Game machine

The gaming machine enhances communication between sub-controllers, enabling bidirectional communication for effect announcements and settings, improving player experience and functionality.

JP2025177449AActive Publication Date: 2025-12-05ENTERRISE CO LTD +1
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Patent Information

Application Number
JP2024084301
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-23
Publication Date
2025-12-05
Estimated Expiration
2044-05-23

AI Technical Summary

Technical Problem

Existing gaming machines lack efficient communication and control mechanisms between sub-controllers, limiting the flexibility and functionality of effect notifications and settings.

Method used

A gaming machine design incorporating a first and second sub-control unit with an operation unit for setting effect settings, allowing bidirectional communication for effect announcements and setting information exchange.

Benefits of technology

This design enables a new gaming machine with enhanced communication capabilities between sub-controllers, facilitating more dynamic and player-friendly effect notifications and settings.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a new game machine.SOLUTION: A slot machine 1 has a first sub-control unit 63a, a second sub-control unit 63b, and a sub-liquid crystal screen 30 on which a player can input operations to set performance settings. The first sub-control unit 63a can execute processing to determine a performance to be displayed and processing to transmit command information S23 to the second sub-control unit 63b which displays on a liquid crystal screen 3 the determined performance to be displayed. The second sub-control unit 63b can execute performance processing to display on the liquid crystal screen 3 a performance related to the received command information S23 and processing to transmit to the first sub-control unit 63a setting information S22 regarding the performance settings set by the operation upon detecting an input operation on the sub-liquid crystal screen 30.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

[0001] The present disclosure relates to gaming machines. [Background technology]

[0002] The gaming machine is configured to be able to switch between a game in a normal gaming state (game) and a game in a special gaming state (AT, ART, etc.) that is more advantageous to the player than the normal gaming state. The gaming machine has a main control unit that controls the game, and a sub-control unit that receives signals from the main control unit and controls presentation devices such as a display (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-16470 Summary of the Invention [Problem to be solved by the invention]

[0004] The sub-controller may have a first sub-controller and a second sub-controller, and may be configured to share functions. In this case, for example, the first sub-controller determines the effect to be notified based on a signal from the main controller, and transmits command information to the second sub-controller to notify the effect determined to be notified. The second sub-controller then causes the effect to be notified by a display, LED, speaker, or other performance device based on the received command information. In this way, information exchange between the first sub-controller and the second sub-controller is generally in the direction from the first sub-controller to the second sub-controller.

[0005] The present disclosure aims to provide a new gaming machine. [Means for solving the problem]

[0006] The first aspect is a gaming machine comprising a first sub-control unit, a second sub-control unit, and an operation unit into which a player can input operations to set effect settings, wherein the first sub-control unit is capable of executing a process of determining an effect to be announced and a process of sending command information to the second sub-control unit to cause the effect device to announce the effect determined to be announced, and the second sub-control unit is capable of executing a process of causing the effect device to announce an effect related to the received command information, and a process of sending setting information regarding the effect setting set by the operation to the first sub-control unit upon detecting the input of the operation to the operation unit. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to provide a new gaming machine that transmits setting information in a direction opposite to the general direction, from the second sub-control unit to the first sub-control unit. Gaming machines can be provided. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 5] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of the game area. [Figure 7] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 8] A figure showing an example of setting notification processing and AT notification presentation. [Figure 9] 10 is a flowchart showing a first example of AT notification performance and setting notification processing by the first sub-control unit and the second sub-control unit. [Figure 10] FIG. 10 is a diagram illustrating an example of a problem that may occur. [Figure 11] A flowchart showing a second example of AT notification performance and setting notification processing by the first sub-control unit and the second sub-control unit. [Figure 12] FIG. 10 is a diagram showing a performance setting table used in the determination process. [Figure 13] A flowchart showing a third example of AT notification performance and setting notification processing by the first sub-control unit and the second sub-control unit. [Figure 14] A flowchart showing a fourth example of AT notification performance and setting notification processing by the first sub-control unit and the second sub-control unit. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings. In the following description, "connection" includes cases where connection targets are directly connected to each other and cases where connection targets are indirectly connected to each other via other boards, devices, etc.

[0010] In this embodiment, the slot machine 1 is an example of a reel-type gaming machine that does not use physical medals but handles the quantity of gaming value (number of medals) as electronic data. Unlike conventional slot machines, the slot machine 1 does not require the insertion and payment of actual medals, and allows the game to proceed using electronically converted pseudo gaming media as gaming value data. Such slot machines 1 are called medal-less machines, Smart Slot (registered trademark), enclosed reel gaming machines, etc.

[0011] The pseudo game media, i.e., the game value, increases or decreases as the game progresses. Therefore, the player can play without holding actual medals, and while playing, the player can also check the amount of game value he or she has by looking at the credit display on the slot machine 1.

[0012] Fig. 1 is a front view of the above-mentioned slot machine 1. As shown in Fig. 2, this slot machine 1 is communicably connected to a card unit 9. Below, the card unit 9 will first be described.

[0013] The card unit 9 (corresponding to an external device) is a device capable of executing processes relating to lending of gaming value to the slot machine 1 and returning of gaming value from the slot machine 1.

[0014] Although not shown, the outer surface of the card unit 9 is provided with an opening for inserting cash, an opening for inserting / removing a card, a display panel capable of displaying instructions for inputting a PIN number and the loan balance, a gaming value loan button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided, as shown in FIG.

[0015] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.

[0016] The card management mechanism 92 introduces and stores a card inserted through the card insertion / ejection opening, and ejects the card from the insertion / ejection opening when the card ejection button is operated.

[0017] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 controls the operation of the cash management mechanism 91 and the card management mechanism 92, performs processing such as lending gaming value, authenticating cards, and reading and writing data from and to cards.

[0018] The operation processing of the cash management mechanism 91 includes a process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 91, and a process of adding the gaming value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0019] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that the inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that the card is ejected in response to operation of the card ejection button, and the like.

[0020] The process of lending the gaming value includes a process of transmitting data of the gaming value to be lent in response to the operation of the lending button to the slot machine 1. At the time of this transmission, a process of subtracting the gaming value to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 9 is also performed.

[0021] The card authentication process includes a process for determining whether or not a personal identification number (PIN) entered via the display panel matches the PIN number written on the card when the card is inserted into the insertion / ejection opening. If the card unit side control unit 93 determines that the PIN number matches, it allows the authenticated card to continue to be used, but if it determines that the PIN number does not match, it may not allow the authenticated card to continue to be used (restrict its use).

[0022] The process of reading data from the card includes a process of reading the gaming value data, if any, written on the card and temporarily storing it in RAM as the loan balance.

[0023] The writing process to the card includes a process of receiving the game value data transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card ejection button. When the card ejection button is operated and game value data has already been written to the card, the card unit side control unit 93 adds the game value received from the slot machine 1 to the data and writes it to the card (update process).

[0024] As a result, when the card ejection button on the card unit 9 is operated, a card on which at least one of the data of the game value and loan balance owned by the player is written is ejected from the card insertion / ejection opening.

[0025] The card unit 9 is also connected to be able to communicate with devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown). Various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc.), changes in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.

[0026] <Slot machine configuration> As shown in Fig. 1, a medal-less slot machine 1 has a cabinet 10. A front door 100 is provided on the front of the cabinet 10.

[0027] A keyhole is provided near the right end of the front door 100 when viewed from the front. A key can be inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. The front door 100 and the cabinet 10 remain locked during play, preventing players from accessing the inside of the cabinet 10. Furthermore, because the slot machine 1 is a medal-less machine, there is no need for a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish medals during play. Therefore, during play, store staff generally do not unlock the front door 100 and the cabinet 10, except when an error occurs in the slot machine 1. When store staff perform settings changes, setting value confirmations, maintenance, or other operations, the front door 100 and the cabinet 10 are unlocked, allowing the front door 100 to rotate relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.

[0028] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see multiple symbols displayed on the surface of each of multiple rotating reels 20a, 20b, and 20c, which will be described later.

[0029] Above the reel window 200, there are provided a liquid crystal display 3, a speaker 102, and an illumination unit 103 for performing various effects during a game. The liquid crystal display 3, the speaker 102, and the illumination unit 103 correspond to a notification unit.

