an error command that can identify the error code (E8) prepared in a predetermined register is transmitted to the sub-control unit 91, and the error code (E8) is set as an error flag that can be referred to in other processes (for example, the sensor monitoring process described later) in a predetermined area of RAM41c. Further, control is performed so that the error code (E8) is displayed on the game auxiliary display 12. After that, control of the error state is performed until it is specified that the release condition of the error state corresponding to the error code (E8) prepared in the predetermined register is satisfied. When the RAM error code (E8) is prepared in a predetermined register and the error state is shifted, by turning on the power switch 39 with the setting key switch 37 turned on, the setting change state is shifted and all game RAM areas are initialized, so that the abnormality of the data in RAM41c can be surely eliminated and the error state can be released. On the other hand, when the power switch 39 is turned on without turning on the setting key switch 37, an abnormality in RAM41c is detected again and the error state is entered again.

[0178] In this way, after the power supply to the slot machine 1 is started, the main control unit 41 first performs the initial setting process. In the initial setting process, according to the state of the main control unit 41 when the power supply to the slot machine 1 is started, it shifts to any one of the timer interrupt process (main), setting change process, and error process. And when shifting to these processes, it is configured to send a command that can identify the type of process to be shifted to the sub-control unit 91. When shifting to the timer interrupt process (main), that is, when returning to the control state before the power supply to the slot machine 1 is stopped, a return command is sent to the sub-control unit 91. When starting the setting change process and shifting to the setting change state, a setting command (start) is sent to the sub-control unit 91. When starting the error process due to an abnormality in the RAM 41c and shifting to the error state, an error command is sent to the sub-control unit 91.

[0179] Note that after the main control unit 41 shifts from the initial setting process to the setting change process, it goes through the setting change state and returns to the state where the game can proceed. When returning to the state where the game can proceed, while sending a setting command (end) that can identify the end of the setting change state to the sub-control unit 91, the return command is not sent. Also, after shifting to the error process due to an abnormality in the RAM 41c, as described above, by shifting to the setting change process and releasing the error state, it returns to the state where the game can proceed. Even when the error process ends and returns to the state where the game can proceed, the return command is not sent to the sub-control unit 91.

[0180] In this way, the main control unit 41 is activated by the start of the power supply to the slot machine 1, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 by the startup setting process.

[0181] Also, after performing the startup setting process, the main control unit 41 performs the initial setting process included in the game program. And in the initial setting process, when it is determined that there is an abnormality in the RAM 41c, the non-game RAM area initialization process included in the non-game program is called to initialize a predetermined area of the non-game RAM area of the RAM 41c. Also, in the initial setting process, the RAM initialization process included in the game program is called to initialize a predetermined area of the game RAM area of the RAM 41c. The game RAM area is initialized by the game program, and the non-game RAM area is configured to be initialized by the non-game program.

[0182] [Specific Increment Process During Setting Change Processing] FIG. 27 is a flowchart showing the control content of the setting change process performed by the main control unit 41. The main control unit 41 transmits a setting command (S112) and shifts to the setting change state (S113). By shifting to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. Then, the main control unit 41 converts the value in the A register into a display value (S115).

[0183] Specifically, when "0" is stored as the setting value in the RAM 41c, it is converted into "1", which is the numerical value for display. When "1" is stored as the setting value in the RAM 41c, it is converted into "2", which is the numerical value for display. When "2" is stored as the setting value in the RAM 41c, it is converted into "4", which is the numerical value for display. When "3" is stored as the setting value in the RAM 41c, it is converted into "5", which is the numerical value for display. When "4" is stored as the setting value in the RAM 41c, it is converted into "6", which is the numerical value for display. When "5" is stored as the setting value in the RAM 41c, it is converted into "L", which is the character for display. As shown in FIG. 20, the main control unit 41 causes the credit display 11, which is the setting value display, to display the converted setting value (S116). Then, it is determined whether the reset / setting switch 38 has been operated (S117).

[0184] When the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes a specific increment process. The specific increment process is a process including an addition process, a determination process, and a regression process. During the period when the specific increment process is being executed, the interrupt process is not executed even if the interrupt inhibition process is not performed based on the interrupt inhibition command. That is, during the execution of the specific increment process, the main control unit 41 prohibits the execution of the interrupt even if the specified time when the timer interrupt occurs is reached or the condition for the interrupt to occur is satisfied. Also, the specific increment process is used for various purposes, and in the example of FIG. 27, it is used for the addition of the set value.

[0185] Specifically, the main control unit 41 executes an addition process of adding a value indicating the set value stored in the A register (S118). After that, the main control unit 41 executes a determination process of determining whether the value indicating the set value stored in the A register is the same as a specific value (S119). The specific value is a value determined according to the purpose for which the specific increment process is used and is stored in the ROM 41b. The specific value in the specific increment process used for the addition of the set value is 6. Also, in the specific determination process, 6 which is the specific value is subtracted from the set value after the addition, and it is determined whether the subtraction result is 0 to determine whether the set value after the addition and the specific value are the same. More specifically, when the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0186] As a result of the determination process, when the subtraction result becomes 0, the main control unit 41 executes a regression process of correcting the set value stored in the A register to 0 (S120). The case of executing the regression process is when the value stored in the A register is "6". In the set values 1, 2, 4, 5, 6, L set in this embodiment, "0, 1, 2, 3, 4, 5" are associated as data values stored in the RAM 41c or the ROM 41b. That is, no set value corresponding to the data value "6" is provided. Therefore, the main control unit 41 executes the regression process and returns the data value stored in the A register to "0". As a result, when an addition process is performed on the data value "5" indicating the set value L, it can be corrected to the data value "0" indicating the set value 1. After executing the regression process, the main control unit 41 returns the process to S116. Also, when the subtraction result does not become 0, the main control unit 41 does not execute the regression process and returns the process to S116.

[0187] More specifically, when the value stored in the carry flag C is "1", the main control unit 41 calculates the exclusive OR between the values stored in each bit of the A register and the values stored in each of those bits for all bits included in the A register. That is, since the exclusive OR between the same values for all bits is calculated, the values of all bits of the A register become "0".

[0188] In this way, in the slot machine 1 of this embodiment, by executing the specific increment process, the value of the A register does not become a numerical value greater than the specific value. As a result, the credit display 11 can be appropriately switched in display as shown in FIGS. 20(f) to 20(g). Also, when executing the specific increment process, the main control unit 41 prohibits the interrupt process even if the interrupt prohibition process based on the interrupt prohibition command is not executed. That is, the main control unit 41 automatically prohibits the interrupt process based on the execution of the specific increment process. As a result, it is possible to automatically prevent the set value from being updated to an unintended value due to the execution of the interrupt process.

[0189] When the reset / set switch 38 is not operated in S117 (NO in S117), the main control unit 41 determines whether the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. If the start switch 7 has been operated (YES in S121), the main control unit 41 determines whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control unit 41 executes an initialization process (S123).

[0190] After executing the initialization process, the main control unit 41 converts the value of the A register into a set value and stores it (S124), sends a setting end command (S125), and sets a standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 ends the setting change state (S127).

[0191] [Specific decrement process during payout process] In the above, an example in which a specific increment process is executed in the setting change process has been described. Subsequently, an example in which a specific decrement process is executed during the payout process will be described. FIG. 28 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. The payout process in FIG. 28 is a process executed in S18 of the main process.

[0192] When the result of the winning determination indicates that a win has occurred, compare the number of medals to be awarded set when the win was determined with the number of medals already paid out (the payout number), and check whether the payout has been completed (Si1). If the payout has not been completed, determine whether an insertion error (an error determined when medal insertion is detected outside the period when medal insertion is permitted) has occurred (Si11). If it is determined in the step Si11 that no error has occurred, proceed to the step Si2. If it is determined in the step Si11 that an insertion error has occurred, set an error code indicating the insertion error during payout in the register (Si12), and proceed to the step Si2.

[0193] In the step Si2, check whether credit can be added based on whether the credit has reached the upper limit (Si2). If credit can be added, wait for the time of the credit payout interval (Si3), then increment the credit by 1 (Si4). After the process of Si3, increment the value of the medal OUT signal output counter indicating the remaining number of output times of the medal OUT signal by 1 (Si5), execute the payout number subtraction process (Si6), and then return to the step Si1 again.

[0194] If credit cannot be added in the step Si2, perform the payout process for 1 medal (Si7), then increment the value of the medal OUT signal output counter by 1 (Si8), proceed to the step Si9, execute the payout number subtraction process, and return to the step Si1 again.

[0195] In the 1 - medal payout process in the step Si7, control is performed to drive the hopper motor to pay out 1 medal. Proceed to the step Si8 only when the payout of 1 medal is normally detected by the payout sensor. Also, monitor whether a medal jam has occurred or whether the medals have run out. When it is determined that a medal jam or the medals have run out, stop the hopper motor, set a payout error in the register, and transfer to the error process. After the payout error is cleared, return to the main process.

[0196] If the payout has been completed in step Si1, the drive of the hopper motor is stopped (Si10), and the process proceeds to the end-of-process processing. In this way, in the payout process, each time one medal is detected by the payout sensor by the one-coin payout process, or each time the credit is incremented by 1, the value of the medal OUT output counter is incremented by 1.

[0197] Figure 29 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. The one-coin payout process in Figure 29 is the process executed in Si7 and Si9 of Figure 28. The payout number subtraction process corresponds to the specific decrement process. The specific decrement process is a process including a subtraction process, a determination process, and an update process, and during the period in which the specific decrement process is being executed, the interrupt process is not executed even if the interrupt prohibition process is not performed based on the interrupt prohibition instruction. That is, the main control unit 41 prohibits the execution of the interrupt even if the specified time for the timer interrupt to occur or the condition for the interrupt to occur is satisfied during the execution of the specific decrement process. Also, the specific decrement process is used for various purposes, and in the example of Figure 29, it is used for the process of subtracting the payout number.

[0198] The main control unit 41 stores the address of the RAM 41c stored in the HL register in the A register (SD1). The HL register means two registers, the H register and the L register, which are auxiliary registers. When it is determined that a bonus has won during the winning determination process, the HL register stores the address of the RAM 41c in which the remaining number of medal pieces to be paid out by the bonus is stored. That is, for example, when the specified number of medal pieces paid out by BB is 345 pieces, immediately after the BB win, data indicating 345 pieces is stored at the address of the RAM 41c. After that, triggered by the payout of 15 pieces, the data stored at the address is subtracted to 310 pieces in the following manner. The data stored at the address is hereinafter referred to as the "remaining payout value". The specified number of payout medals is not limited to 345 pieces, and may be, for example, a number of medals such as 17 pieces. After the main control unit 41 stores the remaining payout value stored at the address indicated by the HL register in the A register, it executes a specific decrement process.

[0199] Specifically, the main control unit 41 executes a subtraction process of subtracting 1 from the value indicating the remaining payout value stored in the A register (SD1). At this time, when the value of all bits of the A register is "0", by performing the subtraction process, all bits of the A register become a value indicating "F". That is, a carry occurs, and due to the occurrence of the carry, the value of the carry flag C of the flag register (F register) becomes "1". When no carry occurs, the value of the carry flag C of the flag register is "0".

[0200] The main control unit 41 executes a determination process (SD3) to determine whether the value of the carry flag in the flag register is "1". As a result of the determination process, if the value stored in the carry flag is "1", the main control unit 41 executes an update process (SD4) to correct the set value stored in the A register to 0. The case of executing the update process is when a carry occurs and the value stored in all bits of the A register becomes "F". The main control unit 41 can correct the value of the A register to "0" by the update process when a carry occurs. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).

[0201] In this way, in the slot machine 1 of the present embodiment, by executing the specific decrement process, the value of the A register does not enter a state after a carry occurs. Also, when the main control unit 41 executes the specific decrement process, it prohibits interrupt processing even if interrupt prohibition processing based on an interrupt prohibition instruction is not executed. That is, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific decrement process. Thereby, it is possible to automatically prevent the remaining payout value from being updated to an unintended value due to the execution of interrupt processing.

[0202] [Specific Decrement Process in Time Counter Update Process] Above, an example in which the specific decrement process is executed during the payout process has been described. Subsequently, an example in which the specific decrement process is executed in the time counter update process will be described. A timer counter for measuring the time interval used by the main control unit 41 for game progress control and the like will be described.

[0203] The main control unit 41 sets an initial value corresponding to the elapsed time as the timer value of the timer counter assigned to the RAM 41c, and periodically subtracts the timer value in the timer interrupt process (main), and identifies that the elapsed time has passed when the timer value becomes 0. More specifically, when the condition for starting the time measurement is satisfied in the main process, the main control unit 41 sets the initial value of the timer value corresponding to the elapsed time in the area assigned to the timer counter corresponding to the condition.

[0204] The set timer value is decremented by 1 every approximately 2.24 ms until it becomes 0 in the time counter update process of the timer interrupt process (main). In the main process, the address of the corresponding timer counter is acquired, the acquired value is read, it is determined whether the read value is not 0, and when it is determined that the read value is 0, it is identified that the elapsed time has passed. In the present embodiment, a plurality of timer counters can be used. For example, a 1-byte timer with an initial value of 1 byte or less and a 2-byte timer with an initial value exceeding 1 byte and 2 bytes or less can be used.

