Gaming machine
Patent Information
- Application Number
- JP2025064272
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-09
- Publication Date
- 2026-10-22
AI Technical Summary
【0006】 本発明によれば、興趣の向上を図ることができる。
Smart Images

Figure 2026170625000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines and reel-type gaming machines (so-called slot machines), which are types of gaming machines, there are gaming machines that can set a set value, such as the gaming machine described in Patent Document 1. In the gaming machine described in Patent Document 1, the probability of winning a jackpot lottery varies depending on what set value is set.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of Invention
Problem to be Solved by the Invention
[0004] However, conventional gaming machines still have room for improvement in amusement.
Means for Solving the Problem
[0005] A gaming machine that solves the above problem is a gaming machine capable of executing a variable game, comprising a setting means capable of setting one set value, being capable of executing control according to the set value that has been set, being configured to perform a special setting display according to the set value that has been set, and being summarized in that the special setting display is not performed while the variable game is being executed.
Effects of the Invention
[0006] According to the present invention, amusement can be improved.
Brief Description of the Drawings
[0007] [Figure 1]Figure 1 shows the front view of a slot machine. [Figure 2] Figure 2(a) is a schematic diagram of the cover and slide switch as viewed from above, and Figures 2(b) to 2(e) are schematic diagrams of the cover and slide switch as viewed from the side. [Figure 3] Figure 3(a) shows the display unit for the number of gaming machine management media and the counting buttons, and Figure 3(b) shows the information panel. [Figure 4] Figure 4 shows the game state. [Figure 5] Figure 5 shows the electrical configuration of a slot machine. [Figure 6] Figure 6 is a flowchart showing the game progression process. [Figure 7] Figure 7 shows multiple types of result background images. [Figure 8] Figure 8 shows an example of the process from setting a value to displaying it on the display unit. [Figure 9] Figures 9(a) to 9(d) show examples of the display device and the content of the display unit when the set value is displayed on the display unit. [Figure 10] Figures 10(a) and 10(b) show the OFF state of the slide switch and the ON state of the slide switch SS. [Figure 11] Figures 11(a) to 11(f) show examples of result presentation and indication or notification of set values in the display unit. [Modes for carrying out the invention]
[0008] <<Embodiment>> The following describes an embodiment of a revolving-type gaming machine (a so-called slot machine), which is a type of gaming machine. In this specification, the directions up, down, left, right, front (front), and back refer to the directions as seen from the perspective of a player playing a revolving-type gaming machine.
[0009] As shown in Figure 1, in the island facility (gaming island), the slot machine 10 (hereinafter referred to as "gaming machine 10") is installed next to a management unit 100, which is a type of management device. In other words, the management unit 100 is installed alongside the gaming machine 10. The management unit 100 is connected to the gaming machine 10 in a way that allows for communication.
[0010] <About Management Unit 100> The management unit 100 includes a management medium insertion section 101 into which a management medium can be inserted. For example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining balance of the deposited money and the number of game mediums held by the player that the management unit 100 can manage. In the following description, "the number of game mediums held by the player that the management unit 100 can manage" will be referred to as "unit management medium count". Game mediums are used in the game machine 10 to play games. The unit management medium count is data managed by the management unit 100. The management medium may also store the player's personal information. The management unit 100 includes a cash input section 102 into which banknotes as cash can be inserted. The amount inserted into the cash input section 102 is added to the remaining balance of deposited money stored in the management medium. The management unit 100 includes a lending operation section 103. The dispensing operation unit 103 is operated when increasing the number of game media held by a player that the game machine 10 can manage, based on the remaining balance of the inserted money stored in the management medium. In the following description, "the number of game media held by a player that the game machine 10 can manage" will be referred to as "the number of game machine management media." The number of game machine management media is data managed by the game machine 10. The management unit 100 includes a payout operation unit 104. The payout operation unit 104 is operated when increasing the number of game machine management media based on the number of unit management media. The management unit 100 includes a return operation unit 105. The return operation unit 105 is operated when receiving the return of a management medium inserted into the management unit 100. The management unit 100 includes a unit management media count display unit 106. The unit management media count display unit 106 displays display information that can identify the number of unit management media (for example, character information including Arabic numerals). The management unit 100 includes a balance display unit 107. The balance display unit 107 displays information that allows for the identification of the remaining balance of the deposited funds (for example, character information including Arabic numerals).
[0011] The management unit 100 includes a management board 110. The management board 110 is an example of an external device located outside the machine. The management board 110 includes a management CPU 110a, a management ROM 110b, and a management RWM 110c. The management CPU 110a performs predetermined control by executing a management unit control program. The management ROM 110b stores the management unit control program. The management RWM 110c stores various information that is rewritten during the operation of the management unit 100. As an example, the information stored by the management RWM 110c includes flags, counters, and timers. The management board 110 includes a communication terminal 110d that is connected to the gaming machine 10 in a bidirectional manner.
[0012] The management board 110 is connected to the management medium insertion unit 101. The management CPU 110a is configured to rewrite the contents of the management medium inserted into the management medium insertion unit 101. The management board 110 is connected to the cash input unit 102. The management CPU 110a is configured to accept input signals output when cash is inserted into the cash input unit 102. The input signal is a signal that can identify the amount of money inserted into the cash input unit 102. The management board 110 is connected to the loan operation unit 103. The management CPU 110a is configured to accept loan signals output when the loan operation unit 103 is operated. The management board 110 is connected to the disbursement operation unit 104. The management CPU 110a is configured to accept disbursement signals output when the disbursement operation unit 104 is operated. The management board 110 is connected to the return operation unit 105. The management CPU 110a is configured to accept the return signal output when the return operation unit 105 is operated. The management board 110 is connected to the unit management medium count display unit 106. The management CPU 110a is configured to control the display content of the unit management medium count display unit 106. The management board 110 is connected to the remaining balance display unit 107. The management CPU 110a is configured to control the display content of the remaining balance display unit 107. The management board 110 is connected to the gaming machine 10 via the communication terminal 110d. The management CPU 110a is configured to accept various control information (control signals) output by the gaming machine 10. The management CPU 110a is configured to output various control information (control signals) to the gaming machine 10.
[0013] The management unit 100 may be provided with an external communication terminal for connecting to an external management device prepared separately from the gaming machine 10 and the management unit 100. For example, the external management device may be a hall computer installed in a gaming arcade. For example, the external management device may be a management computer capable of communicating with server equipment installed in a data center outside the gaming arcade via a network. The management computer and the management unit 100 may be connected so as to be capable of bidirectional communication.
[0014] Processing performed in the management unit 100 will be described. When a management medium is inserted into the management medium insertion unit 101, the management CPU 110a reads the remaining amount of inserted money stored in the management medium, and updates the read remaining amount of inserted money to identifiable remaining amount information. The remaining amount information is information that can specify the remaining amount of inserted money, and is stored in the management RWM 110c. When a management medium is inserted into the management medium insertion unit 101, the management CPU 110a reads the number of management media managed by the unit stored in the management medium, and updates the read number of unit-managed media to identifiable unit-managed medium number information. The unit-managed medium number information is information that can specify the number of unit-managed media, and is stored in the management RWM 110c.
[0015] When a management medium is inserted, the management CPU 110a performs the processing described below. When the management CPU 110a receives an insertion signal, it adds the inserted amount identifiable from the insertion signal to the remaining amount of inserted money, and updates the remaining amount information. When the remaining amount of inserted money is equal to or greater than a prescribed amount (for example, 1000 yen) and the management CPU 110a receives a rental signal, the management CPU 110a outputs control information that can specify the rental of game media (hereinafter referred to as a rental command) to the game machine 10. At this time, the management CPU 110a outputs to the game machine 10 a rental command that can specify the rental of a number (for example, 50) of game media corresponding to the prescribed amount. On the other hand, when the remaining amount of inserted money is less than the prescribed amount, the management CPU 110a does not output the rental command to the game machine 10 even if the rental signal is received. When the number of unit-managed media is equal to or greater than a predetermined number (for example, 50) and the management CPU 110a receives a payout signal, the management CPU 110a outputs to the game machine 10 a rental command that can specify the rental of the predetermined number of game media. When the number of unit-managed media is less than the predetermined number and 1 or more, and the management CPU 110a receives a payout signal, the management CPU 110a outputs to the game machine 10 a rental command that can specify the rental of the number of game media stored as the number of unit-managed media. When the number of unit-managed media is 0, the management CPU 110a does not output the rental command to the game machine 10 even if the payout signal is received. When the rental command is output, the management CPU 110a updates the number obtained by subtracting the number instructed to be rented by the rental command from the number of unit-managed media to the identifiable unit-managed media number information.
[0016] When the management CPU 110a receives a count information command from the game machine 10, it adds the number identifiable from the count information command to the number of unit-managed media, and updates the number of unit-managed media after the addition to the identifiable unit-managed media number information. As will be described in detail later, the count information command corresponds to control information that can specify the number of game media whose management is to be transferred from the game machine 10 to the management unit 100.
[0017] The management CPU 110a controls the unit management media count display unit 106 to display information that allows for the identification of the number of unit management media that can be determined from the unit management media count information. When the unit management media count information is updated, the display content of the unit management media count display unit 106 is updated. The management CPU 110a controls the remaining amount display unit 107 to display information that allows for the identification of the remaining amount of deposited funds that can be determined from the remaining amount information. When the remaining amount information is updated, the display content of the remaining amount display unit 107 is updated.
[0018] <Regarding the mechanical configuration of gaming machine 10> The gaming machine 10 in this embodiment is a gaming machine (a so-called medal-less gaming machine) that can play games using electromagnetic gaming media instead of physical gaming media (e.g., gaming tokens). Electromagnetic gaming media can also be considered as electronic gaming media. Playing games using electromagnetic gaming media is equivalent to playing games using gaming media managed by data. The gaming machine 10 does not have a device (e.g., a selector) with a sensor capable of detecting physical gaming media. The gaming machine 10 does not have an input port into which physical gaming media can be inserted. The gaming machine 10 does not have a device (e.g., a hopper unit) capable of storing physical gaming media and discharging the stored gaming media. The gaming machine 10 does not have a payout port for discharging physical gaming media outside the machine. The gaming machine 10 is capable of managing the number of gaming media held by the player (number of gaming machine-managed media) using data. In other words, the gaming machine 10 is configured to manage the number of gaming media held by the player as data. The gaming machine 10 allows players to play by consuming gaming media. The gaming machine 10 manages the number of gaming media managed as data based on the number of gaming media lent out and the number of gaming media acquired. The number of gaming media lent out is the number of gaming media lent out from the management unit 100 to the gaming machine 10. In other words, the number of gaming media lent out can be said to be the number of gaming media lent out to the player. The number of gaming media acquired is the number of gaming media acquired by the player as a result of playing the game (for example, gaming media given as a prize). In this way, the gaming machine 10 is configured so that players do not physically touch the gaming media when playing the game.
[0019] As shown in Figure 1, the gaming machine 10 includes a rectangular box-shaped main cabinet 11. The main cabinet 11 has an opening on its front (not shown). The gaming machine 10 includes a front door 12 that covers the opening of the main cabinet 11. The front door 12, as a door member, is supported on the main cabinet 11 so as to be openable and closable. The gaming machine 10 includes a locking part SJ. The locking part SJ is a locking mechanism, and the presence of the locking part SJ is equivalent to the presence of a locking mechanism. In the gaming machine 10, the opening of the front door 12 is restricted by the locking part SJ. For example, in the gaming machine 10, the locking part SJ can be unlocked and the front door 12 opened by operating it clockwise using a key managed by the administrator of the gaming hall. Thus, in the gaming machine 10, by operating the locking part SJ to unlock the locking mechanism of the front door 12, it is permitted to open the front door 12, check the circuit board (for example, the main circuit board 40 described later) located inside the gaming machine 10, or operate the operating unit (for example, the setting switch 45 described later) located inside the gaming machine 10. The gaming machine 10 may be equipped with a sensor capable of detecting that the front door 12 has been opened. When it is detected that the front door 12 has been opened, the performance display device 15 described later may display something that suggests or notifies that the front door 12 has been opened.
[0020] The gaming machine 10 is equipped with a decorative lamp 13 on its front door 12, which is a light-emitting means capable of performing effects such as turning a light-emitting element on, off, or flashing. The decorative lamp 13 can emit light in multiple colors. Thus, it can be said that the decorative lamp 13 has a light-emitting function. For example, the brightness of the decorative lamp 13 may be adjustable by operating a predetermined operating means. The brightness of the decorative lamp 13 corresponds to the effect intensity of the decorative lamp 13 and is also called the light quantity of the decorative lamp 13.
[0021] The gaming machine 10 is equipped with a speaker 14 on its front door 12, which serves as a sound output means capable of performing sound effects such as sound effects, music, and voices. For example, the volume of at least some of the sounds output from the speaker 14 may be adjustable by operating a predetermined operating means. The volume corresponds to the intensity of the sound effects produced by the speaker 14.
[0022] The gaming machine 10 is equipped with a display device 15 on its front door 12, which is a display means capable of performing effects such as displaying images that mimic characters or letters. For example, the display device 15 can be an LCD display or an OLED display. Although not shown in the figures, the display device 15 has a backlight. In the gaming machine 10, the backlight of the display device 15 emits light, which improves the visibility of the images displayed on the display device 15, that is, the visibility of the content displayed on the display device 15.
[0023] The gaming machine 10 has a roughly rectangular display window 12a on the front of the front door 12 and below the display device 15. The display window 12a is made of, for example, a colorless, transparent resin material. The display window 12a can also be considered as a type of transparent member.
[0024] The gaming machine 10 includes a reel unit 16. The reel unit 16 is installed inside the machine so that it can be seen by the player through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a middle reel 16b (second reel), and a right reel 16c (third reel). Reels 16a to 16c are also called drums. Thus, the gaming machine 10 has multiple reels. Each of the reels 16a to 16c has a pattern row along its outer circumference in which multiple symbols are arranged in an identifiable manner. The pattern row is provided by wrapping a strip of translucent film, on which multiple symbols are printed along the longitudinal direction, around the outside of the reels 16a to 16c. Each pattern row of reels 16a to 16c contains 21 symbols. There are multiple types of symbols. For example, the multiple types of symbols include a cherry symbol, a watermelon symbol, a bell symbol, a red seven symbol, a white seven symbol, and a replay symbol that resembles the word "REPLAY". Thus, each of the reels 16a to 16c has multiple symbols. Although not shown in the diagram, the reel unit 16 has a backlight. The backlight of the reel unit 16 can emit light from the back of the translucent film toward the player. In the gaming machine 10, the visibility of the symbols is enhanced when the backlight of the reel unit 16 emits light. Thus, the reel unit 16, which has a backlight, can be said to have a light-emitting function.
[0025] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the middle reel 16b, and an actuator for driving the right reel 16c. For example, stepping motors can be used as actuators to drive the reels 16a to 16c. The reels 16a to 16c can rotate and stop vertically independently of each other by the actuators provided for each of them. In the gaming machine 10, when the reels 16a to 16c rotate, the sequence of symbols (multiple types of symbols) visible through the display window 12a changes, and a variation game is executed. For example, the change in the sequence of symbols is performed by scrolling the sequence of symbols vertically from top to bottom. In this way, the gaming machine 10 is configured to execute a variation game. The reel unit 16 includes a left reel sensor SE1 for detecting the rotational position of the left reel 16a, a middle reel sensor SE2 for detecting the rotational position of the middle reel 16b, and a right reel sensor SE3 for detecting the rotational position of the right reel 16c (as shown in Figure 5).
[0026] The display window 12a is large enough to display three symbols that are circumferentially continuous on reels 16a to 16c. The display window 12a has upper, middle, and lower stop positions set for each of the reels 16a to 16c. When the reels stop rotating, one symbol stops and is displayed at each of the upper, middle, and lower stop positions. The game machine 10 can then see the symbols stopped at each stop position through the display window 12a, and the symbols are displayed in the display window 12a. In other words, when some or all of the reels 16a to 16c are stopped rotating, it is possible to see at least three symbols that stop at the upper, middle, and lower stop positions from among the multiple symbols of the stopped reels through the display window 12a. In the gaming machine 10, a set of valid stopping positions is determined by selecting one stopping position from three set for each reel 16a to 16c, resulting in a combination of symbols that can be judged as a winning combination. In the following description, the line connecting multiple stopping positions that constitute a valid stopping position combination will simply be referred to as the "valid line YL". In this embodiment, the valid line YL (valid stopping position combination) is formed by the middle stopping positions of each reel 16a to 16c. The valid line YL is also called the winning line.
[0027] Here, "stopping" in relation to the symbols means that the symbols stop within the display window 12a, that is, at one of the upper, middle, or lower stopping positions, and are displayed in a way that is visible to the player. Also, "winning" means that a symbol combination for which a prize has been determined is displayed on the active line YL. In the gaming machine 10, when a win occurs, the prize determined for that winning symbol combination is awarded. Note that combinations other than the valid stopping position combinations are invalid stopping position combinations (so-called invalid lines) for which the displayed symbol combination cannot be determined to be a win. Hereafter, "game results derived in the variable game" corresponds to the symbol combinations that stop on the active line YL in the variable game.
[0028] The gaming machine 10 is equipped with a 1-bet button 17 on the front of the front door 12. In particular, the 1-bet button 17 is provided on the mounting surface 12b of the front door 12. The 1-bet button 17 is an operating means that allows the user to set the number of bets from the number of gaming machine management media by operating it. Specifically, when the number of bets has not reached the upper limit (3 in this embodiment) and the number of gaming machine management media is 1 or more, operating the 1-bet button 17 once will decrease the number of gaming machine management media by 1 and increase the number of bets by 1. However, if the number of bets has reached the upper limit and the 1-bet button 17 is operated, the number of bets cannot be increased. If the number of gaming machine management media is 0 and the 1-bet button 17 is operated, the number of bets cannot be increased.
[0029] The gaming machine 10 is equipped with a MAX bet button 18 on the front of the front door 12. In particular, the MAX bet button 18 is provided on the mounting surface 12b of the front door 12. The MAX bet button 18 is an operating means that, when operated, allows the user to set the number of bets from the number of gaming machine management media. Specifically, when the number of bets has not reached the upper limit, and the number of bets and the number of gaming machine management media are equal to or greater than the upper limit, operating the MAX bet button 18 once will reduce the number of gaming machine management media by the remaining number until the number of bets reaches the upper limit, thereby increasing the number of bets to the upper limit. However, if the MAX bet button 18 is operated when the number of bets has reached the upper limit, the number of bets cannot be increased. Even when the number of bets has not reached the upper limit, if the MAX bet button 18 is operated when the number of bets and the number of gaming machine management media are less than the upper limit, the number of bets cannot be increased.
[0030] The gaming machine 10 is equipped with a payout button 19 on the front of the front door 12. The payout button 19 is an operating means that, when operated, can refund the set multiplier to the gaming machine management media count. Specifically, when the multiplier is 1 or more, operating the payout button 19 will reduce the multiplier to 0, and the gaming machine management media count will be increased by the amount reduced.
[0031] The gaming machine 10 is equipped with a start lever 20 on the front of the front door 12, which serves as a start operation unit. The start lever 20 is a means for performing the start operation to begin the rotation of reels 16a to 16c. In other words, the acceptance of the start operation triggers the start of the variable game. The start lever 20 is an operating means that is operated when starting the variable game. The start lever 20 can be operated by the player. In the gaming machine 10, the variable game is started based on the start operation.
[0032] The gaming machine 10 is equipped with a left stop button 21 (first stop button) on the front of the front door 12. The left stop button 21 corresponds to the left reel 16a and is an operating means for stopping the rotation of the left reel 16a. The gaming machine 10 is equipped with a middle stop button 22 (second stop button) on the front of the front door 12. The middle stop button 22 corresponds to the middle reel 16b and is an operating means for stopping the rotation of the middle reel 16b. The gaming machine 10 is equipped with a right stop button 23 (third stop button) on the front of the front door 12. The right stop button 23 corresponds to the right reel 16c and is an operating means for stopping the rotation of the right reel 16c. Stop buttons 21 to 23 can be operated by the player.
