Gaming Machines

The dual-control program system in gaming machines addresses excessive player profits by initializing the second control program upon power restoration and using a stop flag to manage gameplay transitions, effectively controlling profit distribution.

JP7602830B2Active Publication Date: 2024-12-19KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023185546
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-30
Publication Date
2024-12-19
Estimated Expiration
2042-06-29

AI Technical Summary

Technical Problem

Conventional gaming machines face the issue of excessive profits being given to players at once, which is not sufficiently suppressed.

Method used

The gaming machine employs a dual-control program system with a first and second storage means, where the second control program is initialized upon power restoration, and a stop flag is used to transition to a stopped state, preventing immediate gameplay after power loss.

Benefits of technology

This approach effectively suppresses the inconvenience of excessive profits being given to players at once, ensuring controlled gameplay transitions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which suppresses an inconvenience that profits imparted to a player at a time are excessive.SOLUTION: A game machine can execute in each game: update processing storing specific information to a second storage area in accordance with a game value used and a game value imparted; and stop flag storage processing which stores, in the second storage area, a stop flag that causes the game machine to shift to a stop state on the basis of the specific information. When an initialization condition is not satisfied when power is supplied after power is interrupted in the case that the stop flag is stored, a first control program is executed, then a second control program stored to second storage means is called by the first control program, and an area where the stop flag is stored can be maintained by the second control program.SELECTED DRAWING: Figure 33
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that transitions to a stopped state. [Background technology]

[0002] Conventionally, there are known gaming machines that transition to a stopped state in which play is not possible when a predetermined trigger is established. For example, Patent Document 1 discloses a gaming machine that transitions to a stopped state when a bonus ends. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP2009-297575A Summary of the Invention [Problem to be solved by the invention]

[0004] In the prior art, the inconvenience of excessive benefits being awarded to a player at one time could not be sufficiently prevented. In consideration of the above circumstances, the present invention aims to prevent the above inconvenience. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention comprises: first storage means for storing a first control program which is a gaming control program for controlling the progress of a game; second storage means for storing a second control program different from the gaming control program; a first memory area which is referred to and updated by the first control program and is not updated by the second control program; a second memory area which is referred to and updated by the second control program and is not updated by the first control program; and main control means capable of executing the first control program and the second control program. and a presentation control means for controlling presentation, the gaming machine being capable of executing, by processing a first control program, a symbol stop display control for stopping and displaying a symbol combination in accordance with a winning area of ​​each game, and a game value allotting control for allotting a game value corresponding to the symbol combination, and, by processing a second control program, an update process for storing specific information in a second storage area in accordance with the game value used and the game value allotted in each game, and a stop flag storage process for storing, in the second storage area, a stop flag that is a trigger for transitioning the gaming machine to a stopped state based on the specific information. the first control program is executed when a predetermined initialization condition is satisfied, and then the first control program calls a second control program stored in the second storage means, and the second control program initializes an area in the second storage area in which a stop flag is stored, and if the power is cut off when the stop flag is not stored and the initialization condition is not satisfied when the power is turned on, the first control program is executed, and then the first control program calls a second control program stored in the second storage means, and the second control program initializes an area in the second storage area in which specific information is stored, and if the power is cut off when the stop flag is stored and the initialization condition is not satisfied when the power is turned on, the first control program is executed, and then the first control program calls a second control program stored in the second storage means, and the second control program maintains the area in which the stop flag is stored, and the presentation control means executes a game stop notification to notify that a game is stopped in response to the game machine moving to a stopped state;The present invention is characterized in that, after the power is shut off while the stop flag is stored, if the initialization condition is not satisfied when the power is turned on, a game stop notification is executed after the power is turned on. Effect of the Invention

[0006] According to the present invention, the inconvenience of an excessive amount of benefit being given to a player at one time is suppressed. [Brief description of the drawings]

[0007] [Figure 1] FIG. [Diagram 2] FIG. 2 is a diagram showing the symbols arranged on each reel. [Diagram 3] FIG. 13 is a diagram for explaining a pattern display area. [Figure 4] FIG. 2 is a functional block diagram of the gaming machine. [Diagram 5] FIG. 13 is a conceptual diagram of a winning area lottery table. [Figure 6] FIG. 13 is a conceptual diagram of a winning combination determination table. [Figure 7] FIG. 13 is a conceptual diagram of a symbol combination table. [Figure 8] FIG. 13 is a diagram for explaining a specific example of an expected acquisition value. [Figure 9] A diagram to explain the transition of the ball output state. [Figure 10] FIG. 13 is a conceptual diagram of an instruction decision table. [Figure 11] 11 is a diagram for explaining commands transmitted from a main control board. FIG. [Figure 12] FIG. 2 is a diagram for explaining each piece of display information. [Figure 13] 13 is a conceptual diagram of a notification performance determination table. [Figure 14] A diagram to explain the ball output state transitioning from a non-favorable zone. [Figure 15] 11 is a diagram for explaining a playable state and a play-stop state. FIG. [Figure 16] FIG. 11 is a diagram for explaining each process executed in a complete state. [Figure 17] FIG. 2 is a diagram for explaining each image displayed in each state. [Figure 18] 11 is a diagram for explaining a trigger for initializing a MY counter. FIG. [Figure 19] 11A to 11C are schematic diagrams of images in an advance warning state. [Figure 20] FIG. 11 is a schematic diagram of each image in a complete state. [Figure 21] FIG. 13 is a diagram for explaining each opportunity for clearing each piece of information. [Figure 22] FIG. 13 is a diagram for explaining the timing at which each piece of information is cleared. [Figure 23] 11 is a diagram for explaining a specific example of a period during which advance notification is performed; FIG. [Figure 24] FIG. 11 is a diagram for explaining another specific example of a period in which advance notification is performed. [Diagram 25] FIG. 2 is a diagram for explaining signals and commands transmitted to the outside. [Figure 26] 1 is a flowchart of a startup process of a main CPU. [Figure 27] 13 is a flowchart of the game control processing of the main CPU. [Figure 28] 13 is a flowchart of a complete determination process by a main CPU. [Figure 29] 13 is a flowchart of an abnormality determination process of a main CPU. [Diagram 30] 1 is a flowchart of an interrupt process of a main CPU. [Diagram 31] FIG. 2 is a diagram for explaining a storage area of ​​a main RAM. [Diagram 32] FIG. 2 is a diagram for explaining each process including a call process of a main CPU. [Diagram 33] 11 is a diagram for explaining details of the initialization process of the main CPU. FIG. [Diagram 34] This is a flowchart of the main CPU's processing during non-favorable periods. [Diagram 35] This is a flowchart of the main CPU's advantageous zone control processing. [Diagram 36] 13 is a flowchart of a sub startup process of a sub CPU. [Figure 37] FIG. 2 is a diagram for explaining each control mode of a sub-CPU. [Figure 38] 13 is a flowchart of each effect process of the sub-CPU. [Figure 39] FIG. 13 is a diagram for explaining a modified example. [Diagram 40] FIG. 13 is a diagram for explaining another modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] First Embodiment Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Structure of gaming machine> The structure of the gaming machine 1 in the first embodiment will be described with reference to FIG. 1. FIG. 1 is an example of a front view of the gaming machine 1. A player plays on the gaming machine 1 using gaming media (e.g., medals or gaming balls). In this embodiment, a gaming machine 1 (a slot machine) in which medals are used as gaming media is exemplified. Note that the gaming machine may be configured to use electrically stored points as gaming media (see, for example, JP 2020-116297 A).

[0009] The gaming machine 1 includes a box-shaped cabinet with an opening on the front side (player side) and a front door 3. The cabinet is provided with a hinge mechanism. The front door 3 is pivotally supported by the hinge mechanism so that the opening of the cabinet can be opened and closed.

[0010] As shown in Fig. 1, a plurality of (14 in the example of Fig. 1) cabinet lamps 5 are provided on the periphery of the front door 3. Each cabinet lamp 5 is composed of, for example, a light-emitting body such as a light-emitting diode (LED) and a light-transmitting lens that covers the light-emitting body. The cabinet lamps 5 emit light in a manner corresponding to each performance in the gaming machine 1.

[0011] As shown in Fig. 1, a lower panel 6 is provided on the front door 3. The name of the gaming machine 1 and the like are depicted on the lower panel 6. A tray unit 7 for storing medals is provided below the lower panel 6. The tray unit 7 is provided so that the player can freely remove the stored medals.

[0012] The front door 3 is provided with a medal insertion section 8 having an opening through which medals are inserted, and a medal payout outlet 9 through which medals are ejected from inside the gaming machine 1. When a specified number (three medals) of medals are inserted into the medal insertion section 8, play can begin. The specified number is set according to the state of the game. The medals ejected from the medal payout outlet 9 are stored in the receiving tray unit 7.

[0013] A panel 10 is provided at the center of the front of the front door 3. A substantially rectangular display window 11 is formed in the center of the panel 10. From the display window 11, a plurality of reels 12 (12L, 12C, 12R) inside the cabinet can be seen.

[0014] Each reel 12 is configured to include a substantially cylindrical drum portion and a band-shaped sheet member attached to the outer peripheral surface of the drum portion. The sheet member of the reel 12 is light-transmitting and has a variety of patterns drawn on it. Each reel 12 is rotatably provided and arranged horizontally next to each other. Specifically, each reel 12 is arranged so that the rotation axes are positioned on the same straight line. A stepping motor 101 (101L, 101C, 101R) is provided on each of the reels 12 (not shown), and each reel 12 is rotated by each stepping motor 101.