[0205] The timer counters used in the present embodiment include a 1-byte timer A, a 1-byte timer B, a 1-byte timer C with an initial value of 1 byte or less, and a 2-byte timer with an initial value exceeding 1 byte and 2 bytes or less. Note that the timer counter may include a plurality of 2-byte timers.

[0206] The 1-byte timer is a timer for measuring a relatively short period that can be measured with a timer value within 1 byte. For example, an external output signal timer for measuring the output period of an external output signal, an LED update timer for measuring the output update period of an LED, a stop invalid timer for measuring the period until a stop operation is enabled again after detection of a stop operation, a payout wait timer for measuring the period until medal payout starts after reel stop, an input detection timer for measuring the period since the ON of an inserted medal sensor is detected, an input port detection timer for measuring the period since the ON of an input port sensor is detected, a payout detection timer for measuring the period since the ON of a payout sensor is detected, a start-up timer for measuring the period until a stop operation becomes valid after reel rotation starts, and the like.

[0207] The 2-byte timer is a timer for measuring a relatively long period that cannot be measured with a timer value within 1 byte. For example, a 1-game time timer for measuring the specified time required for 1 game (about 4.1 seconds), a security signal timer for measuring the minimum output period of a security signal among external output signals, a standby time timer for measuring the period since the end of a game, a hopper empty timer for measuring the period during which a payout sensor is not detected after driving a hopper motor, and the like.

[0208] The 1-byte timer A, 1-byte timer B, and 1-byte timer C are each allocated to 1 byte in a continuous 3-byte area of the RAM 41c. The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated to a continuous area of the RAM 41c. The 2-byte timer is allocated to a continuous 2-byte area of the RAM 41c. Hereinafter, the area to which the 1-byte timer is allocated is referred to as a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are allocated according to a predetermined rule. Note that the area to which consecutive addresses are allocated according to a predetermined rule is, for example, an area to which a start address and addresses obtained by adding N (N is a natural number) to the start address are allocated.

[0209] FIG. 30 is a flowchart showing the control content of the time counter update process executed by the main control unit. In the time counter update process, first, as the number of times of processing for one byte, the number of timer counters of one byte to be updated (in this embodiment, 3) is set (ST1), and the head address of the one-byte timer group is stored in the HL register (ST2). In other words, by storing the head address of the one-byte timer group in the HL register, a pointer is set to the head address of the one-byte timer group.

[0210] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the count value stored at the head address of the one-byte timer group is stored in the A register. The main control unit 41 executes specific decrement processing in ST4, 5, and 7. The specific decrement processing is a process including a subtraction process, a determination process, and an update process, and is a process in which an interrupt process is not executed even if an interrupt inhibition process is not performed based on an interrupt inhibition instruction during the period in which the specific decrement processing is being executed.

[0211] As a subtraction process in the specific decrement process, the main control unit 41 subtracts 1 from the value of the A register (ST4). At this time, when the value of all bits of the A register is "0", by performing the subtraction process, all bits of the A register become a value indicating "F". That is, a carry occurs, and due to the carry, the value of the carry flag C of the flag register (F register) becomes "1". When no carry occurs, the value of the carry flag C of the flag register is "0".

[0212] The main control unit 41 executes a determination process (ST5) to determine whether the value of the carry flag in the flag register is "1". As a result of the determination process, if the value stored in the carry flag is "0", the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6). As a result of the determination process, if the value stored in the carry flag is "1", the main control unit 41 executes an update process (ST7) to correct the set value stored in the A register to 0. After executing the update process, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6).

[0213] The main control unit 41 determines whether the number of processing times after subtraction is 0 (ST9). If the number of processing times after subtraction is not 0 in step ST9, that is, if the update of all 1-byte timers has not been completed, the main control unit increments the address indicated by the HL register by 1 (ST10) and returns to step ST4. That is, the pointer is incremented and the reference address is advanced. As a result, the pointer moves to the address of the unprocessed 1-byte timer, and if the value of 1 byte at the specified address is not 0, it is subtracted.

[0214] In this way, the specific decrement process can also be used for the time counter update process. As a result, the value of the A register will not be in a state after a carry occurs. Also, when the main control unit 41 executes the specific decrement process, it prohibits interrupt processing even if the interrupt prohibition process based on the interrupt prohibition instruction is not being executed. That is, the main control unit 41 automatically prohibits interrupt processing based on the execution of the specific decrement process. Thereby, it is possible to automatically prevent the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of interrupt processing.

[0215] Furthermore, as described above, in the present embodiment, a plurality of 1-byte timers are provided, and in order to simplify the processing, counting (subtraction processing) is executed for all of the plurality of 1-byte timers. The main control unit 41 does not always use all of the plurality of 1-byte counters. For example, it may be assumed that the main control unit 41 wants to use only the 1-byte counter A among the 1-byte counter A, 1-byte counter B, and 1-byte counter C. At this time, if the time counter update process is executed, subtraction processing will also be performed on the 1-byte counter B and the 1-byte counter C.

[0216] However, as in the present embodiment, since the subtraction process is provided as a specific decrement process, even if the subtraction process is performed on the 1-byte counter B and the 1-byte counter C and they become "0", there is no carry. Thereby, in the time counter update process, it is possible to prevent the count value of the 1-byte timer from becoming an abnormal value while executing the subtraction process for the plurality of 1-byte timers.

[0217] [Specific increment process in ceiling game count process] Hereinafter, an example in which a specific increment process is used in the ceiling game count process will be described. As described above, in the slot machine 1 of the present embodiment, the upper limit of the number of games is defined during normal advantageous periods. By reaching the upper limit of the number of games predetermined during the normal advantageous period, a forced transition to the AT state is made regardless of the reach point. The ceiling game count value for determining whether the ceiling has been reached is stored by the RAM 41c. The main control unit 41 adds the ceiling game count value using a specific increment process each time a game during the normal advantageous period is executed. The main control unit 41 determines whether to transition to the AT state based on whether the ceiling game count value has reached the ceiling. That is, the ceiling game count value is a value for selecting data, and hereinafter, it is also referred to as a data selection value.

[0218] An example in which a specific increment process is used for the ceiling game count process will be described in more detail. The ceiling game count process is executed within the gaming machine information calculation process (S18) in the main process of FIG. 15. FIG. 31 is a flowchart showing the control content of the gaming machine information calculation process executed by the main control unit 41. As shown in FIG. 31, in the gaming machine information calculation process, first, the values of all registers are saved on the stack (SF1). Then, after executing the ceiling game count process (SF2), after restoring the values of the registers saved in SF1 (SF3), the gaming machine information calculation process is terminated and the process returns to the main process.

[0219] FIG. 32 is a flowchart showing the control content of the ceiling game count process executed by the main control unit 41. In the ceiling game count process, first, the address of the RAM 41c in which the ceiling game count value is stored is stored in the HL register (SI1). In other words, by storing the address of the RAM 41c in the HL register, a pointer is set to the address in which the ceiling game count value is stored.

[0220] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SI2). That is, the ceiling game count value is stored in the A register. The main control unit 41 executes a specific increment process in SI3, 4, and 6. The specific increment process is a process including an addition process, a determination process, and a return process. During the period in which the specific increment process is being executed, the interrupt process is not executed even if the interrupt inhibition process is not performed based on the interrupt inhibition instruction.

[0221] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SI3). That is, assuming that a game in the normal advantageous section is executed, the game is added to the ceiling game count value. After that, the main control unit 41 executes a determination process to determine whether the ceiling game count value stored in the A register is the same as a specific value (SI4). The specific value in the ceiling game count process is the upper limit number of games in a game in the normal advantageous section, for example, 1280 games. That is, the main control unit 41 determines whether the ceiling game count value has reached 1280.

[0222] In a more specific determination process, 1280, which is the specific value, is subtracted from the value of the A register after addition, and it is determined whether the subtraction result is 0, thereby determining whether the ceiling game count value and the specific value are the same. When the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0223] As a result of the determination process, when the subtraction result is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (SI5). The case of executing the regression process is when the ceiling game count value has reached the upper limit number of games. Therefore, the main control unit 41 causes a transition to the AT state. When the AT state ends and a transition is made to the normal advantageous section, the main control unit 41 starts adding the ceiling game count value again. At this time, the ceiling game count value has already been corrected to "0" in the regression process of the ceiling game count process.

[0224] As described above, in the slot machine 1 of the present embodiment, by executing the specific increment process, the value of the A register does not become a numerical value equal to or greater than the specific value. As a result, it is possible to prevent the count of the ceiling game number from starting from an abnormal value. Further, when executing the specific increment process, the main control unit 41 prohibits the interrupt process even if the interrupt prohibition process based on the interrupt prohibition command is not executed. That is, the main control unit 41 automatically prohibits the interrupt process based on the execution of the specific increment process. As a result, it is possible to automatically prevent the ceiling game number count value from being updated to an unintended value due to the execution of the interrupt process.

[0225] [Specific increment process in bet number setting process] Hereinafter, an example in which the specific increment process is used in the bet number setting process will be described. As described above, in the slot machine 1 of the present embodiment, when the 1 BET switch 65 is pressed in a state where the maximum bet number (3 medals) is set, the bet number for 2 medals is canceled. That is, the state becomes a state where 1 medal is set as the bet number. The bet number is stored by the RAM 41c.

[0226] FIG. 33 is a diagram for explaining that the lighting mode of the BET LED changes each time the 1 BET switch 65 is pressed. As shown in FIG. 33(a), in a state where no medal is bet, none of the 1 BET LED 14, 2 BET LED 15, and 3 BET LED 16 lights up. When the 1 BET switch 65 is pressed, a state is reached where 1 medal is bet. That is, as shown in FIG. 33(b), the 1 BET LED 14 lights up. When the 1 BET switch 65 is pressed again, a state is reached where 2 medals are bet. That is, as shown in FIG. 33(c), the 1 BET LED 14 and the 2 BET LED 15 light up.

[0227] Once again, when the 1 BET switch 65 is pressed, three medals are wagered. That is, as shown in FIG. 33(d), the 1 BET LED 14, 2 BET LED 15, and 3 BET LED 16 light up. Once again, when the 1 BET switch 65 is pressed, the wager for two medals is canceled from the wager for three medals. That is, as shown in FIG. 33(d), the 1 BET LED 14 lights up.

[0228] The main control unit 41 adds the wager stored by the RAM 41c using a specific increment process each time the 1 BET switch 65 is pressed. The main control unit 41 determines whether to execute a wager cancellation process according to the number of wagers stored by the RAM 41c. That is, the wager stored by the RAM 41c is a numerical value for determining the wager cancellation process, and hereinafter is also referred to as a process determination numerical value.

[0229] An example in which the specific increment process is used for the wager setting process will be described in more detail. The wager setting process is executed by the main control unit 41. FIG. 34 is a flowchart showing the control content of the wager setting process executed by the main control unit 41. The main control unit 41 first determines whether the pressing of the 1 BET switch 65 has been detected (SR1). If the pressing of the 1 BET switch 65 is not detected, the main control unit 41 returns the process to SR1. The main control unit 41 stores the address of the RAM 41c in which the wager is stored in the HL register (SR2). In other words, by storing the address of the RAM 41c in the HL register, a pointer is set to the address in which the wager is stored.

[0230] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SR3). That is, the bet count is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, 6. The specific increment processing is a process including an addition process, a determination process, and a regression process. During the period when the specific increment processing is being executed, the interrupt process is not executed even if the interrupt prohibition process is not performed based on the interrupt prohibition instruction.

[0231] As an addition process in the specific increment processing, the main control unit 41 adds 1 to the value of the A register (SR4). That is, assuming that a game in the normal advantageous section has been executed, the game is added to the ceiling game number count value. After that, the main control unit 41 executes a determination process of determining whether the ceiling game number count value stored in the A register is the same as a specific value (SR5). Since the specific value in the bet count setting process is 4 because the maximum bet count is 3 sheets. That is, the main control unit 41 determines whether the 1 BET switch 65 has been pressed in a state where the maximum bet count of 3 sheets is set.

[0232] In a more specific determination process, by subtracting 4, which is the specific value, from the value of the A register after the addition and determining whether the subtraction result is 0, it is determined whether the bet count and the specific value are the same. If the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0233] As a result of the determination process, if the subtraction result is 0, the main control unit 41 executes a regression process of correcting the bet count stored in the A register to 1 (SR6). Here, the regression process corresponds to the bet count cancellation process. Therefore, the main control unit 41 controls to a state where one medal is bet.

[0234] Thus, in the slot machine 1 of this embodiment, by executing the specific increment process, the value of the A register does not become a numerical value equal to or greater than the specific value. Thereby, it is possible to prevent the number of bets from becoming an abnormal value. Further, when executing the specific increment process, the main control unit 41 prohibits the interrupt process even if the interrupt prohibition process based on the interrupt prohibition command is not executed. That is, the main control unit 41 automatically prohibits the interrupt process based on the execution of the specific increment process. Thereby, it is possible to automatically prevent the number of bets from being updated to an unintended value due to the execution of the interrupt process.