[0033] The stop buttons 21-23 correspond individually to multiple symbol rows. Each of the stop buttons 21-23 corresponds to a stop operation unit. Thus, the gaming machine 10 is configured to stop the rotation of the reels when a stop button is operated. Furthermore, operating a stop button to stop a reel while it is rotating can be called a stop operation. In the gaming machine 10, the rotation of the reels stops based on the stop operation. As described above, the gaming machine 10 is equipped with multiple stop buttons 21-23 as stop operation means, each corresponding to one of the multiple reels 16a-16c. In the following description, the first stop operation of the stop buttons 21-23 may be referred to as the first stop operation, the second stop operation as the second stop operation, and the third stop operation as the third stop operation.
[0034] There are six possible operating sequences for stop buttons 21-23 (hereinafter referred to as "pressing sequence"), each differing in the order of the stop buttons used for the first, second, and third stop operations. The first pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of left reel 16a → middle reel 16b → right reel 16c. The second pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of left reel 16a → right reel 16c → middle reel 16b. The third pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of middle reel 16b → left reel 16a → right reel 16c. The fourth pressing sequence is the sequence in which stop buttons 21-23 are operated so that the reels stop rotating in the order of middle reel 16b → right reel 16c → left reel 16a. The fifth button sequence involves pressing stop buttons 21-23 so that the reels stop rotating in the following order: right reel 16c → left reel 16a → middle reel 16b. The sixth button sequence involves pressing stop buttons 21-23 so that the reels stop rotating in the following order: right reel 16c → middle reel 16b → left reel 16a.
[0035] The gaming machine 10 is equipped with a cover CV. In particular, the cover CV is provided on the mounting surface 12b of the front door 12. The cover CV is made of, for example, an opaque resin material. The cover CV can also be considered a type of opaque component.
[0036] As shown in Figures 2(a) to 2(e), the gaming machine 10 is equipped with a slide switch SS on the front door 12. The slide switch SS is located inside the gaming machine 10, beyond the cover CV. In particular, the slide switch SS is located inside the gaming machine 10, beyond the mounting surface 12b of the front door 12. The cover CV can be in an open state or a closed state. When the cover CV is in the closed state, it covers the slide switch SS, restricting its operation. Also, when the cover CV is in the closed state, the player cannot see the slide switch SS. Also, when the cover CV is in the closed state, the player cannot see the display unit SH, which will be described later. On the other hand, when the cover CV is in the open state, it does not cover the slide switch SS, and its operation is permitted. Also, when the cover CV is in the open state, the player can see the slide switch SS. Also, when the cover CV is in the open state, the player can see the display unit SH, which will be described later.
[0037] As shown in Figure 2(a), the slide switch SS is equipped with a handle HD. The slide switch SS is equipped with a display unit SH. The display unit SH is composed of a 7-segment display. The handle HD of the slide switch SS can be slid to positions 1 through 10. Incidentally, in the gaming machine 10, the position of the handle HD closest to the display unit SH corresponds to position 1, and the position of the handle HD furthest from the display unit SH corresponds to position 10.
[0038] As shown in Figure 2(b), when the cover CV is in the closed state, the slide switch SS is covered by the cover CV. Therefore, when the cover CV is in the closed state, operation of the handle HD of the slide switch SS is restricted. As shown in Figure 2(c), when the cover CV is in the open state, the slide switch SS is not covered by the cover CV. Therefore, when the cover CV is in the open state, operation of the handle HD of the slide switch SS is permitted. In this embodiment, the player can close or open the cover CV by operating it. Operating the handle HD of the slide switch SS is equivalent to operating the slide switch SS. In this specification, operating the handle HD of the slide switch SS may be referred to as operating the slide switch SS.
[0039] As shown in Figure 2(d), when the cover CV is in the open state, operating the handle HD of the slide switch SS to slide it from the first position to the fourth position will change the position of the handle HD. Similarly, as shown in Figure 2(e), when the cover CV is in the open state, operating the handle HD of the slide switch SS to slide it from the first position to the tenth position will change the position of the handle HD. For example, the amount of operation of the handle HD when sliding from the first position to the tenth position is greater than the amount of operation of the handle HD when sliding from the first position to the fourth position. In other words, the amount of operation of the handle HD when sliding from the first position to the tenth position is different from the amount of operation of the handle HD when sliding from the first position to the fourth position. In the gaming machine 10, the slide switch SS can be turned OFF or ON by operating the handle HD of the slide switch SS. As will be described in detail later, in this embodiment the slide switch SS corresponds to the operating means. Furthermore, the state of the operating means being in the first state corresponds to the slide switch SS being in the OFF state, and the state of the operating means being in the second state corresponds to the slide switch SS being in the ON state. In other words, in this embodiment, the operating means has a first state and a second state.
[0040] The gaming machine 10 is equipped with a locking device LS (shown in Figure 5). The locking device LS consists of an open sensor OS capable of detecting that the cover CV is in an open state, and a locking mechanism LK. The locking mechanism LK can be in one of two states: a locked state that restricts the opening of the cover CV, or an unlocked state that allows the opening of the cover CV. Therefore, in the gaming machine 10, when the locking mechanism LK is in the locked state, the operation to open the cover CV is restricted, and consequently, the operation of the slide switch SS is restricted. On the other hand, in the gaming machine 10, when the locking mechanism LK is in the unlocked state, the operation to open the cover CV is permitted, and consequently, the operation of the slide switch SS is permitted. The locking mechanism LK can be in the locked state when the handle HD is in the first stage. For example, even if the cover CV is in the open state and the handle HD is operated to the second stage or later, and the cover CV is closed, the locking mechanism LK will not be in the locked state, but will remain in the unlocked state. Thus, the gaming machine 10 has a locking mechanism LK.
[0041] As shown in Figure 3(a), the gaming machine 10 includes a gaming machine management medium count display unit 27 that displays information that allows for the identification of the number of gaming machine management mediums. In particular, the gaming machine management medium count display unit 27 is provided on the mounting surface 12b of the front door 12. The gaming machine management medium count display unit 27 is composed of a plurality of 7-segment displays. The plurality of 7-segment displays constituting the gaming machine management medium count display unit 27 are arranged in a row. In this embodiment, the gaming machine management medium count display unit 27 is composed of five 7-segment displays. The five 7-segment displays constituting the gaming machine management medium count display unit 27 can display a 5-digit decimal number from 00000 to 99999.
[0042] The gaming machine 10 is equipped with a counting button 28 that can be operated by the player. In particular, the counting button 28 is located on the mounting surface 12b of the front door 12. When the counting button 28 is operated, some or all of the gaming media managed by the gaming machine 10 as the number of gaming machine management media are managed by the management unit 100. Thus, when the counting button 28 is operated, the gaming media held by the player are transferred from the gaming machine 10 to the management unit 100. As will be described in more detail later, the number of gaming media transferred at one time in the gaming machine 10 differs depending on how the counting button 28 is operated.
[0043] As shown in Figure 3(b), the gaming machine 10 is equipped with an information panel 30. In particular, the information panel 30 is provided on the mounting surface 12b of the front door 12. The information panel 30 has a replay display section 31, a weight display section 32, a multiplier display section 34, and a payout display section 35.
[0044] The replay display unit 31 displays information that allows for the identification of whether or not replay is in operation. Specifically, the replay display unit 31 lights up when replay is in operation and turns off when replay is not in operation. Replay will be explained later. The wait display unit 32 displays information that allows for the identification of whether or not a wait time is in progress. Specifically, the wait display unit 32 lights up when a wait time is in progress and turns off when a wait time is not in progress. The bet display unit 34 displays information that allows for the identification of the set bet (number of bets). Specifically, the bet display unit 34 is composed of three light-emitting elements. When the bet is 1, one of the light-emitting elements that make up the bet display unit 34 lights up and the remaining two light-emitting elements turn off. When the bet is 2, two of the light-emitting elements that make up the bet display unit 34 lights up and the remaining one light-emitting element turns off. When the bet is 3, all of the light-emitting elements that make up the bet display unit 34 light up. In this way, the multiplier display unit 34 illuminates the light-emitting element corresponding to the multiplier. The payout display unit 35 is composed of multiple 7-segment displays. The multiple 7-segment displays that make up the payout display unit 35 are arranged in a row. In this embodiment, the payout display unit 35 is composed of two 7-segment displays. In this embodiment, the two 7-segment displays that make up the payout display unit 35 can display two-digit decimal numbers from 00 to 99.
[0045] <About the role> Next, we will explain the design combinations that determine the prizes. A combination of symbols that has been designated to award a prize is also called a "winning combination." Prize-winning combinations of symbols (winning combinations) include combinations of symbols that have been designated to award a payout of game currency (payout combinations) and combinations of symbols that have been designated to award a replay (replay combinations). A replay means that the next spinning game can be started without having to bet game currency. Replay combinations are also called replay combinations. Examples of payout combinations include the cherry combination, watermelon combination, bell combination, and single-coin combination.
[0046] For the cherry symbol, a predetermined number of game tokens (3 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the cherry symbol is won is referred to as the "cherry stop combination". For the watermelon symbol, a predetermined number of game tokens (5 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the watermelon symbol is won is referred to as the "watermelon stop combination". For the bell symbol, a predetermined number of game tokens (15 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the bell symbol is won is referred to as the "bell stop combination". For the single-coin symbol, a predetermined number of game tokens (1 in this embodiment) are paid out as a prize. In the following description, the combination of symbols that stops on the active line YL when the single-coin symbol is won is referred to as the "bell spill stop combination". The number of game tokens dispensed corresponds to the number of game tokens given to the player and is added to the total number of game tokens managed by the game machine. The re-play prize is defined as a re-play. In the following explanation, the combination of symbols that stops on the active line YL when a re-play prize is won is referred to as the "re-play stop combination."
[0047] <Regarding the game status> The gaming machine 10 is configured to allow control of the game state. As shown in Figure 4, there are multiple game states in the gaming machine 10. Specifically, the game states in the gaming machine 10 include the normal state, the first advantageous state, and the second advantageous state. In the following explanation, the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. As will be explained in more detail later, the advantageous state is a game state that is more advantageous than the normal state.
[0048] In the gaming machine 10, when in the normal state, if a transition to the first advantageous state is decided and the conditions for transitioning to the first advantageous state are met, the machine transitions to the first advantageous state. In the gaming machine 10, when in the normal state, if a transition to the second advantageous state is decided and the conditions for transitioning to the second advantageous state are met, the machine transitions to the second advantageous state. Also, in the gaming machine 10, when in the first advantageous state, if a transition to the second advantageous state is decided and the conditions for transitioning to the second advantageous state are met, the machine transitions to the second advantageous state. On the other hand, in the gaming machine 10, when in the first advantageous state, if the conditions for ending the first advantageous state are met, the machine transitions to the normal state. Furthermore, in the gaming machine 10, if the number of variable games played in the first advantageous state reaches a predetermined number of "30 times", the conditions for ending the first advantageous state are met. Also, in the gaming machine 10, when in the second advantageous state, if the conditions for ending the second advantageous state are met, the machine transitions to the normal state. In the gaming machine 10, when the remaining number of games in the second advantageous state, which corresponds to the number of games in which the player can remain in the second advantageous state, reaches 0, the player returns to the normal state.
[0049] <Regarding the production status> The gaming machine 10 is configured to allow control of the performance state (performance mode). There are multiple types of performance states in the gaming machine 10. Specifically, the performance states in the gaming machine 10 include the normal performance state, the first advantageous performance state, and the second advantageous performance state. The normal performance state is the performance state that the player is in when the machine is in the normal state. The first advantageous performance state is the performance state that the player is in when the machine is in the first advantageous state. The second advantageous performance state is the performance state that the player is in when the machine is in the second advantageous state. In each performance state, performance state identification information that allows the player to identify the performance state in which they are currently in is announced. The performance state in which a player is currently in which they are in corresponds to the controlled performance state. In the gaming machine 10, for example, performance state identification information is announced by displaying different background images on the performance display device 15 for each type of performance state, illuminating decorative lamps 13 with different light colors for each type of performance state, or outputting different background sounds (so-called BGM) from the speaker 14 for each type of performance state. By announcing performance state identification information, the player can recognize the type of performance state in which they are currently in which they are in which state.
[0050] In the gaming machine 10, for example, an operation-related animation (hereinafter referred to as a navigation animation) is performed that suggests or notifies the operation of the stop button to stop a designated combination of symbols on the active line YL. The operation of the stop button suggested or notified in the navigation animation includes the order in which to press the stop button and the timing of the stop button operation. The timing of the stop button operation refers to the so-called precise stopping position. The navigation animation is also called an operation navigation animation or a button-press navigation animation (button-press navigation).
[0051] In the gaming machine 10, when in the normal performance state, navigation sequences are not performed with content advantageous to the player. On the other hand, in the gaming machine 10, when in the first advantageous performance state and the second advantageous performance state, navigation sequences are performed with content advantageous to the player. That is, when in the first advantageous performance state and the second advantageous performance state, the proportion of navigation sequences performed with content advantageous to the player is higher compared to when in the normal performance state. Furthermore, in the gaming machine 10, navigation sequences are not performed when in the normal performance state, but are performed when in the first advantageous performance state and the second advantageous performance state. That is, in the gaming machine 10, the proportion of navigation sequences performed when in the first advantageous performance state and the second advantageous performance state is higher compared to when in the normal performance state. For this reason, the first advantageous performance state and the second advantageous performance state, which are controlled in advantageous states, can be said to be more advantageous performance states than the normal performance state, which is controlled in the normal state. In particular, in gaming machine 10, the rate at which navigation sequences are executed is higher when in the second advantageous state compared to when in the first advantageous state. Therefore, the second advantageous state, which is controlled in the second advantageous state, can be said to be a more advantageous state than the first advantageous state, which is controlled in the first advantageous state. The first and second advantageous states are what is known as "Assist Time (AT)". Therefore, the advantageous state is more advantageous than the normal state.
[0052] <About the settings> The gaming machine 10 allows for setting values. There are multiple setting values. The gaming machine 10 can set one of these multiple setting values. The setting values in the gaming machine 10 are "1" to "6". The gaming machine 10 can set any one of these setting values from "1" to "6". When power is supplied to the gaming machine 10, the setting switch 45 (shown in Figure 5) is operated to control the gaming machine 10 into a state where the setting value can be changed. In the state where the setting value can be changed, the setting button 46 (shown in Figure 5) is operated to change the selected setting value one step at a time. In the state where the setting value can be changed, the setting display 47 (shown in Figure 5) displays information that identifies the selected setting value (for example, Arabic numerals). Then, in the state where the setting value can be changed, the start lever 20 is operated to set the selected setting value, and the state where the setting value can be changed ends. Note that the variable game will not start running when the settings can be changed.
[0053] The setting switch 45 is configured to maintain an operated state. The setting switch 45 is configured to be operable using a predetermined key. The setting switch 45 maintains an operated state (operated state) by turning the predetermined key in a predetermined direction. In the following description, when it is said that the setting switch 45 is operated, it means that the setting switch 45 is operated using the predetermined key. In addition, the setting switch 45 can be in an unoperated state (non-operated state). As described above, the states of operation of the setting switch 45 in the gaming machine 10 include an operated state and a non-operated state.
[0054] In the gaming machine 10, when it is in a state where it is possible to play a game, operating the setting switch 45 will control it to a setting value confirmation state in which the setting value can be checked. In the setting value confirmation state, information that can identify the set setting value (for example, Arabic numerals) is displayed, and the set setting value is suggested or announced. In the gaming machine 10, when a variable game is being played, even if the setting switch 45 is operated, it will not be controlled to the setting value confirmation state, and information that can identify the set setting value will not be displayed on the setting display 47. In other words, when a variable game is being played, the set setting value will not be announced on the setting display 47. Incidentally, in the gaming machine 10, when a variable game is not being played, operating the setting switch 45 may control it to the setting value confirmation state, and information that can identify the set setting value may be displayed on the setting display 47. In other words, when a variable game is not being played, the set setting value may be announced on the setting display 47. However, in the gaming machine 10, even when a variable game is not being played, if a multiplier is set, operating the setting switch 45 does not control the system to a setting value confirmation state, and information that allows the system to identify the set value is not displayed on the setting display 47. In other words, even when a variable game is not being played, if a multiplier is set, the set value is not announced on the setting display 47. For example, in the gaming machine 10, even when a variable game is not being played, if replay is in operation, the set value is not announced on the setting display 47. For example, in the gaming machine 10, when a variable game is not being played and no multiplier is set, operating the setting switch 45 may control the system to a setting value confirmation state, and information that allows the system to identify the set value may be displayed on the setting display 47. In other words, at least in certain situations where a variable game is not being played, the set value can be announced on the setting display 47. Also, when the system is in a setting value confirmation state, the variable game is not started. In other words, when the set value is announced on the setting display 47, the variable game is not started.
[0055] As described above, the gaming machine 10 can be controlled to either a state where the setting value can be changed or a state where the setting value can be confirmed. However, controlling the gaming machine 10 to either the state where the setting value can be changed or the state where the setting value can be confirmed requires multiple operations and keys, such as unlocking the locking part SJ using a key managed by the gaming hall administrator to open the front door 12, and then operating the setting switch 45 using a designated key. For this reason, the gaming machine 10 is not intended to be controlled by the player to either the state where the setting value can be changed or the state where the setting value can be confirmed. Therefore, basically, the player cannot control the machine to either the state where the setting value can be changed or the state where the setting value can be confirmed, and is often unaware of the set setting value, allowing them to enjoy guessing the set setting value.
[0056] In the gaming machine 10, various internal draws are performed under the winning probabilities based on the set values. Furthermore, in the gaming machine 10, the degree of advantage differs depending on the set value, and the payout rate also differs. For example, in the gaming machine 10, the probability of winning various roles in the role draw differs depending on the set value. For example, the probability of the conditions for transitioning to the first advantageous state being met may differ depending on the set value. For example, the probability of the conditions for transitioning to the second advantageous state being met may also differ depending on the set value. In the gaming machine 10, since the probability of being controlled to an advantageous state differs depending on the set value, the frequency of being controlled to an advantageous state differs depending on the set value. Incidentally, in the gaming machine 10, the payout rate and degree of advantage increase in the order of setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". As described above, the gaming machine 10 can perform control according to the set value.
[0057] <Regarding the electrical configuration of gaming machine 10> Next, the electrical configuration of the gaming machine 10 will be explained. As shown in Figure 5, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs processing related to the variable game. The main board 40 outputs control information. Control information is also called a control signal or control command. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs processing based on the control information input from the main board 40. The gaming machine 10 includes a media board 60. The media board 60 performs processing based on the control information input from the main board 40. The media board 60 outputs control information. The main board 40 and the media board 60 are connected so that they can communicate bidirectionally. The main board 40 outputs control information to the media board 60. The media board 60 outputs control information to the main board 40. The main board 40 and the sub-board 50 are connected so that they can communicate unidirectionally from the main board 40 to the sub-board 50. The main board 40 outputs control information to the sub-board 50.
[0058] When the gaming machine 10 and the management unit 100 are connected via a connection terminal board 90 provided on the gaming machine 10, the media count board 60 of the gaming machine 10 and the management board 110 of the management unit 100 are connected in a way that enables bidirectional communication. When the gaming machine 10 and the management unit 100 are connected via the connection terminal board 90, the media count board 60 outputs control information to the management unit 100. When the gaming machine 10 and the management unit 100 are connected via the connection terminal board 90, the management unit 100 outputs control information to the media count board 60. The gaming machine 10 also includes a power supply unit 70.