[0030] The LCD screen 3 displays various effect videos (effect screens) while the player is playing. A sub-LCD screen 30 capable of displaying various effects related to the game is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit that can be operated by touching it.

[0031] The speaker 102 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0032] The illumination unit 103 lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0033] An operation unit 4 is provided below the reel window 200. The operation unit 4 is provided in a position where it can be seen and touched by the player. The operation unit 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a medium display unit 43, a game information display unit 44, a cancel button 45, a count button 46, and an effect button 47.

[0034] The stop switches 40a, 40b, and 40c are provided corresponding to the reels 20a, 20b, and 20c, respectively. The stop switches 40a, 40b, and 40c accept operations to stop the rotation of the reels 20a, 20b, and 20c while the reels 20a, 20b, and 20c are rotating.

[0035] A lamp may be provided inside each of the stop switches 40a, 40b, and 40c. The lamp may, for example, emit a color to indicate that the stop switches 40a, 40b, and 40c are in an inoperative state from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a steady rotation state. Furthermore, the lamp may emit a color different from the above to indicate that the stop switches 40a, 40b, and 40c are in an operable state from the time the reels 20a, 20b, and 20c reach a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0036] The bet switch 41 is used when betting a gaming value. In this embodiment, a case is exemplified in which a predetermined number of gaming values ​​(for example, three coins) that can be played once is automatically bet by pressing the bet switch 41 once.

[0037] The lever 42 functions as a start switch that accepts an operation to rotate each of the reels 20a, 20b, and 20c. For the reels 20a, 20b, and 20c to start, a "wait condition" must be met, which requires that there must be at least a minimum play time (approximately 4.1 seconds) between the start of the reels 20a, 20b, and 20c in the previous game and the start of the reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the reels 20a, 20b, and 20c will start after this wait condition is met.

[0038] The medium display unit 43 displays the amount of gaming value (hereinafter also referred to as the number of credits) managed by the medium management unit 620 of the slot machine 1, the amount of gaming value paid out, etc., and is composed of, for example, multiple seven segments.

[0039] In this embodiment, the "number of payouts of game value" does not mean that actual medals are paid out to the outside of the slot machine 1, but means that the game value increases based on the winning combination established by the internal lottery. In other words, the number of payouts of game value means that the numerical value of the pseudo game medium converted into electronic data increases.

[0040] In this embodiment, the number of credits is set to an upper limit. This upper limit is not related to the activation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer the game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Medium Management Unit-".

[0041] The game information display unit 44 displays information about the game other than the information displayed on the medium display unit 43, and is composed of an LED, a lamp, a 7-segment display, etc. The information displayed by the game information display unit 44 includes the number of bets of game value in one game, whether or not a special role is being implemented, whether a replay (replay) has been won, and if an operation mode role is won during AT or ART, a code corresponding to the correct operation mode of the operation mode role.

[0042] The cancel button 45 can accept an operation to change a betted game value to a non-betted state. For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 (described later) updates the betted game value to "0" and adds the betted game value immediately before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the betted game value. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet cancellation process that transitions the bet state to a non-bet state and returns the betted game value to the number of credits.

[0043] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated, and is invalid from the time the lever 42 is operated until the end of the game based on the operation of the lever 42. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0044] The counting button 46 can accept an operation to transfer the game value data managed by the media management unit 620 of the slot machine 1 from the media management unit 620 to the card unit 9. For example, when the counting button 46 is operated when the managed game value is 1 or more, the media management unit 620 subtracts the managed game value toward 0. The data of the subtracted game value is sent to the card unit 9.

[0045] The amount of subtraction from the managed game value when the count button 46 is operated once may be predetermined, such as "1" or "50." Also, the managed game value may continue to be subtracted while the count button 46 is continuously operated.

[0046] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until the card is ejected from the card unit 9 smoother.

[0047] Furthermore, the counting button 46 may be provided with a lamp inside or around the button 46 that changes the color of light emitted before and after operation.

[0048] The effect button 47 is a button used by the player when playing a game to set the volume, check game data, and set various other menu settings related to the game. The effect button 47 may also be pressed by the player during play depending on the effect. When the effect button 47 is pressed during play, a change occurs in the effect.

[0049] Furthermore, a lamp capable of emitting light in various colors and patterns may be provided inside the effect button 47. The lamp lights up when the effect button 47 is in an operable state, and is not lit when the effect button 47 is in an inoperable state. Furthermore, when operation of the effect button 47 triggers the output of a winning notification effect for a favorable game state such as a special combination or AT, the lamp can also flash at high speed in a color different from when it is normally lit, such as red or rainbow colors.

[0050] Near each switch of the operation unit 4, a sensor is provided that detects the operation by the player and outputs an operation signal to the control unit 6.

[0051] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns the main power of the slot machine 1 on and off.

[0052] As shown in Figures 1 and 2, the reel unit 2 includes three reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The reel unit 2 is disposed inside the casing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the reels 20a, 20b, and 20c has a plurality of symbols arranged at intervals along the circumferential direction of the reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to the reels 20a, 20b, and 20c, respectively, and drive the corresponding reels 20a, 20b, and 20c.

[0053] The stepping motors 21a, 21b, and 21c stop the rotation of the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 milliseconds is 127.

[0054] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611 (described later) in the control unit 6.

[0055] The reset button 71 is operated to clear various errors and initialize the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 71 is pressed, the quantity of game value managed by the media management unit 620 of the slot machine 1 is cleared to "0," and the second game state of the slot machine 1 is set to the "general game state," and the game zone is set to the "normal zone."

[0056] The setting change button 72 is a button that is pressed by a store staff member when setting one of a plurality of setting values ​​to the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on while the slot machine 1 is set to the setting change mode, the setting change button 72 becomes operable, and the setting value can be set by operating the setting change button 72 in this state.

[0057] During game play or game standby, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 71 and the setting change button 72. In principle, the only time they are unlocked is when an error occurs in the slot machine 1. Therefore, players cannot touch the reset button 71 and the setting change button 72.

[0058] The set value is a value that represents the payout rate, which indicates the ratio of the total number of paid-out game values ​​to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0059] <The flow of play by players> The player presses the effect button 47 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3 as needed.

[0060] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to use the game value managed by the media management unit 620 to bet game value on the slot machine 1. When a predetermined amount of game value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., game play can begin.

[0061] FIG. 1 illustrates an example in which the active line L is composed of a single line sloping upward to the right. The active line L is a virtual line for determining winning combinations. In this embodiment, the active line L is activated when a MAX BET (maximum bet) of three coins is placed.

[0062] In the following, "winning" is not only when a symbol that pays out medals, such as a bell or watermelon, aligns on the valid line L, but also when a symbol corresponding to a specific symbol, such as a special replay, chance symbol, or special symbol (bonus), aligns on the valid line L.

[0063] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42 and stop switches 40a, 40b, 40c to obtain the results of the game, including internal lottery, winning determination processing, and processing to increase or decrease the play value.

[0064] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of each of the rotating reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that has aligned (won) on the pay line L. This completes one game.

[0065] The player repeatedly plays the above game. As the game progresses, the display on the liquid crystal screen 3 and the sub-liquid crystal screen 30, the sound output from the speaker 102, and the light emitted by the illumination unit 103 change in accordance with the progress of the game.

[0066] <About game status> During play, various types of game zones and game states are set, and an internal lottery is performed based on the set game zones and game state types. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0067] The first game state includes a special role non-carryover state (non-bonus internal state), a special role carryover state (inside the bonus), and a special role implementation state (during the bonus), as shown in Figure 4. The special role non-carryover state, the special role carryover state, and the special role implementation state are in an exclusively established relationship.

[0068] The special role non-carryover state refers to a state in which the special role (Type 1 BB and Type 2 BB) has not been won by the internal lottery and the winning of the special role has not been carried over. The special role non-carryover state is set when condition A is met, such as when the setting value is changed, the RAM is initialized, or the payout of the game value exceeds a predetermined number after transitioning to the special role implementation state.

[0069] The special role carryover state refers to a state in which a special role has been won by internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the special role flag has been won by internal lottery, but the symbols indicating the special role have not been aligned on the valid line L, and therefore the special role has not yet been won.