[0235] [Point Map] With reference to FIG. 35, an example of the point map used in the advantageous section during normal times will be described. FIG. 35 is a diagram for explaining an example of the point map. As shown in FIG. 35(a), in the display area of the liquid crystal display 51, there are included an effect area 510 where an effect image related to the game such as a background image is displayed, and a map area 520 where the point map is displayed. The effect area 510 is located near the center on the screen of the liquid crystal display 51 and is a display area that occupies most of the display area. The map area 520 is located at the upper end of the screen of the liquid crystal display 51 (in this embodiment, the lower part and the right end of the screen) and is a display area smaller than the effect area 510.

[0236] In the point map of the map area 520, an update image 520a that displays the updated value of the points accumulated based on the game, arrival icon images 520c, 520d, 520e that decorate the arrival points that are the targets of the accumulated points, a final icon image 520f that decorates the final points, and a moving image 520b consisting of a character (hereinafter also referred to as a "moving character") that moves toward the arrival point corresponding to the accumulated points are integrally displayed. In the present embodiment, a plurality of points such as 100p, 300p, and 600p are set as the arrival points, and 1000p is set as the final point. Since the arrival points are not displayed in the update image 520a, the player comes to pay attention to the arrival points decorated by the arrival icon images as well as the updated value in the update image 520a.

[0237] In the normal advantageous section, when points are awarded by a point acquisition lottery, the updated value is updated by the amount of the awarded points, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table described later. Further, as the moving character moves to a position corresponding to the updated value, it approaches the target arrival point. While the moving character is moving, the number of the arrival point and the arrival icon are always displayed, so the player can easily recognize the number of points until reaching the arrival point based on the distance between the moving character and the target position of the moving character. When the moving character reaches the arrival point, an AT lottery is conducted, and it is possible to shift to the first state (AT winning) based on the lottery.

[0238] As shown in FIG. 35(b), when the current update value is 50p, the moving character stops at the position of 50p on the map 520m. As shown in FIG. 35(c), then, when 10p is added, the update value is updated to 60p, and the moving character moves on the map 520m to the position of 60p. As shown in FIG. 35(d), then, when 50p is further added, the update value is updated to 110p, and the moving character moves on the map 520m to the position of 110p. In this case, since the moving character has reached the position of 100p, an AT lottery is performed.

[0239] [Effect of Point Update] FIG. 36 is a diagram for explaining an example of the point update effect. The point update effect is an effect for showing the player the number of points awarded by the point acquisition lottery. As shown in FIG. 36, a character image PI indicating the number of points awarded is displayed near the center of the liquid crystal display 51. Such a point update effect is executed at the timing when the start switch 7 is pressed in the next game after the game in which the point acquisition lottery has been performed. That is, the sub-control unit 91 executes an update effect suggesting that the value of the point counter has been updated when the next game after the game in which the point acquisition lottery has been performed starts.

[0240] FIG. 37 is a diagram showing an example of a point acquisition lottery process. In FIG. 37, the point acquisition lottery process executed by the main control unit 41 will be described using a flowchart. The point acquisition lottery process is executed during the normal advantageous period shown in FIG. 4. In the game end payout control process (S22) shown in FIG. 14, the main control unit 41 can execute the point acquisition lottery process. The main control unit 41 determines whether or not the stop switch 8L (left stop switch) has been operated as a first stop operation during the reel stop process (S15) (step Sp1). That is, it is determined whether or not it is a normal operation in which the stop switch 8L is pressed. When the main control unit 41 is operated in an irregular procedure (NO in step Sp1), a penalty setting is performed (step Sp2). The penalty setting during the normal advantageous period is, for example, a process of changing the lottery probability of the privilege lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process executed in the next game to be lower than the point acquisition probability when no penalty setting is made. As a result, the probability of being given points only in the next game decreases, which is a disadvantageous control for the player. Thus, in the penalty setting, a setting that is disadvantageous to the player may be performed, but no setting may be performed. That is, the fact that the point acquisition lottery process itself shown in step Sp3 is not executed is the penalty in the game.

[0241] When the stop switch 8L (left stop switch) is operated as the first stop operation (YES in step Sp1), the main control unit 41 executes a point acquisition lottery process shown in the table shown in FIG. 38 (step Sp3). FIG. 38 is a diagram showing a table of privilege lottery processes. As shown in FIG. 38(a), the main control unit 41 executes a point acquisition lottery process based on the flag category. In FIG. 38(a), for each flag category, it is shown at what ratio each of 0 points, 1 point, 10 points, 50 points, and 100 points is awarded as the number of points. As shown in FIG. 38(a), when the flag category FC4 wins, the expected value of the points obtained by the point acquisition lottery is derived as 10 points × (179 / 256) + 50 points × (64 / 256) + 100 points × (13 / 256), so it is about 25 points. Also, when the flag category FC6 wins, the expected value of the points obtained by the point acquisition lottery is derived as 50 points × (51 / 256) + 100 points × (205 / 256), so it is about 90 points.

[0242] Also, as shown in FIG. 38(b), the main control unit 41 executes an AT lottery process based on the reached points. FIG. 38(b) shows at what ratio the winning of AT is awarded for each reached point. Also, the winning ratio of AT at the time of reaching the ceiling game is described.

[0243] When operated in an irregular procedure (NO in step Sp1), the main control unit 41 ends the out-ball control process at the end of the game shown in FIG. 14 without executing the point acquisition lottery process. That is, when operated in an irregular procedure, the main control unit 41 does not update the value of the point counter.

[0244] For example, when the flag category of the winning role in the internal lottery process in step S2 of the main process shown in FIG. 14 is FC0, points are not awarded with a probability of 125 / 256, 1 point is awarded with a probability of 76 / 256, 10 points are awarded with a probability of 51 / 256, and 50 points are awarded with a probability of 3 / 256. Also, when the flag category of the winning role in the internal lottery process in step Sp1 is FC7, 50 points are awarded with a probability of 51 / 256, and 100 points are awarded with a probability of 204 / 256, but the awarded points are never determined to be 0 points. Returning to FIG. 37, the main control unit 41 determines whether points have been obtained in the point acquisition lottery process of step Sp4 (step Sp4). When the main control unit 41 determines that points have been obtained (YES in step Sp4), it executes a point awarding process (step Sp5). The point awarding process is a process in which the main control unit 41 updates the points stored in the RAM 41c and stores the number of obtained points in the command "points" in the game end command transmitted to the sub-control unit 91 at the third stop.

[0245] After the main control unit 41 executes the point awarding process (step Sp5), it ends this process. Also, when the main control unit 41 determines that points have not been obtained (NO in step Sp4), it ends this process without executing the point awarding process.

[0246] As described above, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. That is, when an irregular operation is performed, the fact that the point acquisition lottery process is not executed serves as a penalty for the player. As a result, when the stop switch is operated by a normal operation, the value of the points for controlling to the first state is updated, while when it is operated by an irregular procedure, a penalty can be given such that the value of the points is not updated. Therefore, the player can be encouraged to operate by a normal operation. Further, regardless of the result of the internal lottery process, since a penalty is given when an irregular procedure is operated, the player can be encouraged to perform a normal operation.

[0247] FIG. 39 is a diagram showing an example in which a point update effect is executed based on normal operation. In FIG. 39, the relationships among (a) the operations of the player, (b) the processes of the main control unit 41, and (c) the processes of the sub-control unit 91 are shown at timings t1 to t7. As shown in FIG. 39, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 executes an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as the first stop operation. That is, a normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8L has been operated as the first stop operation. At timing t3, the stop switch 8L is operated as the second stop operation. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8C has been operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R has been operated as the third stop operation. Based on the fact that the third stop operation has been performed after the normal operation, the main control unit 41 executes a point acquisition lottery process. In the example of FIG. 39, in the point acquisition lottery process, the acquired points are 1 point or more. After executing the point acquisition lottery process, the main control unit 41 executes a point awarding process at timing t5.

[0248] At timing t5, point awarding processing is performed, and the main control unit 41 transmits an end-of-game command to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, a command "point" that can specify the number of acquired points (hereinafter, may simply be referred to as acquired points) is transmitted to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 does not execute the point update effect shown in FIG. 36, such as displaying the acquired points on the liquid crystal display 51, but waits. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a win as the ED transfer number and the advantageous section number.

[0249] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded by a win as data for display on a winning ratio monitor (not shown). The winning ratio monitor usually displays numerical values indicating the performance of the slot machine (hereinafter, also referred to as "winning ratio information"). The numerical values indicating the performance of the slot machine are, for example, the payout ratio of designated winning items to the total cumulative payout number, the continuous winning item payout ratio during the past 6000 games, the winning item payout ratio during the past 6000 games, the continuous winning item payout ratio to the total cumulative payout number, the winning item payout ratio to the total cumulative payout number, and the winning item etc. state ratio to the total cumulative payout number. The main control unit 41 stores the number of medals awarded by a win in the RAM 41c in order to display the winning ratio information on the winning ratio monitor. Therefore, the main control unit 41 adds the number of medals awarded by the winning determination process at timing t5 to the data stored as the winning ratio information in the RAM 41c. That is, the main control unit 41 updates the winning ratio information. As a result, the game started at timing t1 ends.

[0250] At timing t7, the start switch 7 is pressed again. That is, a new next game is started. Here, the sub-control unit 91 executes a point update effect for the acquired points received at timing t5. That is, the sub-control unit 91 suggests by the point update effect that the value of the point counter was updated in the game before the game in which the point update effect is executed.

[0251] FIG. 40 is a diagram showing an example in which a point update effect is not executed based on an irregular operation. In the example of FIG. 20, compared with FIG. 39, at timing t2, as the first stop operation, the stop switch 8L is not operated, which is different. That is, FIG. 40 shows an example in which an irregular operation is performed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes a cancellation effect. The cancellation effect is an effect indicating that the point acquisition lottery process was not executed due to an irregular operation that is not a normal operation, and is an effect such as canceling an effect of displaying an image suggesting a winning combination. In the slot machine 1 of the present embodiment, the effect of dimming the display of the liquid crystal display 51 executed by the sub-control unit 91 corresponds to the cancellation effect. The cancellation effect may be not only the effect of dimming but also an effect of displaying a character image such as "Please press from the left stop switch". Or, it may be an effect of ending the execution of the point suggestion effect during execution and returning to the normal image before the point suggestion effect is executed.

[0252] Also, because an irregular operation has been performed, the main control unit 41 does not execute the point acquisition lottery process at timing t4 and does not execute the point awarding process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points and does not execute the point update effect at timing t7 which is the start of the next game. On the other hand, even when an irregular operation has been performed, at timing t5, the main control unit 41 updates the ED transfer number, the number of advantageous interval sheets, and the combination ratio information.

[0253] As described with reference to FIGS. 39 and 40, in the slot machine 1 according to the present embodiment, only when a normal operation is performed in a predetermined game and points are acquired, when the start switch 7 of the next game is operated, a point update effect is executed. Thereby, it is possible to suggest to the player by the point update effect at the start of the next game that the point counter has been updated in the previous game, and when an irregular operation has been performed in the previous game, the point counter is not updated and the point update effect is not executed in the next game either. Therefore, it is possible to achieve consistency between whether the point counter is updated and whether the point update effect is executed.

[0254] Furthermore, as shown in FIG. 40, even when an irregular operation has been performed, after the winning determination process, the main control unit 41 executes a process of updating the combination ratio information and the limiter at timing t6. That is, the main control unit 41 counts the medals when medals are awarded based on the occurrence of a win regardless of whether it is a normal operation or an irregular operation.

[0255] As a result, not only in the case of normal operation but also in the case of irregular operation, the accumulation of medal counts is counted, so it is possible to prevent distinguishing whether it is advantageous according to the procedures of the stop switches 8L, 8C, and 8R, and to prevent becoming overly advantageous due to irregular operation. Also, not only in the case of normal operation but also in the case of irregular operation, the accumulation of medal counts is counted and the accumulated result is displayed, so the payout history of the medal counts in the slot machine 1 can be appropriately shown to the outside as ratio information. [Point Suggestion Presentation] FIG. 41 is a diagram for explaining an example of a point suggestion presentation at the time of winning a strong cherry. The point suggestion presentation is a presentation that is performed when winning a specific combination, and is a presentation that makes the player anticipate the points given by suggesting the winning combination. The point suggestion presentation is executed during the normal advantageous section.

[0256] As shown in FIG. 41(a), when the start operation is performed, a point suggestion presentation in which an image showing a cherry and an image showing "?" are displayed on the liquid crystal display 51 is executed. Since the player sees the image showing the cherry, the player is prompted to operate so as to win the cherry. Further, since the flag category of the strong cherry is FC6, as shown in FIG. 38, when the cherry wins, the player expects that 50 points or more will be given. That is, the point suggestion presentation is a presentation that suggests that many points have been given, and is a presentation that is executed based on the operation of the start switch 7.