[0059] Now, let's describe the main board 40. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing the main control program. The main ROM 42 stores the main control program, a lottery table, and judgment values used for predetermined lotteries. The main RWM 43 can store various information that is rewritten as appropriate during the operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 can generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0060] The main board 40 is connected to the setting switch 45. The main CPU 41 is configured to receive a detection signal output when the setting switch 45 is operated, via a port (not shown). The setting switch 45 is located on the back (rear) side of the front door 12, that is, inside the machine. The main board 40 is connected to the change button 46. The main CPU 41 is configured to receive a detection signal output when the change button 46 is operated, via a port (not shown). The change button 46 is located on the back (rear) side of the front door 12, that is, inside the machine. A setting indicator 47 is connected to the main board 40. The main CPU 41 is configured to control the display content of the setting indicator 47 via a drive circuit (not shown). For example, when the setting value can be changed, the setting indicator 47 displays information that identifies the setting value selected to be set. For example, when the setting indicator 47 is in the setting value confirmation state, it displays information that identifies the set setting value.
[0061] Reel sensors SE1 to SE3 are connected to the main board 40. The main CPU 41 can receive detection signals output by the various reel sensors SE1 to SE3 via a port (not shown). Reels 16a to 16c are connected to the main board 40. Specifically, the actuators for reels 16a to 16c are connected to the main board 40. The main CPU 41 can control the operation of each actuator for reels 16a to 16c via a drive circuit (not shown). A 1-bet button 17, a MAX-bet button 18, a payout button 19, a start lever 20, and stop buttons 21 to 23 are connected to the main board 40. The main CPU 41 can receive detection signals output by the 1-bet button 17, the MAX-bet button 18, the payout button 19, the start lever 20, and stop buttons 21 to 23 via a port (not shown). An information panel 30 is connected to the main board 40. The main CPU 41 can control the display content of the information panel 30 via a drive circuit (not shown).
[0062] A locking device LS is connected to the main board 40. In other words, an open sensor OS is connected to the main board 40. The main CPU 41 can receive the detection signal output by the open sensor OS via a port (not shown). A locking mechanism LK is also connected to the main board 40. The main CPU 41 can control the locking mechanism LK to be locked or unlocked via a drive circuit (not shown).
[0063] A slide switch SS is connected to the main board 40. The main CPU 41 can receive the detection signal output by the slide switch SS via a port (not shown). Based on the detection signal output by the slide switch SS, the main CPU 41 can determine the number of steps of the handle HD of the slide switch SS. A display unit SH is also connected to the main board 40. The main CPU 41 is configured to control the display unit SH via a drive circuit (not shown).
[0064] Here, we will explain the role lottery table and the winning numbers mentioned above, which are used in the internal lottery to determine the winning numbers from among multiple winning numbers stored in the main ROM 42. The internal lottery to determine the winning numbers is called the "role lottery." The winning numbers determined in the role lottery are also called the condition device combination. For this reason, the role lottery can also be called the "condition device combination lottery." In the following explanation, "the determination of a predetermined winning number in the role lottery" may be expressed as "winning a predetermined winning number in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number."
[0065] The winning number is control information that defines one or more symbol combinations that can be derived (displayed) in a variable game. In other words, the winning number is a condition device identifier that defines one or more winning combinations that can be achieved in a variable game. Winning numbers include, for example, winning numbers that allow the cherry combination, winning numbers that allow the watermelon combination, winning numbers that allow the bell combination, and winning numbers that allow the re-play combination. Among the winning numbers that allow the bell combination, there are winning numbers that allow the single-coin combination in addition to the bell combination. Among the winning numbers that allow the bell combination and the single-coin combination, there are winning numbers in which the order of operation of the stop button to achieve the bell combination is different from the order of operation of the stop button to achieve the single-coin combination. For example, among the winning numbers that allow for both the bell and single-coin wins, there are winning numbers in which the bell win occurs when the stop button is operated in a predetermined sequence, while the single-coin win occurs when the stop button is operated in a sequence different from the predetermined sequence.
[0066] In the following explanation, "when a cherry symbol is awarded" refers to the case where a winning number that allows for a cherry symbol to be awarded in the prize draw. Note that "when a cherry symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a cherry symbol to be awarded." In the following explanation, "when a watermelon symbol is awarded" refers to the case where a winning number that allows for a watermelon symbol to be awarded in the prize draw. Note that "when a watermelon symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a watermelon symbol to be awarded." In the following explanation, "when a bell symbol is awarded" refers to the case where a winning number that allows for a bell symbol to be awarded in the prize draw. Note that "when a bell symbol is awarded" corresponds to the prize draw result being "a draw result that allows for a bell symbol to be awarded." The winning numbers that allow for a bell win include the winning numbers that allow for both a bell win and a single-card win. In the following explanation, when a winning number that allows for a replay win is drawn in the win draw, it is referred to as "when a replay win is allowed." When a replay win is allowed, it corresponds to the result of the win draw being "a result that allows for a replay win."
[0067] In the role lottery table, for each of the winning numbers that can be determined, a predetermined number of random numbers used for the role lottery (hereinafter referred to as the role lottery random numbers) are allocated from a range of possible values for the random numbers. Incidentally, the main ROM 42 stores the role lottery table that is referenced for each setting value. In the game machine 10, if none of the winning numbers are matched in the role lottery, that is, if a role is not awarded, the result of the role lottery is "miss". And, if the result of the role lottery is "miss", the symbol combination for which a prize is determined based on the result of the role lottery will not be derived on the active line YL.
[0068] Next, we will explain the media substrate 60. The media count board 60 comprises a media count CPU 61, a media count ROM 62, and a media count RWM 63. The media count CPU 61 primarily performs processing related to managing the number of gaming media held by the player by executing a media count control program. The media count ROM 62 stores the media count control program and the like. The media count RWM 63 is configured to store various information that is rewritten as appropriate during the operation of the gaming machine 10. The information stored in the media count RWM 63 includes, for example, flags, counters, and timers.
[0069] A gaming machine management media count display unit 27 is connected to the media count board 60. The media count CPU 61 can control the display content of the gaming machine management media count display unit 27 via a drive circuit (not shown). A counting button 28 is connected to the media count board 60. The media count CPU 61 can receive detection signals output by the counting button 28 via a port (not shown). A connection terminal board 90 is connected to the media count board 60.
[0070] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 performs various processes (for example, processes related to performance effects) by executing a sub-control program. The sub-ROM 52 stores the sub-control program and judgment values used for various lotteries. The sub-ROM 52 stores light-emitting performance data related to the light-emitting performance of the decorative lamp 13. The sub-ROM 52 stores sound performance data related to the sound performance of the speaker 14. The sub-ROM 52 stores display performance data related to the display performance of the performance display device 15. The sub-RWM 53 can store various information that is rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 can generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0071] The sub-board 50 is connected to a decorative lamp 13, a speaker 14, and a performance display device 15. The sub-CPU 51 is configured to control the decorative lamp 13, the speaker 14, and the performance display device 15 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the decorative lamp 13 as a light-emitting means, thereby realizing the function of a light-emitting control means capable of controlling a light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 14 as a sound output means, thereby realizing the function of a sound output control means capable of controlling a sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 15 as a display means, thereby realizing the function of a display control means capable of controlling a display means.
[0072] Next, we will describe the power supply unit 70. The power supply unit 70 converts the power voltage supplied from an external power source such as a gaming arcade into a predetermined power voltage, and then converts the converted power voltage into the power voltage to be supplied to each circuit board 40, 50, and 60. The power supply unit 70 is equipped with a power switch 71. The power switch 71 can be switched to either an ON state or an OFF state and maintains the switched state. In order to start the gaming machine 10, the power switch 71 is operated to the ON state and power supply from the external power source is started, or the power switch 71 is operated from the OFF state to the ON state while power is being supplied from the external power source.
[0073] The power supply unit 70 includes a backup power supply 72. The backup power supply 72 supplies power to the main RWM 43 even after the power supply has been cut off. The main RWM 43 can retain its stored contents at the time the power supply was cut off, even after the power supply has been cut off, because it receives power from the backup power supply 72. The backup power supply 72 also supplies power to the medium RWM 63 even after the power supply has been cut off. The medium RWM 63 can retain its stored contents at the time the power supply was cut off, even after the power supply has been cut off, because it receives power from the backup power supply 72. For example, one or both of the main RWM 43 and the medium RWM 63 may be configured to retain stored information even after the power supply has been cut off, by being a non-volatile memory capable of retaining stored contents even when the power supply is cut off. At least some of the information stored in the main RWM 43 and the medium RWM 63 is subject to backup. In the gaming machine 10, the sub-RWM 53 is not subject to backup, but it may be subject to backup. For example, the sub-RWM 53 may be powered by the backup power supply 72, so that the contents of the sub-RWM 53 stored when the power supply is interrupted can be retained even after the power supply is interrupted.
[0074] <Regarding procedures to be carried out in response to the interruption of power supply> Here, we will explain the processes that take place when the power supply is stopped (interrupted). The interruption of the power supply is equivalent to a power outage.
[0075] Upon the cessation of power supply, the main CPU 41 performs main power shutdown processing. The main CPU 41 executes main power shutdown processing when it receives a power shutdown detection signal output by a backup circuit (not shown). For example, the backup circuit outputs a power shutdown detection signal indicating that the power supply to the gaming machine 10 has been stopped when the power supplied to the gaming machine 10 decreases. In the main power shutdown processing, the main CPU 41 calculates the checksum value of the main RWM 43 and stores the calculated checksum value in the main RWM 43. The main CPU 41 also stores information that can identify that the main power shutdown processing was executed successfully (hereinafter referred to as the main backup flag) in the main RWM 43. After that, the main CPU 41 waits until the power supply is completely shut off. Some or all of the information stored in the main RWM 43 when the power supply is shut off is retained even after the power supply is shut off by the backup function described above.
[0076] Upon the cessation of power supply, the media CPU 61 performs media power shutdown processing. When the media CPU 61 receives a power shutdown detection signal output by the backup circuit, it executes the media power shutdown processing. In the media power shutdown processing, the media CPU 61 calculates the checksum value of the media RWM 63 and stores the calculated checksum value in the media RWM 63. The media CPU 61 also stores information that can identify that the media power shutdown processing was executed successfully (hereinafter referred to as the media backup flag) in the media RWM 63. After that, the media CPU 61 waits until the power supply is shut off. Some or all of the information stored in the media RWM 63 when the power supply is shut off is retained even after the power supply is shut off by the backup function described above.
[0077] <Regarding the procedures to be carried out in conjunction with the commencement of power supply> Next, we will explain the processes that take place when power supply is initiated. Initiating power supply is equivalent to turning on the power. Similarly, resuming power supply is equivalent to restoring power.
[0078] Upon the start of power supply, the main CPU 41 performs the main power start process. In the main power start process, the main CPU 41 determines whether it has received a detection signal that is output when the setting switch 45 is operated. If it has received a detection signal from the setting switch 45, the main CPU 41 controls the system to a state where the setting value can be changed. After the state where the setting value can be changed ends, the main CPU 41 performs the main initial startup process. On the other hand, if it has not received a detection signal from the setting switch 45, the main CPU 41 performs the main recovery process.
[0079] When the system is controlled to a state where the setting value can be changed, the main CPU 41 changes the configurable setting value by one step each time the change button 46 is operated. Then, when the start lever 20 is operated, the main CPU 41 sets the currently selected setting value as the setting value. At this time, the main CPU 41 updates the information that can identify the set setting value (hereinafter referred to as setting value setting information) to the information that can identify the selected setting value. The setting value setting information is stored in the main RWM 43. In the gaming machine 10, the setting value is set by updating the setting value setting information to the information that can identify the selected setting value. After setting the setting value, the main CPU 41 performs the main initial startup process. This ends the state where the setting value can be changed. In the state where the setting value can be changed, the main CPU 41 displays the information that can identify the setting value selected as the setting value to be set on the setting display 47. In this embodiment, the function of a setting means that can set one setting value is realized by the main CPU 41 updating the setting value setting information.
[0080] In the main initial startup process, the main CPU 41 erases the backed-up information stored in the main RWM 43. Then, the main CPU 41 stores initial information in the main RWM 43 and initializes the contents of the main RWM 43. Note that the setting value information stored in the main RWM 43 at this time is not initialized. Next, the main CPU 41 stores control information (hereinafter referred to as initialization command) that can identify that the main initial startup process has been performed in the output buffer. Next, the main CPU 41 sets an interrupt processing interval timer (for example, 4ms) and enables interrupt processing. Then, the main CPU 41 finishes the main initial startup process and finishes the main power start process. After that, the main CPU 41 will perform interrupt processing at predetermined intervals.
[0081] In the main recovery process, the main CPU 41 determines whether the backed-up information is normal. The main CPU 41 determines whether the main backup flag is stored in the main RWM 43. The main CPU 41 also calculates the checksum value of the main RWM 43. Then, the main CPU 41 determines whether the calculated checksum value matches the checksum value calculated in the main power shutdown process. The main CPU 41 determines that it is normal if the main backup flag is stored and the checksum values match. On the other hand, the main CPU 41 determines that it is abnormal if the main backup flag is not stored. Also, the main CPU 41 determines that it is abnormal if the main backup flag is stored but the checksum values do not match. If the main CPU 41 determines that the backed-up information is abnormal, the main CPU 41 performs RWM error processing as if an RWM error has occurred. In RWM error processing, the main CPU 41 displays error information that identifies that an RWM error has occurred on the payout display unit 35 and waits until the power supply is shut off. If the backed-up information is determined to be normal, the main CPU 41 recovers based on the backed-up information. Subsequently, the main CPU 41 stores control information (hereinafter referred to as a recovery command) that identifies that it has recovered based on the backed-up information in the output buffer. Then, the main CPU 41 terminates the main recovery process and the main power start process.
[0082] The main CPU 41 identifies the set setting value from the setting value information, whether it has performed the main initial startup process or has restored based on backed-up information. The main CPU 41 then stores control information that can identify the set setting value (hereinafter referred to as a setting value setting command) in the output buffer.
[0083] Upon commencement of power supply, the media CPU 61 performs the media power start process. During the media power start process, the media CPU 61 determines whether the backed-up information is normal. The media CPU 61 determines whether the media backup flag is stored in the media RWM 63. The media CPU 61 also calculates the checksum value of the media RWM 63. The media CPU 61 determines whether the calculated checksum value matches the checksum value calculated during the media power stop process. The media CPU 61 determines that it is normal if the media backup flag is stored and the checksum values match. On the other hand, the media CPU 61 determines that it is abnormal if the media backup flag is not stored. Also, the media CPU 61 determines that it is abnormal if the media backup flag is stored but the checksum values do not match. If the backed-up information is determined to be abnormal, the media CPU 61 initializes all information, including the number of gaming media managed by the gaming machine, stored in the media RWM 63. Then, the CPU 61 for the number of media units terminates the power start process for the number of media units. Also, if it determines that the backed-up information is normal, the CPU 61 for the number of media units returns to normal based on the backed-up information. Then, the CPU 61 for the number of media units terminates the power start process for the number of media units.
[0084] Upon commencement of power supply, the sub-CPU 51 performs sub-power start processing. During sub-power start processing, the sub-CPU 51 performs initial settings. For example, if there is a movable body that can be controlled by the sub-CPU 51, the sub-CPU 51 may perform control to initiate the initial operation of the movable body during sub-power start processing.
[0085] After initial setup, the sub-CPU 51 waits until an initialization command or a restore command is entered. Note that the sub-CPU 51 starts up before the main CPU 41. Therefore, when the main CPU 41 outputs an initialization command or a restore command, the sub-CPU 51 is already started up and waiting for the input of an initialization command or a restore command. If an initialization command is entered, the sub-CPU 51 performs the sub-initial startup process. In the sub-initial startup process, the sub-CPU 51 stores initial information in the sub-RWM 53 and initializes the contents of the sub-RWM 53. Then, the sub-CPU 51 finishes the sub-initial startup process and the sub-power start process. On the other hand, if a restore command is entered, the sub-CPU 51 performs the sub-restore startup process. In the sub-restore startup process, the sub-CPU 51 restores the contents of the sub-RWM 53 based on the control information output from the main CPU 41. Then, the sub-CPU 51 finishes the sub-initial startup process and the sub-power start process.
[0086] In addition, when a setting value setting command is entered, the sub-CPU 51 identifies the set setting value from that command. The sub-CPU 51 then stores the identified setting value, that is, information that allows the setting value to be identified (hereinafter referred to as sub-setting value setting information), in the sub-RWM 53.
[0087] <Regarding the basic control of the main board 40> Here, we will explain the game progression process executed by the main CPU 41. The game progression process executed by the main CPU 41 is a series of processes related to the progress of the game, such as executing the variable game and awarding prizes.
[0088] As shown in Figure 6, in the game progression process, the main CPU 41 executes the game start set process (step S101). In the game start set process, the main CPU 41 updates a predetermined memory area in the main RWM 43. Next, the main CPU 41 executes error processing (step S102). In error processing, the main CPU 41 determines whether or not to generate an overflow error. The main CPU 41 determines whether or not to generate an overflow error based on the number of game machine management media that can be identified from the number of media held command input from the media count board 60. If the number of game machine management media that can be identified from the number of media held command is less than the maximum number of games (for example, 16369), the main CPU 41 does not generate an overflow error. In this case, the main CPU 41 controls the game to a playable state without controlling it to a game-disabled state. After that, the main CPU 41 terminates the error processing. On the other hand, if the number of game machine management media that can be identified from the number of media held command is equal to or greater than the maximum number of games, the main CPU 41 generates an overflow error. In this case, the main CPU 41 controls the game to a state where it cannot be played. The main CPU 41 controls the game to a state where it cannot be played without executing any processing other than error processing until the number of game machine management media, which can be identified from the number of owned commands, falls below the maximum number of games. When the main CPU 41 controls the game to a state where it cannot be played, it stores control information (hereinafter referred to as the "state where it cannot be played command") in the output buffer that identifies that the game has been controlled to a state where it cannot be played because the number of game machine management media has exceeded the maximum number of games. The state where it cannot be played command is output to the sub-board 50. When the game is controlled to a state where it cannot be played, the main CPU 41 controls the payout display unit 35 to display "EE". After controlling the game to a state where it cannot be played, if the number of game machine management media falls below the maximum number of games, the main CPU 41 terminates the state where it cannot be played and ends error processing.
[0089] After error handling is complete, the main CPU 41 determines whether the re-play function is not active (step S103). "Re-play function not active" means that the re-play function has not been granted. "Re-play function active" means that the re-play function has been granted. If the re-play function is not active (step S103; YES), the main CPU 41 executes a bet button acceptance process to set the bet amount for the current variable game (step S104).
[0090] In the bet button reception process, the main CPU 41 determines whether the 1-bet button 17 or the MAX-bet button 18 has been operated. If neither the 1-bet button 17 nor the MAX-bet button 18 has been operated, the main CPU 41 terminates the bet button reception process. If either the 1-bet button 17 or the MAX-bet button 18 has been operated, the main CPU 41 may increase the bet amount. Specifically, in the bet button reception process, the main CPU 41 may increase the bet amount by 1 when it receives a detection signal from the 1-bet button 17. The main CPU 41 increases the bet amount by 1 when it receives a detection signal from the 1-bet button 17, provided that the bet amount has not reached the upper limit and the number of game machine management media is 1 or more. The main CPU 41 can determine the number of game machine management media based on the number held command. In the bet button reception process, the main CPU 41 may increase the bet amount to the upper limit when it receives a detection signal from the MAX-bet button 18. When the main CPU 41 receives a detection signal from the MAX bet button 18, if the number of bets has not reached the upper limit and the sum of the set number of bets and the number of gaming machine management media is equal to or greater than the upper limit, the main CPU 41 will increase the number of bets to the upper limit. However, even if the number of bets has not reached the upper limit, the main CPU 41 will not increase the number of bets even if a detection signal is received from the MAX bet button 18, as long as the sum of the set number of bets and the number of gaming machine management media is less than the upper limit. Furthermore, when the number of bets has reached the upper limit, the main CPU 41 will not increase the number of bets regardless of whether a detection signal is received from the 1 bet button 17 or the MAX bet button 18. Even if the number of bets has not reached the upper limit, the main CPU 41 will not increase the number of bets regardless of whether a detection signal is received from the 1 bet button 17 or the MAX bet button 18, as long as the number of gaming machine management media is 0.