[0015] FIG. 2 is a diagram showing the symbols arranged on each reel 12 in this embodiment. As shown in FIG. 2, the outer circumference of each of the multiple reels 12 is divided into 20 frames. As shown in FIG. 2, one symbol is drawn on each frame. In this embodiment, the Nth frame (N is an integer from "0" to "19") from the bottom of the arrangement of symbols shown in FIG. 2 may be referred to as symbol position "N". As shown in FIG. 2, replay symbols, bell symbols, cherry 1 symbols, cherry 2 symbols, watermelon symbols, seven symbols, BAR1 symbols, BAR2 symbols, blank 1 symbols, and blank 2 symbols are arranged on each reel 12.

[0016] Specifically, the replay symbols are arranged at symbol positions "1", "6", "11", and "16" on the left reel 12L, at symbol positions "3", "8", "13", and "18" on the center reel 12C, and at symbol positions "3", "8", "13", and "18" on the right reel 12R. The bell symbols are arranged at symbol positions "0", "5", "10", and "15" on the left reel 12L, at symbol positions "4", "9", "14", and "19" on the center reel 12C, and at symbol positions "4", "9", "14", and "19" on the right reel 12R. The cherry 1 symbol is arranged at symbol position "18" on the left reel 12L, at symbol positions "0", "5", "10", and "15" on the center reel 12C, and at symbol position "11" on the right reel 12R. The CHERRY 2 symbol is arranged at symbol position "3" on the left reel 12L and symbol position "1" on the right reel 12R. The watermelon symbols are arranged at symbol positions "4", "9", "13", "14", and "19" on the left reel 12L, symbol positions "1", "11", and "16" on the center reel 12C, and symbol positions "0", "5", "10", and "15" on the right reel 12R. The BLANK 1 symbols are arranged at symbol position "12" on the left reel 12L, symbol position "12" on the center reel 12C, and symbol positions "12" and "17" on the right reel 12R. The BLANK 2 symbols are arranged at symbol position "2" on the left reel 12L, symbol position "2" on the center reel 12C, and symbol position "2" on the right reel 12R. The BAR1 symbol is arranged at symbol position "7" on the left reel 12L, symbol position "7" on the center reel 12C, and symbol position "7" on the right reel 12R. The BAR2 symbol is arranged at symbol position "17" on the left reel 12L, symbol position "17" on the center reel 12C, and symbol position "16" on the right reel 12R. The SEVEN symbol is arranged at symbol position "8" on the left reel 12L, symbol position "6" on the center reel 12C, and symbol position "6" on the right reel 12R.

[0017] 2, each symbol is shown in a color different from the actual color of each symbol. Moreover, each symbol on each reel 12 is generally identifiable by the player even while the reel 12 is spinning. Therefore, the player can perform an operation to stop the reel 12 (so-called eye-pressing) at the timing when a specific symbol passes through the display window 11. A symbol arrangement table (not shown) indicating the arrangement of symbols on each reel 12 is stored in the main ROM 302.

[0018] In the display window 11 of the front door 3 shown in Fig. 1, three symbols are displayed on each reel 12. In other words, when all the reels 12 are stopped, a total of nine symbols are displayed on the display window 11. In this embodiment, the area in which each symbol is displayed is referred to as a "symbol display area."

[0019] FIG. 3 is a diagram for explaining the symbol display area. As shown in FIG. 3, the symbol display area is configured to include each unit area U (L, C, R). One symbol is displayed in each unit area U. Each unit area U is configured to include each unit area UL where each symbol of the left reel 12L is displayed, each unit area UC where each symbol of the center reel 12C is displayed, and each unit area UR where each symbol of the right reel 12R is displayed. Each unit area UL includes a unit area UL1 located in the upper row, a unit area UL2 located in the middle row, and a unit area UL3 located in the lower row. Each unit area UC includes a unit area UC1 located in the upper row, a unit area UC2 located in the middle row, and a unit area UC3 located in the lower row, and each unit area UR includes a unit area UR1 located in the upper row, a unit area UR2 located in the middle row, and a unit area UR3 located in the lower row.

[0020] When a specified number of medals are inserted into the medal insertion portion 8, a pay line is set. The pay line is an area that is configured from one unit area U of the reel 12L, one unit area U of the reel 12C, and one unit area U of the reel 12R among the unit areas U. The pay line in this embodiment is a line that connects the unit area UL2 of the reel 12L, the unit area UC2 of the reel 12C, and the unit area UR2 of the reel 12R.

[0021] A symbol combination resulting from a game is displayed as a stopped symbol on the winning line. When a predetermined symbol combination is stopped on the winning line, a player is awarded a benefit according to the stopped symbol combination. For example, when a symbol combination related to a winning prize is displayed as a stopped symbol on the winning line, a medal is awarded to the player. When a symbol combination related to a replay is displayed as a stopped symbol on the winning line, the player is granted the right to play again. Specifically, when a symbol combination related to a replay is displayed in the current game, the next game can be started without the need to insert a medal. The symbol combination that can be displayed as a stopped symbol on the winning line is determined for each game according to the result of an internal lottery process described later.

[0022] In this embodiment, a line connecting the upper unit area UL1 of the reel 12L, the upper unit area UC1 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper line". Similarly, a line connecting the middle unit area UL2 of the reel 12L, the middle unit area UC2 of the reel 12C, and the middle unit area UR2 of the reel 12R (effective line in this embodiment) may be referred to as a "middle line". Also, a line connecting the lower unit area UL3 of the reel 12L, the lower unit area UC3 of the reel 12C, and the lower unit area UR3 of the reel 12R may be referred to as a "lower line". Also, a line connecting the lower unit area UL3 of the reel 12L, the middle unit area UC2 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper right line". Similarly, a line connecting the upper unit area UL1 of reel 12L, the middle unit area UC2 of reel 12C, and the lower unit area UR3 of reel 12R may be referred to as a "right downward line."

[0023] Further, each reel 12 is provided with a backlight (not shown) that illuminates the sheet member of the reel 12 from the inside. Specifically, each reel 12 is provided with a backlight that illuminates the unit area U of the upper line of the reel 12, a backlight that illuminates the unit area U of the middle line, and a backlight that illuminates the unit area U of the lower line.

[0024] 1, the panel 10 is provided with a number of indicators (hereinafter referred to as "indicators ML") including a slot possible indicator lamp 13, BET lamps 14 (14a, 14b, 14c), a start lamp 15, an instruction indicator 16, a number of reserved coins indicator 17, a replay indicator lamp 18, a wait lamp 19, and a betting stop lamp 20. Each lamp of the indicator ML is controlled by a main CPU 301 described later.

[0025] The insertion possible indicator lamp 13 notifies whether or not it is possible to accept medals from the medal insertion portion 8. The BET lamp 14 indicates the number of bet medals. The BET lamp 14 also includes a 1-coin lamp 14a, a 2-coin lamp 14b, and a 3-coin lamp 14c. When one bet medal is set, the 1-coin lamp 14a lights up, when two bet medals are set, the 1-coin lamp 14a and the 2-coin lamp 14b light up, and when three bet medals are set, the 1-coin lamp 14a, the 2-coin lamp 14b, and the 3-coin lamp 14c light up. The start lamp 15 notifies whether or not it is possible to accept a game start operation (operation of the start lever 24 described later).

[0026] The instruction display 16 is controlled by the main CPU 301 and displays instruction information instructing the operation mode (pressing sequence) of the stop buttons 25. Although details will be described later, the main CPU 301 causes the instruction display 16 to display instruction information in each game during the instruction period. Furthermore, when a symbol combination related to a winning role is displayed on an active line, the instruction display 16 displays the number of medals to be awarded to the player. For example, when the symbol combination "Bell-Bell-Bell" is stopped and displayed on an active line, eight medals are awarded to the player, and the instruction display 16 displays the number "8."

[0027] The number of medals awarded to a player can be electrically stored (stored) in the gaming machine 1 (main RAM 303 described below). In this embodiment, the number of stored medals is referred to as the "number of credits." The number of credits is added when medals are awarded as a result of playing a game. The number of credits is also added when a specified number of bet medals have been inserted and further medals are inserted from the medal insertion section 8. The stored number display 17 displays the number of credits. Specifically, the stored number display 17 variably displays a number ranging from "0" to "50", which is the upper limit of the number of credits, according to the number of credits stored.

[0028] The replay indicator lamp 18 notifies the player that a replay is in progress. Specifically, the replay indicator lamp 18 is lit from when the combination of symbols related to the replay is stopped and displayed on the pay line in the current game until the next game ends. The replay indicator lamp 18 is lit to notify the player that the next game can be started without using medals. The wait lamp 19 is lit during the wait period from when the game start operation (operation of the start lever 24 described later) is performed until the rotation of each reel 12 begins. The wait period is set so that the average time required for one game is equal to or longer than a predetermined value (approximately 4.1 seconds). The play stop lamp 20 notifies the player that a play is stopped and play is not possible.

[0029] 1, the front door 3 is provided with a plurality of operation units including a 1-BET button 21, a MAX-BET button 22, a settlement button 23, a start lever 24, a plurality of stop buttons 25 (25L, 25C, 25R), a performance button 26, and a direction designation button 27. Each operation unit is operated by the player.