[0257] In FIG. 41, after a point suggestion effect is presented, the case of normal operation and the case of irregular operation are described. FIGS. 41(b1), (c1), and (d1) are diagrams for explaining the case of normal operation. FIGS. 41(b2), (c2), (d2), (b3), (c3), and (d3) are diagrams for explaining the case of irregular operation. In FIG. 41(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 41(b1), normal operation is being performed. At this time, the images indicating the cherry and "?" that are being displayed as the point suggestion effect remain displayed. Thereafter, in FIG. 41(c1), the stop switch 8C is operated as the second stop operation. The images indicating the cherry and "?" that are being displayed as the point suggestion effect remain displayed. Finally, in FIG. 41(d1), the stop switch 8R is operated as the third stop operation. As a result, a strong cherry wins on the reel, and on the liquid crystal display 51, an image indicating that the strong cherry has won is displayed. When the start switch 7 for the next game is operated, the points awarded due to the winning of the strong cherry are displayed as a point update effect.

[0258] In FIGS. 41(b2) and (b3), the stop switch 8L is not operated as the first stop operation, and an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes an interruption effect to dim the liquid crystal display 51 as shown in FIGS. 41(b2) and (b3). Also, the image indicating a cherry and the image indicating "?" that were being displayed as the point suggestion effect disappear. That is, the sub-control unit 91 ends the execution of the point suggestion effect when an irregular operation is performed. In any of FIGS. 41(c2) and (c3) when the second stop operation is performed thereafter, and FIGS. 41(d2) and (d3) when the third stop operation is performed, the image displayed on the liquid crystal display 51 maintains the state when the interruption effect was executed.

[0259] As a result, even if the value of the point counter is not updated due to an irregular operation after the point suggestion effect that suggests that the point counter is updated using 50 points or more at the start of the game in which a strong cherry is won is executed, the execution of the point suggestion effect ends. This can prevent a player who has performed an irregular operation from misunderstanding that the point counter has been updated using a large value. Note that the point suggestion effect may be not only an image indicating a cherry and an image indicating "?", but also a character image directly suggesting the acquisition of points such as "Point acquisition?". That is, the point suggestion effect may be anything that suggests the possibility of points being awarded to the player.

[0260] FIG. 42 is a diagram for explaining an example of a point suggestion effect when a watermelon wins. The point suggestion effect is also executed when a winning combination other than the strong cherry combination is selected in the internal lottery. FIG. 42 shows an example when the watermelon combination is selected in the internal lottery.

[0261] As shown in FIG. 42(a), when the start operation is performed, a point suggestion effect is executed in the liquid crystal display 51, in which an image showing a watermelon and an image showing "?" are displayed. Since the image showing the watermelon is displayed, the player is urged to operate so that the watermelon wins. Further, since the flag category of the watermelon is FC4, when the watermelon wins, as shown in FIG. 38, the player expects to be given 10 points or more. FIGS. 42(b1) to (d1) show the point suggestion effect when a normal operation is performed. FIGS. 42(b2) to (d2) and (b3) to (d3) show examples in which a cancellation effect is executed when an irregular operation is performed. Since the mode of the effect is the same as that in FIG. 41, it will not be repeated.

[0262] As described above, in the slot machine 1 of the present embodiment, regardless of the winning combination selected in the internal lottery, when irregular control is performed, the point acquisition lottery process is not performed and the cancellation effect is executed, so that the player can be urged to perform a normal operation.

[0263] [Bonus lottery during AT] FIG. 43 is a diagram showing a table of life acquisition lottery in the first state of the advantageous section and the specialization zone. The life acquisition lottery is a lottery for determining whether a life is given or not. In the slot machine 1 of the present embodiment, when a life is given as a result of the life acquisition lottery, the life number lottery shown in FIG. 44 is executed.

[0264] The life acquisition lottery is conducted based on different ratios in the first section of the AT first state, the second section during the AT first state, and the specialization zone. Figure 43(a) shows the life acquisition lottery in the first section of the AT first state. The life acquisition lottery is executed when a role with flag categories FC4, 5, 6, 7 wins. Also, as shown in Figure 43(a), the life acquisition lottery has different life granting probabilities for each set value. For example, when a role with flag categories FC4, 5 wins and set value 1 is set, life is granted with a 45% probability (life exists), and life is not granted with a 55% probability (life does not exist). Figure 43(a) also defines the life granting probabilities for other set values and flag categories respectively.

[0265] Also, Figure 43(b) shows the life acquisition lottery in the second section of the AT first state, and Figure 43(c) shows the life acquisition lottery in the specialization zone. As shown in Figures 43(a) to (c), regardless of whether it is the first section, the second section, or the specialization zone of the AT first state, or which flag category wins, when set value L is set, the probability of life being granted is 0%. That is, when the normal set value is set, life is granted, while when set value L is set, life is not granted. As a result, when set value L is set, life is never uniformly granted, which facilitates the design regarding life granting in an advantageous state. Note that when set value L is set, the probability of life being granted is not limited to 0%, and for example, it may be uniformly 5%. (Life number lottery, specialization zone lottery, and one-hit victory lottery) FIG. 44 is a diagram showing tables of life number lottery, specialized zone lottery, and instant win lottery in the first state and the second state of the advantageous section. With respect to the possibility that even if life is acquired, it is consumed in the second state and it may not be possible to shift from the second state to the first state, instant win is a process that determines the shift from the second state to the first state. Therefore, winning instant win is a more advantageous control for the player than acquiring life. Hereinafter, being in the first state is referred to as "AT first state", and being in the second state is referred to as "AT second state". Also, the life acquisition lottery and the instant win lottery are collectively referred to as "special lottery during AT".

[0266] Life can be granted based on a life acquisition lottery executed by the main control unit 41 during the AT first state. FIG. 44(a) shows a life number lottery table referred to in the life acquisition lottery in the first section during the AT first state. The life number lottery table in FIG. 44(a) is the life acquisition lottery table in the first section during the AT first state shown in FIG. 43(a), and is a table referred to when the grant of life (life available) is determined. As shown in FIG. 44(a), in the life acquisition lottery in the first section, when a role with a flag category of FC4 or FC5 wins, when a role with a flag category of FC6 wins, and when a role with a flag category of FC7 wins, the expected value of life grant per 1G is different. The life number lottery is different from the life acquisition lottery in that the lottery is conducted at the same rate for all setting values. That is, after the life grant is determined in the life acquisition lottery, common control is performed regardless of the setting value. The common control is the life number lottery. This facilitates the design when executing the life number lottery.

[0267] Specifically, when a role with a flag category of FC4 or FC5 is elected, one life is given with a 50% probability and two lives are given with a 50% probability. Also, when a role with a flag category of FC6 is elected, two lives are given with a 100% probability. Furthermore, when a role with a flag category of FC7 is elected, one life is given with a 60% probability and two lives are given with a 40% probability.

[0268] In addition, in the first section during the AT first state, when lives are given triggered by the election of a role with a flag category of FC6, reverse push navigation is executed in the game where a role with a flag category of FC6 is elected. Therefore, by the player operating the stop switches 8L, 8C, and 8R according to the reverse push navigation, the BAR rep wins. That is, in the first section during the AT first state, the awarding of lives is suggested to the player by the winning of the BAR rep.

[0269] In FIG. 44(b), a life number lottery table referred to in the life acquisition lottery in the second section during the AT first state is shown. The life number lottery table in FIG. 44(b) is the life acquisition lottery table in the second section during the AT first state shown in FIG. 43(b), and is a table referred to when the awarding of lives (having lives) is determined. As shown in FIG. 44(b), when a role with a flag category of FC4 or FC5 is elected, one life is given with a 90% probability and two lives are given with a 10% probability. Also, when a role with a flag category of FC6 is elected, one life is given with a 60% probability and two lives are given with a 40% probability. Furthermore, when a role with a flag category of FC7 is elected, one life is given with a 75% probability and two lives are given with a 25% probability.

[0270] Also, the first section is a section where navigation is performed less frequently than the second section. That is, the probability of notifying navigation in the second section is higher than the probability of notifying navigation in the first section.

[0271] (Life Specialization Zone) The Life Specialization Zone is a state that can transition from the AT first state based on the specialization zone lottery. Figure 44(c) shows the specialization zone lottery table referred to in the specialization zone lottery during the AT first state. As shown in Figure 44(c), in the specialization zone lottery during the AT first state, the probability of entering the specialization zone is different when the role of the flag category is FC4 or FC5, when the role of the flag category is FC6, and when the role of the flag category is FC7.

[0272] Specifically, when the role of the flag category is FC4 or FC5, there is a 10% probability of entering the specialization zone. Also, when the role of the flag category is FC6, there is a 50% probability of entering the specialization zone. Furthermore, when the role of the flag category is FC7, there is a 30% probability of entering the specialization zone.

[0273] Figure 44(d) shows the life number lottery table referred to in the life acquisition lottery in the specialization zone. The life number lottery table in Figure 44(d) is the life acquisition lottery table in the specialization zone shown in Figure 44(c), and it is the table referred to when the granting of life (having life) is determined. As shown in Figure 44(d), when the role of the flag category is FC4 or FC5, one life is granted with a 50% probability and two lives are granted with a 35% probability. Also, when the role of the flag category is FC6, two lives are granted with a 100% probability. Furthermore, when the role of the flag category is FC7, one life is granted with a 35% probability and two lives are granted with a 50% probability. (One-Hit Victory Lottery) A one-hit victory in the battle can be granted based on a one-hit victory lottery executed by the main control unit 41 during the AT second state. FIG. 44(e) shows a one-hit victory lottery table referred to in the one-hit victory lottery during the AT second state. As shown in FIG. 44(e), in the one-hit victory lottery during the AT second state, the one-hit victory probability is different when a role with a flag category of FC4 or FC5 is selected, when a role with a flag category of FC6 is selected, and when a role with a flag category of FC7 is selected.

[0274] Specifically, when a role with a flag category of FC4 or FC5 is selected, a one-hit victory is granted with a 50% probability. Also, when a role with a flag category of FC6 is selected, a one-hit victory is granted with a 100% probability. Furthermore, when a role with a flag category of FC7 is selected, a one-hit victory is granted with a 50% probability.

[0275] Thus, during the AT second state, among the lottery conditions, the probability of a one-hit victory is higher for a role with a flag category of FC6 than for a rare role selection such as a role with a flag category of FC4 or FC5 or a role with a flag category of FC7. Note that during the AT second state, when a one-hit victory is granted triggered by the selection of a role with a flag category of FC6, a reverse push navigation is executed in the game where the role with a flag category of FC6 is selected. Also, the first state is a section where navigation is performed less frequently than in the second state. That is, the probability of notifying navigation in the second state is higher than the probability of notifying navigation in the first state.

[0276] FIG. 45 is a diagram showing an example of a privilege lottery process during AT. In FIG. 45, the privilege lottery during AT executed by the main control unit 41 will be described using a flowchart. The privilege lottery acquisition lottery process during AT can be executed in the game end payout control process (S22) in the first state, the second state, and the ending state shown in FIG. 4. After the third stop operation is performed within the game end payout control process (S22) shown in FIG. 14, the main control unit 41 determines whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 ends the process. That is, when it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-hit victory lottery process described later.

[0277] When not in the ending state (NO in step Sb1), the main control unit 41 determines whether it is a game in which navigation display is performed (step Sb2). In the internal lottery process (S2) shown in FIG. 14, the main control unit 41 determines whether it is a game in which navigation display is performed based on the winning combination number of the winning combination. A game in which navigation display is performed is a game in which the sub-control unit 91 executes a navigation effect. When it is a game in which navigation display is performed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. When it is not a game in which navigation display is performed (NO in step Sb2), the main control unit 41 determines whether the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control unit 41 determines whether a normal operation or an irregular operation has been performed in step Sb4. When the stop switch 8L has not been operated as the first stop operation (NO in step Sb3), a penalty setting is made (Sb4) and the process ends. The penalty setting in the AT state is a process of changing the lottery probability of the life acquisition lottery process and the one-hit victory lottery process in the next game, etc. For example, the main control unit 41 sets the winning probability of life or one-hit victory in the life acquisition lottery process and the one-hit victory lottery process executed in the next game to be lower than the winning probability when no penalty setting is made. As a result, the probability of being given life or one-hit victory only in the next game decreases, resulting in control that is disadvantageous to the player. Thus, in the penalty setting, control that is disadvantageous to the player may be performed, but no setting may be performed. This is because the fact that the life acquisition lottery process shown in step Sp6 and the one-hit victory acquisition lottery process shown in step Sp9 are not executed is a penalty in the game. Also, because an irregular operation has been performed, the sub-control unit 91 executes a stop effect. The stop effect is the same effect as the stop effect described in the above point acquisition lottery process, and is an effect that darkens the screen. The stop effect here does not indicate that the point acquisition lottery process was not executed due to an irregular operation, but indicates that the life acquisition lottery process or the one-hit victory lottery process was not executed.The interruption of the performance may be not only the performance of dimming, but also the performance of displaying character images such as "Please press from the left stop switch". That is, when an irregular operation is performed during the AT, the main control unit 41 does not execute the life acquisition lottery process or the one-hit victory lottery process as a penalty for the player.