[0070] Here, Type 1 BB is a device for continuously operating a type 1 special feature, and Type 2 BB is a device for continuously operating a type 2 special feature. For example, Type 1 BB is a candidate for winning when the number of bets is the maximum number "3," and Type 2 BB is a candidate for winning when the number of bets is less than the maximum number, so that Type 1 BB and Type 2 BB may have different numbers of bets on game value when they become candidates for winning. Also, Type 1 BB may be the only special feature. Also, Type 1 BB cannot be won while Type 1 BB is carried over.

[0071] When a special role is won while the first gaming state is a special role non-carryover state, the first gaming state transitions from the special role non-carryover state to a state in which the winning of the special role that has been won is carried over (special role carryover state).

[0072] When a winning special role is won (condition B), the first gaming state transitions from the special role carryover state to the special role implementation state. The special role implementation state refers to a state in which a special role (bonus) won by internal lottery is won, and the payout of game value exceeding a predetermined number has not been completed. For example, when the first gaming state transitions to the special role implementation state due to the winning of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of payout game value due to the Type 1 BB or Type 2 BB exceeds the predetermined number.

[0073] In more detail, the special role implementation state includes a Type 1 BB implementation state, a Type 2 BB implementation state, and an RB implementation state. If an RB is won by an internal lottery during a Type 1 BB implementation state in which a Type 1 BB is being implemented, the special role implementation state will transition from the Type 1 BB implementation state to the RB implementation state. If 12 games are played or a specific role is won eight times in the RB implementation state, the special role implementation state will transition to the Type 1 BB implementation state.

[0074] As shown in Figure 5, the second gaming state includes a normal gaming state, a chance zone (hereinafter sometimes referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special role implementation state. The normal gaming state, CZ, and AT state (special gaming state) are mutually exclusive.

[0075] The general gaming state is a state that is not a special gaming state such as an AT state or a special role implementation state, and is not a CZ state, that is, a state in which the assist function (instruction function) does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second gaming state is set to the general gaming state until the AT lottery is won. As an example, when the gaming zone is a favorable zone, the AT lottery is conducted according to the winning role (rare role, etc.) by the internal lottery.

[0076] The AT state is a state in which the assist function (AT function) is active, informing the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than the special role won by the internal lottery via the LCD screen 3, speaker 102, and illumination unit 103. If the AT is won in the AT lottery while the gaming zone is in the advantageous zone, the second gaming state transitions from the general gaming state to the AT state. The second gaming state transitions from the AT state to the general gaming state in the following cases: a predetermined number of games have elapsed since the start of gaming in the AT state; the total number of payouts of gaming value since the start of gaming in the AT state reaches a predetermined number; a decision not to continue the AT is made in the AT state continuation lottery; or a decision to transition to the general gaming state is made in the drop-out lottery from the AT state to the general gaming state. This ends the AT state.

[0077] The CZ is a second gaming state in which the probability of transitioning to the AT state (special gaming state) is higher than in the base gaming state. A high probability of transitioning to the AT state can be directly attributed to a higher probability of transitioning from the CZ to the AT state, or indirectly attributed to an increased probability of transitioning to the AT state. Therefore, the CZ can be considered a state in which the player enjoys a greater advantage in gaming than the base gaming state. While the CZ and the AT state are similar in that they are more advantageous to the player than the base gaming state, the AT state can be considered even more advantageous than the CZ. The CZ can be entered when certain conditions are met, such as when a CZ lottery based on a winning combination in an internal lottery is won, when the number of games played in the advantageous zone reaches a predetermined number, or when the points accumulated as the game progresses reach a predetermined value.

[0078] <About the gaming area> The above-mentioned game interval is an interval for determining whether or not processing related to the instruction function is performed. As shown in Figure 6, the game interval has a normal interval and an advantageous interval. The normal interval and the advantageous interval are in an exclusive relationship, and the game interval can be either the normal interval or the advantageous interval.

[0079] Here, processing related to the instruction function includes processing to exercise the instruction function (provide assistance), lottery processing for a mode in which the AT winning probability is determined, processing to transition to that mode, CZ lottery processing, CZ processing, AT lottery processing, AT continuation processing, AT addition processing (including adding the number of AT continuation games, adding the difference in sheets, and adding the number of sets), processing to fall from the AT state to the general game state, AT processing, processing to transition from the advantageous zone to the normal zone, etc.

[0080] The normal zone is a zone in which processing related to the instruction function cannot be executed, but zone transition processing to the advantageous zone is performed. When some condition for transitioning to the advantageous zone is met in the normal zone, the game zone transitions from the normal zone to the advantageous zone. Note that while the second game state is the general game state, the game zone can adopt the normal zone.

[0081] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a normal gaming state, an advantageous zone in which the second gaming state progresses in a CZ, and an advantageous zone in which the second gaming state progresses in an AT state. The gaming zone remains an advantageous zone from the time it transitions to an advantageous zone until it meets a specified termination condition. The specified termination condition will be described later in "- Zone Control Unit - ".

[0082] As a summary of the above, possible combination patterns of the gaming section and the second gaming state in the slot machine 1 will now be listed. Pattern 1: The game zone is the normal zone, and the second game state is the normal game state. Pattern 2: The game zone is a favorable zone, and the second game state is a general game state. Pattern 3: The game zone is a favorable zone, and the second game state is a CZ Pattern 4: The game zone is a favorable zone, and the second game state is an AT state. As mentioned above, when the game zone is a normal zone, no processing related to the instruction function can be performed, so it can be said that there is little advantage for the player. On the other hand, when the game zone is a favorable zone, processing related to the instruction function can be performed, so the range of game progress is wider, and it can be said that there is an advantage for the player compared to a normal zone.

[0083] <Configuration of each control unit> As shown in Fig. 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as interrupt processing such as timer interrupts, and control of internal lotteries and the rotating reels 20a, 20b, and 20c. The game value number control unit 62 manages and processes game values ​​and controls communication with the card unit 9. The sub-control unit 63 controls effects based on signals sent from the main control unit 61 and when the effect button 47 is pressed.

[0084] The main control unit 61, the game value number control unit 62, and the sub-control unit 63 each comprise a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs and the like necessary for game progress, and the RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in, and setting values. The ROM of the game value number control unit 62 stores programs and the like necessary for managing game values ​​and communicating with the card unit 9, and the RAM of the game value number control unit 62 stores the total number of game values ​​being managed, etc. The ROM of the sub-control unit 63 stores programs and the like necessary for controlling presentations, and the RAM of the sub-control unit 63 stores various data and the like related to presentation control.

[0085] Here, the connection relationship and communication processing of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to Fig. 7. In this embodiment, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0086] The main control board P1, on which the main control unit 61 is mounted, and the game value control board P2, on which the game value number control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include: outer terminal information; whether or not settings are being changed; commands related to various errors; a signal requesting a bet of game value when the bet switch 41 is operated; a signal requesting the payout of game value corresponding to a winning combination; a signal requesting a bet cancellation process when the cancel button 45 is operated; and a request for the transfer of game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated; information that the number of credits has reached the upper limit; information regarding the presence or absence of a communication abnormality between the card unit 9 and the slot machine 1; and various responses to requests from the main control board 61.

[0087] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is carried out from the main control board P1 to the sub-control board P3. The information and commands sent from the main control board P1 to the sub-control board P3 include information related to game value (for example, game value bet / payout information, total game value won during AT), information about the start / end of game, information about the start / end of device operation, information about various errors, etc.

[0088] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands sent from the game value control board P2 to the sub-control board P3 include the MY value (described below), information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer is complete, etc.), information indicating the number of credits and the number of coins won, information indicating that the number of credits has reached the upper limit, and, if a credit backup error has occurred, information about that error.

[0089] <Main control unit> Returning to Figure 2, the CPU reads and executes the programs in the ROM, causing the main control unit 61 to function as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game status control unit 616, and an error determination unit 617.

[0090] -Internal lottery section- The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 42, and sets one flag out of multiple winning combination flags as a winning flag to be a winning combination. Specifically, when the lever 42 is operated, the internal lottery unit 610 conducts an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal can be used by the spinning reel control unit 611, the game progress control unit 614, etc.