[0091] When the multiplier is increased during the bet button acceptance process, the main CPU 41 stores control information (hereinafter referred to as the multiplier command) that identifies that the multiplier has been set in the output buffer. The multiplier command is control information that identifies the multiplier that has been increased as a result of the operation of the 1-bet button 17 or the MAX-bet button 18. For example, if the multiplier increases by 1 when the 1-bet button 17 or the MAX-bet button 18 is operated, the multiplier command that identifies that the multiplier has increased by 1 is stored in the output buffer. For example, if the multiplier increases by 3 when the MAX-bet button 18 is operated, the multiplier command that identifies that the multiplier has increased by 3 is stored in the output buffer. When the multiplier is increased during the bet button acceptance process, the main CPU 41 stores the multiplier command in the output buffer and then terminates the bet button acceptance process. If the multiplier is not increased during the bet button acceptance process, the main CPU 41 does not store the multiplier command in the output buffer and terminates the bet button acceptance process. The multiplier command is output to both the sub-board 50 and the media count board 60.
[0092] After completing the bet button reception process, the main CPU 41 executes the settlement button reception process (step S105). In the settlement button reception process, the main CPU 41 determines whether or not the settlement button 19 has been operated. If the settlement button 19 has not been operated, the main CPU 41 terminates the settlement button reception process. If the settlement button 19 has been operated, the main CPU 41 may reduce the bet amount. In other words, if the settlement button 19 has been operated, the main CPU 41 may settle the bet amount. Specifically, if the main CPU 41 receives a detection signal from the settlement button 19 when the bet amount is 1 or greater, it sets the bet amount to 0 and reduces the bet amount. If the main CPU 41 receives a detection signal from the settlement button 19 when the bet amount is 0, it does not reduce the bet amount and terminates the settlement button reception process.
[0093] When the multiplier is reduced during the settlement button acceptance process, the main CPU 41 stores control information (hereinafter referred to as a settlement command) that can identify that the multiplier has been settled in the output buffer. Settling the multiplier means that the set multiplier is reduced. More specifically, settling the multiplier means that the set multiplier changes from 1 to 3 to 0. The settlement command is control information that can identify the number of times the multiplier has been reduced due to the operation of the settlement button 19. For example, if the settlement button 19 is operated when the multiplier is 3, the main CPU 41 stores a settlement command in the output buffer that can identify that the multiplier has been reduced by 3. The settlement command is output to both the sub-board 50 and the media count board 60.
[0094] If the replay function is not inactive (step S103; NO), or if the settlement button acceptance process has finished, the main CPU 41 determines whether the set multiplier matches the predetermined multiplier (3 in this embodiment) that allows the variable game to start (step S106). If the replay function is active (step S103; YES), the main CPU 41 sets the multiplier that was set when the previous variable game started as the multiplier for the current variable game.
[0095] If the set multiplier does not match the specified multiplier (step S106; NO), the main CPU 41 proceeds to the process in step S102. In other words, in the process in step S106, the main CPU 41 determines whether or not the variable game is in a state where it can be started. On the other hand, if the set multiplier matches the specified multiplier (step S106; YES), the main CPU 41 determines whether or not a start operation by the start lever 20 has been accepted (step S107). In the process in step S107, the main CPU 41 makes a positive determination if a detection signal is input from the start lever 20. On the other hand, the main CPU 41 makes a negative determination if no detection signal is input from the start lever 20. If the start operation has not been accepted (step S107; NO), the main CPU 41 proceeds to the process in step S102. On the other hand, if the start operation has been accepted (step S107; YES), the main CPU 41 executes the game count subtraction process (step S108). Furthermore, when the main CPU 41 receives a start operation, it stores control information that identifies the start of a variable game (hereinafter referred to as a variable game start command) in an output buffer. The variable game start command is output to the sub-board 50 of the sub-board 50 and the media count board 60. In this way, the gaming machine 10 can execute a variable game after setting the multiplier.
[0096] In the game count reduction process, the main CPU 41 performs the first game count reduction process, the second game count reduction process, and the third game count reduction process. In the game count reduction process, the main CPU 41 performs the first game count reduction process, and after completing the first game count reduction process, performs the second game count reduction process, and after completing the second game count reduction process, performs the third game count reduction process. Then, in the game count reduction process, after completing the third game count reduction process, the main CPU 41 returns to the game progress process.
[0097] In the first game count reduction process, the main CPU 41 refers to the value set in the game state flag stored in the main RWM 43 (the value of the game state flag) and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the first game count reduction process. On the other hand, if it is the first advantageous state, the main CPU 41 updates the remaining number of first advantageous state stays stored in the main RWM 43 by subtracting 1. The remaining number of first advantageous state stays corresponds to the remaining number of variable games in which the first advantageous state can be maintained. After that, the main CPU 41 terminates the first game count reduction process. The main CPU 41 can execute controls according to the value set in the game state flag. For example, when the sub-CPU 51 controls the execution of various effects (e.g., game state effects) according to the game state, it can be considered that the sub-CPU 51 can execute controls according to the value set in the game state flag.
[0098] In the second game count reduction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the second game count reduction process. On the other hand, if it is the second advantageous state, the main CPU 41 updates the remaining number of times the second advantageous state can be maintained, stored in the main RWM 43, by subtracting 1. The remaining number of times the second advantageous state can be maintained corresponds to the remaining number of variable games in which the second advantageous state can be maintained. After that, the main CPU 41 terminates the second game count reduction process.
[0099] In the third game count subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the normal state. If it is not the normal state, the main CPU 41 terminates the third game count subtraction process. On the other hand, if it is the normal state, and the remaining normal count stored in the main RWM 43 is 1 or more, the main CPU 41 subtracts 1 from the remaining normal count and updates it. When the remaining normal count is updated, the main CPU 41 stores control information that can identify the updated remaining normal count (hereinafter referred to as the normal count command) in the output buffer. The normal count command is output to the sub-board 50 of the sub-board 50 and the media count board 60. The remaining normal count corresponds to the remaining number of variable games in the normal state before transitioning to the advantageous state. After that, the main CPU 41 terminates the third game count subtraction process. However, even if it is the normal state, if the remaining normal count stored in the main RWM 43 is 0, the main CPU 41 does not update the remaining normal count and terminates the third game count subtraction process.
[0100] After the game count reduction process is complete, the main CPU 41 performs a role lottery process to determine the winning numbers (step S109). In the role lottery process, the main CPU 41 obtains a random number value for the role lottery. Based on the obtained random number value, the main CPU 41 performs the role lottery by referring to the role lottery table. Specifically, the main CPU 41 determines the winning numbers to which the obtained random number value for the role lottery is assigned. If the random number value for the role lottery is not assigned to a winning number that allows for a winning combination of symbols for which a prize has been determined, the result of the role lottery is "miss". In this embodiment, the main CPU 41 performs the role lottery process, thereby realizing the function of a role lottery means that performs a role lottery.
[0101] In the role lottery process, the main CPU 41 stores information that can identify the result of the role lottery (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 stores control information that can identify the result of the role lottery (hereinafter referred to as winning information command) in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 terminates the role lottery process and returns to the game progression process. The winning information command is output to the sub-board 50 of the sub-board 50 and the media count board 60.
[0102] In the advantageous lottery process of step S110, the main CPU 41 performs the advantageous transition lottery process, the second advantageous transition lottery process, the ceiling determination process, and the bonus lottery process. In the advantageous lottery process, the main CPU 41 performs the advantageous transition lottery process, and after completing the advantageous transition lottery process, performs the second advantageous transition lottery process. Furthermore, in the advantageous lottery process, after completing the second advantageous transition lottery process, the main CPU 41 performs the ceiling determination process, and after completing the ceiling determination process, performs the bonus lottery process. Then, in the advantageous lottery process, after completing the bonus lottery process, the main CPU 41 returns to the game progression process.
[0103] In the advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the normal state. If it is not the normal state, the main CPU 41 terminates the advantageous transition lottery process. On the other hand, if it is the normal state, the main CPU 41 performs an advantageous transition lottery based on the result of the role lottery. However, even if it is the normal state, if the main RWM 43 has information stored in which an advantageous transition is permitted, the main CPU 41 terminates the advantageous transition lottery process. For example, the main CPU 41 obtains the value of a random number generated in the main board 40 and, based on the obtained random number value, refers to a predetermined lottery table and performs an advantageous transition lottery that can determine a transition to an advantageous state. The probability of determining a transition to an advantageous state in the advantageous transition lottery differs depending on the result of the role lottery. If a transition to an advantageous state is not determined in the advantageous transition lottery, the main CPU 41 terminates the advantageous transition lottery process. On the other hand, if a transition to an advantageous state is determined in the advantageous transition lottery, the main CPU 41 decides whether to transition to the first advantageous state or the second advantageous state. For example, the probability of determining whether the first or second advantageous state is decided differs depending on the result of the role lottery.
[0104] If the main CPU 41 decides to transition to the first advantageous state, it stores the first advantageous state permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a transition to the first advantageous state has been decided (hereinafter referred to as the first advantageous state permission command) in the output buffer. The first advantageous state permission command is output to the sub-board 50 of the sub-board 50 and the media count board 60. Also, if the main CPU 41 decides to transition to the second advantageous state, it stores the second advantageous state permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a transition to the second advantageous state has been decided (hereinafter referred to as the second advantageous state permission command) in the output buffer. The second advantageous state permission command is output to the sub-board 50 of the sub-board 50 and the media count board 60. Also, if the main CPU 41 decides to transition to an advantageous state, it determines by lottery the remaining number of variable games to remain in the normal state before transitioning to the advantageous state, and stores the remaining normal games that can identify this number in the main RWM 43. Furthermore, the main CPU 41 stores a normal remaining count command, which can identify the remaining normal count, in the output buffer and terminates the advantageous transition lottery process. The normal remaining count command is output to the sub-board 50 of the two media count boards 60.
[0105] In the second advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if it is the first advantageous state, the main CPU 41 determines whether second advantageous allowance information, which allows for the determination of a transition to the second advantageous state, is stored in the main RWM 43. If second advantageous allowance information is stored, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if second advantageous allowance information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the results of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main board 40, and then refers to a predetermined lottery table based on the obtained random number value to perform a second advantageous transition lottery that can determine a transition to the second advantageous state. The probability of a transition to the second advantageous state being determined in the second advantageous transition lottery differs depending on the results of the role lottery. If the second advantageous transition lottery does not determine a transition to the second advantageous state, the main CPU 41 terminates the second advantageous transition lottery process. On the other hand, if the second advantageous transition lottery determines a transition to the second advantageous state, the main CPU 41 stores the second advantageous allowance information in the main RWM 43. Furthermore, the main CPU 41 stores the second advantageous allowance command in the output buffer and terminates the second advantageous transition lottery process.
[0106] In the ceiling determination process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the normal state. If it is not the normal state, the main CPU 41 terminates the ceiling determination process. On the other hand, if it is the normal state, the main CPU 41 adds 1 to the normal execution count stored in the main RWM 43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the normal state without being controlled by the advantageous state. The main CPU 41 determines whether the updated normal execution count has reached the ceiling count stored in the main RWM 43. If the normal execution count has not reached the ceiling count, the main CPU 41 terminates the ceiling determination process. On the other hand, if the normal execution count has reached the ceiling count, the main CPU 41 stores the first advantageous allowance information in the main RWM 43. Furthermore, the main CPU 41 stores the first advantageous allowance command in the output buffer. Furthermore, if the normal execution count reaches the ceiling count, the main CPU 41 determines by lottery the remaining number of variable games in the normal state before transitioning to the advantageous state, and stores the specified normal remaining count in the main RWM 43. In addition, the main CPU 41 stores a normal remaining count command that can specify the normal remaining count in the output buffer and terminates the ceiling determination process. The normal remaining count command is output to the sub-board 50 of the sub-board 50 and the media count board 60.
[0107] In the bonus lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 terminates the bonus lottery process. On the other hand, if it is the second advantageous state, the main CPU 41 performs a bonus lottery based on the results of the role lottery. For example, the main CPU 41 obtains the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the obtained random number value, and performs a bonus lottery to decide whether to add a bonus or not, according to the obtained random number value. In this embodiment, if it is decided to add a bonus, the number of times to add a bonus (so-called bonus count) is also determined. "Bonus" here refers to increasing the remaining number of times the second advantageous state can be maintained, which corresponds to the remaining number of variable games in which the second advantageous state can be maintained; in other words, it refers to extending the period in which the second advantageous state is maintained. "Bonus count" refers to the number of times the remaining number of times the second advantageous state can be maintained is increased; in other words, it refers to the number of times added to the remaining number of times the second advantageous state can be maintained. If the main CPU 41 decides to add an additional number of bonus rounds in the bonus round lottery, it adds the determined number of bonus rounds to the remaining number of second-favorable stays and updates the remaining number of second-favorable stays. Furthermore, the main CPU 41 stores control information that can identify the number of bonus rounds (hereinafter referred to as the bonus round command) in the output buffer and terminates the bonus round lottery process. The bonus round command is output to the sub-board 50 of the two media boards 60.
[0108] After completing the advantageous lottery process, the main CPU 41 performs the instruction information determination process (step S111). In the instruction information determination process, if the main CPU 41 is in the first advantageous state and has won a winning number that allows for the winning of the bell role and the single role in the role lottery, it determines by lottery whether to determine the instruction number corresponding to the operation sequence for winning the bell role. If it decides not to determine the instruction number corresponding to the operation sequence for winning the bell role, the main CPU 41 terminates the instruction information determination process. On the other hand, if it decides to determine the instruction number corresponding to the operation sequence for winning the bell role, the main CPU 41 determines the instruction number corresponding to the operation sequence for winning the bell role. In the instruction information determination process, if the main CPU 41 is in the second advantageous state and has won a winning number that allows for the winning of the bell role and the single role in the role lottery, it determines the instruction number corresponding to the operation sequence for winning the bell role. The main CPU 41 also stores the determined instruction information as control information that can identify it (hereinafter referred to as instruction information command) in the output buffer and terminates the instruction information determination process. The instruction information command is output to the sub-board 50 of the two media count boards 60. The instruction information displayed on the payout display unit 35 includes instruction information corresponding to each stop button operation sequence (press order). In the instruction information determination process, the main CPU 41 refers to the value of the game state flag to determine the current game state.
[0109] After completing the instruction information determination process, the main CPU 41 performs the instruction information display process (step S112). Specifically, if instruction information is determined during the instruction information determination process, the main CPU 41 controls the payout display unit 35 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 35 so that the instruction information is displayed until the variable game ends. If no instruction information is determined during the instruction information determination process, the main CPU 41 terminates the instruction information display process.
[0110] After completing the instruction information display process, the main CPU 41 determines whether the wait time has elapsed (step S113). If the wait time has not elapsed (step S113; NO), the main CPU 41 waits until the wait time has elapsed. If the wait time has elapsed (step S113; YES), the main CPU 41 sets a wait time and starts measuring the wait time. At this time, the main CPU 41 sets a wait time to determine whether the wait time has elapsed the next time.
[0111] Furthermore, if the wait time has elapsed (step S113; YES), the main CPU 41 controls each actuator of reels 16a to 16c so that the rotation of reels 16a to 16c begins (step S114). In the gaming machine 10, the variable game begins when the rotation of reels 16a to 16c begins in step S114. Incidentally, in the gaming machine 10, rotation control is performed in the interrupt processing to accelerate and maintain the rotation of reels 16a to 16c. When the rotation speed of reels 16a to 16c reaches a constant speed, the rotation speed of reels 16a to 16c is maintained at that constant speed. In step S114, the main CPU 41 starts the rotation of all reels 16a to 16c simultaneously or almost simultaneously. For example, the main CPU 41 may determine the order in which the rotation of reels 16a to 16c begins and start the rotation of reels 16a to 16c in the determined order. In this case, for example, the order in which the rotation of reels 16a to 16c is started may be configured to be determined from among several possible orders, or it may be a single predetermined order.
[0112] Next, the main CPU 41 determines whether the rotation speed of reels 16a to 16c has reached a constant speed (step S115). If the rotation speed of reels 16a to 16c has not reached a constant speed (step S115; NO), the main CPU 41 waits until the rotation speed of reels 16a to 16c reaches a constant speed. If the rotation speed of reels 16a to 16c has reached a constant speed (step S115; YES), the main CPU 41 determines whether a stop operation has been received from any of the stop buttons 21 to 23 (step S116). In step S116, the main CPU 41 makes a positive determination if a detection signal has been input from any of the stop buttons 21 to 23, and a negative determination if no detection signal has been input from any of the stop buttons 21 to 23. If no stop operation has been received (step S116; NO), the main CPU 41 proceeds to the process in step S115. As a result, the main CPU 41 will wait until it receives a stop command when the rotation of reels 16a to 16c is at a constant speed.
[0113] On the other hand, if a stop operation is received (step S116; YES), the main CPU 41 executes a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S117). That is, the main CPU 41 controls the actuator in response to the stop operation and stops the symbols on the reel corresponding to the stop operation. More specifically, the main CPU 41 searches for symbols that can be stopped on the active line YL from among the symbols located within a predetermined pull-in range (for example, 4 symbols) based on the lottery result of the role lottery and the operation patterns (operation order and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the active line YL. By performing this reel stop control with respect to the stop operation of reels 16a to 16c, the main CPU 41 stops the combination of symbols on the active line YL according to the winning number and the operation pattern of the stop button. In step S117, when the main CPU 41 receives a detection signal from the stop buttons 21 to 23, it stores control information (hereinafter referred to as an operation command) that identifies the stop button that received the detection signal in the output buffer. The operation command is output to the sub-board 50 of the two media boards 60.
[0114] Next, the main CPU 41 determines whether all of the reels 16a to 16c have stopped (step S118). If some of the reels 16a to 16c have not stopped (step S118; NO), the main CPU 41 proceeds to the process in step S115. On the other hand, if all of the reels 16a to 16c have stopped (step S118; YES), the main CPU 41 performs a display symbol determination process to determine the combination of symbols stopped on the active line YL (step S119). In the display symbol determination process, the main CPU 41 determines whether a combination of symbols (winning combination) that has been awarded a prize has stopped on the active line YL, and if so, the type of that combination. If a combination of symbols that has been awarded a prize has stopped, that is, if a winning combination has been awarded, the main CPU 41 stores control information that can identify the winning combination (hereinafter referred to as a winning command) in the output buffer. The winning command is output to both the sub-board 50 and the media count board 60. In this embodiment, the winning command, which can identify that a payout has been won, is control information that can identify the winning combination and the number of game media awarded as a result of the win. In step S119, if a combination of symbols for which a re-game has been designated as a prize is stopped on the active line YL, the main CPU 41 sets the multiplier set in the current variable game as the multiplier again and activates the re-game. As a result, a re-game is awarded as a prize.
[0115] Next, the main CPU 41 determines whether to grant game media (step S120). In step S120, the main CPU 41 makes a positive determination if a payout combination has been won, and a negative determination if a payout combination has not been won. If game media is to be granted (step S120; YES), the main CPU 41 executes the game media granting process (step S121). In the game media granting process, the main CPU 41 stores control information that can identify the number of game media granted in conjunction with the winning combination (hereinafter referred to as the payout number command) in the output buffer. The payout number command is output to both the sub-board 50 and the media number board 60. In the game media granting process, the main CPU 41 controls the payout display unit 35 so that the number of game media granted in conjunction with the winning combination is displayed. Incidentally, in the game machine 10, if a combination of symbols for which no prize is determined (for example, a losing combination) stops on the active line YL, no prize is awarded. If no game medium is provided (step S120; NO), and if the game medium provision process is completed, the main CPU 41 performs an termination process to end one variable game (step S122). In the termination process, the main CPU 41 stores control information that can identify the end of the variable game (hereinafter referred to as the variable game termination command) in an output buffer. The variable game termination command is output to the sub-board 50 of the sub-board 50 and the medium count board 60. In this embodiment, the variable game termination command is control information that can identify whether or not a prize was won, and also the winning combination. In the termination process, the main CPU 41 performs a freeze effect process, a game state transition process, and an effect state transition process. In the termination process, the main CPU 41 performs a freeze effect process, then a game state transition process, and then an effect state transition process.