[0278] When it is determined that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control unit 41 determines whether the game state is in the first state (step Sb5). If it is in the first state (YES in step Sb5), the main control unit 41 executes the life lottery process (step Sb6). The life lottery process is a process including a life acquisition lottery and a life number lottery. The life number lottery is executed when it is determined that a life is to be given in the life acquisition lottery. That is, the main control unit 41 determines whether to give a life according to the table shown in FIG. 43 and the result of the internal lottery process. After the life lottery process, the main control unit 41 determines whether a life has been acquired in step Sb10 (step Sb7). If a life has not been acquired (NO in step Sb7), the main control unit 41 ends the process.

[0279] If a life has been acquired (YES in step Sb7), the main control unit 41 executes the life giving process (step Sb8). The life giving process is a process in which the main control unit 41 updates the number of lives stored in the RAM 41c and stores the acquired number of lives in the game end command transmitted to the sub-control unit 91 at the third stop. After executing the life giving process, the main control unit 41 ends the process.

[0280] Next, return to step Sb5 and explain the case when it is not in the first state. When it is not in the first state (NO in step Sb5), the main control unit 41 executes a one-shot victory lottery process (step Sb9). At this time, since it is determined that the game state is not in the ending state in step Sb1 and it is determined that it is not in the first state in step Sb5, the main control unit 41 determines that the game state is the second state. Since a normal operation is being performed during the second state, the main control unit 41 executes a one-shot victory lottery.

[0281] That is, the main control unit 41 conducts a one-shot victory lottery based on the table shown in FIG. 44(e) and the result of the internal lottery process. After the one-shot victory lottery process, the main control unit 41 determines whether or not it has won the one-shot victory (step Sb10). When the main control unit 41 determines that it has not won the one-shot victory (NO in step Sb10), the process ends. When the main control unit 41 determines that it has won the one-shot victory (YES in step Sb10), it executes a one-shot victory awarding process (step Sb11). The one-shot victory awarding process is a process in which the main control unit 41 executes a process corresponding to winning the one-shot victory and stores the fact of winning the one-shot victory in the game end command transmitted to the sub-control unit 91 at the third stop.

[0282] In this way, in a game where the main control unit 41 is in the first state or the second state and no navigation display is performed, when a normal operation is performed, it controls to execute a life acquisition lottery process or a one-shot victory awarding process, while when an irregular operation is performed, it controls not to execute the life acquisition lottery process or the one-shot victory awarding process. The control of not executing the life acquisition lottery process or the one-shot victory awarding process is a control disadvantageous to the player. That is, in the slot machine 1, a penalty can be given to the player when an irregular operation is performed. Thereby, in the slot machine 1, the player can be urged to operate by a normal operation.

[0283] On the other hand, in the game during the ending state, the main control unit 41 performs common control whether it is a normal operation or an irregular operation. As a result, in the ending state, even if an irregular operation is performed, no penalty is given, and it is possible to prevent the interest of the game in the ending state, which is the last state executed during the AT, from decreasing.

[0284] [Suggestive effect for giving life] FIG. 46 is a diagram for explaining an example of the suggestive effect for giving life when a watermelon is won. The suggestive effect for giving life is an effect performed when a specific combination is won, and is an effect that suggests that life can be given by suggesting the winning combination to the player. The suggestive effect for giving life is executed in the first state. Since the first state is during the AT, the liquid crystal display 51 displays a remaining games image 51a indicating the number of remaining games and a life image 51b indicating the number of lives.

[0285] As shown in FIG. 46(a), when the start switch 7 is operated, an image indicating a treasure box is displayed on the liquid crystal display 51. The image indicating the treasure box suggests that the watermelon combination has been won because a watermelon is drawn on it. The image indicating the treasure box may also suggest that the watermelon combination has been won because it is green without a watermelon drawn on it. That is, the player expects that the watermelon combination has been won when the image indicating the treasure box is displayed. Also, the watermelon combination with the flag category of FC4 is a combination for which a life acquisition lottery process is executed. That is, the suggestive effect for giving life is an effect that suggests the possibility of giving life, and is executed based on the operation of the start switch 7.

[0286] In FIG. 46, after a life-giving suggestion effect is presented, the case of normal operation and the case of irregular operation are explained. FIGS. 46(b1), (c1), and (d1) are diagrams for explaining the case of normal operation. Also, FIGS. 46(b2), (c2), (d2) and (b3), (c3), (d3) are diagrams for explaining the case of irregular operation. In FIG. 41(b1), the stop switch 8L is operated as a first stop operation. That is, in FIG. 41(b1), normal operation is being performed. At this time, the image showing the treasure box displayed as the life-giving suggestion effect remains displayed. Thereafter, in FIG. 46(c1), the stop switch 8C is operated as a second stop operation. The image showing the treasure box displayed as the life-giving suggestion effect remains displayed. Finally, in FIG. 46(d1), the stop switch 8R is operated as a third stop operation. As a result, a watermelon wins on the reel, and on the liquid crystal display 51, an image indicating that life has been given as the watermelon combination has been won is displayed. Also, along with the giving of life, the sub-control unit 91 updates the life image 51b.

[0287] In FIGS. 46(b2) and 46(b3), an example is shown in which the stop switch 8L is not operated as a first stop operation and an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes an interruption effect for dimming the liquid crystal display 51 as shown in FIGS. 46(b2) and 46(b3). Also, an image showing the treasure box that has been displayed as a life-giving suggestion effect disappears. That is, when an irregular operation is performed, the sub-control unit 91 ends the execution of the life-giving suggestion effect. In FIGS. 46(c2) and 46(c3) when the second stop operation is performed thereafter, and in FIGS. 46(d2) and 46(d3) when the third stop operation is performed, the image displayed on the liquid crystal display 51 maintains the state when the interruption effect was executed.

[0288] In this way, in the game in which the watermelon role is elected, when an irregular operation is performed, the life acquisition lottery is not executed, and the control for extending the AT state by life acquisition is not performed. Thereby, it is possible to prompt the player to perform normal operations.

[0289] FIG. 47 is a diagram for explaining an example of a life-giving suggestion effect when a strong cherry is elected. As shown in FIG. 47(a), when the start switch 7 is operated, an image showing a treasure box is displayed on the liquid crystal display 51. The image showing the treasure box suggests that the cherry role has been elected by having a cherry drawn on it. The image showing the treasure box may also suggest that the cherry role has been elected by being red without a cherry drawn on it. That is, the player expects that the cherry role has been elected by the display of the image showing the treasure box. Also, the strong cherry role with the flag category FC6 is a role for which the life acquisition lottery process is executed. Since the mode of the effect is the same as that in FIG. 46, it will not be repeated.

[0290] As described above, in the slot machine 1 of the present embodiment, regardless of whether the winning combination selected by the internal lottery is the watermelon combination or the strong cherry combination, if irregular control is performed, the life acquisition lottery process is not performed and the stop effect is executed, so that the player can be prompted to operate normally.

[0291] FIG. 48 is a diagram showing the process in which the sub-control unit 91 executes the guidance effect. Hereinafter, the process when the sub-control unit 91 receives a game start command will be described. The sub-control unit 91 receives a game start command from the main control unit 41 (step Sc1). As described above, information related to the guidance may be stored in the "instruction number" of command No. 2 included in the game start command. That is, command No. 2 stores information that can identify the pressing order in the game in which the start switch 7 is operated. The sub-control unit 91 determines whether information that can identify the pressing order is stored in the "instruction number" of command No. 2 (step Sc2).

[0292] When information that can identify the pressing order is stored in the "instruction number" of command No. 2 (YES in step Sc2), the sub-control unit 91 executes the guidance effect (step Sc3) and ends the process. On the other hand, when information that can identify the pressing order is not stored in the "instruction number" of command No. 2 (NO in step Sc2), the sub-control unit 91 ends the process without executing the guidance effect. That is, the sub-control unit 91 determines whether to execute the guidance effect using the "instruction number" of command No. 2. Here, when determining whether to execute the guidance effect, the sub-control unit 91 does not refer to commands other than the "instruction number" of command No. 2 included in the game start command.

[0293] In other words, regardless of the information included in the commands received by the sub-control unit 91 from the main control unit 41 at the start of the game, such as commands storing information about the winning combination like the command "minor winning combination type" and "winning number", and commands storing information that can identify the game state like "section state" and "number of balls out state", when the information related to the navigation is stored in the command "instruction number" of No. 2, the sub-control unit 91 executes the navigation effect. Thereby, regardless of whether a winning combination is won or not and what the game state is, when the information related to the navigation is stored in the command "instruction number" of No. 2, the sub-control unit 91 executes the navigation effect, so that the operation procedure can be appropriately notified to the player.

[0294] That is, for example, even if the main control unit 41 stores the information that it is the normal section in the command "section information" due to an error or the like and transmits it to the sub-control unit 91 despite the game state being the advantageous section, the sub-control unit 91 can determine whether to execute the navigation effect based on the command "instruction number" of No. 2. Similarly, even if the main control unit 41 stores the information that a winning combination without the navigation display is won due to an error or the like and transmits it to the sub-control unit 91 despite a winning combination with the navigation display being won, the sub-control unit 91 can determine whether to execute the navigation effect based on the command "instruction number" of No. 2.

[0295] FIG. 49 is a diagram showing the command transmission process at the start of a game in the main control unit. Hereinafter, the process of transmitting a command at the start of a game by the main control unit 41 will be described. After the start switch 7 is operated, as shown in step S9 of the main process, the main control unit 41 executes a command transmission process at the start of a game. In the slot machine 1 of the present embodiment, according to the winning combination, the main control unit 41 changes the content of the command to be transmitted as a command at the start of a game. After the command transmission process at the start of a game is started, the main control unit 41 determines whether the winning combination number is any of combination numbers 8 to 23 (step Sd1). The combinations numbered 8 to 23 are combinations that award a winning combination that is more advantageous when the stop operation is performed in a predetermined pressing order than when the stop operation is performed in another pressing order. Hereinafter, the combinations numbered 8 to 23 will be simply referred to as "pressing order combinations".

[0296] When the winning combination is a pressing order combination (YES in step Sd1), the main control unit 41 transmits the commands "minor combination type" and "winning number" without including them in the command at the start of a game (step Sd2). That is, the main control unit 41 does not transmit the command "minor combination type" of No. 3 and the command "winning number" of No. 11 themselves among the commands at the start of a game, but transmits the commands of No. 1, 2, 4 to 10, 12, and 13 to the sub-control unit 91. Hereinafter, among the commands at the start of a game, the order of No. 1, 2, 4 to 10, 12, and 13 will be referred to as a special order. That is, when it is a pressing order combination (YES in step Sd1), the main control unit 41 transmits the command at the start of a game in the special order (step Sd2) and ends the process.

[0297] When the selected winning combination is not a push-order winning combination (NO in step Sd1), the main control unit 41 stores the information related to the selected winning combination in the commands "minor winning combination type" and "winning number" (step Sd3). The main control unit 41 includes the commands "minor winning combination type" and "winning number" in the game start command and transmits it (step Sd4). That is, the main control unit 41 transmits the commands No. 1 to 13 in the game start command to the sub-control unit 91. Hereinafter, the order of No. 1 to 13 among the game start commands is referred to as the "specific order". That is, when it is not a push-order winning combination (NO in step Sd1), the main control unit 41 transmits the game start command in the specific order (step Sd2) and ends the process.

[0298] In this way, when the push-order winning combination is selected, the main control unit 41 transmits the game start command in a special order without including the commands "minor winning combination type" and "winning number" in the game start command. At this time, regardless of whether the information related to the navigation is stored in the command "instruction number", the main control unit 41 transmits the game start command in the special order. That is, even when the push-order winning combination in which the navigation effect is not executed in the AT state is selected, the main control unit 41 transmits the game start command in the special order.

[0299] As a result, the main control unit 41 does not transmit the commands "minor winning combination type" and "winning number" in which the information related to the selected winning combination is stored in a game in which the navigation effect in the AT state is not executed. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that the push-order winning combination has been selected based on the game start command received from the main control unit 41.

[0300] In addition, the game start command transmitted in the specific order includes the commands "minor winning combination type" and "winning number", while the game start command transmitted in the special order does not include the commands "minor winning combination type" and "winning number". As a result, the sub-control unit 91 can recognize whether the push-order winning combination has been selected based on whether the commands "minor winning combination type" and "winning number" are included.

[0301] Further, in the slot machine 1 of the present embodiment, even in the game end command, the order in which the commands shown in Nos. 1 to 13 are transmitted is referred to as the "specific order". Hereinafter, in order to distinguish the specific order in the game start command from the specific order in the game end command, the specific order in the game start command may be referred to as the "first specific order", and the specific order in the game end command may be referred to as the "second specific order".

[0302] As described above, in FIG. 49, an example in which the main control unit 41 transmits the game start command in a special order has been described. On the other hand, in the slot machine 1 of the present embodiment, for the game end command, the main control unit 41 transmits the command including the "small winning type". Thereby, when the game has already ended, the sub-control unit 91 can determine whether or not the pressing order winning combination has won based on the command "small winning type" included in the game end command.