[0091] The internal lottery table shows information on winning combinations that may be obtained by an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the RT state (not shown) when the lever 42 is operated, and the type of special combination and setting value if the specific combination is in a bonus state. The information on the combinations shown in the internal lottery table includes one or more symbol combinations and the combinations corresponding to those combinations, which are associated with each other. The winning combinations include losing combinations that do not result in the payout of game value, operation mode combinations that result in the payout of game value when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode, rare combinations, and the like.

[0092] The operation mode roles include a push order role in which the correct operation mode is determined only by the order in which the stop switches 40a, 40b, and 40c are pressed, a push order role in which a predetermined timing for stopping a predetermined symbol is determined in addition to the push order, and a push order role in which the correct operation mode is determined only by the timing for stopping a predetermined symbol.

[0093] For example, if a push order role is won and the stop switches 40a, 40b, and 40c are pressed in the correct order, the push order role will win and multiple game values ​​(e.g., 8 coins) according to the role will be paid out. If the push order role is won but the stop switches 40a, 40b, and 40c are not pressed in the correct order, the push order role will not win, or another role (such as a 1-coin role) will win.

[0094] Note that operation mode roles such as push order roles are awarded not only in the AT state, but also in the general gaming state and CZ. If an operation mode role is achieved in the general gaming state, the correct operation mode is not notified, so the operation mode role may be missed or only one coin may be paid out. During the AT state, the correct operation mode is often notified, and multiple (e.g., eight) game values ​​are paid out by operating the stop switches 40a, 40b, and 40c according to the correct operation mode.

[0095] - Rotating reel control unit - The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0096] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c. When a stop switch 40a, 40b, or 40c corresponding to one of the reels 20a, 20b, or 20c is operated while at least one of the reels 20a, 20b, or 20c is spinning, the reel control unit 611 stops the rotation of the reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.

[0097] In the rotation stop control, the rotating reel control unit 611 can stop the rotation of the rotating reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that the combination of symbols corresponding to the role indicated by the winning flag is placed on the pay line L of the rotating reels 20a, 20b, and 20c, thereby winning the role.

[0098] In addition, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reels 20a, 20b, 20c when each stop switch 40a, 40b, 40c is operated. Pull-in control is control that stops the rotation of the rotation reels 20a, 20b, 20c so that the symbols corresponding to the winning combination are pulled onto the activated line L. Kick-out control is control that stops the rotation of the rotation reels 20a, 20b, 20c so that the symbols corresponding to the non-winning combination do not line up on the activated line L.

[0099] Furthermore, while the special role is being carried over (during the bonus), the rotating reel control unit 611 stops the rotating reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c, but if the conditions for allowing the special role to be won are not met, it is possible to control the winning special role (bonus) so that it does not win.

[0100] -Game result determination section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the reels 20a, 20b, and 20c. The game result means the result of determining whether or not a winning combination has been achieved based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been achieved.

[0101] -Game progress control unit- The game progress control unit 614 controls the game progress based on the player's operation. At that time, the game progress control unit 614 controls the game progress by the player based on the setting values ​​set by the store staff.

[0102] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 clears game data such as the first and second game states and game zones by initializing the RAM of the main control unit 61. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.

[0103] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.

[0104] Specifically, when the gaming zone is a normal zone, if the transition condition for the advantageous zone is satisfied, the zone control unit 615 sets (transitions) the gaming zone from the normal zone to the advantageous zone.

[0105] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or transition to a normal zone. For example, when the gaming zone is an advantageous zone, if a predetermined condition is met, such as the second gaming state transitioning from an AT state to a normal gaming state, the zone control unit 615 transitions the gaming zone from the advantageous zone to the normal zone even if the forced termination condition described later is not met.

[0106] In addition, the zone control unit 615 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in the gaming value during the advantageous zone based on the quantity of gaming value at the time of entering the advantageous zone reaches, for example, 2,400 coins.

[0107] In this embodiment, a limit is set on the difference in game value that can be obtained in the advantageous zone. The difference is the cumulative value of the number of game values ​​paid out minus the number of bets. As an example of the condition for forcibly terminating the advantageous zone described above, the limit on the difference in game value that can be obtained in the advantageous zone is when the difference in game value during the advantageous zone, based on the amount of game value at the time of entering the advantageous zone, reaches, for example, 2,400 coins (a predetermined limit value). Because the amount of game value at the time of entering the advantageous zone is used as the standard (for example, the difference is expressed as "0"), the predetermined limit value (2,400 coins) can also be said to be the limit on the increase in game value that will result in a positive gain for a player who has been playing continuously since entering the advantageous zone. As specific examples, the first and second examples will be explained. In the first example, suppose a losing state (a state in which the number of game value bets is greater than the number of payouts) continues from the time of entering the advantageous zone, the difference becomes a negative value, and the bottom price (for example, -1000 coins) is reached. Thereafter, suppose a winning state (a state in which the number of game value bets is less than the number of payouts) continues, and the difference in game value from the time of entering the advantageous zone returns to 0. Furthermore, if the winning state continues, the point at which the difference in game value from the time of entering the advantageous zone reaches the predetermined limit of 2400 coins and the advantageous zone is forced to end is the point at which the difference in game value from the time the bottom price reached 3400 coins. The player's remaining game value will initially be -1000 coins, then +3400 coins, for a total of +2400 coins, at which point the condition for the forced end of the advantageous zone is met. On the other hand, in the second example, if the winning state continues from the time of entering the advantageous zone, the difference in game value from the time of entering the advantageous zone will reach 2400 coins and the advantageous zone will be forced to end. The condition for the forced end of the advantageous zone will be met when the player's game value balance reaches +2400 coins without ever becoming negative.

[0108] In this specification, the quantity of gaming value (for example, the number of medals) may be referred to as "number of coins," and the difference between the quantity of gaming value bet and the quantity of gaming value obtained as a result of playing may be referred to as "difference in number of coins." However, these notations are not limited to gaming machines that use gaming media such as medals; for ease of explanation, the term "number of coins" is also used in gaming machines that use the quantity of pseudo gaming media converted into electronic data as the quantity of gaming value.

[0109] In addition, when the set value is changed or the game data is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.

[0110] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0111] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to any one of a general game state, a CZ state, and an AT state.

[0112] 4, when predetermined conditions such as clearing the RAM of the main control unit 61 or changing settings are met, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.

[0113] Also, as shown in FIG. 5, the gaming state control unit 616 determines whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT lottery. If the AT lottery is won during the advantageous zone, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT lottery is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state or CZ. Furthermore, when the AT ends, the gaming state control unit 616 can transition the second gaming state from the AT state to the general gaming state or CZ.

[0114] Although not shown, the game state control unit 616 can control the transition of the RT state. The RT state is an internal game state in which the probability of winning the replay flag is predetermined. The slot machine 1 is provided with multiple RT states with different winning probabilities for the replay flag, and when the RT transition condition is met in any RT state, the RT state is transitioned to another RT state. For example, during a special role carryover state in which an AT may be executed, the RT state is not transitioned, and one RT state is maintained. The RT state can be transitioned in states other than the special role carryover state.

[0115] -Error detection section- The error determination unit 617 determines whether or not various errors have occurred. Examples of such errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 9, and reaching the upper limit of the number of credits.

[0116] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is transmitted as information about the error from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63. This allows the game value number control unit 62 to perform processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 to perform processing to notify the content of the error that has occurred via the liquid crystal screen 3, the sub-liquid crystal screen 30, the speaker 102, etc.

[0117] <Game value number control unit> The CPU reads and executes the program in the ROM, whereby the gaming value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.

[0118] -Media Management Department- The media management unit 620 performs processing for increasing / decreasing the gaming value (number of credits) and management processing. For example, the media management unit 620 increases the game value under management in response to the game value being transferred from the card unit 9. When a bet request for game value is received from the main control unit 61, the media management unit 620 determines whether or not betting is possible based on the game value under management and the bet request. If the game value under management is equal to or greater than the number of bets, the media management unit 620 determines that "betting is possible" and subtracts the amount of the bet from the game value under management. If the game value under management is less than the number of bets, the media management unit 620 determines that "betting is not possible" and performs processing to transmit this information to the main control unit 61. If betting is not possible, the amount of game value under management is maintained.