[0030] The 1BET button 21 is operated when setting one bet medal using the stored medals. The MAX-BET button 22 is operated when setting a specified number of bet medals using the stored medals. The settlement button 23 is operated when settling the medals stored as the number of credits and the bet medals. When the settlement button 23 is operated, the total number of medals, the credits and the bet medals, is paid out from the medal payout outlet 9. In this embodiment, the operation of the MAX-BET button 22 or the 1BET button 21 may be referred to as a BET operation.

[0031] The start lever 24 is operated by the player when starting a game. When a game is ready to start, the player can instruct the start of the game by performing a start operation on the start lever 24. The start lever 24 of this embodiment can be tilted 360 degrees in any direction from a state that is approximately perpendicular to the front door 3. The grip portion of the start lever 24 is formed from a translucent resin, and incorporates a lever performance lamp 42. The lever performance lamp 42 lights up during a specified performance.

[0032] The stop button 25 is operated by the player when stopping the reels 12. The stop buttons 25 include a stop button 25L, a stop button 25C, and a stop button 25R. The stop button 25L corresponds to the reel 12L, the stop button 25C corresponds to the reel 12C, and the stop button 25R corresponds to the reel 12R. When the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as a "stop operation") while the reel 12 is spinning, the reel 12 stops (normal stop, pseudo stop).

[0033] Hereinafter, in this embodiment, the first stop operation in each game is referred to as the first stop operation. Similarly, the second stop operation is referred to as the second stop operation, and the third stop operation is referred to as the third stop operation. Also, the control by the gaming machine 1 (main CPU 301 described later) to stop the reel 12 based on the first stop operation is referred to as the first stop control. Similarly, the stop control of the reel 12 based on the second stop operation is referred to as the second stop control, and the stop control of the reel 12 based on the third stop operation is referred to as the third stop control. Also, the symbol position of the reel 12 located on the middle line of the display window 11 at the time of the stop operation is referred to as the stop operation position. The symbol position located on the middle line during the rotation of each reel 12 is stored in a symbol counter, and the symbol position of the symbol counter at the time of the stop operation is acquired as the stop operation position. The symbol counter is provided in, for example, the main RAM 303.

[0034] When all the reels 12 have stopped, the symbol combination resulting from the game is displayed on the pay line, and the game ends. When the game starts, each reel 12 accelerates to a constant rotation speed. During the period when each reel 12 is rotating at a constant speed (the period when the reels 12 are rotating steadily), a stop operation for stopping and displaying the game result on the pay line is possible. On the other hand, during the acceleration period from when each reel 12 starts rotating to when it reaches the steady rotation, a stop operation for displaying the game result is not accepted even if the reel 12 is rotating.

[0035] The stop button 25 of this embodiment can be controlled to a plurality of display modes. Specifically, inside each stop button 25, a light emitter (e.g., an LED) capable of emitting red, blue, and green light is provided. During a period in which the light emitter of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during a period in which the light emitter of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during a period in which the light emitter of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific setting value (setting value "1") is set among the setting values ​​described below. According to the above configuration, it is possible to know that a specific setting value is set from the state of the stop button 25. Note that the state of the stop button 25 is not limited to the above example.

[0036] The effect button 26 is operated by the player when giving instructions regarding an effect. For example, the player can instruct the execution of a specific effect by operating the effect button 26. That is, the specific effect is executed when the effect button 26 is operated (triggered). It is also possible to make the MAX-BET button 22 have the function of the effect button 26. According to the above configuration, the effect button 26 is omitted, and the number of parts can be reduced.

[0037] In addition, if the effect button 26 is operated during the period from the end of the current game to the insertion of a betting medal to start the next game (hereinafter referred to as the "non-game period"), a menu image is displayed on the liquid crystal display device 30.

[0038] The operation of the effect button 26 is detected by the effect button switch 26SW. For example, when the effect button 26 is not pressed, the effect button switch 26SW outputs an OFF signal. On the other hand, when the effect button 26 is pressed, the effect button switch 26SW outputs an ON signal. During a non-play period, when the effect button switch 26SW changes from an OFF state to an ON state, a menu image is displayed on the liquid crystal display device 30.

[0039] The direction designation button 27 is operated by the player, for example, when a menu image is displayed on the liquid crystal display device 30. The direction designation button 27 is composed of an up button, a down button, a right button, and a left button. For example, by operating the direction designation button 27, a cursor designating an option displayed on the menu image can be moved. Specifically, when the up button is operated, the cursor in the menu image moves upward. Similarly, when the down button is operated, the cursor moves downward, when the right button is operated, the cursor moves right, and when the left button is operated, the cursor moves left.

[0040] When the direction designation button 27 is operated during a non-play period, the master volume of the gaming machine 1 is changed. When the direction designation button 27 is operated appropriately during a non-play period, the presentation control mode of the gaming machine 1 can be changed. The presentation control mode of this embodiment has three types: enjoy mode, normal mode, and simple mode. The frequency of presentation execution differs among the presentation control modes. Specifically, the enjoy mode is the presentation control mode in which presentation is most easily executed. Furthermore, the simple mode is the presentation control mode in which presentation is least easily executed. Incidentally, the presentation control mode is initialized to the normal mode immediately after the power is turned on. The same applies when a clear operation is executed and when a setting change operation is executed. However, when a reset operation is executed, the presentation control mode is not initialized (maintained).

[0041] As shown in FIG. 1, in addition to the above-mentioned display device ML (start lamp 15, etc.), a plurality of performance lamps 28 (28a to 28e) and a plurality of stop operation sequence display lamps 29 (29L, 29C, 29R) are provided on the panel 10 of the front door 3. Each lamp of the display device ML is controlled by the main CPU 301, whereas each performance lamp 28 and each stop operation sequence display lamp 29 are controlled by a sub-CPU 412 described later. Among the plurality of performance lamps 28, the performance lamps 28a and 28b are provided on the left side of the display window 11 when viewed from the front, and the performance lamps 28c to 28e are provided on the right side of the display window 11 when viewed from the front. Each performance lamp 28 notifies the current game state, etc.

[0042] Each stop operation sequence display lamp 29 is provided in an area of ​​the panel 10 below the display window 11, and indicates the sequence of operation of each stop button 25. As shown in FIG. 1, above the display window 11 of the front door 3, a liquid crystal display device 30 that displays various images is provided. The liquid crystal display device 30 displays moving images and still images according to the performance executed by the gaming machine 1. Specifically, the liquid crystal display device 30 indicates information related to the result of an internal lottery process described below, information suggesting the ball output status, and the like.

[0043] As shown in Fig. 1, upper lamps 35 (L, R) are provided on the upper end side of the front door 3. The upper lamps 35 are configured to include, for example, light-emitting diodes capable of emitting light in various colors (blue, yellow, green, red, etc.) and lenses covering the light-emitting diodes. For example, when a winning combination is stopped and displayed on an active line, the upper lamps 35 emit light in a manner (color) corresponding to the winning combination. Furthermore, in each performance, the upper lamps 35 emit light in a manner corresponding to the performance.

[0044] As shown in FIG. 1, the front door 3 is provided with speakers 31 (31L, 31R) and speakers 32 (32L, 32R). The speakers 31 are provided on the lower end side of the front door 3, and include a speaker 31L attached to the left side as seen from the player side and a speaker 31R attached to the right side. The speakers 32 are provided on the upper end side of the front door 3, and include a speaker 32L attached to the left side as seen from the player side and a speaker 32R attached to the right side. The speakers 31 and 32 output sounds (music, voice, and sound effects) according to the performance. For example, the speakers 31 and 32 output sounds related to the performance executed by the above-mentioned liquid crystal display device 30, the performance lamp 28, the cabinet lamp 5, the stop operation sequence display lamp 29, or the lever performance lamp 42. The speakers 31 and 32 are attached to the back side of the front door 3, and a plurality of sound emission holes are formed on the front surface of the front door 3 at positions corresponding to the speakers 31 and 32, respectively.

[0045] As shown in Fig. 1, a return button 33 is provided on the front door 3. The return button 33 is operated to clear medal clogging in the medal flow path inside the gaming machine 1. By operating the return button 33, medals clogging in the medal flow path are discharged from the medal payout outlet 9.

[0046] The front door 3 is provided with a locking device 4 having a keyhole formed therein. The front door 3 is locked by the locking device 4 of the front door 3 engaging with a latch piece (not shown) of the cabinet. As shown in FIG. 1, the keyhole of the locking device 4 is located on the front side of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted into it. As will be described later, various operating units (e.g., setting change button 37) are provided inside the cabinet. Each operating unit inside the cabinet is operated by a person in charge of the key that unlocks the front door 3 (e.g., a staff member of the game arcade where the game machine 1 is installed).

[0047] A main control board 300 is provided inside the cabinet. Specifically, the main control board 300 is housed in a transparent board case and attached to the back panel of the cabinet. Various electronic components including a main CPU 301 described below are mounted on the main control board 300. The main control board 300 is also electrically connected to various boards including a reel board 100, a relay board 200, a sub-control board 400, and a power supply board 500 described below via connectors (not shown). The various boards described above may be configured as a single board or multiple boards.