[0116] Now, let's explain the freeze animation process. During the freeze animation process, the main CPU 41 determines whether the advantageous state ends and transitions to the normal state. For example, when in the first advantageous state, if the remaining number of first advantageous states stored in the main RWM 43 reaches 0, and the main RWM 43 does not store second advantageous state allowance information, the main CPU 41 determines that the advantageous state ends and transitions to the normal state. For example, when in the second advantageous state, if the remaining number of second advantageous states stored in the main RWM 43 reaches 0, the main CPU 41 determines that the advantageous state ends and transitions to the normal state. If the main CPU 41 determines that the advantageous state does not end and transitions to the normal state does not occur, the main CPU 41 terminates the freeze animation process.
[0117] When the main CPU 41 determines that the advantageous state has ended and the system has returned to the normal state, it stores a freeze start command, which is control information that identifies that a freeze time has been set, in the output buffer. The freeze start command is output to the sub-board 50 of the sub-board 50 and the media count board 60. Next, the main CPU 41 sets the freeze time and measures the freeze time. After that, the main CPU 41 checks whether the freeze time has elapsed until the freeze time has elapsed. When the freeze time has elapsed, the main CPU 41 terminates the freeze effect processing. Note that while the freeze effect processing is in progress, the game progression process does not proceed, and the execution of the variable game cannot be started. Therefore, if a freeze time is set, the execution of the variable game will not start for the duration of that freeze time.
[0118] Next, we will explain the game state transition process. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. The main CPU 41 also refers to the game state flag to determine the current game state. Based on the result of the display symbol determination process (step S119), the main CPU 41 determines the winning combination. When the main CPU 41 updates the value of the game state flag, it stores control information (hereinafter referred to as a game state specification command) that indicates the game state that can be determined from the updated value in the output buffer. The game state specification command is output to the sub-board 50 of the sub-board 50 and the media count board 60.
[0119] Specifically, during the game state transition process, if the main CPU 41 is in the normal state and the first advantageous state permission information is stored in the main RWM 43, and the remaining normal counts in the main RWM 43 have reached 0, then the main CPU 41 sets a value that can identify the first advantageous state as the game state flag. Furthermore, if the main CPU 41 sets a value that can identify the first advantageous state as the game state flag, then the main CPU 41 stores "30 times" as the remaining counts for the first advantageous state in the main RWM 43. Furthermore, the main CPU 41 erases the first advantageous state permission information stored in the main RWM 43. Also, during the game state transition process, if the main CPU 41 is in the normal state and the second advantageous state permission information is stored in the main RWM 43, and the remaining normal counts in the main RWM 43 have reached 0, then the main CPU 41 sets a value that can identify the second advantageous state as the game state flag. Furthermore, if the main CPU 41 sets a value that can identify the second advantageous state as the game state flag, then the main CPU 41 stores "50 times" as the remaining counts for the second advantageous state in the main RWM 43. Furthermore, the main CPU 41 erases the second favorable allowance information stored in the main RWM 43.
[0120] Furthermore, when the main CPU 41 is in the first advantageous state and the remaining number of first advantageous states stored in the main RWM 43 reaches 0, if the main RWM 43 has second advantageous state allowance information stored in it, it sets a value that can identify the second advantageous state as the game state flag. In addition, if the main CPU 41 sets a new value that can identify the second advantageous state as the game state flag, it stores "50 times" as the remaining number of second advantageous states in the main RWM 43. Furthermore, the main CPU 41 erases the second advantageous state allowance information stored in the main RWM 43. Also, when the main CPU 41 is in the first advantageous state and the remaining number of first advantageous states stored in the main RWM 43 reaches 0, if the main RWM 43 does not have second advantageous state allowance information stored in it, it sets a value that can identify the normal state as the game state flag. Furthermore, the main CPU 41 determines the ceiling count and stores the determined ceiling count in the main RWM 43. For example, the main CPU 41 determines the number of times to reach the ceiling from among the numbers less than "1500 times," which corresponds to the upper limit of the number of times to stay, under a lottery probability according to the set value. Also, when the main CPU 41 is in the second advantageous state and the remaining number of times to stay in the second advantageous state stored in the main RWM 43 reaches 0, it sets a value that can identify the normal state to the game state flag. Furthermore, the main CPU 41 determines the number of times to reach the ceiling and stores the determined number of times to reach the ceiling in the main RWM 43. When the value of the game state flag is updated, the main CPU 41 stores control information that can identify the current game state (hereinafter referred to as the game state command) in the output buffer. The game state command is output to the sub-board 50 of the sub-board 50 and the media count board 60. In this way, in this embodiment, the main CPU 41 performs game state transition processing, thereby realizing the function of a game state control means that controls the game state.
[0121] Next, we will explain the process of transitioning between performance states. In the performance state transition process, the main CPU 41 updates the value of the performance state flag (the value of the performance state flag) and transitions the performance state. The main CPU 41 refers to the performance state flag to identify the current performance state. In the performance state transition process, if the game state flag has a value that can identify the normal state, the main CPU 41 sets the value that can identify the normal performance state to the performance state flag. Also, if the game state flag has a value that can identify the first advantageous state, the main CPU 41 sets the value that can identify the first advantageous performance state to the performance state flag. If the game state flag has a value that can identify the second advantageous state, the main CPU 41 sets the value that can identify the second advantageous performance state to the performance state flag. When the value of the performance state flag is updated, the main CPU 41 stores control information that can identify the current performance state (hereinafter referred to as the performance state command) in the output buffer. The performance state command is output to the sub-board 50 of the sub-board 50 and the media count board 60. In this embodiment, the main CPU 41 performs the performance state transition process, thereby realizing the function of a performance state control means for controlling the performance state. The main CPU 41 can perform control according to the value set in the performance status flag. For example, when the sub-CPU 51 controls the execution of various performances (for example, a performance that displays a background image according to the type of performance status) according to the performance status, it can be considered that the sub-CPU 51 can perform control according to the value set in the performance status flag.
[0122] Furthermore, once the termination process is completed in the game progression process, the main CPU 41 terminates the game progression process related to the execution of one variable game and proceeds back to the process in step S101. As described above, in the gaming machine 10, the rotation of all reels begins when a start operation is triggered, and the rotation of the reels stops when a stop operation is triggered. In this embodiment, the game progression process corresponds to the control related to the execution of the variable game and corresponds to the control related to the progress of the game.
[0123] Next, we will explain the control related to the setting value confirmation status. After power supply is initiated and the main initial startup process is completed, the main CPU 41 may control the system to a setting value confirmation state if it switches from a state where it is not receiving a detection signal from the setting switch 45 to a state where it is receiving the said detection signal. After power supply is initiated and the main initial startup process is completed, this includes, for example, the period after power supply is initiated and the main CPU 41 begins to perform the game progression process.
[0124] However, the main CPU 41 will not control to the setting value confirmation state even if it switches from a situation where it is not receiving a detection signal from the setting switch 45 to a situation where it is receiving the detection signal while a variable game is in progress. During the execution of a variable game, for example, the period in which the processing of steps S108 to S122 in the game progression process is being executed by the main CPU 41. In addition, if a multiplier is set, the main CPU 41 will not control to the setting value confirmation state even if it switches from a situation where it is not receiving a detection signal from the setting switch 45 to a situation where it is receiving the detection signal. For example, if replay is in operation, the main CPU 41 will not control to the setting value confirmation state even if it switches from a situation where it is not receiving a detection signal from the setting switch 45 to a situation where it is receiving the detection signal. For example, even if replay is not in operation, if the multiplier is 1 or more, the main CPU 41 will not control to the setting value confirmation state even if it switches from a situation where it is not receiving a detection signal from the setting switch 45 to a situation where it is receiving the detection signal.
[0125] When the system is controlled to the setting value confirmation state, the main CPU 41 identifies the set value based on the setting value setting information stored in the main RWM 43 and displays information that identifies the set value on the setting display 47. When the system is controlled to the setting value confirmation state, if the main CPU 41 switches from a state where a detection signal is being input from the setting switch 45 to a state where no detection signal is being input, it terminates the setting value confirmation state. At this time, with the termination of the setting value confirmation state, the setting display 47 no longer displays information that identifies the set value.
[0126] Incidentally, even if the system switches from a state where no detection signal is being input from the setting switch 45 to a state where the detection signal is being input during the execution of a variable game, and the variable game ends while the setting switch 45 is still being operated, the system will not be controlled to the setting value confirmation state upon the end of the variable game. Also, even if the system switches from a state where no detection signal is being input from the setting switch 45 to a state where the detection signal is being input while the setting switch 45 is still being operated, and the settlement button 19 is operated, resulting in a situation where the multiplier is not set, the system will not be controlled to the setting value confirmation state upon the end of the variable game.
[0127] <Basic control of the media board 60> Next, we will explain the processing performed by the CPU61. When a multiplier command is input to the media count CPU 61, it updates the information that identifies the number of gaming machine management media stored in the media count RWM 63 (hereinafter referred to as gaming machine management media count information) based on the input multiplier command. Specifically, when a multiplier command is input, the media count CPU 61 subtracts the number of gaming machine management media that can be identified from the gaming machine management media count information by the multiplier that can be identified from the multiplier command, and updates the gaming machine management media count information. For example, if a multiplier command is input that identifies an increase of 1 in the multiplier, the media count CPU 61 subtracts 1 from the number of gaming machine management media that can be identified from the gaming machine management media count information. In this way, the media count CPU 61 decreases the number of gaming machine management media according to the multiplier command.
[0128] When a settlement command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered settlement command. Specifically, when a settlement command is entered, the media count CPU 61 identifies the number of multipliers reduced due to the operation of the settlement button 19, adds that number to the gaming machine management media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, if a settlement command is entered that identifies the number of multipliers reduced due to the operation of the settlement button 19 as 3, the media count CPU 61 adds 3 to the gaming machine management media count that can be identified from the gaming machine management media count information. In this way, the media count CPU 61 increases the gaming machine management media count in response to the settlement command.
[0129] When a payout command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered payout command. Specifically, when a payout command is entered, the media count CPU 61 identifies the number of gaming media awarded upon winning a prize, adds that number to the gaming machine management media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, if a payout command is entered that identifies the number of gaming media awarded upon winning a prize as 15, the media count CPU 61 adds 15 to the gaming machine management media count that can be identified from the gaming machine management media count information. In this way, the media count CPU 61 increases the gaming machine management media count according to the payout command.
[0130] When a lending command is entered, the media count CPU 61 updates the gaming machine management media count information based on the entered lending command. Specifically, when a lending command is entered, the media count CPU 61 adds a number corresponding to a predetermined amount to the gaming machine management media count that can be identified from the gaming machine management media count information, and updates the gaming machine management media count information. For example, when a lending command is entered, the media count CPU 61 adds 50 to the gaming machine management media count that can be identified from the gaming machine management media count information. The gaming machine 10 is configured to increase the number of gaming media held by the player as gaming media are lent out.
[0131] When the media count CPU 61 receives a detection signal from the counting button 28, it may update the gaming machine management media count information according to the operation mode of the counting button 28. There are two operation modes for the counting button 28: a first operation mode in which the time the counting button 28 is operated is less than a predetermined time (for example, 500ms), and a second operation mode in which the time the counting button 28 is operated is the predetermined time or longer. The first operation mode corresponds to a short press of the counting button 28. The second operation mode corresponds to a long press of the counting button 28. Based on the detection signal from the counting button 28, the media count CPU 61 identifies whether the counting button 28 is being operated or not. If the counting button 28 is being operated for the predetermined time or longer, each time the operation mode of the counting button 28 is identified, the media count CPU 61 identifies whether the counting button 28 is being operated or not based on the detection signal from the counting button 28.
[0132] When the media count CPU 61 identifies a short press operation of the counting button 28, if the number of game machine managed media that can be identified from the game machine managed media count information is 1 or more, it subtracts 1 from the number of game machine managed media and updates the game machine managed media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that identifies the transfer of management of one game media owned by the player from the game machine 10 to the management unit 100. The control information stored in the output buffer on the media count board 60 is output to at least one of the main board 40 and the management unit 100 by output processing executed as a timer interrupt process. The counting command is output to the management unit 100 of the main board 40 and the management unit 100. The media count CPU 61 does not update the game machine managed media count information if the number of game machine managed media that can be identified from the game machine managed media count information is 0, even if it identifies a short press operation of the counting button 28.
[0133] When the media count CPU 61 detects a long press operation of the counting button 28, if the number of game machine management media that can be identified from the game machine management media count information is 50 or more, it subtracts 50 from the number of game machine management media and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that can identify the transfer of management of 50 game media owned by the player from the game machine 10 to the management unit 100. Furthermore, when the media count CPU 61 detects a long press operation of the counting button 28, even if the number of game machine management media that can be identified from the game machine management media count information is less than 50 but is 1 or more, it subtracts the number of game machine management media to 0 and updates the game machine management media count information. In addition, the media count CPU 61 stores a counting information command in the output buffer that can identify the transfer of management of the remaining game media owned by the player from the game machine 10 to the management unit 100. Furthermore, even if the media count CPU 61 detects a long press operation of the counting button 28, if the number of gaming machine management media that can be identified from the gaming machine management media count information is 0, it will not update the gaming machine management media count information.
[0134] When the media count CPU 61 updates the gaming machine management media count information, it stores control information (hereinafter referred to as the "holding count command") that can identify the number of gaming machine management media that can be determined from the updated gaming machine management media count information in its output buffer. The holding count command is output to the management unit 100, one of the two management units 100 and the main board 40.
[0135] When the media count CPU 61 stores a number of owned commands in the output buffer, it stores a number of owned commands in the output buffer that can identify the event that triggered the output of the number of owned commands. For example, if the media count CPU 61 decreases the number of gaming machine managed media in response to a multiplier command, it stores a number of owned commands in the output buffer that can identify that the number of gaming machine managed media decreased in conjunction with the setting of the multiplier. For example, if the media count CPU 61 increases the number of gaming machine managed media in response to a settlement command, it stores a number of owned commands in the output buffer that can identify that the number of gaming machine managed media increased in conjunction with the settlement of the multiplier. For example, if the media count CPU 61 increases the number of gaming machine managed media in response to a payout command, it stores a number of owned commands in the output buffer that can identify that the number of gaming machine managed media increased in conjunction with a win. For example, if the media count CPU 61 increases the number of gaming machine managed media in response to a lending command, it stores a number of owned commands in the output buffer that can identify that the number of gaming machine managed media increased in conjunction with the lending of gaming media. For example, if the number of media used by the media count CPU 61 decreases the number of media used by the gaming machine in response to the operation of the counting button 28, it stores a command indicating the number of media used by the gaming machine in the output buffer, which allows it to identify that the number of media used by the gaming machine has decreased due to the transfer of management of the media.
[0136] The media count CPU 61 controls the display content of the gaming machine management media count display unit 27. Specifically, the media count CPU 61 controls the display content of the gaming machine management media count display unit 27 so that it displays the number of gaming machine management media that can be identified from the gaming machine management media count information. Therefore, when the gaming machine management media count information is updated, the display content of the gaming machine management media count display unit 27 is also updated. The gaming machine management media count display unit 27 can display the number of gaming machine management media that can be identified from the gaming machine management media count information, and can display information regarding the number of gaming media held by the player.
[0137] <Basic control of sub-board 50> Next, we will explain the processing performed by the secondary CPU 51. When a game state command is input, the sub-CPU 51 updates the game state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the game state information to indicate a game state that can be identified from the game state command. Also, when a performance state command is input, the sub-CPU 51 updates the performance state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the performance state information to indicate a performance state that can be identified from the performance state command.
[0138] When a multiplier command is entered, the sub-CPU 51 controls the game to a performance state that can be determined from the performance state information. Incidentally, after a re-play win occurs, when a variable game start command is entered, the sub-CPU 51 controls the game to a performance state that can be determined from the performance state information. Specifically, if the type of performance state that can be determined from the performance state information changes, the sub-CPU 51 controls the game to the changed performance state. On the other hand, if the type of performance state that can be determined from the performance state information has not changed, the sub-CPU 51 continues to control the game to the currently controlled performance state.
[0139] When an instruction information command is input, the sub-CPU 51 performs a push-button navigation performance processing that executes a navigation performance that suggests or notifies the order in which to press the buttons. The sub-CPU 51 performs the push-button navigation performance processing based on the winning number that can be identified from the winning information command and the instruction information that can be identified from the instruction information command. In the push-button navigation performance processing, the sub-CPU 51 controls the performance display device 15 so that a navigation performance based on the instruction information that can be identified from the instruction information command is executed. For example, when executing a navigation performance that suggests or notifies the fourth button press order, the sub-CPU 51 may execute a navigation performance in which a navigation image containing "3", a navigation image containing "1", and a navigation image containing "2" are displayed from left to right in the area above the stop buttons 21 to 23 on the performance display device 15. The sub-CPU 51 controls the performance display device 15 so that the navigation performance is executed until the rotation of all reels 16a to 16c stops.
[0140] Incidentally, when the sub-CPU 51 is executing a navigation animation based on instruction information that can be identified from the instruction information command, if the stop buttons are operated in a different order than the order suggested or announced in the navigation animation, the sub-CPU 51 terminates the navigation animation and stops its execution. For this reason, in the gaming machine 10, for example, when a navigation animation suggesting or announcing the fourth button press order is being executed, if a stop button other than stop button 22, such as 21 or 23, is operated on the first attempt, the navigation animation will terminate. Similarly, in the gaming machine 10, for example, when a navigation animation suggesting or announcing the fourth button press order is being executed, even if stop button 22 is operated on the first attempt, if stop button 21 is operated on the second attempt, the navigation animation will terminate. In addition, in the gaming machine 10, even if the execution of the navigation animation on the animation display device 15 is stopped, the display of instruction information on the payout display unit 35 will continue.
[0141] If a command for the number of additional spins is entered, the sub-CPU 51 performs the additional spin animation process. On the other hand, if no command for the number of additional spins is entered, the sub-CPU 51 does not perform the additional spin animation process. In the additional spin animation process, the sub-CPU 51 identifies the number of additional spins from the entered command and controls the animation display device 15 so that an additional spin animation that notifies the number of additional spins is executed.
[0142] When a winning command is input, the sub-CPU 51 may execute a performance corresponding to the winning role that can be identified from the winning command. For example, if a winning command that identifies the bell role has been won is input, the sub-CPU 51 controls the decorative lamp 13 to light up yellow and controls the performance display device 15 to display an image resembling a bell. For example, if a winning command that identifies the re-play role has been won is input, the sub-CPU 51 controls the decorative lamp 13 to light up blue and controls the performance display device 15 to display an image that identifies the re-play role has been won. When an image corresponding to the winning role (for example, an image resembling a bell) is displayed on the performance display device 15, the backlight of the reel unit 16 may be made to flash.
[0143] When the sub-CPU 51 receives a command indicating a disabled state, it controls at least one of the decorative lamps 13, speaker 14, and display device 15 to execute an effect (hereinafter referred to as the disabled effect) that suggests or notifies that the game has been controlled to a disabled state because the number of game machine management media has exceeded the maximum number of games played. The disabled effect corresponds to an effect that suggests or notifies that an overflow error has occurred. When the overflow error is resolved, the sub-CPU 51 controls the system to terminate the disabled effect.