[0119] When a combination with a payout is won by the internal lottery and the combination wins, the media management unit 620 performs processing to increase the game value being managed by an amount corresponding to the type of winning combination.

[0120] Furthermore, when the cancel button 45 is operated, the media management unit 620 increases the gaming value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the gaming value being managed to the card unit 9.

[0121] Furthermore, the media management unit 620 calculates the difference number of the gaming value, which is the cumulative value of the number obtained by subtracting the number of bets from the number of payouts of the gaming value. Using this difference number, the media management unit 620 calculates the following. (A) Difference in gaming value during each advantageous zone (B) A range (hereinafter referred to as the MY value) that is the difference between the maximum and minimum values ​​of the difference number after the power of the slot machine 1 is turned on.

[0122] The above (A) is used to determine whether the conditions for the forced termination of the advantageous zone are met. The above (A) is calculated continuously from the time the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone. Therefore, the above (A) is cleared when the game zone transitions to the normal zone, and calculation starts again when the game zone transitions back to the advantageous zone.

[0123] The above (B) is used to control the operation of the complete function described below. The above (B) continues to be calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and calculation starts again when the power is turned on again.

[0124] The media management unit 620 also determines whether the gaming value being managed, i.e., the number of credits, has reached the credit upper limit. When the number of credits has reached the credit upper limit, a notification to that effect is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 performs a notification process using the LCD screen 3, speaker 102, and illumination unit 103 to prompt the user to operate the counting button 46 and transfer credit number data to the card unit 9. While this notification process is being performed, the main control unit 61 performs a game stop process to stop the progress of the game, such as by invalidating the operation of the bet switch 41 or lever 42. The state in which this notification process and game stop process are being performed can be canceled when the number of credits falls below the credit upper limit by operating the counting button 46 to transfer credit number data.

[0125] In addition, when the number of credits reaches a value that is lower than the credit upper limit and is close to the credit upper limit, a notification process for prompting the player to operate the count button 46 may be performed without performing the game progress stop process.

[0126] -Complete operation control unit- The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes equal to or greater than the MY upper limit value (for example, 19000 or greater).

[0127] The complete function is a function that stops play and puts the slot machine 1 into a state where play is not possible. When the complete function is activated, the operation parts necessary to complete play, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, are in a state where they cannot accept any operation. Therefore, for example, no matter how many times the bet switch 41 is operated in the slot machine 1 while the complete function is activated, no bet processing will be performed. The activation of this complete function will be maintained unless the power of the slot machine 1 is turned on and then off by a store staff member. After the power of the slot machine 1 is turned on again, the activation of the complete function is deactivated (the complete function is in an inactive state).

[0128] In addition, when the MY value is lower than the MY upper limit value but is equal to or greater than a value close to the MY upper limit value (for example, 18,500 or greater), the complete operation control unit 621 performs processing to send to the sub-control unit 63 a pre-notification command indicating that the complete function is about to be activated.

[0129] <Sub-controller> The CPU reads and executes the program in the ROM, causing the sub-control unit 63 to function as a performance control unit 630 (corresponding to a notification control unit).

[0130] -Direction Control Department- The effect control unit 630 displays an effect image selected from a plurality of types of effect images on the liquid crystal screen 3 or the sub-liquid crystal screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the effect image from the speaker 102, and causes the illumination unit 103 to emit a light pattern corresponding to the effect image. For example, when an AT or bonus is won, the effect control unit 630 selects an effect pattern for displaying that fact on the liquid crystal screen 3 or the sub-liquid crystal screen 30, and controls the display on the liquid crystal screen 3 or the sub-liquid crystal screen 30, controls the sound output from the speaker 102, and controls the light emission of the illumination unit 103 according to the effect pattern.

[0131] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the correct operation mode of the operation mode combination that is successively won (assist function, that is, instruction function).

[0132] Furthermore, when the notification conditions for the effect suggesting the setting value are met during play, the effect control unit 630 causes at least one of the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to notify the effect. This effect can be used by the player to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when the special combination (bonus) implementation state ends, when the AT ends, etc.

[0133] <First sub-controller 63a and second sub-controller 63b> As shown in FIG. 2, the sub-control unit 63 of the present embodiment includes a first sub-control unit 63a and a second sub-control unit 63b. The first sub-control unit 63a receives commands (commands) from an upper control unit (a general term for the main control unit 61, the game value number control unit 62, etc.) and functions as a control unit that oversees the effect control in the effect control unit 630. The first sub-control unit 63a and the second sub-control unit 63b can communicate bidirectionally with each other. The second sub-control unit 63b is connected to effect devices (the liquid crystal screen 3, the sub-liquid crystal screen 30, the speaker 102, the decorative unit 103, the effect button 47), and controls the operation of the effect devices based on commands (commands) from the first sub-control unit 63a. The first sub-control unit 63a and the second sub-control unit 63b each have their own memory. In the present embodiment, the first sub-control unit 63a cannot access the memory of the second sub-control unit 63b, and the second sub-control unit 63b cannot access the memory of the first sub-control unit 63a. Therefore, the first sub-control unit 63a and the second sub-control unit 63b exchange information through communication.

[0134] <First Example of AT Notification Effect and Setting Notification Process> In the CZ shown in FIG. 5, an AT announcement effect related to the transition to the AT state can be executed. There are multiple types of AT announcement effects, and an AT announcement effect corresponding to one of the multiple announcement settings (announcement types) can be executed. By operating the "announcement customization button" (not shown) displayed on the sub-LCD screen 30 (corresponding to the operation unit), the player can select (set) the desired announcement setting (announcement type) from the multiple announcement settings (announcement types). AT announcement effects include, for example, an announcement that an AT win has been confirmed, an announcement that displays or suggests the probability of an AT win, and an announcement that gradually displays or suggests changes in the probability of an AT win. AT announcement effects corresponding to each of the multiple announcement settings (announcement types) include, for example, announcement type 1, which only announces that an AT win has been confirmed without executing an announcement related to the probability of an AT win, and announcement type 2, which only announces an announcement that displays or suggests the probability of an AT win. The player can select (set) the desired effect setting (notification type) via the sub-LCD screen 30. It can be said that the sub-LCD screen 30 allows input of an operation to select (set) the effect setting (notification type) related to the AT notification effect.

[0135] FIG. 8 shows an example of the setting notification process and the AT notification effect. The setting notification process can be executed for the setting notification effect A12, which notifies the effect setting (notification type) selected (set) by operating the sub-LCD screen 30. As shown in FIG. 8, the LCD screen 3 has a main area in the center for displaying video effects and the like that are displayed as the game progresses, and a frame image is displayed around the main area. As shown in the upper part of FIG. 8, when the setting notification process is executed in the normal game mode, a setting notification effect A12 is displayed in the frame image portion of the LCD screen 3 using characters and figures, such as the characters "Notification Type 2," to notify the set effect setting (notification type). As shown in the lower part of FIG. 8, in the CZ, an AT notification effect A22 corresponding to the set effect setting (notification type), such as "AT expectation rate: 50%!!," is displayed in the frame image portion or the like. In addition, a setting notification effect A12 that notifies the set effect setting (notification type), such as the characters "Notification Type 2", is announced by the setting notification process. The setting notification effect A12 announced in the general game mode and CZ may be an effect that makes it possible to identify the effect setting (notification type) selected (set) by the player's operation on the sub-LCD screen 30 (operation unit). The AT notification effect A22 notified in the CZ may be an effect notified based on the type of effect setting (notification type) that has been set. The effect notified based on the type of effect setting may be an effect accompanied by an explanation using text, or an effect without an explanation. Examples of effects that include explanations using text include, for example, "If character A appears within 10 games, it's your chance!" and "Get a rare role to increase your chances!" An example of a presentation without explanation would be, for example, if the content of the presentation is "If character A appears within 10 games, it's your chance!", a video or still image in which character A appears when lever 42 is operated. An example of a presentation without explanation is, for example, "Get a rare combination and increase your expectation!", which includes a video or still image that increases the numerical value of the expectation when you win a rare combination or win a prize. Another example is a presentation that expresses the expectation with a color or the like and changes the color.