[0048] Inside the cabinet, a setting display unit 36 ​​and a setting change button 37 are provided. The setting display unit 36 ​​displays the setting value of the gaming machine 1. The setting value is a numerical value related to the ball payout rate of the gaming machine 1, and various lotteries are executed in each game with a probability according to the setting value. For example, setting values ​​are provided from "1" to "6," and the setting value "6" has the highest ball payout rate. In this embodiment, when the setting change key is inserted into the keyhole for changing the settings and turned, the setting display unit 36 ​​displays the setting value.

[0049] The setting change button 37 is operated when changing the numerical value on the setting display unit 36. Each time the setting change button 37 is operated, the setting display unit 36 ​​increments the numerical value by one and displays it. If the start lever 24 is operated during the period when the setting value is displayed on the setting display unit 36, the numerical value displayed on the setting display unit 36 ​​at the time of the operation is stored as the setting value.

[0050] However, in this embodiment, the numbers "0", "1", "2", "4", "5", and "6" are displayed on the setting display unit 36. Specifically, when the power is turned on with the setting change key rotated, the setting value change process is started and the device transitions to the setting change mode. In the setting change mode, when the start lever 24 is operated during the period when the number "0" is displayed on the setting display unit 36, the setting value "1" is set. Furthermore, when the start lever 24 is operated during the period when the number "1" is displayed on the setting display unit 36, the setting value "2" is set. Furthermore, when the start lever 24 is operated during the period when the number "2" is displayed on the setting display unit 36, the setting value "3" is set.

[0051] Similarly, when the start lever 24 is operated during the period when the number "4" is displayed on the setting display unit 36, the setting value "4" is set, when the start lever 24 is operated during the period when the number "5" is displayed on the setting display unit 36, the setting value "5" is set, and when the start lever 24 is operated during the period when the number "6" is displayed on the setting display unit 36, the setting value "6" is set. When the setting value is set, the setting change mode ends, and information including the game state (game state flag) and the ball output state (ball output state flag) is initialized, and the game can be played. Note that, if the power is turned on without rotating the setting key to the operating position, the setting value change process is not executed. In the above cases, various information including the game state flag and the ball output state flag at the time when the power is cut off is retained even after the power is turned on. Hereinafter, for the sake of explanation, the combination of the power-on operation with the setting key rotated to the operating position, the operation of the setting change button 37, the operation of the start lever 24 to set the setting value, and the operation of returning the setting key to the non-operating position may be simply referred to as a "setting change operation".

[0052] Also, if the setting key is operated to the operation position while the power is already on, the game transitions to the setting check mode. In the setting check mode, as in the setting change mode, progress in the game is disabled, and the setting value set in the setting change process is displayed on the setting display unit 36. However, the setting value cannot be changed in the setting check mode. In the setting check mode, a message is displayed on the liquid crystal display device 30 to indicate that the setting check mode is in progress. From the viewpoint of preventing others from peeking at the setting value, it is preferable that the setting value is not displayed on the liquid crystal display device 30 in the setting check mode. However, the setting value may be displayed on the liquid crystal display device 30 in the setting check mode. When the setting key is operated to the non-operation position, the setting check mode ends.

[0053] A sub-control board 400 is provided on the back side of the front door 3. The sub-control board 400 includes various boards including a performance control board 410, an image control board 420, and a sound board 430.

[0054] A power supply device 510 is provided inside the cabinet. The power supply device 510 includes an AC-DC converter and a DC-DC converter (both not shown), generates a DC voltage from an AC voltage supplied from outside the gaming machine 1, and generates a plurality of types of DC voltages from the generated DC voltage. For example, the power supply device 510 generates a 32V DC voltage used to drive a motor or a solenoid, a 12V DC voltage supplied to the liquid crystal display device 30, and a 5V DC voltage supplied to an electronic circuit board (e.g., the main control board 300).

[0055] The power supply device 510 is provided with a power button 511 and a clear button 512. When the power button 511 is operated to the ON state, power is supplied to the gaming machine 1, and when the power button 511 is operated to the OFF state, the power is cut off. The clear button 512 is operated when clearing the ball output state, etc. Specifically, when the clear button is operated, a predetermined storage area of ​​the main RAM 303 described later is cleared to an initial value.

[0056] Specifically, when the clear button 512 is operated, the clear process is executed. Specifically, when the power is turned on, the clear process is executed on the condition that the clear button 512 is pressed. When the clear process is executed, all information including the game status (game status flag) and ball output status (ball output status flag) is initialized, similar to when the setting change mode is entered. Hereinafter, the combination of the operation of the clear button 512 and the power-on operation for executing the clear process may be simply referred to as the "clear operation."

[0057] Various electronic components are provided on the main control board 300. Specifically, various electronic components including a main CPU 301, a main ROM 302, a main RAM 303, resistors, capacitors, connectors, a setting display unit 36, and a main display 40 are mounted on the main control board 300. The connectors are used to electrically connect the main control board 300 to other control devices.

[0058] <Amusement machine circuit> This concludes the explanation of the structure of the gaming machine 1. Below, the function of each circuit included in the gaming machine 1 will be explained with reference to Fig. 4. As shown in Fig. 4, the gaming machine 1 includes a reel board 100, a relay board 200, a main control board 300, a sub-control board 400, and a power supply board 500.

[0059] <Main control board> 4, the main control board 300 includes a main CPU 301, a main ROM 302, a main RAM 303, a random number generator 304, and an I / F (interface) circuit 305. The main CPU 301, the main ROM 302, and the main RAM 303 may be provided as separate electronic devices, or may be provided as a one-chip microcomputer in which each element is integrally configured.

[0060] The main ROM 302 stores in a non-volatile manner the control programs and various data (for example, a winning area lottery table) executed by the main CPU 301. The main RAM 303 stores various data used in each process executed by the main CPU 301.

[0061] The main CPU 301 reads a control program stored in the main ROM 302 and performs predetermined processing in accordance with the progress of the game, thereby controlling various devices including the sub-control board 400, each reel 12, a hopper 520 that pays out medals, and a display ML.

[0062] The random number generator 304 generates a random number value R1 used in the internal lottery process described later. The random number generator 304 of this embodiment includes a counter circuit, a sampling circuit, and a pulse generating circuit (all not shown), and generates hardware random numbers. Specifically, the pulse generating circuit outputs a signal to the counter circuit at a predetermined period. The value of the counter circuit is incremented by "1" every time a signal is input from the pulse generating circuit. When a player performs an operation to start a game, the sampling circuit stores the value of the counter circuit as the random number value R1. The random number value R1 is generated within the range of values ​​"0" to "65535". Note that a software random number may be adopted as the random number value R1.

[0063] In this embodiment, a random number value R2 is generated in addition to the random number value R1. The random number value R2 is a software random number obtained from a register built into the main CPU301, and is generated in the range of values ​​"0" to "255". As described later, the random number value R2 is used in a reel performance determination process. In the reel performance determination process described above, the type of reel performance (pseudo game) is determined by lottery. In the reel performance, each reel 12 is controlled in a manner different from that of a normal game. In addition, the main CPU301 generates a random number value R3. The random number value R3 is generated in the range of values ​​"0" to "255". The random number value R3 is used in a battle victory determination process described later.

[0064] The I / F circuit 305 inputs signals from each switch SW (e.g., the start switch 24SW) of various operation parts (e.g., the start lever 24) and signals from each sensor SE (e.g., the medal sensor 34SE) to the main CPU 301. The signals from each switch SW and each sensor SE are high-level or low-level signals. For the sake of explanation, in this embodiment, a signal of a first level (high-level or low-level) is expressed as an ON signal, and a signal of a second level (low-level or high-level) is expressed as an OFF signal. Whether the first level, which is an ON signal, is high-level or low-level is set according to the type of the switch SW or the sensor SE. In addition, the fact that an ON signal (OFF signal) is being output from the switch SW may be described as "the switch SW is in an ON state (OFF state)".

[0065] The I / F circuit 305 outputs various signals for driving the display ML, the hopper 520, and each reel 12 to the outside of the main control board 300. The I / F circuit 305 also outputs various commands to the sub-control board 400. Note that to prevent unauthorized commands from being input to the main control board, commands from the sub-control board 400 are not received by the main control board 300.

[0066] A signal is input to the reel board 100 from the main control board 300. The reel board 100 outputs a drive pulse to each reel 12 in response to the signal from the main control board 300. In response to the drive pulse from the reel board 100, each stepping motor 101 of each reel 12 is driven.

[0067] The stepping motor 101 has a plurality of (four) coils. The combination of excited coils among the coils is switched in sequence every time a drive pulse is input from the reel board 100, and the reels 12 rotate as the combination of excited coils is switched in sequence. Specifically, when the combination of excited coils of the stepping motor 101 is switched once, the reel 12 rotates by a predetermined angle. For example, when 24 pulses are applied, the reel 12 rotates by an angle of one frame (unit area U), and when 504 pulses are applied, the reel 12 rotates once. In the above configuration, the shorter the time interval at which the drive pulses are applied, the faster the rotation speed of the reel 12 becomes.

[0068] ON / OFF signals from multiple reel sensors 111 (111L, 111C, 111R) are input to the main control board 300 via the reel board 100. Of the reel sensors 111, reel sensor 111L corresponds to reel 12L, reel sensor 111C corresponds to reel 12C, and reel sensor 111R corresponds to reel 12R. Each reel sensor 111 outputs an ON signal when the rotation angle of the corresponding reel 12 is at a reference position. On the other hand, when the rotation angle of each reel 12 is other than the reference position, each reel sensor 111 outputs an OFF signal. The main CPU 301 of the main control board 300 can determine the rotation angle of each reel 12 from the signal from each reel sensor 111 and the number of times that drive pulses are output to each stepping motor 101.