[0303] Further, the main control unit 41 may also transmit the commands of Nos. 1, 2, 4 to 10, 12, and 13 among the game end commands in a special order for the game end command. In this case, in order to distinguish the special order in the game start command from the special order in the game end command, the special order in the game start command is referred to as the "first special order", and the special order in the game end command is referred to as the "second special order".

[0304] FIG. 50 is a diagram showing the processing in the sub-control unit 91 when receiving the game start command or the game end command. The sub-control unit 91 of the present embodiment changes the processing to be executed according to the order of the game start command and the game end command received from the main control unit 41. The sub-control unit 91 determines whether or not it has received the game start command or the game end command from the main control unit 41 (step Se1).

[0305] When the sub-control unit 91 has not received a game start command or a game end command from the main control unit 41 (NO in step Se1), the sub-control unit 91 repeats the process of step Se1. When the sub-control unit 91 has received a game start command or a game end command from the main control unit 41 (YES in step Se1), the sub-control unit 91 determines whether the received command is in a specific order (step Se2). When it is not in a specific order (NO in step Se2), the sub-control unit 91 determines whether the received command is in a special order (step Se3). When it is not in a special order (NO in step Se3), the sub-control unit 91 performs error notification control (step Se4). As described above, the specific order means an order in which all of the commands No. 1 to 13 are included without omission in the game start command and the game end command. Also, the special order means an order in which, among the commands No. 1 to 13 in the game start command, the commands No. 4 and No. 11 are missing and which means that the pushing winning combination has won. That is, the specific order and the special order are predetermined orders in the slot machine 1. When the received command is neither in the specific order nor in the special order, the sub-control unit 91 can determine that an error or the like has occurred. Therefore, in step Se4, the sub-control unit 91 starts error notification. Hereinafter, an order that is neither in the specific order nor in the special order is referred to as a "special order". When the numerical information included in the command is outside the specified range, the sub-control unit 91 may determine that it is in a special order, assuming that an error has occurred.

[0306] The sub-control unit 91 performs error notification control (step Se4) and ends the process. FIG. 51 is a diagram showing the liquid crystal display 51 in a state where error notification control is performed. Returning to step Se2, if the received command is in a specific order (YES in step Se2), the sub-control unit 91 performs control according to the received game start command or game end command (step Se5) and proceeds to step Se7. Also, in step Se3, if the received command is in a special order (YES in step Se3), the sub-control unit 91 performs control when the push-order winning combination is selected (step Se6) and proceeds to step Se7. Note that when the command received by the sub-control unit 91 is a game end command, in step Se3, the sub-control unit 91 may determine whether to perform either the control when the push-order winning combination is selected (step Se6) or the error notification control (step Se4) based on both the game start command and the game end command. That is, the sub-control unit 91 may recognize that the push-order winning combination is selected based on the fact that the game start command within a unit game is in a first special order and further that the game end command is also in a second special order.

[0307] In step Se7, the sub-control unit 91 determines whether the error notification control is being performed (step Se7). That is, it determines whether the state in which the error notification control was performed in step Se4 is maintained. If the error notification control is being performed (YES in step Se7), the sub-control unit 91 cancels the error notification control (step Se8) and ends the process. If the error notification control is not being performed (NO in step Se7), the sub-control unit 91 ends the process.

[0308] In this way, the main control unit 41 can transmit a game start command in a special order or a specific order, and transmit a game end command in a specific order. When the sub-control unit 91 receives a game start command or a game end command from the main control unit 41 in a specific order, the sub-control unit 91 performs control according to the received command. When the sub-control unit 91 receives a game start command from the main control unit 41 in a special order, the sub-control unit 91 performs control when a push-order winning combination is won. When the game start command or the game end command received by the sub-control unit 91 from the main control unit 41 is received in a special order that is neither a specific order nor a special order, the sub-control unit 91 performs error notification control. As a result, as shown in FIG. 50, the sub-control unit 91 can perform different controls according to the order in which a plurality of commands including a game start command or a game end command are received from the main control unit 41.

[0309] FIG. 52 is a diagram showing the timing for canceling error notification based on receiving a game end command. In FIG. 52, at timings t1 and t2, the relationship between (a) the operation of the player, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 is shown. As shown in FIG. 52, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. As a result, the sub-control unit 91 starts error notification. That is, the sub-control unit 91 causes the liquid crystal display 51 to display the error occurrence screen shown in FIG. 51. The player stops the reels according to the display shown in FIG. 51.

[0310] At timing t2, a third stop operation is performed by the player. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game end command in a specific order. The sub-control unit 91 cancels the error notification. As a result, a minor communication error or the like that occurred when transmitting the game start command can be easily canceled.

[0311] In this way, when the start switch 7 is operated, the sub-control unit 91 starts error notification when receiving a game start command from the main control unit 41 in a special order. Further, after the error notification is started, when the sub-control unit 91 receives a game end command from the main control unit 41 in a second specific order at the third stop, the sub-control unit 91 ends the error notification. Thereby, within one game, even if an error such as a command omission occurs in the game start command transmitted when the start switch 7 is operated and the error notification is started, if no error such as a command omission occurs at the subsequent third stop, the error notification can be ended. Therefore, in the slot machine 1, an error such as a minor command omission can be easily resolved within one game.

[0312] FIG. 53 is a diagram showing an example of canceling error notification in the next game. In FIG. 53, the relationships between (a) the player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 are shown at timings t1, t2, and t3. As shown in FIG. 53, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. Thereby, the sub-control unit 91 starts error notification. That is, the sub-control unit 91 causes the liquid crystal display 51 to display the error occurrence screen shown in FIG. 51. The player stops the reels according to the display of the error occurrence screen shown in FIG. 51.

[0313] At timing t2, the player performs a third stop operation. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. Here, the sub-control unit 91 receives the game end command in a special order different from the specific order. Therefore, the sub-control unit 91 does not cancel the error notification. At timing t2, the sub-control unit 91 may change the error occurrence screen shown in FIG. 51 to a screen displaying "Please operate the start switch." or the like. At timing t3, the player operates the start switch 7 again. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game start command in the specific order. The sub-control unit 91 cancels the error notification. This makes it possible to easily cancel minor communication errors that occur at timing t1 and timing t2.

[0314] In this way, when the start switch 7 is operated, the sub-control unit 91 starts the error notification when it receives the game start command from the main control unit 41 in a special order that is neither the specific order nor the special order. Also, after the error notification is started, when the start switch 7 in the next game is operated, the sub-control unit 91 ends the error notification when it receives the game start command from the main control unit 41 in the first specific order. As a result, even if the error notification is started due to an error such as a command omission that occurs in the game start command transmitted based on the start switch 7 being operated, if there is no command omission in the game start command transmitted based on the start switch 7 being operated in the next game, the error notification ends. Therefore, in the slot machine 1, minor command omissions such as static electricity can be easily eliminated in the next game.

[0315] Originally, the privilege lottery process was to be executed at the timing when the start switch 7 was operated. However, in the slot machine 1 of the present embodiment, whether to execute the privilege lottery process is determined according to whether the first stop operation is a normal operation or an irregular operation. If the privilege lottery process is executed at the timing when the start switch 7 is operated as in the prior art, it is necessary to discard the result of the privilege lottery process that has already been executed when the start switch 7 is operated after the irregular operation, and the process becomes complicated. This is because in the unit game, the timing at which the first stop operation for determining whether to impose a penalty is performed is after the timing at which the start switch 7 is operated. Therefore, in the slot machine 1 of the present embodiment, the privilege lottery process itself is executed at the timing when the third stop operation is performed after the timing when the first stop operation is performed. As a result, even when an irregular operation is performed, since the privilege lottery process has not yet been executed at the timing when the first stop operation is performed, it is not necessary to discard the result of the executed privilege lottery process.

[0316] FIG. 54 is a diagram for explaining the processes executed in the gaming state. In FIG. 54, the periods during which "normal stage" and "continuous performance" are executed in the normal advantageous section, the periods during which "first section stage" and "continuous performance" are executed in the first state, the periods during which "second section stage" and "continuous performance" are executed in the second state, the specialized zone stage, the second state stage in the second state, and the ending stage in the ending state are compared and explained.

[0317] As described above, the "continuous performance" is a performance suggesting that the gaming state changes, and the performance is continuously executed for 3 to 5 games. The continuous performance in the normal advantageous section is a performance suggesting whether to shift to the first state. The continuous performance in the first state is a performance suggesting whether to shift to the specialized zone of the first state. The continuous performance is, for example, a performance in which the story progresses every game and notifies whether the gaming state changes in the final game.

[0318] In the normal stage and continuous performance of the advantageous section, when the stop switch 8L is operated as the first stop operation, a point acquisition lottery process is executed. On the other hand, in the normal stage and continuous performance of the advantageous section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the point acquisition lottery process is not executed as a penalty. Also, in a state other than the normal state of the advantageous section, the point acquisition lottery process is not executed.

[0319] In the first section stage, second section stage, continuous performance, and specialized zone stage of the first state, when the stop switch 8L is operated as the first stop operation, a life acquisition lottery process is executed. On the other hand, in the first section stage, second section stage, continuous performance, and specialized zone stage of the first state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the life acquisition lottery process is not executed as a penalty. Also, in a state other than the first state, the life acquisition lottery process is not executed.

[0320] In the second state stage of the second state, when the stop switch 8L is operated as the first stop operation, a one-hit victory lottery process is executed. On the other hand, in the second state stage of the second state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the one-hit victory lottery process is not executed as a penalty. Also, in a state other than the second state, the one-hit victory lottery process is not executed.

[0321] In a state other than the ending state, when the stop switch 8L is operated as the first stop operation, the abort performance is not executed. On the other hand, in a state other than the ending state, even if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the abort performance is not executed. In all states, the number of advantageous section cards and the ratio information are updated for each game.

[0322] Next, the processing in the next game after the start switch 7 is pressed will be described. In the normal stage and continuous effects during the advantageous section, when the stop switch 8L is operated as the first stop operation, in the next game, a point update effect is executed. On the other hand, in the normal stage and continuous effects during the advantageous section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, in the next game, the point update effect is not executed. Also, in a state other than the normal advantageous section, the point update effect is not executed.

[0323] Next, the update of the continuous effect will be described. As described above, the continuous effect is an effect that is continuously executed between 3 to 5 games. Hereinafter, the case where the continuous effect is 5 games will be described as an example. In each of the 5 games included in the continuous effect, different effects are executed. For example, in the first game, the first flapping effect is executed, in the second game, the second flapping effect is executed, in the third game, the third flapping effect is executed, in the fourth game, the fourth flapping effect is executed, and in the fifth game, the result notification effect is executed. Here, the update of the continuous effect means that after the effect in the continuous effect is executed, the effect corresponding to the next game is executed. That is, when the second flapping effect is executed in the game after the first flapping effect is executed in the first game, the continuous effect is updated. On the other hand, when the first flapping effect is executed again in the game after the first flapping effect is executed in the first game, the continuous effect is not updated.

[0324] In the continuous effect of each state, when the stop switch 8L is operated as the first stop operation, in the next game, the continuous effect is updated. That is, the continuous effect progresses.

[0325] In the normal continuous presentation in the advantageous section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous presentation is not updated. For example, in the second game of the continuous presentation, when the stop switch 8C is operated as the first stop operation, in the next game, the second exciting presentation is executed again. That is, in the normal advantageous section, as a penalty, the continuous presentation is not updated.

[0326] On the other hand, in the continuous presentation in the first state, even when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous presentation is updated. That is, in the first state that is advantageous to the player, if the continuous presentation is executed again without being updated, the state advantageous to the player will continue. Therefore, even when an irregular operation is performed, it does not result in control disadvantageous to the player and does not become a penalty. Therefore, in the slot machine 1, in the continuous presentation in the first state, even when irregular control is performed, the continuous presentation is not updated.

[0327] The presentation lottery process will be described. The presentation lottery process is a process for determining the type of presentation to be executed. In the normal stage in the normal advantageous section, the first section stage in the first state, the second section stage, and the second state stage in the second state, when the stop switch 8L is operated as the first stop operation, the presentation lottery process for the next game is executed. On the other hand, in the normal stage in the normal advantageous section, the first section stage in the first state, the second section stage, and the second state stage in the second state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, as a penalty, the presentation lottery process for the next game is not executed. That is, the game proceeds without a presentation. The period without a presentation is not limited to one game and may be three games.

[0328] [Main Configuration] The slot machine 1 according to the present embodiment has been described above. Hereinafter, the main configuration of the slot machine 1 according to the present embodiment will be described.

[0329] (1) A gaming machine (e.g., slot machine 1) capable of performing a game, comprising setting means (e.g., setting change processing by main control unit 41) capable of setting any one of a plurality of types of setting values (e.g., setting values 1, 2, 4, 5, 6, L), wherein the plurality of types of setting values include a special setting value (e.g., setting value L), the special setting value is, among the plurality of types of setting values, the setting value for which the expected value (e.g., AL) of the game value (e.g., medals) that can be given in all games (e.g., non-internal, internal, BB) including the game in an advantageous state (e.g., first state, second state, ending state, BB) when the setting value is set is the smallest, and among the plurality of types of setting values, the setting value for which the expected value (e.g., BL) of the game value that can be given in the advantageous state when the setting value is set is the smallest, and among the plurality of types of setting values, the setting value for which the variation in the game value that can be given in the advantageous state when the setting value is set is the smallest (e.g., the width DL indicating the magnitude of the standard deviation is the smallest), and comprising suggesting means (e.g., processing by main control unit 41 to cause the lower panel 55 to blink) capable of executing special suggestion control (e.g., blinking by the lower panel 55) indicating that the special setting value is set.