[0144] <About the results screen> The gaming machine 10 can execute a result animation when the advantageous state ends and it transitions to the normal state. The result animation is executed within the period during which the freeze time is being measured. In the result animation, the text information "Advantageous State Ended" is displayed on the animation display device 15 as information that identifies the end of the advantageous state. In the result animation, information that identifies the number of game tokens acquired during the advantageous state after being controlled from the normal state to the advantageous state (for example, information that identifies the number of game tokens increased or decreased during the advantageous state) may also be displayed on the animation display device 15. In addition, in the result animation, a result background image is displayed on the animation display device 15 as a background image for the result animation. There are also multiple types of result background images. The gaming machine 10 can suggest or notify the set setting value by the result background image displayed in the result animation.
[0145] As shown in Figure 7, the result background images in this embodiment include a total of six types: the first to sixth result images. The first result image can be displayed regardless of whether the setting value is 1 to 6. The second result image is not displayed when the setting value is 1 or 2, but can be displayed when the setting value is 3 to 6. The third result image is not displayed when the setting value is 2, 4, or 6, but can be displayed when the setting value is 1, 3, or 5. The fourth result image is not displayed when the setting value is 1, 3, or 5, but can be displayed when the setting value is 2, 4, or 6. The fifth result image is not displayed when the setting value is 1 to 4, but can be displayed when the setting value is 5 or 6. The sixth result image is not displayed when the setting value is 1 to 5, but can be displayed when the setting value is 6.
[0146] Therefore, for example, in the gaming machine 10 of this embodiment, when the sixth result image is displayed, it is suggested or notified that the setting value is 6. In addition, for example, in the gaming machine 10, when the third result image is displayed, it is suggested or notified that the setting value is one of 1, 3, or 5. Then, when the fifth result image is displayed after the third result image has been displayed and the result animation is executed again, the player can determine that a setting value has been set that allows both the third and fifth result images to be displayed, that is, the setting value is 5. In this embodiment, displaying the result background image corresponds to performing a first setting display that suggests or notifies the set setting value. Therefore, in this embodiment, when the result background image is displayed, it corresponds to when the first setting display is being performed. Thus, this embodiment makes it possible to perform the first setting display.
[0147] <Regarding the notification of set values in the display unit SH> In the gaming machine 10, the set value may be announced. In the gaming machine 10, the set value may be announced when the number of variable games played since the start of power supply reaches a specific number (8000 times in this embodiment).
[0148] Here, we will explain the process until the set value is notified, based on Figures 8 and 9(a) to 9(d). As shown in Figure 8, when the number of variable games played since the start of power supply reaches a specific number of 8000, the lock mechanism LK is unlocked. This makes it possible to open the cover CV. As shown in Figure 9(a), when the lock mechanism LK is unlocked, an image JH1 that suggests or notifies that the lock mechanism LK is unlocked is displayed on the display device 15. In this embodiment, image JH1 includes the text information "The cover is now unlocked." Also, when the lock mechanism LK is unlocked, an image JH2 related to the operation of the slide switch SS is displayed on the display device 15. In this embodiment, image JH2 includes the text information "You can check the set value by operating the slide switch." Image JH2 can also be said to be an image that suggests or notifies that the set value will be notified by operating the slide switch SS. Furthermore, image JH2 can also be said to be an image that prompts the operation of the slide switch SS, that is, the operation of the handle HD of the slide switch SS.
[0149] As shown in Figure 8, after the locking mechanism LK is unlocked, the cover CV is operated to open it. As shown in Figure 9(b), when the cover CV is open, an image JH3 indicating or notifying that the cover CV is open is displayed on the display device 15. In this embodiment, image JH3 includes the text information "The cover is open." When image JH3 is displayed, image JH1 is not displayed on the display device 15. In other words, even if the cover CV is unlocked, image JH1 is not displayed when the cover CV is open. Therefore, image JH3 is displayed on the display device 15 in place of image JH1.
[0150] As shown in Figure 8, after opening the cover CV, the handle HD of the slide switch SS is operated to switch the slide switch SS from the OFF state to the ON state. At this time, as shown in Figure 9(c), the display unit SH displays a identifiable number (information), that is, the set setting value. Incidentally, Figure 9(c) shows an example of the display content of the display unit SH when the set setting value is "4". In this embodiment, displaying the set setting value on the display unit SH corresponds to performing the second setting display.
[0151] Incidentally, in the gaming machine 10, even if a result background image is displayed, it may not be possible to identify the set setting value, but the setting value displayed on the display unit SH is the set setting value itself and is highly accurate. In other words, displaying the setting value on the display unit SH is more accurate in suggesting or notifying the set setting value than displaying a result background image. That is to say, in this embodiment, the second setting display is more accurate in suggesting or notifying the set setting value than the first setting display. Thus, this embodiment makes it possible to perform both a first setting display and a second setting display. Also, in this embodiment, displaying the set setting value on the display unit SH is equivalent to performing a special setting display according to the set setting value. Thus, in this embodiment, a special setting display may be performed. Note that performing a special setting display according to the set setting value may mean displaying the set setting value, or it may mean, for example, displaying something that makes the set setting value identifiable, that is, displaying something according to the set setting value, and is not limited to displaying the setting value itself.
[0152] As described above, in the gaming machine 10, when the slide switch SS switches from the OFF state to the ON state, the set setting value is displayed on the display unit SH. In this embodiment, a specific condition is met when the slide switch SS switches from the OFF state to the ON state. That is, in this embodiment, when the specific condition is met, a special setting display corresponding to the set setting value is performed. Similarly, in this embodiment, when the specific condition is met, a second setting display is performed. The gaming machine 10 can display the set setting value on the display unit SH only when the slide switch SS is in the ON state. That is, in this embodiment, the second setting display can only be performed when the state of the operating means is in the second state. In other words, in this embodiment, the special setting display can only be performed when the state of the operating means is in the second state.
[0153] In the gaming machine 10, switching the slide switch SS from the OFF state to the ON state requires opening the cover CV and operating the handle HD of the slide switch SS. In other words, in the gaming machine 10, switching the slide switch SS from the OFF state to the ON state requires multiple steps of operation. As described above, the specific conditions in this embodiment can be met by going through multiple steps of operation. In this embodiment, the operation of opening the cover CV corresponds to the first operation. In this embodiment, the operation of the handle HD of the slide switch SS corresponds to the second operation. In this embodiment, the second operation is the operation of switching the slide switch SS from the OFF state to the ON state, and is the operation of changing the state of the operating means from the first state to the second state. Thus, the multiple steps of operation include the first operation and the second operation which is different from the first operation. As mentioned above, the handle HD of the slide switch SS cannot be operated unless the cover CV is in the open state. Therefore, when switching the slide switch SS from the OFF state to the ON state, the operation of the handle HD of the slide switch SS is performed after the operation of opening the cover CV. In other words, in this embodiment, in a multi-step operation to satisfy a specific condition, the second operation is performed after the first operation.
[0154] In the gaming machine 10, when the locking mechanism LK is locked, it is not possible to operate the cover CV to open it, nor is it possible to operate the handle HD of the slide switch SS. However, when the locking mechanism LK is unlocked, it becomes possible to operate the cover CV to open it, and it also becomes possible to operate the handle HD of the slide switch SS. Therefore, in the gaming machine 10, when the locking mechanism LK is unlocked, multiple steps of operation are permitted, such as operating the cover CV to open it and operating the handle HD of the slide switch SS. In other words, in this embodiment, when the locking mechanism is unlocked, multiple steps of operation are permitted.
[0155] Furthermore, in the gaming machine 10, when a variable game is being played, even if the slide switch SS is switched from the OFF state to the ON state, the set value will not be displayed on the display unit SH (indicated as "Not displayed during variable game" in Figure 8). In other words, in this embodiment, when a variable game is being played, the second setting display is not performed. That is to say, in this embodiment, when a variable game is being played, the special setting display is not performed. Also, in the gaming machine 10, when the set value is displayed on the display unit SH, a variable game cannot be played and the execution of the variable game will not be started (indicated as "Cannot start execution of variable game" in Figure 8). In other words, in this embodiment, when the second setting display is being performed, the execution of the variable game will not be started. That is to say, in this embodiment, when the special setting display is being performed, the execution of the variable game will not be started.
[0156] In the gaming machine 10, when a variable game is not being played, the set value can be displayed on the display unit SH when the slide switch SS is switched from the OFF state to the ON state. However, in the gaming machine 10, even when a variable game is not being played, if a multiplier is set, the set value will not be displayed on the display unit SH even if the slide switch SS is switched from the OFF state to the ON state (indicated in Figure 8 as "Not displayed when a multiplier is set"). In other words, in this embodiment, when a multiplier is set even when a variable game is not being played, the second setting display is not performed. That is to say, in this embodiment, when a multiplier is set even when a variable game is not being played, the special setting display is not performed. As described above, in the gaming machine 10, when a specific situation is met, even when a variable game is not being played, the set value can be displayed on the display unit SH when the slide switch SS is switched from the OFF state to the ON state. The specific situation referred to here corresponds to a specific standby state in which at least a variable game is not being played. And in this embodiment, when a specific standby state is met in which at least a variable game is not being played, the second setting display can be performed. In other words, in this embodiment, the special setting display can be performed when the game is in a specific standby state where no variable game is being played.
[0157] As shown in Figure 9(d), when the set value is displayed on the display unit SH, an image JH4 is displayed on the performance display device 15 to suggest or inform that the set value is being displayed on the display unit SH. In this embodiment, image JH4 includes the text information "Set value now on display!". Also, when the set value is displayed on the display unit SH, an image JH5 is displayed on the performance display device 15 to suggest or inform that the variable game can be played by turning the slide switch to the OFF position. In this embodiment, image JH5 includes the text information "You can start the variable game by turning the slide switch to the OFF position".
[0158] Incidentally, in the gaming machine 10, when a set value is displayed on the display unit SH, the performance on the performance display device 15 may be restricted. For example, when a background image corresponding to the type of performance state is displayed, and a set value is displayed on the display unit SH, the display of the background image corresponding to the type of performance state on the performance display device 15 ends. Thus, in this embodiment, when a special setting display (second setting display) is performed while a performance corresponding to the performance state is being executed, the performance corresponding to the performance state ends. For example, when a performance corresponding to the winning combination is being executed even after the end of a variable game, and a set value is displayed on the display unit SH, the performance corresponding to the winning combination ends on the performance display device 15 even after the end of a variable game. Thus, in this embodiment, when a special setting display (second setting display) is performed while a performance corresponding to the winning combination (i.e., a performance corresponding to the result of the internal lottery) is being executed, the performance corresponding to the winning combination ends.
[0159] In addition, for example, if a set setting value is displayed on the display unit SH while the result background image is being displayed, the display of the result background image on the performance display device 15 will end. Thus, in this embodiment, if a special setting display (second setting display) is performed while the first setting display is being performed, the first setting display will end. In other words, in this embodiment, if a specific condition is met and the second setting display is performed while the first setting display is being performed, the first setting display will end. Also, for example, if a set setting value is displayed on the display unit SH while a non-winning performance is being executed, the performance corresponding to the winning role will end even after the variable game ends on the performance display device 15. Thus, in this embodiment, if a special setting display (second setting display) is performed while a non-winning performance is being executed, the non-winning performance will end.
[0160] As shown in Figure 8, after the set value is displayed on the display unit SH, the handle HD of the slide switch SS is operated to switch the slide switch SS from the ON state to the OFF state. At this time, the display unit SH stops displaying the set value as a identifiable number (information), that is, the set value.
[0161] In the gaming machine 10, the amount of movement required to operate the handle HD of the slide switch SS from the OFF state to the ON state is different from the amount of movement required to operate the handle HD of the slide switch SS from the ON state to the OFF state. In other words, in the gaming machine 10, the amount of movement required to operate the handle HD of the slide switch SS from the OFF state to the ON state is different from the amount of movement required to operate the handle HD of the slide switch SS from the ON state to the OFF state.
[0162] Here, the OFF state and the ON state of the slide switch SS will be explained based on Figures 10(a) and 10(b). As shown in Figure 10(a), when the slide switch SS is in the OFF state, the slide switch SS is turned ON when the handle HD of the slide switch SS is moved to the 9th position. Therefore, for example, when the handle HD of the slide switch SS is in the 1st position, which corresponds to the lowest position, the slide switch SS can be turned ON by operating the handle HD 8 steps to the 9th position.
[0163] As shown in Figure 10(b), when the slide switch SS is in the ON state, the slide switch SS is turned OFF when the handle HD of the slide switch SS is moved to the 6th position. Therefore, for example, when the handle HD of the slide switch SS is in the 10th position, which corresponds to the highest position, the slide switch SS can be turned OFF by operating the handle HD by 4 positions to move the handle HD to the 6th position.
[0164] Thus, the amount of operation required to move the slide switch SS from the OFF state to the ON state (8 steps in this embodiment) is greater than the amount of operation required to move the slide switch SS from the ON state to the OFF state (4 steps in this embodiment). In other words, in this embodiment, the amount of operation required to move the slide switch SS from the OFF state to the ON state (8 steps from the minimum number of steps) is greater than the amount of operation required to move the slide switch SS from the ON state to the OFF state (4 steps from the maximum number of steps).
[0165] <Regarding control related to suggesting or notifying set values> First, let's explain the control involved in the execution of the result sequence. When a freeze start command is entered, the sub-CPU 51 executes the result animation. At this time, the sub-CPU 51 determines the type of result background image. Specifically, the sub-CPU 51 identifies the setting value that is set based on the sub-setting value setting information, and determines the type of result background image according to that setting value. Then, the sub-CPU 51 displays the determined type of result background image on the animation display device 15 and executes the result animation. Furthermore, the sub-CPU 51 displays information that allows it to identify that the advantageous state has ended on the animation display device 15 and executes the result animation. Incidentally, in the gaming machine 10, regardless of which setting value is set, the probability of the first result image being determined is higher than the probability of a result background image other than the first result image being determined.
[0166] Next, we will explain the control related to the notification of set values in the display unit SH. The main CPU 41 updates information that identifies the number of variable games played since power supply began (hereinafter referred to as "specific game count information") each time a variable game is executed. For example, the specific game count information is stored in the main RWM 43. For example, in the termination process (step S122) of the game progression process, the main CPU 41 may update the specific game count information by adding 1 to the number of variable games that can be identified from the specific game count information.
[0167] In this embodiment, the specific game count information is initialized (for example, set to 0) when the power supply is cut off or started. As a result, the count that can be identified from the specific game count information is the number of variable games played since the power supply was started. In this embodiment, the set value is notified when the number of variable games played since the power supply was started reaches a specific number, but for example, the set value may be notified when the number of variable games played since the setting value was changed reaches a specific number. For example, the specific game count information may be initialized when the system is controlled to a state where the setting value can be changed (for example, when the main initial startup process is performed). In this case, the count that can be identified from the specific game count information is the number of variable games played since the setting value was changed.
[0168] The main CPU 41 locks the lock mechanism LK if the number of variable games that can be identified from the specific game count information has not reached a specific number (8000 in this embodiment). On the other hand, the main CPU 41 unlocks the lock mechanism LK if the number of variable games that can be identified from the specific game count information has reached a specific number. When the lock mechanism LK is in the unlocked state, the main CPU 41 stores control information that can identify that the lock mechanism LK is in the unlocked state (hereinafter referred to as the unlock command) in the output buffer. The unlock command is output to the sub-board 50.
[0169] When the main CPU 41 receives a detection signal from the open sensor OS, it stores control information (hereinafter referred to as an open command) that identifies the cover CV as being in an open state in its output buffer. The open command is output to the sub-board 50.
[0170] When the main CPU 41 receives a detection signal from the open sensor OS and determines that the number of steps on the slide switch SS handle HD has switched from the 8th step to the 9th step, that is, that the slide switch SS has switched from the OFF state to the ON state, it controls the display unit SH to display the set value. At this time, the main CPU 41 does not control the display unit SH to display the set value unless the display unit SH is in a state where it can display the set value. The "state where the display unit SH can display the set value" refers to the specific state described above, for example, at least when the variable game is not being executed and the multiplier is not set. Furthermore, when the main CPU 41 displays the set value on the display unit SH, it stores control information that identifies that the set value is being displayed on the display unit SH (hereinafter referred to as the set value notification start command) in the output buffer. The set value notification start command is output to the sub-board 50.
[0171] When the main CPU 41 receives a detection signal from the open sensor OS and determines that the number of positions on the slide switch SS handle HD has changed from the 7th position to the 6th position, that is, that the slide switch SS has changed from the ON state to the OFF state, it terminates the display of the set value on the display unit SH. In addition, when the main CPU 41 terminates the display of the set value on the display unit SH, it stores control information that allows it to determine that the set value is no longer displayed on the display unit SH (hereinafter referred to as the set value notification termination command) in the output buffer. The set value notification termination command is output to the sub-board 50.
[0172] The sub-CPU 51 controls the display device 15 so that image JH1 is displayed when an unlock command is entered but an open command is not. The sub-CPU 51 controls the display device 15 so that image JH3 is displayed when both an unlock command and an open command are entered. When an unlock command is entered and the situation changes from not having entered an open command to having entered an open command, the sub-CPU 51 controls the display device 15 so that the display switches from image JH1 to image JH3.
[0173] When the sub-CPU 51 receives a command to start setting value notification, it controls the performance display device 15 so that image JH4 is displayed. On the other hand, when the sub-CPU 51 receives a command to end setting value notification, it terminates the display of image JH4. Incidentally, when displaying image JH4, if the sub-CPU 51 is displaying a background image corresponding to the type of performance state, it terminates the display of the background image corresponding to the type of performance state on the performance display device 15. Also, when displaying image JH4, if the sub-CPU 51 is executing a performance corresponding to the winning role, it terminates the execution of the performance performance corresponding to the winning role on the performance display device 15. Similarly, when displaying image JH4, if the sub-CPU 51 is executing a result performance, it terminates the execution of the result performance on the performance display device 15. For example, when displaying image JH4, if the sub-CPU 51 is displaying a result background image, it terminates the display of the result background image on the performance display device 15. In addition, when displaying image JH4, the sub-CPU 51 terminates the execution of the non-functional animation on the animation display device 15 if a non-functional animation is being performed.
[0174] Furthermore, when an unlock command is entered and image JH4 is not displayed, that is, when the set value is not displayed on the display unit SH, the sub-CPU 51 controls the performance display device 15 so that image JH2 is displayed. Also, when an unlock command is entered and image JH4 is displayed, that is, when the set value is displayed on the display unit SH, the sub-CPU 51 controls the performance display device 15 so that image JH5 is displayed.
[0175] <Examples of hints or notifications of setting values in result presentation and display unit SH> Here, based on Figures 11(a) to 11(f), an example of result presentation and indication or notification of setting values in the SH display unit will be explained.
[0176] As shown in Figure 11(a), for example, if the fourth result image (a background image with a beach motif in the diagram) is displayed as the result background image in the result presentation, it can be inferred that one of the setting values "2", "4", or "6" is set. At this time, if the lock mechanism LK is in the unlocked state and the cover CV is in the closed state, the image JH1 is displayed on the presentation display device 15. Furthermore, the image JH2 is displayed on the presentation display device 15. Also, as shown in Figure 11(b), if the cover CV is then operated and the cover CV is opened, the image JH3 is displayed on the presentation display device 15. At this time, the image JH3 is displayed on the presentation display device 15 instead of the image JH1. When the cover CV is opened, the image JH3 is newly displayed, but the result presentation continues to run on the presentation display device 15.