[0069] The relay board 200 relays a signal from the main control board 300 to the display ML. The display ML is driven in response to the signal output from the main control board 300. The relay board 200 also relays ON / OFF signals input to the main control board 300 from each sensor (such as a start switch 24SW described later) that detects the operation of each operation unit (such as the start lever 24). Specifically, as shown in FIG. 4, the relay board 200 relays ON / OFF signals from the 1BET switch 21SW, the MAX-BET switch 22SW, the settlement switch 23SW, the start switch 24SW, the stop switch 25SW, and the medal sensor 34SE. As shown in FIG. 4, the power supply board 500 also relays ON / OFF signals from various sensors or switches including the clear switch 512SE and the payout sensor 112SE.

[0070] The 1BET switch 21SW detects the operation of the 1BET button 21 by the player. In addition, an ON signal from the 1BET switch 21SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the 1BET switch 21SW, the main CPU 301 adds one medal to the bet medals.

[0071] The MAX-BET switch 22SW detects the operation of the MAX-BET button 22 by the player. An ON signal from the MAX-BET switch 22SW is input to an I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the MAX-BET switch 22SW, the main CPU 301 sets a specified number of medals as the bet medals.

[0072] The settlement switch 23SW detects the player's operation of the settlement button 23. An ON signal from the settlement switch 23SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200.

[0073] When an ON signal is input from the settlement switch 23SW, or when a winning symbol combination is displayed on an active line, the main CPU 301 outputs a hopper drive signal to the hopper 520. The hopper drive signal is input to the hopper 520 from the main control board 300 via the power supply board 500. When the hopper drive signal is input, the hopper 520 pays out medals.

[0074] Payout sensor 112SE outputs a payout signal to main control board 300 each time one medal is paid out from hopper 520. Specifically, payout sensor 112SE is provided at a position where a medal passing through discharge slit 521b of hopper 520 is detected. Payout sensor 112SE outputs a payout signal when it detects a medal. The payout signal is input to main control board 300 via power supply board 500. Main CPU 301 can determine the number of medals paid out by counting the number of times the payout signal is input.

[0075] The power switch 511SW is switched to an ON state or an OFF state by operating the power button 511. When the power switch 511SW is in the ON state, power is supplied from the power supply device 510 to the gaming machine 1, and when the power switch 511SW is in the OFF state, power from the power supply device 510 to the gaming machine 1 is cut off. When power is supplied, the power supply device 510 generates a DC voltage. The DC voltage generated by the power supply device 510 is supplied to various devices including the hopper 520 via the power supply board 500.

[0076] The clear switch 512SW is provided on the power supply device 510, and outputs a clear signal to the main control board 300 when the clear button 512 is operated. The clear signal is input to the main control board 300 via the power supply board 500. When the power is turned on, the main CPU 301 determines whether or not the clear signal has been received, and executes a clear process if the clear signal has been received. In the clear process, a predetermined storage area of ​​the main RAM 303 is initialized.

[0077] The reset switch 4SW is provided in the locking device 4. Specifically, when a key is inserted into the keyhole of the locking device 4 and the key is turned to the right, the front door 3 is unlocked, and when the key is turned to the left, the reset switch 4SW is turned ON. When the reset switch 4SW is turned ON, a reset signal is input to the main CPU 301. When the reset signal is input, the main CPU 301 executes a reset process. In the reset process, a predetermined storage area of ​​the main RAM 303 is initialized, and, for example, a predetermined abnormality detection state is released. The above-mentioned clear process is executed when the power is turned on, but the reset process can also be executed after the power is turned on. Hereinafter, an operation for executing the reset process may be referred to as a "reset operation".

[0078] The front door switch 3SW detects that the front door 3 is opened. Specifically, when the front door 3 is opened, the front door switch 3SW is turned on, and a front door open signal is input to the main CPU 301. When the front door open signal is input, the main CPU 301 is in a door abnormality detection state. Specifically, when the front door open signal is input, the main CPU 301 changes the abnormality detection flag Fed to the ON state. A door abnormality is notified during the period when the abnormality detection flag Fed is in the ON state. In this embodiment, it is possible to transition to the setting change mode on the condition that the front door open signal is input. With the above configuration, fraudulent acts of operating the setting key from outside while the front door 3 is closed and transitioning to the setting change mode are suppressed.

[0079] The setting change switch 37SW shown in Fig. 4 detects the operation of the setting change button 37. The ON signal from the setting change switch 37SW is input to the main control board 300. When the ON signal is input from the setting change switch 37SW, the main CPU 301 updates the display on the setting display unit 36. Furthermore, when an ON signal is input from the setting change switch 37SW during a period when the setting value is not displayed on the setting display unit 36, the main CPU 301 displays the instructed role ratio (described later) on the stored number display 16. The medal sensor 34SE detects medals inserted from the medal insertion unit 8.

[0080] The main control board 300 receives ON / OFF signals from a plurality of stop switches 25SW (25SWL, 25SWC, 25SWR) via the relay board 200. Among the stop switches 25SW, the stop switch 25SWL corresponds to the stop button 25L, the stop switch 25SWC corresponds to the stop button 25C, and the stop switch 25SWR corresponds to the stop button 25R. The main CPU 301 controls the stop of the reel 12 corresponding to the stop switch 25SW to which the ON signal is input. Specifically, when an ON signal is input from the stop switch 25SWL, the main CPU 301 controls the stop of the reel 12L. Similarly, when an ON signal is input from the stop switch 25SWC, the main CPU 301 controls the stop of the reel 12C, and when an ON signal is input from the stop switch 25SWR, the main CPU 301 controls the stop of the reel 12R.

[0081] The start switch 24SW detects the operation of the start lever 24 by the player. An ON signal from the start switch 24SW is input to an I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the start switch 24SW, the main CPU 301 controls, for example, each stepping motor 101 to rotate each reel 12. In addition, an ON signal from the setting change switch 37SW is input to the main control board 300.

[0082] The start switch 24SW of this embodiment is formed so as to be able to detect the direction in which the start lever 24 is operated. Specifically, the start switch 24SW can individually detect any of the push-up operation of pushing up the start lever 24, the push-down operation of pushing down the start lever 24, the right-side operation of tilting it to the right, and the left-side operation of tilting it to the left, as viewed from the player's side. For example, the start switch 24SW is configured with a plurality of sensors including a start switch 24SWU that outputs an ON signal when the start lever 24 is pushed up, a start switch 24SWD that outputs an ON signal when the start lever 24 is pushed down, a start switch 24SWR that outputs an ON signal when the start lever 24 is operated to the right, and a start switch 24SWL that outputs an ON signal when the start lever 24 is operated to the left. According to the above configuration, for example, it is possible to make the performance to be executed different between when the start lever 24 is pushed up and when it is pushed up.

[0083] The main CPU 301 calculates various game information (consecutive win ratio, role ratio, most recent consecutive win ratio, most recent role ratio, role ratio with instruction, and bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. The display information includes each identification information corresponding to each game information and ratio information indicating the size of the game information.

[0084] The main display 40 includes a first display section 40X and a second display section 40Y. The first display section 40X displays the above-mentioned identification information. The second display section 40Y displays the above-mentioned ratio information. The first display section 40X is composed of two 7-segment displays, and the second display section 40Y is composed of two 7-segment displays. When the power of the gaming machine 1 is turned on, the main display 40 starts displaying display information, and continues to do so until the power is turned off. As will be described in detail later, the main display 40 displays a plurality of pieces of display information corresponding to various kinds of game information. Each piece of display information is switched and displayed at a predetermined time interval (about 5 seconds).

[0085] <Sub-control board> The sub-control board 400 controls the liquid crystal display device 30, the speakers (31, 32) and each lamp (for example, the performance lamp 28). As shown in Fig. 4, the sub-control board 400 is composed of multiple boards including a performance control board 410, an image control board 420 and a sound board 430. In addition, various sensors including the performance button switch 26SW and the direction designation switch 27SW, and various lamps including the case lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, the lever performance lamp 42 and the upper lamp 35 are electrically connected to the sub-control board 400.

[0086] As shown in Fig. 4, a volume adjustment switch 44 is electrically connected to the sub-control board 400. The volume adjustment switch 44 is used to adjust the master volume of the gaming machine 1. For example, a DIP switch is preferably used as the volume adjustment switch 44. As described above, the master volume can also be adjusted by operating the direction designation button 27. That is, the master volume is adjusted by operating either the direction designation button 27 or the volume adjustment switch 44.

[0087] In this embodiment, the adjustable master volume differs between when the direction designation button 27 is operated and when the volume adjustment switch 44 is operated. Specifically, when the direction designation button 27 is operated, the master volume can be adjusted to any of the numbers "1" to "5" (five levels). On the other hand, when the volume adjustment switch 44 is operated, the master volume can be adjusted to any of the numbers "1", "3" and "5" (three levels). Note that the adjustable master volume may be the same when the direction designation button 27 is operated and when the volume adjustment switch 44 is operated.

[0088] 4, the performance control board 410 includes an I / F circuit 411, a sub-CPU 412, a sub-ROM 413, and a sub-RAM 414. The performance control board 410 (sub-CPU 412) controls various lamps including the case lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, and the lever performance lamp 42, and the sound board 430. The performance control board 410 also gives commands to the image control board 420 to cause the liquid crystal display device 30 to display each image.