[0330] Specifically, as shown in FIGS. 15, 16, and 17, by performing a type test using the set value L, in all games including the games in the advantageous state, the variation in the number of medals paid out during a predetermined number of games becomes small, and the games are played as designed, so it becomes easier to conform to the type test. On the other hand, when the set value L is set in the market, the expected value of the number of medals that can be awarded in all games including the games in the advantageous state becomes small, or the expected value of the number of medals that can be awarded in the advantageous state becomes small, which is disadvantageous to the player. However, as shown in FIG. 18, by suggesting that the set value L is set, the player can preferably recognize that the set value L is set.

[0331] (2) Further provided with set value display means (for example, credit display 11) for displaying the set value, The set value display means, Among the plurality of types of set values, the normal set values other than the special set value (for example, set values 1, 2, 4, 5, 6) are displayed using numbers, The special set value is displayed using a character other than a number (for example, "L").

[0332] Specifically, as shown in FIG. 20, it becomes easier for the administrator of the gaming machine to distinguish between the set value L and the set values 1, 2, 4, 5, 6 other than the set value L, and it becomes easier to recognize that the set value L is set.

[0333] (2A) The plurality of types of set values include a special set value (for example, set value H), The special set value, Among the plurality of types of set values, it is the set value for which the expected value of the game value that can be awarded in all games including the games in the advantageous state (for example, set value AH) is the largest, and The variation in the game value that can be awarded in the advantageous state is the second smallest set value after the special set value (for example, the width DH indicating the magnitude of the standard deviation is the second smallest after the width DL).

[0334] Specifically, as shown in FIGS. 55 and 56, it becomes easier to conform to both a type test using a set value L with the smallest expected value of payout medals and a type test using a set value H with the largest expected value of payout medals.

[0335] (2B) Storage means (for example, ROM 41b) for storing data related to the plurality of types of set values is provided. The storage means continuously stores in a storage area a plurality of specific data (for example, a data value indicating the set value itself or a numerical value for process discrimination related to the set value) corresponding to each of the plurality of types of set values. Among the plurality of specific data corresponding to each of the plurality of types of set values, the specific data corresponding to the special set value and the specific data corresponding to the special setting value are stored at the beginning (for example, in the order of L, 1, 2, 4, 5, 6) or the end (for example, in the order of 1, 2, 4, 5, 6, L) of the order in the storage area.

[0336] Specifically, as shown in FIG. 20, it becomes easier to distinguish between the set value L (including the set value H in the modification example) and the other set values 1, 2, 4, 5, 6.

[0337] (3) The suggestion means executes the special suggestion control when the game is not being played (for example, in a non-game state).

[0338] Specifically, as shown in FIG. 18, it is possible to make the player recognize that the set value L is set when the player is not playing the game, and it is possible to prevent the player from playing the game in a state where the set value L is set.

[0339] (3A) Further provided is specific notification means (for example, the lower panel 55) with the largest area used for notification. The suggestion means executes the special suggestion control using the specific notification means (for example, blinking or lighting by the lower panel 55).

[0340] Specifically, as shown in FIG. 18, it is possible to suitably let an administrator or a player recognize that the set value L is set.

[0341] (3B) Further comprising effect means capable of executing an effect used in the game (for example, a process of causing the liquid crystal display 51 by the sub-control unit 91 to display an effect), The suggestion means executes the special suggestion control using the effect means (for example, performs an effect of increasing the execution frequency of the shutter effect).

[0342] Specifically, as shown in FIG. 23, when a player is playing the game, it is possible to let the player recognize that the set value L is set, and it is possible to prevent the player from continuing to play the game in a state where the set value L is set.

[0343] (4) The effect means is capable of executing a predetermined effect (for example, a shutter effect), Among the plurality of types of set values, the suggestion means varies the execution ratio of the predetermined effect by the effect means as the special suggestion control when the special set value is set and when the normal set value other than the special set value is set (for example, by comparing the case where the set value L is set with the case where the normal set value is set, the frequencies at which the shutter effect is executed are different).

[0344] Specifically, as shown in FIG. 22, it is possible to let a player recognize that the set value L is set according to the execution frequency of the shutter effect.

[0345] (4A) When the normal set value is set, the effect means does not execute the predetermined effect in the first situation (for example, the normal section, the normal advantageous section, the AT continuous effect), while executes the predetermined effect in the second situation (for example, the first state, the second state), When the special setting value is set, as the special suggestion control, the suggestion means causes the performance means to execute the predetermined performance in the first situation (for example, when the setting value L is being executed, a shutter performance is executed during the normal advantageous section).

[0346] Specifically, as shown in FIGS. 22 and 23, when the setting value L is being executed, by executing a shutter performance during the normal advantageous section, the player can be made to recognize that the setting value L is set.

[0347] (4B) The performance means includes a display means (for example, a liquid crystal display 51). The predetermined performance is a performance of displaying a predetermined image (for example, an image of a shutter or a shielding object such as a sliding door) over the entire display area of the display means (for example, the liquid crystal display 51 or the performance area 510).

[0348] Specifically, as shown in FIGS. 21 and 23, by a performance such that an image showing a shutter is displayed over the entire display area of the liquid crystal display 51, the player can be made to recognize that the setting value L is set.

[0349] (4C) It further includes a variable display section (for example, reels 2L, 2C, 2R) capable of variably displaying a plurality of types of discriminable identification information. After variably displaying the variable display section, a display result is derived by stopping the variable display of the variable display section, and a winning can occur according to a display result combination that is a combination of the display results of the plurality of variable display sections. A plurality of derivation operation means (for example, stop switches 8L, 8C, 8R) operated to derive the display result combination. A prior determination means (for example, an internal lottery process by the main control unit 41) for determining a display result combination that allows derivation. In a specific state (for example, the AT state and BB), when the determination result of the pre-determined means becomes a specific determination result, an operation procedure display means (for example, a process of executing a navigation effect by the sub-control unit 91) that displays a suggestion image (for example, an image indicating navigation notification) suggesting an operation mode corresponding to the specific determination result is further provided. The predetermined effect (for example, a shutter effect) is executed in a state other than the specific state (for example, the normal advantageous section).

[0350] Specifically, as shown in FIG. 22, when the set value L is set, the shutter effect is not executed in the second situation, and the shutter effect is executed in the normal advantageous section and the AT continuous effect, so that the navigation notification is not hindered.

[0351] (5) A set value suggestion means (for example, a process of displaying a result screen by the sub-control unit 91) capable of executing a set suggestion (for example, a set suggestion by a result screen) for suggesting which set value among the plurality of types of set values is set is further provided. When the special set value is set, the set value suggestion means does not execute the set suggestion (for example, when the set value L is set, a character 1 result screen is displayed).

[0352] Specifically, as shown in FIGS. 24 and 25, when the set value L is set, only the fact that the set value L is set is suggested, and by not suggesting that the normal set value is set, it is possible to prevent the player from being confused.

[0353] (5A) The set value suggestion means At a specific opportunity (for example, at the end of AT, an opportunity to display a result screen), when a set value other than the special set value is set, the set suggestion including the normal set suggestion (for example, a character 1 result screen) that is most difficult to recognize which set value is set is executable. When the special setting value is set at the specific trigger, while not executing a setting suggestion other than the normal setting suggestion, the normal setting suggestion is executed (for example, when the setting value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and the character 1 result screen is displayed).

[0354] Specifically, as shown in FIG. 25, when the setting value L is set, it is possible to prevent confusion of the player by displaying the character 2 result screen, the character 3 result screen, and the character 4 result screen other than the character 1 result screen.

[0355] (5B) The setting value suggesting means Among the plurality of types of setting values, when any of the setting values other than the special setting value is set, an individual setting suggestion (for example, display of the character 4 result screen) for suggesting the set setting value can be executed, while when the special setting value is set, the individual setting suggestion is not suggested (for example, when the setting value L is set, a result screen indicating that the setting value L is set, such as the character 4 result screen, is not displayed).

[0356] Specifically, as shown in FIGS. 24 and 25, it is possible to prevent confusion of the player by displaying an individual setting suggestion that individually suggests that the setting value L is set in the result screen.

[0357] (6) Further provided with extension control means (for example, life acquisition lottery process by the main control unit 41) capable of executing extension control for extending the advantageous state The extension control means When the normal setting value is set, the extension control can be executed (for example, as shown in FIG. 43, when the setting values 1, 2, 4, 5, 6 are set, life can be granted). When the special setting value is set, the extension control is not executed, or the extension control is executed with a lower probability than when the normal setting value is set (for example, as shown in FIG. 42, when the setting value L is set, life is not granted).

[0358] Specifically, as shown in FIG. 43, when the setting value L is set, life is not uniformly granted, or life is granted with a lower probability than the normal setting value, so that the design regarding life grant in the advantageous state becomes easier.

[0359] (6A) The extension control means executes the extension control based on a predetermined probability (for example, the probability of life grant shown in FIG. 43), after the extension control is executed, common control (for example, life number lottery shown in FIG. 44) is performed regardless of the set setting value, the predetermined probability varies depending on the plurality of types of setting values (for example, as shown in FIG. 43, the probability of life grant is different for each setting value).

[0360] Specifically, as shown in FIG. 43, the design when executing the life number lottery becomes easier.

[0361] (7) Basic processing means for executing basic processing (for example, main processing by the main control unit 41 in FIG. 14), interrupt processing means capable of interrupting the basic processing and executing interrupt processing (for example, timer interrupt processing), interrupt prohibition means for prohibiting the execution of the interrupt processing (for example, interrupt prohibition processing by the main control unit 41 in FIG. 14), setting value update means for updating the setting value (for example, setting key switch 37), and further includes the storage means (for example, RAM 41c) stores the set setting value in the first specific area (for example, A register) of the storage area, the setting value update means An addition process (for example, the addition process of S118 in FIG. 27) for adding the set value stored in the first specific area, A determination process (for example, the determination process of S119 in FIG. 27) for subtracting a specific value (for example, 6) from the set value after addition and determining whether the subtraction result is 0, When the subtraction result is 0, a regression process (for example, the regression process of correcting to 0 in S120 of FIG. 27) for setting the set value stored in the first specific area to 0 is executed, The interrupt inhibition means, A first interrupt inhibition means (for example, an interrupt inhibition process by the main control unit 41 based on an interrupt command) for inhibiting the execution of the interrupt process based on an interrupt inhibition command, A second interrupt means (for example, an interrupt inhibition process due to the execution of a specific increment process) for inhibiting the execution of the interrupt process even without the interrupt inhibition command while any one of the addition process, the determination process, and the regression process is being executed.

[0362] Specifically, as shown in FIG. 27, it is possible to automatically prevent the set value from being updated to an unintended value due to the execution of the interrupt process.

[0363] (8) Basic processing means for executing basic processing (for example, main processing by the main control unit 41 in FIG. 14), Interrupt processing means capable of interrupting the basic processing and executing an interrupt process, Interrupt inhibition means (for example, timer interrupt processing) for inhibiting the execution of the interrupt process, Data selection means for selecting a plurality of types of data according to a data selection value (for example, a ceiling game number count value), Data selection value update means (for example, a process in which the ceiling game number count value is added by the main control unit 41 in a normal advantageous section) for updating the data selection value based on a predetermined condition, The storage means stores the data selection value in a second specific area (for example, an A register) of the storage area, The data selection value update means, An addition process of adding the data selection value stored in the second specific area (for example, the addition process of SI2 in FIG. 32), A determination process of subtracting a specific value from the data selection value after addition and determining whether the subtraction result is 0 (for example, the determination process of SI3 in FIG. 32), When the subtraction result is 0, a regression process of setting the data selection value stored in the second specific area to 0 (for example, the regression process of SI4 in FIG. 32) is executed, The interrupt inhibition means, A first interrupt inhibition means for inhibiting the execution of the interrupt process based on an interrupt inhibition command (for example, an interrupt inhibition process by the main control unit 41 based on an interrupt command), A second interrupt means for inhibiting the execution of the interrupt process even without the interrupt inhibition command while any one of the addition process, the determination process, and the regression process is being executed (for example, an interrupt inhibition process due to the execution of a specific increment process).

[0364] Specifically, as shown in FIG. 32, it is possible to automatically prevent the ceiling game count value from being updated to an unintended value by executing the interrupt process.