[0136] A specific example (first example) of realizing the above-mentioned AT notification processing and setting notification processing will be described with reference to FIG. 9. FIG. 9 is a flowchart showing a first example of the AT notification effect and setting notification processing by the first sub-control unit 63a and the second sub-control unit 63b. As shown in FIG. 9, when the effect setting managed by the first sub-control unit 63a is set to "Notification Type 2," in step ST21, the first sub-control unit 63a determines an effect image to be notified based on the effect setting (notification type 2) managed by the first sub-control unit 63a. This effect image is an image related to the AT notification effect A22 during the CZ, which reads "AT expectation: 50%!!" The first sub-control unit 63a executes processing to transmit command information S21 to the second sub-control unit 63b, which causes an effect device such as the LCD screen 3 to notify the AT notification effect A22 that has been determined to be notified. In step ST31, the second sub-control unit 63b executes the effect notification process based on the received command information S21, and as a result, an AT notification effect A22 saying "AT expectation rate: 50%!!" is displayed on the liquid crystal screen 3. Also, by the setting notification process based on the effect setting managed by the second sub-control unit 63b, a setting notification effect A12 saying "Notification type 2" is displayed on the liquid crystal screen 3. This setting notification effect A12 and the AT notification effect A22 have a corresponding correct relationship.

[0137] Next, when the player operates the sub-LCD screen 30 at any timing to select (set) the effect setting to "Notification Type 1," the second sub-control unit 63b detects this setting operation in step ST32. The second sub-control unit 63b's detection of the effect setting operation triggers transmission of setting information S22 related to the effect setting set by the operation to the first sub-control unit 63a. At this time, the effect setting managed by the first sub-control unit 63a remains "Notification Type 2." This is because the first sub-control unit 63a cannot detect these operations because the operation units, such as the sub-LCD screen 30 and the effect button 47, are connected to the second sub-control unit 63b. Because the effect setting has been set by the player, the second sub-control unit 63b executes a setting notification process based on the effect setting managed by itself in step ST33. As a result, the sub-LCD screen 30 displays a setting notification effect A11 displaying "Notification Type 1."

[0138] Meanwhile, in step ST22, upon receiving setting information S22 from the second sub-control unit 63b, the first sub-control unit 63a changes the effect setting managed by the first sub-control unit 63a to a setting based on the setting information S22 (notification type 1). Thereafter, in step ST23, the first sub-control unit 63a determines an effect image to be notified based on the effect setting (notification type 1) managed by the first sub-control unit 63a. This effect image is an image related to the AT announcement effect A21, which depicts a cat character in a sleeping state. The first sub-control unit 63a executes processing to transmit command information S23 to the second sub-control unit 63b, which causes an effect device such as the liquid crystal screen 3 to notify the AT announcement effect A21 that has been determined to be notified. In step ST34, the second sub-control unit 63b executes effect notification processing based on the received command information S23, and as a result, the AT announcement effect A21, which depicts a cat character in a sleeping state, is displayed on the liquid crystal screen 3. Thereafter, when a win (internal win) occurs in a state that transitions to the AT state due to game control by the main control unit 61 and a command indicating this is sent from the main control unit 61 to the first sub-control unit 63a, the first sub-control unit 63a determines an AT announcement effect A21b (indicating an AT win) showing a cat character with its eyes open based on the effect settings, and the first sub-control unit 63a sends command information to the second sub-control unit 63b, and as a result, the AT announcement effect A21b showing a cat character with its eyes open is displayed on the liquid crystal screen 3. In this way, even if the operation unit for selecting (setting) the effect settings is not connected to the first sub-control unit 63a but is connected only to the second sub-control unit 63b, the first sub-control unit 63a can grasp the setting information regarding the effect settings set by operating the operation unit.

[0139] <Examples of expected problems> Next, examples of problems that may occur in the above configuration will be described using FIG. 10. FIG. 10 is a diagram showing examples of problems that may occur. Since the example shown in FIG. 10 executes the same content as FIG. 9, the same reference numerals are used. The difference between the example shown in FIG. 10 and the example shown in FIG. 9 is the execution timing of steps ST22, ST23, and ST34. As shown in FIG. 10, it is assumed that an operation for setting the effect setting to the sub liquid crystal screen 30 is detected in step ST32, and the setting information S22 is transmitted from the second sub-control unit 63b to the first sub-control unit 63a. However, there may be a delay in the arrival of the setting information S22 at the first sub-control unit 63a, and the effect notification process in step ST34 may be delayed. Then, the setting notification process in step ST33 is executed based on the effect setting managed by the second sub-control unit 63b. As shown in the middle right of FIG. 10, even though the setting notification effect A11 indicating "Notification Type 1" after the setting is changed is displayed on the liquid crystal screen 3, since the change from "Notification Type 2" to "Notification Type 1" by the first sub-control unit 63a has not yet been made due to the delay, the first sub-control unit 63a performs the effect control while remaining in the "Notification Type 1" managed by the first sub-control unit 63a. As a result, although the setting has been changed, the first sub-control unit 63a transmits the command information S23 based on "Notification Type 1" to the second sub-control unit 63b, and there is a possibility that the AT notification effect A22 of "AT Expectation: 50%!!" based on "Notification Type 2" before the setting is changed may be displayed. This setting notification effect A11 and the AT notification effect A22 are in an incorrect relationship that does not match, and the player may feel discomfort.

[0140] <Second Example of AT Notification Effect and Setting Notification Process> Therefore, in the present disclosure, the AT notification effect and the setting notification process are as shown in the second example, third example, and fourth example described below. FIG. 11 is a flowchart showing a second example of the AT notification effect and the setting notification process by the first sub-control unit 63a and the second sub-control unit 63b. In the example shown in FIG. 11, the same parts as those shown in FIG. 9 are denoted by the same reference numerals. The difference between the example shown in FIG. 11 and the example shown in FIG. 9 is that the second sub-control unit 63b does not execute the setting notification process immediately after the execution of step ST32, and a determination process shown in step ST35 is added. Specifically, as shown in FIG. 11, assume that an operation to set the effect setting on the sub-LCD screen 30 is detected in step ST32, and setting information S22 is sent from the second sub-control unit 63b to the first sub-control unit 63a. Here, the second sub-control unit 63b does not immediately execute the setting notification process of step ST38, and thereafter does not execute the setting notification process of step ST38 until it first receives information from the first sub-control unit 63a. When the setting information S22 is sent from the second sub-control unit 63b to the first sub-control unit 63a, the first sub-control unit 63a changes the effect setting managed by the first sub-control unit 63a to "Notification Type 1" in step ST22. In step ST23, the first sub-control unit 63a determines the effect image to be notified based on the effect setting "Notification Type 1" managed by itself. This effect image is the AT notification effect A21, which depicts a cat character sleeping. The first sub-control unit 63a executes a process of transmitting to the second sub-control unit 63b command information S23 that causes a performance device such as the liquid crystal screen 3 to display the AT notification performance A21 that has been determined to be displayed.

[0141] (Determination process) In step ST35 of FIG. 11, the second sub-control unit 63b executes a determination process upon receiving command information S23. The determination process is a process for determining whether or not the effect (AT notification effect A21 showing a cat character in a sleeping state) related to the command information S23 based on the setting information S22 (notification type 1) is consistent with the effect setting (notification type 1) (the effect setting managed by the second sub-control unit 63b) set by operating the sub-liquid crystal screen 30. In the determination process, the second sub-control unit 63b uses a effect setting table. FIG. 12 is a diagram showing the effect setting table used in the determination process. As shown in FIG. 12, the effect setting table is data associating the effect related to the command information with the effect setting (notification type). It may also be data associating the command information with the effect setting. By using the effect setting table, it is possible to identify the effect setting (notification type) corresponding to the effect related to the received command information. In the determination process, if the effect setting (announcement type) identified using the effect setting table matches the effect setting (announcement type) set by the player's operation, the second sub-control unit 63b determines that the effect related to the command information S23 and the effect setting set by the operation are "consistent." On the other hand, in the determination process, if the effect setting (announcement type) identified using the effect setting table does not match the effect setting (announcement type) set by the player's operation, the second sub-control unit 63b determines that the effect related to the command information S23 and the effect setting set by the operation are "inconsistent."