[0177] As shown in Figure 11(c), after the cover CV is opened, when the handle HD is operated and the slide switch SS changes from the OFF state to the ON state, the set value is displayed on the display unit SH. Figure 11(c) shows an example of the display content of the display unit SH when the set value is "6". This allows it to be identified that the set value is "6". Also, as shown in Figure 11(d), when the set value is displayed on the display unit SH, image JH4 is displayed on the performance display device 15. The display of image JH4 indicates that the set value is being displayed on the display unit SH. Furthermore, when the set value is displayed on the display unit SH, image JH5 is displayed on the performance display device 15. At this time, image JH5 is displayed on the performance display device 15 instead of image JH2. Also, when the set value is displayed on the display unit SH, the result performance ends on the performance display device 15, and the display of the result background image also ends.
[0178] Subsequently, as shown in Figure 11(e), when the handle HD is operated and the slide switch SS changes from the ON state to the OFF state, the display of the set value on the display unit SH ends. Also, as shown in Figure 11(f), when the display of the set value on the display unit SH ends, the execution of the result animation resumes on the animation display device 15. Furthermore, image JH2 is displayed on the animation display device 15. At this time, image JH2 is displayed on the animation display device 15 instead of image JH5. Although not shown in the figure, if the cover CV is then operated to close the cover CV, image JH1 is displayed on the animation display device 15. At this time, image JH1 is displayed on the animation display device 15 instead of image JH3.
[0179] <Mechanism of Action and Effects> The operation and effects of this embodiment will be described below. (1) The gaming machine 10 is capable of displaying a result background image that can suggest or notify the set setting value, and displaying the setting value on the display unit SH, which has a higher accuracy in suggesting or notifying the set setting value compared to the display of the result background image. For example, if the display unit SH, which has a higher accuracy in suggesting or notifying the set setting value, is displaying the setting value, but the result background image, which has a lower accuracy in suggesting or notifying the set setting value, is displayed, there is a risk of confusing the player when trying to guess the set setting value, and it may become difficult to make guessing the setting value enjoyable. However, when the setting value is displayed on the display unit SH while the result background image is being displayed, the display of the result background image is terminated. This suppresses the confusion caused by the continued display of the result background image when the setting value is being displayed on the display unit SH, while providing the enjoyment of guessing the setting value and improving the overall enjoyment of the game.
[0180] (2) After going through multiple steps of operation, the set value is displayed on the display unit SH, and the set value is announced. In this way, after going through multiple steps of operation, the set value is finally displayed on the display unit SH, and the set value is announced. Therefore, it is possible to enhance the enjoyment by providing the pleasure of going through multiple steps of operation and by providing the pleasure of seeing the set value displayed on the display unit SH.
[0181] (3) When displaying the set value on the display unit SH, the operation of switching the slide switch SS from the OFF state to the ON state is performed after the operation of opening the cover CV. In other words, when displaying the set value on the display unit SH, the order of the operation of switching the slide switch SS from the OFF state to the ON state and the operation of opening the cover CV is also important, so compared to simply performing each operation individually, the enjoyment of performing multiple steps is enhanced, and the overall experience is improved.
[0182] (4) The amount of movement required to change the slide switch SS from the OFF state to the ON state (the amount of movement required for the handle HD) is different from the amount of movement required to change the slide switch SS from the ON state to the OFF state. This makes it easier for the user to feel that the slide switch SS has been turned ON and that the set value has been displayed on the display unit SH, and makes it easier to enjoy the display of the set value on the display unit SH more effectively.
[0183] (5) Once the lock mechanism LK is unlocked, multiple steps of operation are permitted. Thus, since multiple steps of operation are not permitted until the lock mechanism LK is unlocked, attention is drawn to whether the lock mechanism LK will be unlocked, and the joy when the lock mechanism LK is actually unlocked is greatly enhanced, thereby effectively increasing the level of interest.
[0184] (6) When the set value is displayed on the display unit SH, the variable game will not start. This prevents situations where, for example, the variable game starts running even though the set value is being displayed on the display unit SH, leading to a decrease in interest in the display of the set value on the display unit SH, or even a failure to notice that the set value is being displayed on the display unit SH. This also makes it easier to enhance the enjoyment of the game by displaying the set value on the display unit SH.
[0185] (7) When a variable game is in progress, the setting value is not displayed on the SH display unit. This prevents players from becoming so engrossed in the ongoing variable game that they lose interest in the setting value displayed on the SH display unit, or even fail to notice that the setting value is being displayed on the SH display unit. It also makes it easier to enhance the enjoyment of the game by displaying the setting value on the SH display unit. Furthermore, it prevents a decrease in attention to the variable game due to the display of the setting value on the SH display unit.
[0186] (8) When the situation corresponds to a specific standby state in which no variable game is being played, the setting value can be displayed on the display unit SH. In this way, the setting value can be displayed on the display unit SH when the situation corresponds to a specific standby state in which no variable game is being played, so that the user does not become distracted by the variable game and find it difficult to check the setting value displayed on the display unit SH.
[0187] (9) When a multiplier is set even when a variable game is not being played, the set value will not be displayed on the SH display unit. This prevents situations where, for example, a player might be concerned about having to play a variable game and therefore be reluctant to check the displayed value on the SH display unit.
[0188] (10) When a background image corresponding to the type of performance state is being displayed, and the setting value is displayed on the display unit SH, the display of the background image corresponding to the type of performance state is terminated. This prevents the user from becoming distracted by the type of performance state and losing attention to the setting value displayed on the display unit SH, even though the setting value is being displayed on the display unit SH.
[0189] (11) When the performance corresponding to the winning role is being executed and the setting value is displayed on the display unit SH, the performance corresponding to the winning role will be terminated. This prevents players from becoming distracted by the performance corresponding to the winning role and losing attention to the setting value displayed on the display unit SH, even though the setting value is being displayed on the display unit SH.
[0190] (12) When the malfunction animation is being performed and the setting value is displayed on the display unit SH, the malfunction animation is terminated. This prevents the user from becoming distracted by the malfunction animation and losing attention to the setting value displayed on the display unit SH, even though the setting value is being displayed on the display unit SH.
[0191] (13) When the cover CV is closed, the player cannot see the slide switch SS. Also, when the cover CV is closed, the player cannot see the display unit SH. Therefore, interest in opening the cover CV can be increased. Furthermore, interest in operating the cover CV can be increased, as can interest in operating the slide switch SS and interest in the display of the set value on the display unit SH, making it easier to enhance the enjoyment of the game by displaying the set value on the display unit SH.
[0192] <<Example of changes>> The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically.
[0193] In the above embodiment, the performance indicating or notifying that the lock mechanism LK is in an unlocked state was performed by displaying image JH1 on the performance display device 15, but it is not limited to being performed on the performance display device 15. For example, the performance indicating or notifying that the lock mechanism LK is in an unlocked state may be performed on one or more of the performance devices among the decorative lamp 13, speaker 14, and performance display device 15.
[0194] In the above embodiment, the performance related to the operation of the slide switch SS was performed by displaying the image JH2 on the performance display device 15, but it is not limited to being performed on the performance display device 15. For example, the performance related to the operation of the slide switch SS may be performed on one or more of the performance devices, including the decorative lamp 13, the speaker 14, and the performance display device 15.
[0195] In the above embodiment, the effect of suggesting or notifying that the cover CV is in an open state was performed by displaying image JH3 on the effect display device 15, but it is not limited to being performed on the effect display device 15. For example, the effect of suggesting or notifying that the cover CV is in an open state may be performed on one or more of the effect devices among the decorative lamp 13, speaker 14, and effect display device 15.
[0196] In the above embodiment, the effect of suggesting or notifying that the set value is displayed on the display unit SH was performed by displaying image JH4 on the effect display device 15, but it is not limited to being performed on the effect display device 15. For example, the effect of suggesting or notifying that the set value is displayed on the display unit SH may be performed on one or more of the effect devices among the decorative lamp 13, speaker 14, and effect display device 15.
[0197] In the above embodiment, the effect of suggesting or notifying that the variable game can be played by setting the slide switch to the OFF state was performed by displaying image JH5 on the effect display device 15, but it is not limited to being performed on the effect display device 15. For example, the effect of suggesting or notifying that the variable game can be played by setting the slide switch to the OFF state may be performed on one or more of the effect devices among the decorative lamp 13, speaker 14, and effect display device 15.
[0198] In the display device 15, images JH1 and JH3 may be displayed in parallel. For example, the display device 15 may be configured to display image JH3 in addition to image JH1. In this case, in the display device 15, images JH1 and JH3 may be displayed without overlapping, or they may be displayed with some overlap.
[0199] In the display device 15, images JH2 and JH5 may be displayed in parallel. For example, the display device 15 may be configured to display image JH5 in addition to image JH2. In this case, in the display device 15, images JH2 and JH5 may be displayed without overlapping, or they may be displayed with some overlap.
[0200] The cover CV may be made of, for example, a transparent resin material. For example, the slide switch SS may be visible even when the cover CV is closed. This makes it possible to pique interest in operating the slide switch SS by operating the cover CV, and makes it easier to enhance interest by displaying the set value on the display unit SH.
[0201] In the above embodiment, for example, when a result animation is being performed, if the display of the set value on the display unit SH starts and then finishes, the execution of the result animation that was running before the display of the set value on the display unit SH started is resumed. However, for example, when a result animation is being performed, if the display of the set value on the display unit SH starts and then finishes, the execution of the result animation that was running before the display of the set value on the display unit SH started may not be resumed, and other animations may be performed instead. For example, when a result background image is displayed, if the display of the set value on the display unit SH starts and then finishes, a background image corresponding to the animation state at the time may be displayed instead of the result background image. In this modified example, the result animation was given as an example of various animations, but the same may be applied to other animations (for example, animations corresponding to the winning combination).
[0202] - When a background image corresponding to the type of performance state is being displayed, after the display of the setting value in the display unit SH begins and the display of the setting value in the display unit SH ends, the system may return to a state where the background image corresponding to the type of performance state is not displayed, or the background image corresponding to the type of performance state may be displayed again. Also, when a performance corresponding to a winning role is being executed, after the display of the setting value in the display unit SH begins and the display of the setting value in the display unit SH ends, the system may return to a state where the performance corresponding to the winning role is not being executed, or the performance corresponding to the winning role may be executed again. Similarly, when a non-winning performance is being executed, after the display of the setting value in the display unit SH begins and the display of the setting value in the display unit SH ends, the system may return to a state where the non-winning performance is not being executed, or the non-winning performance may be executed again.
[0203] - Even if the setting value is displayed on the display unit SH while a background image corresponding to the type of performance state is being displayed, the display of the background image corresponding to the type of performance state may continue. This makes it possible to check the setting value displayed on the display unit SH while confirming the type of performance state.
[0204] - Even if the setting value is displayed on the SH display unit while a performance corresponding to the winning role is being executed, the performance corresponding to the winning role may continue. This makes it possible to check the setting value displayed on the SH display unit while checking the performance corresponding to the winning role.
[0205] - Even if the setting value is displayed on the display unit SH while the malfunction animation is being executed, the malfunction animation may continue to run. This makes it possible to check the setting value displayed on the display unit SH while simultaneously checking the malfunction animation.
[0206] - Even if the setting value is displayed on the SH display unit while the result background image is being displayed, the display of the result background image may continue. This allows users to enjoy checking the setting value suggested or reported by the result background image while simultaneously checking the actual setting value on the SH display unit, thereby enhancing the user experience.
[0207] When a variable game is not being played and a multiplier is set, it may be possible to display the set value on the display unit SH. In other words, when a variable game is not being played, it may be possible to display the set value on the display unit SH even if a multiplier is set.
[0208] - When a variable game is in progress, it may be possible to display the set value on the display unit SH. For example, it may be possible to display the set value on the display unit SH for at least a portion of the time while a variable game is in progress. For example, even while a variable game is in progress, it may be possible to display the set value on the display unit SH for the period after all reels 16a to 16c have stopped rotating. For example, when the freeze time is being measured during the freeze effect process (during the freeze), it may be possible to display the set value on the display unit SH.
[0209] Even in situations equivalent to a specific standby state where at least one variable game is not being played, the setting value may not be displayed on the display unit SH. For example, even in situations equivalent to a specific standby state, if a specific error occurs (e.g., during a magnetic error, a wire break error, or while the complete function is active), the setting value may not be displayed on the display unit SH. In this way, in situations where a specific error occurs, the setting value may not be displayed on the display unit SH, regardless of the status of the variable game (e.g., whether or not a variable game is being played).
[0210] Even when the set value is displayed on the display unit SH, the execution of the variable game may be started. For example, even when the set value is displayed on the display unit SH, the multiplier may be set. For example, even when the set value is displayed on the display unit SH, if the start lever 20 is operated while the multiplier is set, the execution of the variable game may be started.
[0211] In the above embodiment, the set value is displayed on the display unit SH after going through multiple steps of operation, but the number of steps of operation may be more or fewer than in the above embodiment, or it may be just one step. For example, the set value may be displayed on the display unit SH and the set value may be notified by performing a predetermined operation once. For example, the gaming machine 10 does not have to be equipped with a cover CV. Furthermore, the set value may be displayed on the display unit SH by operating a slide switch SS (handle HD of slide switch SS). In addition, a component (hereinafter referred to as an operating component in this modified example) that must be operated after operating the cover CV to open it and before operating the slide switch SS may be provided. In this case, in order to display the set value on the display unit SH, operation of the cover CV, operation of the operating component, and operation of the slide switch SS are required.
[0212] The multi-step operation required to display the set value on the display unit SH does not have to follow a set order. For example, when displaying the set value on the display unit SH, the operation of switching the slide switch SS from the OFF state to the ON state may be performed before the operation of opening the cover CV, or the configuration may be modified to enable this. Also, for example, when displaying the set value on the display unit SH, the operation of switching the slide switch SS from the OFF state to the ON state and the operation of opening the cover CV may be required to be performed simultaneously or nearly simultaneously, or the configuration may be modified to enable this.
[0213] Even if the slide switch SS is not switched from the OFF state to the ON state, the display unit SH may be able to display the set value if the slide switch SS is in the ON state. For example, if the slide switch SS is switched from the OFF state to the ON state while a variable game is in progress, the display unit SH may start displaying the set value after the variable game ends.
[0214] - After the cover CV is operated to open it, the lock mechanism LK may be set to the locked state when the cover CV is operated to close it. For example, after the cover CV is opened, the lock mechanism LK may be set to the locked state on the condition that the slide switch SS is in the OFF state (for example, the number of steps on the handle HD of the slide switch SS is "1").
[0215] The amount of movement required to change the slide switch SS from the OFF state to the ON state (the amount of movement required for the handle HD) may be the same as the amount of movement required to change the slide switch SS from the ON state to the OFF state. Alternatively, the amount of movement required to change the slide switch SS from the OFF state to the ON state may be greater than the amount of movement required to change the slide switch SS from the ON state to the OFF state. Furthermore, the amount of movement required to change the slide switch SS from the OFF state to the ON state may be less than the amount of movement required to change the slide switch SS from the ON state to the OFF state.
[0216] - A locking device LS is not required. For example, when the number of variable games played since power supply was started reaches a certain number, control may be performed to display the set value on the display unit SH. In other words, even without a physical locking mechanism LK, the display of the set value on the display unit SH may be restricted by control, and the display of the set value on the display unit SH may be locked. Also, the lock and unlock states of the locking mechanism LK do not have to be controlled by the main CPU 41; for example, the sub-CPU 51 may control the lock and unlock states of the locking mechanism LK. Furthermore, the lock and unlock states of the locking mechanism LK may be switched manually. For example, when the number of variable games played since power supply was started reaches a certain number, a display prompting the user to unlock the locking mechanism LK may be shown on the display device 15 (for example, a display of text information such as "Please unlock the locking mechanism"). Furthermore, when manually switching between the locked and unlocked states of the locking mechanism LK, the mechanism LK may be switched by manually operating it, or it may be switched using some kind of tool (for example, a rod or key). In this configuration, the release sensor OS and the locking mechanism LK of the locking device LS do not need to be electrically connected to various circuit boards.
[0217] For example, even if the number of variable games played since power supply was started does not reach a specific number, or the number of variable games played since the setting value was changed does not reach a specific number, the set setting value may be displayed on the display unit SH for at least a portion of the period while power is supplied (for example, the period excluding startup). In this case, regardless of the number of variable games played since power supply was started, the set setting value may be displayed on the display unit SH by opening the cover CV and switching the slide switch SS from the OFF state to the ON state. For example, if a locking mechanism LK is provided, even if the number of variable games played since power supply was started does not reach a specific number, if the locking mechanism LK is unlocked, the cover CV may be opened, and then the slide switch SS may be switched from the OFF state to the ON state to display the setting value on the display unit SH. For example, if a locking mechanism LK is not provided, even if the number of variable games played since power supply was started does not reach a specific number, the set setting value may be displayed on the display unit SH by operating the cover CV to open it and switching the slide switch SS from the OFF state to the ON state.
[0218] When the set value is displayed on the display unit SH, a predetermined element may be customizable. The predetermined element may be an element controlled by the main CPU 41 or an element controlled by the sub-CPU 51. For example, the element controlled by the main CPU 41 may be an element controlled by the main CPU 41 (e.g., the probability of winning various lotteries). For example, when the set value is displayed on the display unit SH, the luminescence color of the display unit SH may be customizable, and the brightness of the display unit SH may be customizable. In other words, for example, when the set value is displayed on the display unit SH, the display content of the display unit SH (e.g., notification mode) may be customizable. For example, the element controlled by the sub-CPU 51 may be an element related to performances whose execution is controlled by the sub-CPU 51 (e.g., the execution probability and execution mode of various performances). For example, when the set value is displayed on the display unit SH, the probability of determining the result background image may be customizable, and the time for changing the probability of determining the result background image may be customizable. In other words, for example, when the set value is displayed on the display unit SH, the first setting display may be customizable. As described above, when the set values are displayed on the display unit SH, it may be possible to customize the display of the set values on the display unit SH, and it may also be possible to customize the effects that can be executed in the gaming machine 10.
[0219] When the set value is displayed on the display unit SH, it may be possible to check the history of previously set values. For example, when the set value is displayed on the display unit SH, the performance display device 15 may be able to display the history of settings up to 5 times prior. In addition, when the set value is displayed on the display unit SH, it may be possible to check the history of errors that have occurred up to that point. For example, when the set value is displayed on the display unit SH, the performance display device 15 may be able to display the history of errors that have occurred up to 10 times prior.
[0220] For example, the display unit SH does not have to be a 7-segment display, but may be a liquid crystal display, for example. The display unit SH may also be provided on the mounting surface 12b. The display unit SH does not need to be provided on the inside of the gaming machine 10 beyond the mounting surface 12b, and may be provided on the outside of the gaming machine 10 beyond the mounting surface 12b. For example, the display unit SH may be built into the gaming machine 10. For example, the display unit SH may be provided on the front side (closer to the player) of the performance display device 15 in the front-to-back direction, or on the back side (farther to the player) of the performance display device 15 in the front-to-back direction. The display unit SH may or may not be accessible to the player.
[0221] The gaming machine 10 may be configured such that, when the number of bets has not reached the upper limit, even if the number of bets and the number of gaming machine management media are less than the upper limit, if the number of gaming machine management media is 1 or more, the number of bets can be increased when the MAX bet button 18 is operated. For example, when the number of bets has not reached the upper limit, the main CPU 41 may, when it receives a detection signal from the MAX bet button 18, increase the number of bets by the number of gaming machine management media, even if the sum of the set number of bets and the number of gaming machine management media is less than the upper limit, if the number of gaming machine management media is 1 or more. As described above, the gaming machine 10 may be configured so that a bet less than the maximum bet can be set when the MAX bet button 18 is operated.
[0222] The main board 40 may be equipped with a payout ratio display unit (a so-called payout ratio monitor). The main CPU 41 may be able to control the display content of the payout ratio display unit. For example, the content displayed on the payout ratio display unit may be some or all of the payout item state ratio, advantageous section ratio, continuous payout ratio, and payout ratio. The advantageous section ratio is the ratio of the number of variable games played in the advantageous section to the number of variable games played in the advantageous section and the non-advantageous section. For example, in the gaming machine 10 of the above embodiment, the advantageous section may be when the machine is controlled to an advantageous state, or it may include some of the sections that are controlled to a normal state.