[0365] (9) Basic processing means for executing basic processing (for example, main processing by the main control unit 41 in FIG. 14), Interrupt processing means capable of interrupting the basic processing and executing interrupt processing (for example, timer interrupt processing), Interrupt inhibition means for inhibiting the execution of the interrupt process (for example, interrupt inhibition processing by the main control unit 41 in FIG. 14), Processing selection means for selecting a plurality of types of processing according to a processing determination value (for example, the number of bets stored by the RAM 41c) (for example, a process of selecting whether to perform a bet number setting process by the main control unit 41), A processing determination value update means for updating the processing determination value based on a predetermined condition (for example, a process of adding the number of bets when the 1BET switch 65 is pressed) is further provided. The memory means (e.g., RAM 41c) stores the processing determination value in the third specific area (e.g., A register) of the memory area, The processing determination value updating means performs an addition process (e.g., the addition process of SR3 in FIG. 34) of adding the processing determination value stored in the third specific area, a determination process (e.g., the determination process of SR4 in FIG. 34) of subtracting a specific value (e.g., 4) from the processing determination value after addition and determining whether the subtraction result is 0, and when the subtraction result is 0, performs a regression process (e.g., the regression process of SR5 in FIG. 34) of setting the processing determination value stored in the third specific area to 0. The interrupt inhibition means includes a first interrupt inhibition means (e.g., the interrupt inhibition process by the main control unit 41 based on an interrupt command) for inhibiting the execution of the interrupt process based on an interrupt inhibition command, and a second interrupt means (e.g., the interrupt inhibition process due to the execution of a specific increment process) for inhibiting the execution of the interrupt process even without the interrupt inhibition command while any one of the addition process, the determination process, and the regression process is being executed.

[0366] Specifically, as shown in FIG. 34, it is possible to automatically prevent the betting number from being updated to an unintended value due to the execution of the interrupt process.

[0367] (10) basic processing means for executing basic processing (e.g., the main processing by the main control unit 41 in FIG. 14), interrupt processing means capable of interrupting the basic processing and executing interrupt processing (e.g., timer interrupt processing), interrupt inhibition means for inhibiting the execution of the interrupt processing (e.g., the interrupt inhibition process by the main control unit 41 in FIG. 14), advantageous state ending means (e.g., the process of ending BB by the main control unit 41) capable of ending the advantageous state when the given game value reaches a specific number (e.g., 345 sheets) in the advantageous state, A remaining payout value updating means (for example, the payout process by the main control unit 41) for updating the remaining payout value when the gaming value is given, and further comprising: The storage means stores, in a fourth specific area (for example, A register) of the storage area, a remaining payout value obtained by subtracting the total number of gaming values given from the specific number. The remaining payout value updating means Performs a subtraction process (for example, the subtraction process of SD2 in FIG. 29) for subtracting the remaining payout value stored in the fourth specific area, A determination process (for example, the determination process of SD3 in FIG. 29) for determining whether or not the remaining payout value after subtraction is less than 0, When the subtraction result is less than 0, an update process (for example, the update process of SD4 in FIG. 29) for setting the remaining payout value stored in the fourth specific area to 0 is executed. The interrupt inhibition means A first interrupt inhibition means (for example, the interrupt inhibition process by the main control unit 41 based on an interrupt command) for inhibiting the execution of the interrupt process based on an interrupt inhibition command, A second interrupt means (for example, the interrupt inhibition process due to the execution of a specific decrement process) for inhibiting the execution of the interrupt process even without the interrupt inhibition command while any one of the subtraction process, the determination process, and the update process is being executed.

[0368] Specifically, as shown in FIG. 29, it is possible to automatically prevent the remaining payout value from being updated to an unintended value by executing the interrupt process.

[0369] (11) A basic processing means for executing basic processing (for example, the main processing by the main control unit 41 in FIG. 14), An interrupt processing means capable of interrupting the basic processing and executing an interrupt process (for example, a timer interrupt process), An interrupt inhibition means for inhibiting the execution of the interrupt process (for example, the interrupt inhibition process by the main control unit 41 in FIG. 14), A measurement means for measuring a predetermined period (for example, a 1-byte timer), Measurement result update means (for example, time counter update processing by the main control unit 41) that updates the measurement result of the measurement means every fixed time (for example, 2.24 ms), and further includes The storage means stores the measurement result of the measurement means in a fifth specific area (for example, A register) of the storage area. The measurement result update means Subtraction processing (for example, addition processing of ST4 in FIG. 30) for subtracting the measurement result stored in the fifth specific area, Determination processing (for example, determination processing of ST5 in FIG. 30) for determining whether the measurement result after subtraction is less than 0, When the subtraction result is less than 0, update processing (for example, update processing of ST7 in FIG. 30) for setting the measurement result stored in the fifth specific area to 0 is executed. The interrupt prohibition means First interrupt prohibition means (for example, interrupt prohibition processing by the main control unit 41 based on an interrupt command) that prohibits the execution of the interrupt processing based on an interrupt prohibition command, Second interrupt means (for example, interrupt prohibition processing due to the execution of specific decrement processing) that prohibits the execution of the interrupt processing even without the interrupt prohibition command while any of the subtraction processing, the determination processing, and the update processing is being executed.

[0370] Specifically, as shown in FIG. 30, it is possible to automatically prevent the measurement result from being updated to an unintended value when the interrupt processing is executed.

[0371] [Modification example] The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Hereinafter, modification examples of the above-described embodiment applicable to the present invention will be described.

[0372] [Regarding setting value H] As described above, in the slot machine 1 of the present embodiment, it is configured to be able to set the setting value L.

[0373] In the slot machine 1 in the modified example, it is configured to be able to set a set value H in addition to the set value L. FIG. 55 is a diagram for explaining the set value H. As described above, in the slot machine 1 of the present embodiment, as set values, it is possible to set six levels of values: 1, 2, 5, 6, H, and L. In the present embodiment, an example in which the set values 1, 2, 4, 5, 6, and L are generally set has been described. However, in the modified example, the set value H can be set instead of the set value 4. The set value that can be substituted for the set value H is not limited to the set value 4, and may be any of the set values 1, 2, 4, 5, and 6. In FIG. 55, the expected value of the number of balls to be drawn during the entire period for each of the six levels of set values, the expected value of the number of balls to be drawn in the advantageous state, and the base are shown.

[0374] As shown in FIG. 55, when the set value H is set, the expected number of medals to be paid out over the entire period is AH, the expected number of medals to be paid out in the advantageous state is BH, the base is CH, and the AT winning probability is designed to be DH. The expected number of medals to be paid out over the entire period for each set value is such that AL is the smallest, AH is the largest, and the relationship AL < A1 < A2 < A5 < A6 < AH holds. That is, the set value H is the set value among set values 1, 2, 5, 6, H, and L for which the expected number of medals to be paid out that can be given in all games including the game in the advantageous state is the largest. Also, the expected number of medals to be paid out in the advantageous state for each set value is such that BL is the smallest, BH is the largest, and the relationship BL < B1 < B2 < B5 < B6 < BH holds. That is, the set value H is the set value among set values 1, 2, 4, 5, 6, and L for which the expected number of medals to be paid out that can be given in the advantageous state is the largest. Further, the base for each set value is such that CL is the smallest, CH is the largest, and the relationship CL < C1 < C2 < C5 < C6 < CH holds. That is, the set value H is the set value among set values 1, 2, 4, 5, 6, and L for which the base is the largest. Furthermore, the AT winning probability for each set value is such that DL is the smallest, DH is the largest, and the relationship DL < D1 < D2 < D5 < D6 < DH holds. In the modification example, in terms of the AT winning probability, the set value L is designed to be the lowest among set values 1, 2, 5, 6, H, and L, and the set value H is designed to be the highest among set values 1, 2, 5, 6, H, and L, which is different from the slot machine 1 of the present embodiment.

[0375] FIG. 56 is a diagram for explaining the variation in the number of medals paid out during the period from the start of AT to the end of AT when the set value H is set. Since FIG. 56 is the same as FIG. 16, the same explanation will not be repeated. In FIG. 56, a normal distribution showing the variation in the number of medals paid out during the period from the start of the AT state to the end of the AT state when the set value H is set is similarly illustrated. The width SD1H of the normal distribution in FIG. 56 indicates the variation (standard deviation) in the number of medals paid out during the period from the start of the AT state to the end of the AT state when the set value H is set.

[0376] Referring to FIG. 56, the variation in the number of medals paid out when the set value H is set is the second smallest among the set values 1, 2, 5, 6, H, and L. That is, the width SD1H is narrower than the width SD1N and wider than the width SD1L. Also, in FIG. 56, only the set values 1, H, and L are compared, but the variation of the set value H is designed to be larger than the set value L and smaller than any of the set values 1, 2, 5, and 6.

[0377] FIG. 57 is a diagram for explaining the variation in the number of balls discharged during the entire period when the set value H is set. Since FIG. 57 is the same as FIG. 17, the same explanation will not be repeated. In FIG. 57, a normal distribution showing the variation in the number of medals paid out during the entire period when the set value H is set is similarly illustrated. The width SD2H of the normal distribution in FIG. 57 indicates the variation (standard deviation) in the number of medals paid out when a predetermined number of games are played during the entire period when the set value H is set.

[0378] Referring to FIG. 57, the variation in the number of medals paid out when a predetermined number of games are played with the set value H set is the second smallest among the set values 1, 2, 5, 6, H, and L. That is, the width SD2H is narrower than the width SD2N and wider than the width SD2L. Also, in FIG. 57, only the set values 1, H, and L are compared, but the variation of the set value H is designed to be larger than the set value L and smaller than any of the set values 1, 2, 5, and 6. This makes it easier to meet both the type test using the set value L with the smallest expected value and the type test using the set value H with the largest expected value.

[0379] [Regarding the base] In FIG. 15, it was explained that the set value L is the expected value of each state and the smallest set value of the base. However, in the modified example, the base of the set value L does not have to be the smallest. For example, even when the base of the set value L is designed to be the largest among the set values 1, 2, 4, 5, 6, L, it is sufficient that the probability of transitioning to the AT state is designed to be low compared to other set values. Thereby, the relationship of AL < A1 < A2 < A4 < A5 < A6 shown in FIG. 15 can be established.

[0380] [Regarding the shielding area of the shutter effect] FIG. 58 is a diagram for explaining a modified example of the shutter effect. As shown in FIG. 58, the liquid crystal display 51 may include an effect area 52a and an information display area 52b. The sub-control unit 91 mainly performs an effect by changing the image displayed in the effect area 52a, and fixedly displays information related to the progress of the game in the information display area 52b.

[0381] In the modified example of the shutter effect, only the effect area 52a is shielded by the shielding object. That is, as shown in FIGS. 58(B) and 58(C), even after the shutter effect is started, the information display area 52b remains displayed. In other words, the information display area 52b is displayed superimposed on the shutter effect. Thereby, even when the shutter effect is performed, it is possible to prevent the information related to the progress of the game from being shielded.

[0382] [Specific increment process and specific decrement process] In the present embodiment, an example in which the value to be added or subtracted is stored in the A register has been described. However, in the modified example, the specific increment process and the specific decrement process may be executed using a register other than the A register.

[0383] Also, as an application to which the specific increment process is applied, for example, it can be used for the process when the stage change is performed so as to circulate through stage A, stage B, and stage C in the normal advantageous section. RAM41c stores information indicating which stage it is currently staying in. For example, RAM41c stores "0" at a predetermined address when staying in stage A, stores "1" when staying in stage B, and stores "2" when staying in stage A.

[0384] When the main control unit 41 performs a stage change, it adds the value stored at a predetermined address of RAM41c using the specific increment process. Thereby, it is possible to automatically prevent the value corresponding to the stage from being updated to an unintended value when the interrupt process is executed. Thus, the specific increment process can be used for any cyclic control.

[0385] As described above, the embodiments of the present invention have been described with reference to the drawings. However, the present invention is not limited to these embodiments, and it goes without saying that the present invention includes changes and additions within the scope not departing from the gist of the present invention.

[0386] The embodiments disclosed this time should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is shown not by the above description but by the claims, and it is intended that all changes within the meaning and scope equivalent to the claims are included.

Explanation of Reference Numerals

[0387] 1 Slot machine, 2L, 2C, 2R Reels, 7 Start switch, 8L, 8C, 8R Stop switches, 51 Liquid crystal display, 41 Main control unit, 91 Sub control unit.

Claims

[Claim 1] A gaming machine capable of playing games, a storage means having a storage area capable of storing data; a basic processing means for executing a basic process; an interrupt processing means capable of interrupting the basic processing and executing an interrupt processing; an interrupt inhibiting means for inhibiting execution of the interrupt process; data selection means for selecting data in response to a data selection value; a data selection value update means for updating the data selection value based on a predetermined condition; the storage means stores the data selection value in a specific area of ​​the storage area; The data selection value update means an addition process of adding 1 to the value stored in the specific area; a subtraction process of subtracting a specific value from the value stored in the specific area; a regression process for setting the value stored in the specific area to 0 when the subtraction result of the subtraction process is 0; Execute a specific addition determination process including An interrupt disabled state is entered in which the interrupt process is not executed based on an interrupt disable instruction, When power supply to the gaming machine is started, the interrupt process is not executed even if the interrupt prohibition command is not issued, The gaming machine does not execute the interrupt process even if the interrupt prohibition command is not issued while the specific addition determination process is being executed.