[0142] If, in the judgment process of step ST35 in Figure 11, it is judged that the performance related to the command information does not match the set performance setting (ST36: NO), in step ST37, the second sub-control unit 63b outputs an error to the log or screen, stating that it cannot proceed with the performance control process, and stops processing without executing the performance related to the received command information or executing the setting notification process. On the other hand, in the determination process of step ST35, when it is determined that the effect related to the command information matches the set effect (ST36: YES), in step ST38, the second sub-control unit 63b executes an effect notification process of displaying and notifying on the effect screen (liquid crystal screen 3) the effect (AT notification effect A21 representing the character of a sleeping cat) related to the command information S23 based on the setting information S22 (notification type 1), and also executes a setting notification process of displaying and notifying on the liquid crystal screen 3 the setting notification effect A11 indicating "notification type 1" after the setting is changed.

[0143] That is, as shown in FIG. 11, the setting notification process shown in step ST38 is not executed between the first time point T1 and the second time point T2, and becomes executable after the second time point T2. The first time point T1 is the time when the second sub-control unit 63b transmits the setting information S22 to the first sub-control unit 63a. The second time point T2 is the time when the second sub-control unit 63b first receives some information (command information S23) from the first sub-control unit 63a after the first time point T1. Also, the setting notification process shown in step ST38 is executed after the second sub-control unit 63b receives the command information S23 based on the setting information S22 from the first sub-control unit 63a after the first time point T1. Furthermore, the setting notification process shown in step ST38 is executable based on the determination result of the determination process. Thereby, it is possible to suppress or prevent the occurrence of a problem in which the set effect notified by the setting notification process and the effect related to the command information do not have a corresponding relationship.

[0144] <AT Notification Effect, Third Example of Setting Notification Process> FIG. 13 is a flowchart showing a third example of the AT notification effect and the setting notification process by the first sub-control unit 63a and the second sub-control unit 63b. The third example shown in FIG. 13 is obtained by eliminating the determination process in step ST35 from the second example shown in FIG. 11. As shown in FIG. 13, it is assumed that an operation for setting the effect setting to the sub liquid crystal screen 30 is detected in step ST32, and the setting information S22 is transmitted from the second sub-control unit 63b to the first sub-control unit 63a (first time point T1). Here, the second sub-control unit 63b does not immediately execute the setting notification process in step ST38, and does not execute the setting notification process in step ST38 until information (command information S23) is first received from the first sub-control unit 63a. In step ST38, when the second sub-control unit 63b receives the command information S23 based on the setting information S22 (second time point T2) as an opportunity, the second sub-control unit 63b displays and notifies an effect notification process for displaying an effect (AT notification effect A21 representing a character of a sleeping cat) related to the command information S23 based on the setting information S22 (notification type 1) on the effect screen (liquid crystal screen 3), and executes a setting notification process for displaying and notifying a setting notification effect A11 indicating "notification type 1" after the setting is changed on the liquid crystal screen 3. Thereby, it is possible to suppress or prevent the occurrence of a defect in which the effect setting notified by the setting notification process and the effect related to the command information are not in a corresponding relationship.

[0145] <Fourth Example of AT Notification Effect and Setting Notification Process> 14 is a flowchart showing a fourth example of the AT notification effect and setting notification processing by the first sub-control unit 63a and the second sub-control unit 63b. Example 4 shown in FIG. 14 is the same as Example 3 shown in FIG. 13 up to the execution of the setting information transmission processing of step ST32. As shown in FIG. 13, when the first sub-control unit 63a receives setting information S22 from the second sub-control unit 63b, it transmits response information S24 to the second sub-control unit 63b in step ST24. The response information S24 indicates that the setting information S22 has been received successfully. In step ST38, the second sub-control unit 63b, upon receiving the response information S24 from the first sub-control unit 63a (second time point T2), executes setting notification processing to display a setting notification effect A11 indicating "notification type 1" after the setting has been changed on the LCD screen 3. That is, the setting notification process shown in step ST38 is not executed between the first time point T1 and the second time point T2, as shown in Figure 14, but can be executed after the second time point T2. The first time point T1 is the time when the second sub-control unit 63b transmits setting information S22 to the first sub-control unit 63a. The second time point T2 is the time when the second sub-control unit 63b first receives some information (response information S24) from the first sub-control unit 63a after the first time point T1. This allows the setting notification process to be executed after waiting for response information S24, thereby suppressing or preventing the occurrence of a malfunction in which the notified effect setting (notification type) does not correspond to the effect that may be notified thereafter. After step ST24 or in parallel with step ST24, the processing of step ST22 is executed, and the first sub-control unit 63a changes the performance setting managed by the first sub-control unit 63a to the setting indicated by the setting information S22 (notification type 1), and the processing of step ST23 shown in Figure 13 is executed.

[0146] [1] As in this embodiment, the slot machine 1 (gaming machine) is equipped with a first sub-control unit 63a, a second sub-control unit 63b, and an operation unit (sub-LCD screen 30) into which the player can input operations to set the effect settings, and the first sub-control unit 63a is capable of executing a process of determining the effect to be notified and a process of sending command information S23 to the second sub-control unit 63b to cause the effect device (LCD screen 3) to notify the effect determined to be notified, and the second sub-control unit 63b is capable of executing a process of causing the effect device (LCD screen 3) to notify the effect related to the received command information S23, and a process of sending setting information S22 regarding the effect settings set by the operation to the first sub-control unit 63a when an operation input to the operation unit (sub-LCD screen 30) is detected.

[0147] <Effects of the invention> According to this embodiment, a new gaming machine can be provided that transmits the setting information S22 in the direction from the second sub-control unit 63b to the first sub-control unit 63a, which is the opposite direction to the general direction.

[0148] [2] In the gaming machine described in [1] above, the second sub-control unit 63b is capable of a setting notification process that notifies the effect setting set by operation, and the setting notification process is not executed between the first point in time T1 and the second point in time T2, but can be executed after the second point in time T2, the first point in time T1 being the point in time at which the second sub-control unit 63b sends setting information S22 to the first sub-control unit 63a, and the second point in time T2 being the point in time at which the second sub-control unit 63b first receives information (command information S23, response information S24) from the first sub-control unit 63a after the first point in time T1. When the second sub-control unit 63b first receives information from the first sub-control unit 63a after the first time point T1, it is highly likely that the effect settings managed by the first sub-control unit 63a have been properly set based on the setting information S22. Therefore, it is possible to suppress or prevent the occurrence of a malfunction in which the effect settings notified by the setting notification process do not correspond to the effect related to the command information S23.

[0149] [3] In the gaming machine described in [2] above, the first sub-control unit 63a may be capable of executing a process of transmitting command information S23 based on setting information S22 received from the second sub-control unit 63b to the second sub-control unit 63b, and the second sub-control unit 63b may be capable of executing a setting notification process after receiving the command information S23 based on setting information S22 from the first sub-control unit 63a. When the second sub-control unit 63b receives command information S23 from the first sub-control unit 63a, it is highly likely that the effect settings managed by the first sub-control unit 63a have been appropriately set based on the setting information S22. Therefore, it is possible to suppress or prevent the occurrence of a malfunction in which the effect settings notified by the setting notification process do not correspond to the effect related to the command information S23.

[0150] [4] In the gaming machine described in [3] above, the second sub-control unit 63b may be capable of executing a judgment process to determine whether the presentation related to the command information S23 based on the setting information S22 is consistent with the presentation setting set by operation. The result of the determination process can determine whether the effect related to the command information S23 is appropriate.

[0151] [5] In the gaming machine described in [4] above, the second sub-control unit 63b may be capable of executing a setting notification process based on the determination result of the determination process. This may enable the setting notification process to be executed appropriately.

[0152] [6] In the gaming machine described in [5] above, the second sub-control unit 63b may be capable of executing a setting notification process when it is determined in the judgment process that the presentation related to the command information S23 based on the setting information S22 is consistent with the presentation setting set by operation, and may be capable of not executing the setting notification process when it is determined in the judgment process that the presentation related to the command information S23 based on the setting information S22 is not consistent with the presentation setting set by operation. The setting notification process is executed only when it is determined that the effect related to the command information S23 based on the setting information S22 is consistent with the set effect setting, thereby suppressing or preventing the occurrence of malfunctions in which the effect setting notified by the setting notification process does not correspond to the effect related to the command information S23.