[0223] The gaming machine in the above embodiment may be embodied as a reel-type gaming machine that can grant (generate) a bonus game when a combination of symbols corresponding to a bonus role (bonus stop symbol) is derived in the variable game. Incidentally, in a reel-type gaming machine that can grant a bonus game, the state in which the winning of a bonus role is permitted is called the "carry-over state" or "internal state". The advantageous section in a reel-type gaming machine that can grant a bonus game may include one or both of the state in which the winning of a bonus role is permitted and the state in which a bonus game is being granted, or it may not include either. In a reel-type gaming machine that can grant a bonus game, for example, a bonus flag that can identify whether a bonus game is being granted may be stored in the main RWM43. The main CPU41 may then refer to the value set in the bonus flag to identify whether a bonus game is being granted and execute control according to the value set in the bonus flag. Furthermore, when the sub-CPU 51 controls the execution of various effects (for example, effects during bonus gameplay) depending on whether a bonus game is being awarded, it can be considered that the sub-CPU 51 is capable of executing control according to the value set in the bonus flag. As described above, for example, when a bonus game is being awarded, the effect display device 15 may be configured to display effects related to bonus gameplay.
[0224] The gaming machine 10 may be configured to allow players to play games using physical game media (e.g., game tokens) in addition to, or as an alternative to, playing games using electromagnetic game media. In this case, the gaming machine 10 may be able to accept physical game media into the machine and may be able to accept physical game media out of the machine.
[0225] The gaming machine in the above embodiment may be embodied as a pachinko gaming machine. In a pachinko gaming machine, a game ball is launched, and a game medium is awarded when the game ball enters a predetermined prize pocket provided within the game area. The pachinko gaming machine may be capable of storing the number of game mediums (so-called "balls") held by the player as data, and may be capable of playing the game by consuming the game medium by converting the game medium stored as data into physical game mediums (game balls) and launching them. In other words, the gaming machine 10 in the above embodiment may be embodied as a pachinko gaming machine (so-called managed gaming machine) that does not dispense physical game mediums. In a managed gaming machine, the number of balls held can be increased when game mediums are lent from a management device (management unit). In a managed gaming machine, the number of balls held can be decreased by transferring the management of the balls held from the pachinko gaming machine to the management device. Such pachinko machines are also called smart pachinko machines (so-called "SmaPachi"). When implementing this in a pachinko machine, it may be possible to control the machine to either a state where the setting value can be changed or a state where the setting value can be confirmed, similar to the above embodiment. For example, a pachinko machine may be equipped with a clear switch. Furthermore, in a pachinko machine, if both the setting switch and the clear switch are operated when power is supplied, the machine may be controlled to a state where the setting value can be changed. Alternatively, in a pachinko machine, if only the setting switch is operated when power is supplied, the machine may be controlled to a state where the setting value can be confirmed. In addition, in a pachinko machine, similar to the above embodiment, the machine may be controlled to a state where the setting value can be confirmed whenever the setting switch is operated, not just when power is supplied. Incidentally, in pachinko machines, if only the clear switch among the setting switch is operated when power is supplied, the contents of the memory means (for example, the main RWM43) may be initialized.
[0226] In pachinko machines, after winning a jackpot lottery, a jackpot game is awarded (occurs). In pachinko machines, when a jackpot game is awarded, the special symbol variation game (hereinafter referred to as the special game) is not executed, and the execution of the special game does not begin. In pachinko machines, after winning a minor win lottery, a minor win game is awarded (occurs). In pachinko machines, when a minor win game is awarded, the special game is not executed, and the execution of the special game does not begin. Here, jackpot lotteries and minor win lotteries have been used as examples, but some pachinko machines perform only one of the jackpot lottery or minor win lotteries. The lottery performed as a winning lottery may be either a jackpot lottery or a minor win lottery, or it may be both. In a pachinko game machine capable of awarding jackpot games, for example, a jackpot flag that can identify whether a jackpot game is in progress may be stored in the main RWM 43. The main CPU 41 may then refer to the value set in the jackpot flag to determine whether a jackpot game is being awarded and execute control according to the value set in the jackpot flag. Furthermore, when the sub-CPU 51 controls the execution of various effects (for example, jackpot effects) depending on whether a jackpot game is being awarded, it can be considered that the sub-CPU 51 is capable of executing control according to the value set in the jackpot flag. As described above, for example, when a jackpot game is being awarded, the effect display device 15 may display information related to jackpot effects. For example, when a display related to jackpot effects is being shown, the execution of a special game may not be started. Note that since jackpot effects are executed when a jackpot game is awarded, when a special game is being executed, the display related to jackpot effects is not shown. Similarly, in a pachinko game machine capable of awarding minor wins, for example, a minor win flag that can identify whether a minor win is in progress may be stored in the main RWM43. The main CPU41 may then refer to the value set in the minor win flag to determine whether a minor win is in progress and execute control according to the value set in the minor win flag.Furthermore, when the sub-CPU 51 controls the execution of various effects (for example, effects during a minor win) depending on whether a minor win game is being awarded, it can be considered that the sub-CPU 51 is capable of executing control according to the value set in the minor win flag. As described above, for example, when a minor win game is being awarded, the effect display device 15 may be configured to display the minor win effects. For example, when the display related to the effects during a minor win is being shown, the execution of the special game may be prevented. Note that the effects during a minor win are executed when a minor win game is awarded, so when the special game is being executed, the display related to the effects during a minor win is not shown.
[0227] The pachinko game machine may be equipped with a door member on which the game board is mounted. Furthermore, the pachinko game machine may be equipped with a sensor capable of detecting when the door member is open. In the pachinko game machine, when it is detected that the door member is open, for example, the performance display device 15 may display something that suggests or notifies that the door member is open. The door member in the pachinko game machine may be restricted from being opened by a locking mechanism, similar to the front door 12 in the game machine 10 of the above embodiment.
[0228] In pachinko machines, in addition to special games, a symbol variation game is executed using symbolic effects on the display device. The symbol variation game starts when the special game begins and ends when the special game ends. In the symbol variation game, if the player wins the jackpot lottery and is granted a jackpot game, a jackpot symbol combination is derived. On the other hand, in the symbol variation game, if the player does not win the jackpot lottery and is not granted a jackpot game, a non-jackpot symbol combination is derived.
[0229] Pachinko machines can be controlled to have two game states, a low-base state and a high-base state, where the ratio of prize balls to the number of game balls launched differs. The high-base state is a game state in which the probability of game balls entering a specific starting opening (e.g., an electric chute) with a variable member is higher than that of the low-base state. The high-base state is the so-called "electric support state," and the low-base state is the "non-electric support state." The main CPU 41 may be able to determine whether the current state is the high-base state by referring to the value set in the time-saving flag stored in the main RWM 43. The main CPU 41 may be able to execute control according to the value set in the time-saving flag. Furthermore, when the sub-CPU 51 controls the execution of various effects (e.g., an effect that displays a background image related to the effect mode) depending on whether the state is high-base, it can be considered that the sub-CPU 51 is able to execute control according to the value set in the time-saving flag.
[0230] • Some pachinko machines can be controlled to enter a probability variation state (so-called "probability variation state") where the probability of winning a jackpot is increased. Pachinko machines that can be controlled to enter a probability variation state include those that maintain the probability variation state until a fall-out lottery is won (fall-out machines), and those that maintain the probability variation state until the next jackpot game state is reached. In addition, some pachinko machines that can be controlled to enter a probability variation state have a specification that triggers the entry of a game ball into a probability variation state when the game ball passes through a specific area (V probability variation machines). In pachinko machines that trigger the entry of a game ball into a probability variation state when the game ball passes through a specific area, the probability variation state will not be activated unless the game ball passes through the specific area. Pachinko machines may also be a combination of fall-out machines and V probability variation machines. In pachinko machines that can be controlled to enter a probability variation state, the expected probability of being controlled into a probability variation state may be expressed as the expected probability of a favorable development. The main CPU 41 may be able to determine whether the current state is a probability variation state by referring to the value set in the probability variation flag stored in the main RWM 43. The main CPU 41 may also be able to execute control according to the value set in the probability variation flag. Furthermore, when the sub-CPU 51 controls the execution of various effects (for example, an effect that displays a background image related to the effect mode) depending on whether the state is a probability variation state, it can be considered that the sub-CPU 51 is able to execute control according to the value set in the probability variation flag.
[0231] In a pachinko game machine, the performance mode may be controllable separately from the game state. For example, the performance display device 15 may be able to display a background image related to the performance mode currently in use. For example, the decorative lamp 13 may be able to emit light in a manner (e.g., light color, light pattern) according to the type of performance mode. For example, the sub-CPU 51 may be able to perform these performance mode controls. The main CPU 41 may be able to identify the type of the current performance mode by referring to the value set in the performance mode flag stored in the main RWM 43. The main CPU 41 may be able to perform controls according to the value set in the performance mode flag. Furthermore, when the sub-CPU 51 controls the execution of various performances (e.g., a performance that displays a background image related to the performance mode) depending on whether the machine is in a high base state, it can be considered that the sub-CPU 51 is able to perform controls according to the value set in the performance mode flag.
[0232] The gaming machine 10 may be controlled to a state of being unable to proceed, which is a state of being unable to play. For example, the gaming machine 10 may be controlled to a state of being unable to proceed when a specific error occurs (for example, a magnetic error or a wire break error). For example, the gaming machine 10 may be embodied as a gaming machine equipped with a complete function, and the complete function may be activated to control the game into a state of being unable to proceed. The complete function can be activated when the maximum difference counted in the gaming machine 10 reaches a predetermined value. The maximum difference is also called MY (or MY value). In a reel-type gaming machine, the maximum difference is also called the "maximum difference in tokens". In a pachinko gaming machine, the maximum difference is also called the "maximum difference in balls (or maximum difference in ball count)". And, when the maximum difference reaches a predetermined value, the game may be controlled to be unable to proceed. The complete function may be activated while a variable game is in progress. The complete function may not be activated during a jackpot game or a bonus game. For example, if the maximum difference reaches a predetermined value during a jackpot game or bonus game, the complete function may be activated after the jackpot game or bonus game ends. The maximum difference may be counted using either an addition method or a subtraction method.
[0233] For example, the display device 15 may be capable of displaying information related to the complete function. For example, when the complete function is active, the display device 15 may display information that identifies that the complete function is active. For example, when the maximum difference reaches a predetermined value during a jackpot game or bonus game, the display device 15 may display information that identifies that the complete function will be activated after the jackpot game or bonus game ends. For example, when the maximum difference is approaching a predetermined value, the display device 15 may display information that identifies that the maximum difference is approaching a predetermined value. It may be possible to display all of these information related to the complete function, or it may be possible to display only some of them. Furthermore, when the setting value is displayed on the display unit SH while the information related to the complete function is being displayed, the information related to the complete function may be terminated. In addition, even if the setting value is displayed on the display unit SH while the information related to the complete function is being displayed, the information related to the complete function may continue. For example, depending on the type of display related to the complete function, the presence or absence of a display related to the complete function when the setting value is displayed on the display unit SH may be made different.
[0234] The main CPU 41 may output control information to the sub-board 50 that identifies the setting value changeable state when it controls the system to a state where the setting value can be changed. Furthermore, when the system is controlled to a state where the setting value can be changed, the sub-CPU 51 may be controlled so that the display device 15 displays information that identifies the system as being controlled to a state where the setting value can be changed. Also, the main CPU 41 may output control information to the sub-board 50 that identifies the system as being controlled to a state where the setting value can be confirmed when it controls the system to a state where the setting value can be confirmed. Furthermore, when the system is controlled to a state where the system is being confirmed, the sub-CPU 51 may be controlled so that the display device 15 displays information that identifies the system as being controlled to a state where the setting value can be confirmed. For example, when the display device 15 is executing various effects (e.g., result effects), if it is controlled to a state where the setting value can be confirmed, the various effects being executed on the display device 15 may be terminated, and information that identifies the system as being controlled to a state where the setting value can be confirmed may be displayed. Note that although the setting value confirmation state has been given as an example, the same may be done when the system is controlled to a state where the setting value can be changed.
[0235] Unlike the speaker 14 provided by the gaming machine 10, the above embodiment may allow connection of external sound output means such as earphones or headphones. In this case, the external sound output means may be connected by wire or by wireless connection. By enabling sound to be heard through the external sound output means in this way, the variety of ways to enjoy the gaming machine can be increased, and the entertainment value can be enhanced. For example, the control to enable the external sound output means to output sound may be performed by the sub-CPU 51. When sound is being output by the external sound output means, if a set value is displayed on the display unit SH, the sound output from the external sound output means may be stopped (or interrupted).
[0236] The backlight of the reel unit 16 may be controllable by the main CPU 41 or by the sub-CPU 51. For example, the reel unit 16 may be provided with components controllable by the main CPU 41 and components controllable by the sub-CPU 51. Also, the backlight of the performance display device 15 may be controllable by the main CPU 41 or by the sub-CPU 51.
[0237] In the above embodiment, the probability of winning in various internal draws was made different depending on the set value, but this is not limited to this. For example, even if the set values are different, a common role draw table may be used.
[0238] The types of setting values are not limited to the six types from "1" to "6". In other words, there are not necessarily six types of setting values that can be set. For example, there may be seven types of setting values, ten types, twenty types, or more than seven types. For example, there may be three types of setting values, two types, one type, or fewer than six types.
[0239] The set value and the value (information) actually stored (set) in the storage means such as the main RWM43 may differ. For example, even if the "set value" in the above embodiment is "1", the value (information) stored in the main RWM43 may be a value other than "1" (for example, "6" or "0001"). For example, even if the "set value" in the above embodiment was a decimal number, the value (information) stored in the main RWM43 may be a binary number. Furthermore, "notifying the set value" in the above embodiment may mean the value (information) actually stored (set) in the storage means such as the main RWM43 itself, a different value from that value (information), or the "set value" corresponding to that value (information). For example, notifying according to the set value may mean displaying the value (information) actually stored (set) in the storage means such as the main RWM43 itself, or displaying the value (information) in a way that allows for its identification, that is, displaying according to the value (information).
[0240] The functions of the main board 40 in the above embodiment may be divided among multiple boards. The main CPU 41 may consist of multiple CPUs mounted on a single board. The functions of the media board 60 in the above embodiment may be divided among multiple boards. The media CPU 61 may consist of multiple CPUs mounted on a single board. The functions of the main board 40 and the media board 60 in the above embodiment may be consolidated onto a single board (hereinafter referred to as the integrated control board). The number of CPUs executed on the integrated control board may be one or multiple.
[0241] The functions of the sub-board 50 in the above embodiment may be implemented by dividing them among multiple boards. For example, a lamp control board specializing in controlling the decorative lamp 13, a sound control board specializing in controlling the speaker 14, and a display control board specializing in controlling the performance display device 15 may be provided, and a control board that comprehensively controls these boards may be provided as well. In addition, the sub-CPU 51 may consist of multiple CPUs mounted on a single board.
[0242] The gaming machine may not have some or all of the replay display unit 31, weight display unit 32, multiplier display unit 34, and payout display unit 35. The various display units of the replay display unit 31, weight display unit 32, multiplier display unit 34, and payout display unit 35 do not need to be provided on the same component (information panel 30 in the above embodiment), and for example, some or all of the display units may be provided on different components. In addition, a favorable period lamp that can be lit when in a favorable period may be provided.
[0243] <<Note>> Next, the technical concepts that can be understood from the above embodiments and alternative examples are added below. [1] A gaming machine equipped with setting means capable of setting a setting value of 1, capable of executing control according to the set setting value, capable of performing a first setting display that can suggest or notify the set setting value, and a second setting display that is more accurate in suggesting or notifying the set setting value than the first setting display, wherein when the first setting display is being performed and a specific condition is met and the second setting display is performed, the first setting display ends.
[0244] [2] A gaming machine according to the technical concept of [1], comprising an operating means, wherein the operating means has a first state and a second state, the second setting display can only be performed when the operating means is in the second state, and the amount of operation of the operating means from the first state to the second state is different from the amount of operation of the operating means from the second state to the first state.
[0245] [3] A gaming machine according to the technical concept [1] or technical concept [2] that is capable of running a variable game and in which the second setting display is not shown when a variable game is being run. [4] A gaming machine according to any one of the technical concepts [1] to [3] that can display the second setting when the variable game is in a specific standby state in which no variable game is being played.
[0246] [5] A gaming machine according to any one of the technical concepts [1] to [4], in which a variable game can be played after setting the multiplier, and the second setting display is not performed when a multiplier is set even when the variable game is not being played.
[0247] [6] A gaming machine equipped with setting means for setting a value of 1, capable of performing control according to the set value, and when a specific condition is met, a special setting display according to the set value is shown, and the specific condition can be met by going through multiple steps of operation.
[0248] [7] The gaming machine according to the technical concept [6], wherein the multi-stage operation includes a first operation and a second operation different from the first operation, and in the multi-stage operation for fulfilling the specific condition, the second operation is performed after the first operation.
[0249] [8] A gaming machine according to the technical concept of [7], comprising an operating means, wherein the operating means has a first state and a second state, the second operation is an operation to change the state of the operating means from the first state to the second state, and the amount of operation of the operating means from the first state to the second state is different from the amount of operation of the operating means from the second state to the first state.
[0250] [9] A gaming machine according to any one of the technical concepts [6] to [8], having a locking mechanism, wherein the locking mechanism is in an unlocked state, thereby allowing the multi-stage operation.
[0251]
[10] A gaming machine capable of executing a variable game, comprising setting means capable of setting 1 setting value, capable of executing control according to the set setting value, a special setting display according to the set setting value is shown, and when the special setting display is shown, execution of the variable game is not started.
[0252]
[11] A gaming machine that is capable of running a variable game, and when a variable game is running, the special setting display is not shown, as described in any one of the technical concepts [6] to
[10] .
[0253]
[12] A gaming machine capable of running a variable game, comprising setting means for setting 1 setting value, capable of performing control according to the set setting value, a special setting display according to the set setting value, and characterized in that the special setting display is not performed when a variable game is being run.
[0254]
[13] A gaming machine according to any one of the technical concepts [6] to
[12] that can display the special settings when at least one variable game is not being played.
[0255]
[14] A gaming machine according to any one of the technical concepts [6] to
[13] , in which a variable game can be played after the multiplier is set, and the special setting display is not performed when the multiplier is set, even when the variable game is not being played. [Explanation of Symbols]
[0256] 10…Slot machine (gaming machine) 12…Front door 12a…Display window 12b…Mounting surface 13…Decorative lamp 14…Speaker 15…Performance display device 16…Reel unit 16a…Left reel 16b…Middle reel 16c…Right reel 17…1 bet button 18…MAX bet button 19…Settlement button 20…Start lever 21…Left stop button 22…Middle stop button 23…Right stop button 28…Counting button 30…Information panel 40…Main board 41…Main CPU 42…Main ROM 43…Main RWM 45…Setting switch 46…Change button 47…Setting display 50…Sub-board 51…Sub-CPU 52…Sub-ROM 53…Sub-RWM 60…Media count board 61…Media count CPU 62…Media count ROM 63…Media count RWM 70...Power supply unit 71...Power switch 72...Backup power supply CV...Cover HD...Handle LK...Locking mechanism LS...Locking device OS...Release sensor SH...Display unit SS...Slide switch YL...Active line
Claims
1. In a gaming machine capable of running variable games, It is equipped with a setting means that can set a value of 1, It is possible to perform control according to the set settings, Special settings will be displayed according to the set values. A gaming machine characterized in that the special setting display is not shown when a variable game is being played.
2. The gaming machine according to claim 1, which is capable of displaying the special settings when it is in a specific standby state in which at least a variable game is not being played.
Citation Information
Patent Citations
Game machine
JP2020068904A