[0089] The sub ROM 413 stores various data and a control program executed by the sub CPU 412. For example, the sub ROM 413 stores an effect selection table for determining the type of effect and lamp data indicating the blinking patterns of various lamps.

[0090] The sub-RAM 414 functions as a work area for volatilely storing various data. The I / F circuit 411 receives commands from the main control board 300 (I / F circuit 305). However, the main control board 300 is configured not to receive commands from the sub-control board 400. The command received by the I / F circuit 411 is supplied to the sub-CPU 412. The command received by the I / F circuit 411 is, for example, a display winning combination command that indicates the type of winning combination that has stopped on the pay line.

[0091] The sub-CPU 412 executes a control program stored in the sub-ROM 413, and controls various lamps (for example, the case lamp 5) and the sound board 430 based on each data stored in the sub-ROM 413. For example, the sub-CPU 412 calls data indicating a blinking pattern of the case lamp 5 from the sub-ROM 413, and blinks the case lamp 5. The sub-CPU 412 also generates a random number value R4 used in a performance control process, which will be described later. For example, a random number in the range of 0 to 65535 is suitably adopted as the random number value R4. The sub-ROM 413 may be configured with a single electronic component, or may be configured with a plurality of electronic components (storage devices).

[0092] The image control board 420 displays various images on the liquid crystal display device 30 in response to commands from the performance control board 410. The image control board 420 includes an image control CPU 421, an image control ROM 422, a VDP (Video Display Processor) 423, a CGROM 424, and a VRAM 425, as shown in FIG.

[0093] The image control CPU 421 executes a control program stored in the image control ROM 422, and gives instructions to the VDP 423 according to commands from the performance control board 410. The CGROM 424 stores compressed and encoded image data (e.g., texture data). The VDP 423 includes an image decoder and a drawing circuit (both not shown). When an instruction from the image control CPU 421 is input to the VDP 423, the image decoder calls image data from the CGROM 424 according to the instruction. The image decoder expands (decodes) the called image data and stores it in the RAM 425. The drawing circuit displays various images on the liquid crystal display device 30 according to the image data stored in the RAM 425. The RAM 425 also stores various data generated by each process of the image control CPU 421. The RAM 425 is provided with a command storage area for storing sound control commands to be transmitted to the sound source IC 431.

[0094] The sound board 430 generates an audio signal under the control of the image control CPU 421. The audio signal generated by the sound board 430 is supplied to the speaker 31 and the speaker 32, and is output as a sound wave. As shown in Fig. 4, the sound board 430 includes a sound source IC 431 and a sound source ROM 432. The image control CPU 421 controls the sound board 430 (sound source IC 431) in response to a command from the sub CPU 412.

[0095] The sound source ROM 432 compresses and stores a plurality of sound data. Each sound data is data indicating each sound including, for example, a music piece for a specific ball dispensing state, a sound output every time the player operates the stop button 25, and an error sound output in an error state.

[0096] The sound source IC 431 generates an audio signal from the audio data in the sound source ROM 432. The sound source IC 431 includes a decoder, a control register, and an A / D converter (all not shown). The decoder of the sound source IC 431 reads out audio data from the sound source ROM 432 in response to an instruction from the sub CPU 412. The decoder of the sound source IC 431 adjusts the volume of the read audio data and then stores the audio data in the control register. The control register stores a plurality of audio data, and the audio data stored in the control register are supplied to the A / D converter in the order in which they were stored. The A / D converter generates an audio signal from the audio data and supplies it to the amplifier 433. The amplifier 433 amplifies the audio signal supplied from the sound source IC 431 (A / D converter) and supplies it to the speaker 31 and the speaker 32. A CPU that controls the sound source IC 431 may be provided separately from the sub CPU 412 and the image control CPU 421.

[0097] <Data used by the main CPU> This concludes the explanation of each circuit in the gaming machine 1. Various data stored in the main ROM 302 will now be explained with reference to the drawings.

[0098] FIG. 5 is a conceptual diagram of a winning area selection table. In an internal selection process described later, the main CPU 301 determines a winning area using the winning area selection table and a random value R1. As shown in FIG. 5, each winning area selection table includes a plurality of winning areas and selection values ​​corresponding to each winning area. FIG. 5 shows the name of each winning area. The winning area selection table is stored in the main ROM 302 for each set value (1 to 6).

[0099] FIG. 5 illustrates a winning area selection table referenced when the setting value is "1" and a winning area selection table referenced when the setting value is "2". Although details will be described later, the playability when the setting value is set to "1" is significantly different from the playability when other setting values ​​are set. Specifically, when the setting value is set to "1", the probability of winning the batting order bell (01-04) is low and the probability of winning the common 1-card ALL is high in the non-internal and internal states compared to when other setting values ​​are set.

[0100] In the above configuration, the expected number of medals to be acquired (described below) in the mid-cycle state (relatively unfavorable ball-out state) described below is highest at the setting value of "1," while the expected number of medals to be acquired in the AT state (relatively favorable ball-out state) described below is lowest at the setting value of "1." Therefore, when the setting value "1" is set, the gambling aspect is significantly reduced compared to when other setting values ​​are set. For these reasons, some players may find it less interesting, so some administrators of the gaming machine 1 may not set the setting value to "1" as a general rule.

[0101] Each winning area in the winning area lottery table specifies each winning role defined in the winning role determination table shown in FIG. 6. For example, assume that "Replay 1" in winning area number "01" is determined by internal lottery processing. As shown in FIG. 6, winning area number "01" specifies the winning roles "Middle Replay", "Bottom Right Replay", "Seven Replay", and "BAR Replay 2-4". That is, in a game in which the winning area "Replay 1" is won, multiple types of winning roles are specified in overlapping fashion. The combination of symbols of the winning roles specified in the winning area is permitted to stop on an effective line.

[0102] Each lottery value in the winning area lottery table is subtracted to a random number value R1 in the internal lottery process. Specifically, in the internal lottery process, the main CPU301 subtracts each lottery value corresponding to each winning area from the random number value R1 in ascending order of the winning areas. In the internal lottery process, a winning area in which the result of subtracting the lottery value from the random number value R1 is a negative number is determined. The probability that the number will be negative when subtracted from the random number value R1 increases as the lottery value increases, so the probability of winning increases for winning areas with larger lottery values.

[0103] As shown in FIG. 5, the winning area selection table includes each selection value for each game state. Each game state includes a non-internal state, an internal state, and a bonus operating state. In this embodiment, the specified number of coins in each game state is three coins. Among the game states, the non-internal state is entered when a set value is set (changed) or after the bonus operating state ends. Note that if the set value is changed in the internal state, the internal state may be maintained.

[0104] The internal intermediate state is a game state in which the winning state of the RBB role is carried over (hereinafter, simply described as "the RBB role is carried over" or the like). Specifically, in this embodiment, various winning roles including the RBB role are determined in each game. Winning roles other than the RBB role are not carried over to the next game, regardless of whether or not the symbol combination of the winning role is stopped and displayed. On the other hand, if the symbol combination of the RBB role is not stopped and displayed in the current game, the RBB role is carried over to the next game and thereafter.

[0105] For example, as shown in FIG. 6, in a game in which the winning area "overlapping role 1" is determined, in addition to the RBB role, the symbol combination of the winning role "chance role 1-8, left failure role 1-3, middle failure role 1, 2, right failure role" (common 1 coin 1) can be stopped and displayed. If the symbol combination of the RBB role is not stopped and displayed in a game in which the winning area "overlapping role 1" is determined as described above, the RBB role is carried over to the next game or later (transition to the internal state), and other winning roles are not carried over to the next game. The above internal state is maintained until the bonus operation state is started. Note that the internal state of this embodiment includes a game in which the RBB role is won.

[0106] The bonus activation state is entered when a symbol combination related to the RBB role is stopped and displayed on an active line. The bonus activation state ends when more than 27 medals are paid out. When the bonus activation state ends, the main CPU 301 enters a non-internal state. In each game in the bonus activation state, as shown in FIG. 5, the winning area "common 1 coin ALL" or the winning area "common bell ALL" is won.

[0107] In a game in which the "Common Bell ALL" winning area is won, a winning combination (bell combination) with a payout of 8 coins is stopped and displayed on the active line. In a game in which the "Common 1-Coin ALL" winning area is won, a winning combination with a payout of 1 coin is stopped and displayed on the active line. In a bonus activation state, each of the above winning combinations is stopped and displayed on the active line regardless of the stop operation order and stop operation position.

[0108] In this embodiment, the RBB combination can be displayed only when the winning area "RBB" is won (when the RBB combination is won alone) in the non-internal state. Also, once the RBB combination is lost, another winning combination will definitely be won in the subsequent internal state, so the RBB combination cannot be displayed. That is, in this embodiment, the game is played in the internal state as a rule. However, the RBB combination can be displayed only in a game in which the winning area "miss" is determined with a probability of 4 / 65536 in the internal state.

[0109] FIG. 7 is a conceptual diagram of the symbol combination table. The symbol combination table specifies the symbol combinations that are permitted to stop on a valid line in a game in which each winning combination is won. For example, in a game in which the winning combination "RBB" is won, the symbol combination "Blank 1-Blank 1-Blank 2" is permitted to stop on a valid line. Also, for example, in a game in which the winning combination "Seven Replay" is won, the symbol combinations "Seven-Seven-Seven", "Seven-BAR1-Seven", "Seven-Replay-Seven", "Watermelon-Seven-Seven", "Watermelon-BAR1-Seven", and "Watermelon-Replay-Seven" are permitted to stop on a valid line.