[0153] [7] In the gaming machine described in [2] above, the first sub-control unit 63a may be capable of sending response information S24 to the second sub-control unit 63b upon receiving setting information S22 from the second sub-control unit 63b, and the second sub-control unit 63b may be capable of executing setting notification processing after receiving the response information S24 from the first sub-control unit 63a. When the second sub-control unit 63b receives response information S24 based on the setting information S22, it is highly likely that the effect settings managed by the first sub-control unit 63a have been appropriately set based on the setting information S22. Therefore, it is possible to suppress or prevent the occurrence of a malfunction in which the effect settings notified by the setting notification process do not correspond to the effect related to the command information S23.

[0154] [8] In the gaming machine described in any one of the above [1] to [7], the first sub-control unit 63a and the second sub-control unit 63b may not have a shared memory that can be accessed by both of them. If there were no common memory, information would be exchanged between the first sub-control unit 63a and the second sub-control unit 63b via communication, which would increase the possibility of malfunctions occurring due to delays in the setting information S22, so the above configuration is effective.

[0155] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.

[0156] (A) In the above embodiment, an example is given in which a display (announcement) is made on the liquid crystal screen 3 as a performance device, but the performance device is not limited to the liquid crystal screen 3. For example, it may be a display such as the sub-liquid crystal screen 30 or a lower panel (display device) arranged below the stop switches 40a, 40b, and 40c. Furthermore, the effect device is not limited to a display, and may be a sound effect using a speaker 102 or a light effect using an illumination unit 103.

[0157] (B) In the above embodiment, the operation unit for setting the effect settings is the sub-liquid crystal screen 30 as a touch panel, but is not limited to this. For example, any operation unit not connected to the first sub-control unit 63a may be used, such as the effect button 47 or a cursor key (not shown). The operation unit for setting the effect settings may also include any of the bet switch 41, stop switches 40a, 40b, 40c, and lever 42. The operation unit for setting the effect settings may also be an operation unit that can input signals to the main control unit 61. The operation unit for setting the effect settings may also be an operation unit that is not connected to the first sub-control unit 63a.

[0158] (C) In the above embodiment, the first sub-control unit 63a and the second sub-control unit 63b cannot access each other's memory, and further, the first sub-control unit 63a and the second sub-control unit 63b do not have a shared memory that they can both access, but this is not limited to this. For example, the first sub-control unit 63a and the second sub-control unit 63b may have a shared memory that they can both access, and the first sub-control unit 63a and the second sub-control unit 63b may exchange information using this shared memory. This is because even when a shared memory is used, delays may occur due to the timing of writing and referencing.

[0159] (D) In ​​the above embodiment, the AT notification effect to be notified during the CZ is determined based on the effect setting, and the effect setting is the notification type, but this is not limited to this. It may be a CZ notification effect based on the effect setting in the normal game state, or it can be applied to various other effects. The AT announcement effect can be made unavailable during general gameplay (not CZ) and during AT mode. As another example, the period during which the AT announcement effect can be executed does not have to be limited to a specific period, such as during the CZ.

[0160] (E) It is preferable that the performance based on the performance setting is not a performance that can be performed by the second sub-control unit 63b alone, but a performance that is performed by the first sub-control unit 63a and the second sub-control unit 63b working together. Examples of performance that can be performed by the second sub-control unit 63b alone include a performance that involves volume adjustment based on a performance setting of volume, and a performance that involves light intensity adjustment based on a performance setting of light intensity. An example of an effect executed by the first sub-control unit 63a and the second sub-control unit 63b working together is an effect in which the player sets (selects) a character as an effect setting, and the set (selected) character speaks lines (voice effect) or gives instructions using the instruction function. Another example is an effect in which the player selects a character's costume as an effect setting, and then the character appears wearing the costume set as the effect setting. This is because the first sub-control unit 63a determines the content of the effect (such as which voice data to use and which image data to use) based on the effect setting, and the second sub-control unit 63b displays images and outputs voice sounds using the voice data and image data.

[0161] (F) In the above embodiment, the timing at which the effect setting can be selected (set) by the player's operation is not particularly limited, but is not limited to this. For example, in a first section such as a CZ where a first effect based on the effect setting can be executed, the effect setting for the first effect cannot be set, and in a second section such as a normal game state where the first effect is not executed, the effect setting can be set at any timing by the player operating the operation unit (sub LCD screen 30).

[0162] The bet switch 41 may be provided with a MAX bet switch for automatically betting the above-mentioned predetermined number of game values ​​(for example, 3 coins), and a bet switch for betting a game value less than the above-mentioned predetermined number of game values ​​(for example, 1 or 2 coins).

[0163] In the above embodiment, the bet switch 41 and the lever 42 are provided separately, but the lever 42 may also function as the bet switch 41 .

[0164] In the above embodiment, AT and bonus are exemplified as advantageous gaming states, but advantageous gaming states may also include ART. CZ is a gaming state in which the probability of entering AT and the probability of replay are higher than in the non-CZ state. ART is a gaming state in which the replay probability is higher than in the normal gaming state and notifies the correct operation mode of the operation mode combination. The probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.

[0165] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the rotating reels 20a, 20b, and 20c is stopped.

[0166] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine may be an ART type slot machine or other type of gaming machine other than an AT machine. Furthermore, the gaming machine is not limited to a slot machine, and may be a pinball gaming machine such as a pachinko machine.

[0167] In the above embodiment, the gaming machine is a medal-less machine, but the gaming machine is not limited to a medal-less machine, and may be a conventional slot machine that is played using actual medals.

[0168] In the above embodiment, the card unit 9 and the slot machine 1 are separate from each other. However, at least a part of the functions of the card unit 9 may be installed in the slot machine 1.

[0169] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0170] 1: Slot machine (gaming machine) 3: LCD screen (performance equipment) 30: Sub LCD screen (operation section) 63a: First sub-control unit 63b: Second sub-control unit S22: Setting information S23: Command information S24: Response information T1: Time point 1 T2: Time point 2

Claims

1. The game device includes a first sub-control unit, a second sub-control unit, and an operation unit that allows a player to input operations for setting performance settings, The first sub-control unit is capable of executing a process of determining a performance to be notified and a process of transmitting command information to the second sub-control unit to cause a performance device to notify the performance determined to be notified, The second sub-control unit of the gaming machine is capable of executing a presentation process that notifies the presentation device of the presentation related to the received command information, and a process that, upon detecting the input of the operation to the operation unit, sends setting information regarding the presentation setting set by the operation to the first sub-control unit.

2. The second sub-control unit is capable of a setting notification process for notifying the effect setting set by the operation, the setting notification process is not executed between a first time point and a second time point, and is executable after the second time point; the first time point is a time point at which the second sub-control unit transmits the setting information to the first sub-control unit; 2. The gaming machine according to claim 1, wherein the second point in time is a point in time at which the second sub-control unit first receives information from the first sub-control unit after the first point in time.

3. the first sub-control unit is capable of executing a process of transmitting the command information based on the setting information received from the second sub-control unit to the second sub-control unit; The gaming machine described in claim 2, wherein the second sub-control unit is capable of executing the setting notification process after receiving the command information based on the setting information from the first sub-control unit.

4. The gaming machine described in claim 3, wherein the second sub-control unit is capable of executing a judgment process to determine whether the presentation related to the command information based on the setting information is consistent with the presentation setting set by the operation.

5. The gaming machine according to claim 4 , wherein the second sub-control unit is capable of executing the setting notification process based on a determination result of the determination process.

6. The second sub-control unit is capable of executing the setting notification process when it is determined in the determination process that the effect related to the command information based on the setting information is consistent with the effect setting set by the operation, A gaming machine as described in claim 5, wherein the setting notification process is not executed if it is determined in the judgment process that the presentation related to the command information based on the setting information is not consistent with the presentation setting set by the operation.

7. The first sub-control unit is capable of transmitting response information to the second sub-control unit upon receiving the setting information from the second sub-control unit, The gaming machine according to claim 2 , wherein the second sub-control unit is capable of executing the setting notification process after receiving the response information from the first sub-control unit.

8. A gaming machine according to any one of claims 1 to 7, wherein the first sub-control unit and the second sub-control unit do not have a shared memory that can be accessed by both.

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