[0110] As shown in FIG. 7, the symbol combination table is composed of the permission bit number of each symbol combination and the number of medals to be paid out when the symbol combination for each winning role stops on an active line. FIG. 7 shows the number of medals to be paid out when the symbol combination for each winning role stops on an active line. For example, when the symbol combination "Bell-Bell-Bell" of the winning role "Middle Bell" stops on an active line, the number of medals to be paid out is "8". Also, when the symbol combination of the RBB role stops on an active line, the number of medals to be paid out is "0".

[0111] As shown in FIG. 7, when a symbol combination related to any of the winning roles including "Chance role 1-9", "Cherry role 1, 2", "Watermelon role 1, 2", "Bell role (middle bell, upper right bell, lower bell, lower right bell, upper bell)", "Left failure role (1-3)", "Middle failure role (1, 2)", and "Right failure role" is displayed on an active line, a payout number of medals according to the winning role is awarded to the player. In this embodiment, a winning role that pays out medals when displayed on an active line is called a "winning role". In addition, the symbol combination of a winning role that is stopped and displayed on an active line may simply be called a "winning role".

[0112] When any of the winning combinations "Middle Row Replay", "Bottom Right Replay", "Seven Replay", and "BAR Replay (1-4)" is displayed on an active line, the next game is set to be a replay. In this embodiment, winning combinations that will result in a replay in the next game when displayed on an active line may be collectively referred to as "replay". When multiple winning combinations are won at the same time, the replay is stopped and displayed on the active line in preference to other winning combinations, and the RBB combination has a lower priority than other winning combinations. However, the bonus combination may have a higher priority than the prize winning combination.

[0113] Each permission bit number in the symbol combination table specifies each display permission bit in the display permission bit storage area of ​​the main RAM 303. The display permission bit storage area is configured to include multiple display permission bits, and each display permission bit corresponds to each winning combination. For example, assume that "Replay 1" in the winning area number "01" wins, and the symbol combinations of the winning roles "Middle Replay", "Bottom Right Replay", "Seven Replay", and "BAR Replay 2-4" are permitted to stop on the active line. In the above cases, the display permission bits specified by the permission bit numbers "01" to "03" and "05" to "07" in the display permission bit storage area are set to "1", and the others are set to "0".

[0114] The main RAM 303 stores a display role storage area that is compared with the display permission bit storage area in the display determination process described later. The display role storage area includes a plurality of displayable bits, and each displayable bit corresponds to each winning role (similar to the display permission bit storage area). Each displayable bit is set to "1" when there is a possibility that the symbol combination related to the winning role corresponding to the displayable bit will stop on an active line, and is set to "0" when there is no possibility that the symbol combination related to the corresponding winning role will stop on an active line. For example, when each reel 12 starts to rotate, all the displayable bits are set to "1" because there is a possibility that the symbol combinations related to all the winning roles will stop on an active line. Each displayable bit in the display role storage area is updated every time each reel 12 stops, and when all the reels 12 stop, only the displayable bit corresponding to the symbol combination related to the winning role that actually stopped on the active line becomes "1".

[0115] A winning combination won in the internal lottery process stops on an effective line according to the operation mode of each stop button 25 by the player. Specifically, each winning combination stops on an effective line according to the combination of the stop operation position and the stop operation sequence of each stop button 25 (hereinafter, sometimes referred to as "stop operation mode"). For example, symbols located within a range of four frames (five frames including the stop operation position) from the stop operation position (hereinafter, referred to as "pulling range") can be stopped on an effective line, and symbols located outside the pulling range cannot be stopped on an effective line even if they are symbols that constitute a winning combination (so-called "missing out" occurs). However, if a symbol of a winning combination that can win a prize is located in the pulling range, that symbol is always stopped on an effective line (if multiple symbols are located in the pulling range, any one of them is stopped on an effective line).

[0116] As described above, multiple types of winning combinations may be won in one game. In a game in which multiple types of winning combinations are won, for example, a symbol combination related to a winning combination according to the order of stop operation and the stop operation position is stopped on an active line. In this embodiment, the type of winning combination won in the current game, the combination of the stop operation order and the stop operation position, and the symbol combination to be displayed are associated one-to-one with each winning area.

[0117] As described above, the type of winning combination that is won changes depending on the stop operation sequence. In this embodiment, the game state (non-internal state, internal state) in which a stop operation sequence that is unilaterally advantageous in the number of medals paid out is provided, as will be described in detail later. Hereinafter, a stop operation sequence in which the number of medals paid out is unilaterally advantageous may be described as a "favorable push order", and a stop operation sequence other than the favorable push order may be described as an "unfavorable push order". In addition, when the stop operation position is random, the expected value of the number of medals paid out when playing with a specific stop operation sequence may be described as the "expected acquisition value A" for that stop operation sequence. The above expected acquisition value A is higher when playing with a favorable push order than when playing with an unfavorable push order. However, as will be described in detail later, depending on the ball output state, when playing with a favorable push order, a penalty control is executed in which the performance of the instruction function of the instruction display 16 described above is reduced.

[0118] 8(a) and 8(b) are diagrams for explaining specific examples of the expected acquisition value A. Fig. 8(a) shows a specific example of the expected acquisition value A in the internal state among the game states (internal state, non-internal state, bonus operation state). Fig. 8(b) shows a specific example of the expected acquisition value A in the non-internal state among the game states.

[0119] In Fig. 8(a) and Fig. 8(b), the payout number of winning combinations that can be stopped and displayed on an active line (subject to being drawn) in a game in which each winning area is won is shown for each stop operation sequence. When a replay symbol combination is stopped and displayed on an active line, no medals are paid out, and the right to play again is granted (three medals are automatically inserted). However, the expected acquisition value A in this embodiment is calculated assuming that three medals are paid out when a replay symbol combination is stopped and displayed on an active line.

[0120] As described above, in this embodiment, the expected acquisition value A may differ between each stop operation sequence. Hereinafter, for the sake of explanation, the stop operation sequence of "left first stop, center second stop, right third stop" may be simply described as "left center right". The same applies to other stop operation sequences. In addition, in this embodiment, each of the six types of stop operation sequences of "left center right", "left left center", "center left left", "center right left", "right left center", and "right center left" may be described as "sequence 1", "sequence 2", "sequence 3", "sequence 4", "sequence 5", and "sequence 6". Furthermore, any one of the above stop operation sequences may be simply described as "sequence m". "m" is an integer from the number "1" to the number "6". In addition, as shown in FIG. 8(a) and FIG. 8(b), the expected acquisition value A of "left center right" (sequence 1) may be described as "expected acquisition value A1". Similarly, the expected gain values ​​A for each stopping operation sequence from "left / right / center" (order 2) to "right / center / left" (order 6) may be referred to as "expected gain value A2" to "expected gain value A6."

[0121] A method for calculating the expected winning value A will be described in detail below. The expected winning value Am of the sequence of stopping operations m (m=1, 2, 3...6) is calculated by the formula shown in the following formula 1. Note that in this embodiment, for the sake of explanation, a group number n (n=1, 2, 3...14) is assigned to each group of winning areas. For example, a group of winning areas including Replay 1, Replay 2, and Replay 3 is assigned group number 1 (n=1). In formula 1, "n" means the group number.

[0122]

number

[0123] "Hnm" in number 1 means the number of payouts that can be awarded when the winning area of ​​group number n is won and the stop operation is performed in order m. In other words, the payout number Hnm means the number of payouts of winning combinations that can be won (subject to draw) when the stop operation is performed in order m in a game in which the winning area of ​​group number n is won. As described above, even in a game in which a common winning area is won, the winning combinations that can be won change depending on the stop operation order. Therefore, the payout number Hnm changes depending on the order m even if the winning area is common (even if n is common).

[0124] "Pan" in the formula 1 means the probability that any of the winning areas of the group number n will win. "Pbnm" in the formula 1 means the probability of winning a winning combination when the winning area of ​​the group number n wins and the stop operation is performed in the order m. The above-mentioned draw probability Pb ​​is the probability that the winning combination will win when the stop operation position is random when the winning combination is stopped in the order in which the winning combination is stopped and displayed (the order in which the combination is the target of the draw). As described above, even if a common winning area wins, the winning combination that is the target of the draw will change depending on the stop operation order. Therefore, even if the winning area is a common game, the draw probability Pbnm will change depending on the stop operation order. In addition, in each winning area with a common group number n, when the order m is common, the combination of the payout number Hnm and the draw probability Pbnm is common.

[0125] As shown in FIG. 8(a), in the internal middle state, in a game in which a winning area other than the batting order bells 01 to 04 is won, the payout number Hnm does not change regardless of the stop operation sequence m. Also, in a game in which a winning area other than the batting order bells 01 to 04 is won, the draw probability Pbnm is the same regardless of the stop operation sequence m. On the other hand, in a game in which the batting order bells 01 to 04 are won, the payout number Hnm changes depending on the stop operation sequence m. For example, in a game in which the batting order bell 01 is won, if the stop operation is performed in the "middle left right" position, 8 bells will be won, but if the stop operation is performed in a different order, 1 bell will be the target of the draw. Also, in a game in which the batting order bell 02 is won, if the stop operation is performed in the "middle right left" position, 8 bells will be won, but if the stop operation is performed in a different order, 1 bell will be the target of the draw.

[0126] Similarly, in a game in which the batting order bell 03 is won, if the player stops the ball on the "right, left, center" position, the 8-piece bell will be won, but if the player stops the ball in any other order, the 1-piece role will be drawn in. In a game in which the batting order bell 04 is won, if the player stops the ball on the "right, center, left" position, the 8-piece bell will be won, but if the player stops the ball in any other order, the 1-piece role will be drawn in. As shown in FIG. 8(a), no matter which batting order bell is won, if the player stops the ball on the left 1st position, the 8-piece bell will not be won, and the 1-piece role will be drawn in.

[0127] In this embodiment, the winning probability Pan of each batting order bell is common (see FIG. 5 above). In the above configuration, as shown in FIG. 8(a), the expected value A3 of "center left / right", the expected value A4 of "center right / left", the expected value A5 of "right left / center", and the expected value A6 of "right center left" are common in the inner middle state (A3-6=AH). Also, the expected value A1 of "left center right" and the expected value A2 of "left left center" are common in the inner middle state (A1,2=AJ). Note that the difference between the expected value A1 and the expected value A2 may be greater than "0" and less than or equal to "0.01". Similarly, the difference between the expected values ​​A3-6 may be greater than "0" and less than or equal to "0.01".

[0128] In this embodiment, in the internal middle state, the left 1st is an unfavorable push order, and the middle 1st and right 1st (irregular push order) are favorable push orders. Specifically, the expected value AH of the middle 1st or right 1st (irregular push order) is greater than the expected value AJ of the left 1st by a value "0.1" (AH-AJ>0.1).

[0129] For the sake of explanation, in the following, in a game in which a specific winning area is won, the winning combination that wins and the stop operation mode (sequence, position) in which the winning combination wins are common to each game may be described as "common stop control" in each game. In principle, the stop control in each game is common between the inside middle state and the non-inside middle state if the winning area is common. However, in a game in which the batting order bells 01 to 04 are won, the stop control is exceptionally different between the inside middle state and the non-inside middle state.

[0130] Specifically, as shown in FIG. 8(b), in a game in which batting order bells 01-04 are won in a non-inner state, a 1-coin role is the target of the draw, regardless of the order of the stop operation. For example, as described above, in a game in which batting order bell 01 is won in an inner state, if the stop operation is performed at "middle left / right", an 8-coin bell is won. On the other hand, in a game in which batting order bell 01 is won in a non-inner state, even if the stop operation is performed at "middle left / right", a 1-coin role is the target of the draw.

[0131] In the above embodiment, as shown in FIG. 8(b), in the non-internal state, each acquisition expectation value A (1-6) of each stop operation sequence is all common. Specifically, each acquisition expectation value A in the non-internal state is common to the acquisition expectation value AJ in the left 1st in the internal state. That is, in the non-internal state, advantageous and unfavorable push orders are not provided. In addition, in the non-internal state, the difference between the acquisition expectation values ​​A1-6 may be configured to be greater than "0" and less than or equal to "0.01". Also, in the non-internal state, similar to the internal state, the left 1st may be configured to be an unfavorable push order, and the irregular push order may be configured to be an advantageous push order.

[0132] In this embodiment, in a game in which the overlapping role 1 is won in a non-internal state, the stop control is common to a game in which the common 1-piece role 1 is won in an internal state. Similarly, in a game in which the overlapping role 2 is won, the stop control is common to a game in which the common 1-piece role 2 is won. In addition, in this embodiment, penalty control is executed when a stop operation is performed in an irregular push order regardless of the game state.

[0133] 9 is a diagram for explaining the transition of the ball output state of the main CPU 301. The main CPU 301 controls the game in either the non-advantageous zone or the advantageous zone. When the ball output state transitions, the game state is generally maintained. When the game state transitions, the ball output state is generally maintained.

[0134] A non-advantageous zone is a zone in which no processing related to the instruction function (processing related to the transition of the ball output state (update processing, lottery processing), processing for executing instructions on the instruction display device 16, etc.) is executed, except for the advantageous zone transition processing described below. In other words, a non-advantageous zone is a zone in which instructions on the instruction display device 16 are not executed. On the other hand, an advantageous zone is a zone in which processing related to the instruction function is executed. In other words, an advantageous zone is a zone in which instructions on the instruction display device 16 may be executed.

[0135] In this embodiment, a ball output state flag indicating the current ball output state and a game state flag indicating the current game state are stored in the main RAM 303. The main CPU 301 transmits a ball output state command indicating the ball output state flag to the sub CPU 412 in each game. The sub CPU 412 determines the presentation according to the ball output state indicated by the ball output state command. The game state flag is referred to when determining the current game state.

[0136] In principle, the advantageous zone ends when a transition to a non-advantageous zone is determined by various lottery processes (such as the battle victory determination process) described below. However, there are cases where the advantageous zone is forcibly ended for reasons other than those mentioned above. Specifically, the advantageous zone ends when the number of games played in the advantageous zone reaches 3000. The advantageous zone also ends when the number of medals obtained by subtracting the total number of medals used in each game (hereinafter referred to as the "number of medals inserted") from the total number of medals paid out (hereinafter referred to as the "difference in number") reaches 2400. If any of the above triggers is met, the advantageous zone will be forcibly ended, regardless of the current ball output status and game status.

[0137] In this embodiment, the difference number is counted by a difference number counter. The difference number counter is smaller than the value "0" when the total number of paid out coins is smaller than the total number of inserted coins. For example, when the total number of paid out coins is 2000 coins and the total number of inserted coins is 3000 coins, the difference number counter is set to the value "-1000". The number of games played in the advantageous zone is counted by the advantageous zone counter. Each of the counters above is provided in the main RAM 303, for example. Note that the advantageous zone may be forcibly ended only when the difference number counter reaches 2400 coins.

[0138] As shown in FIG. 9, in this embodiment, on condition that it is an advantageous zone, it is possible to control to a periodic state, a battle state, a CZ preparation state, a CZ state, a special CZ state, a point high probability state, an AT state, and an ending state. In this embodiment, among the ball output states, the ball output states in which the instruction on the instruction display 16 is executed may be collectively referred to as an "instruction period". Also, the ball output states in which the instruction on the instruction display 16 is not executed may be collectively referred to as a "non-instruction period". In this embodiment, the AT state and the ending state are instruction periods, and the other ball output states are non-instruction periods.

[0139] In the non-advantageous zone, when a predetermined winning area is won, the zone transitions to a specific ball output state (CZ preparation state, cycle in progress state) among the ball output states of the advantageous zone. In this embodiment, the zone transitions from the non-advantageous zone to the advantageous zone when a winning area other than "Replay 1" or "RBB" (see FIG. 5 above) is won. In a game in which the zone transitions from the non-advantageous zone to the advantageous zone, the advantageous zone transition process (process 0 in FIG. 9) is executed. In this embodiment, a configuration is adopted in which the advantageous zone always starts in a game in which the above-mentioned winning area is won. However, a configuration may also be adopted in which a predetermined lottery is executed when the winning area is won, and the advantageous zone starts if the lottery is won, and the non-advantageous zone is maintained if the lottery is lost.

[0140] The contents of the advantageous zone transition process change depending on the game state (non-inside state, inside state). In the advantageous zone transition process of this embodiment, the initial ball output state in the advantageous zone changes depending on whether the game state at the start of the game is inside state or non-inside state. Specifically, in the advantageous zone transition process in the non-inside state, a transition to the periodic state among each ball output state can be determined (arrow (a) in FIG. 9). As described above, in this embodiment, the non-inside state occurs immediately after the setting value is changed (immediately after the game arcade opens). In the above configuration, in the advantageous zone transition process immediately after the setting value is changed, a transition to the periodic state can be determined.

[0141] In addition, similar to when the setting value is changed, when the above-mentioned clear operation is executed, the ball output state becomes a non-advantageous zone, and the game state becomes a non-internal state. Therefore, in the advantageous zone transition process immediately after the clear operation is executed, a transition to a periodic state can be determined, similar to the advantageous zone transition process immediately after the setting value is changed. On the other hand, in the advantageous zone transition process of the internal state, a transition to a CZ preparation state is determined among each ball output state (arrow (b) in FIG. 9). Also, once the game state transitions from a non-internal state to an internal state, the game state is generally maintained in the internal state. In the above configuration, a transition to a CZ preparation state is generally determined except for the first advantageous zone transition process.

[0142] Although the details will be described later, in this embodiment, in order to transition to the AT state, the player first aims to transition to the CZ state. Also, transition to the CZ state occurs from the CZ preparation state, and as described above, transition to the CZ preparation state occurs from a non-advantageous zone (transition occurs in the order of non-advantageous zone → CZ preparation state → CZ state). In the above embodiment, the gameplay of aiming to transition to a non-advantageous zone (ending the current advantageous zone) in order to transition to the AT state is achieved. However, when transitioning to a special CZ state, there are cases where transition to the AT state occurs without passing through a non-advantageous zone. Note that a configuration may be adopted in which transition is made directly from the non-advantageous zone to the CZ state without passing through the CZ preparation state.

[0143] Below the transition diagram in FIG. 9, a table is shown to explain specific examples of each process included in each process (0 to 4) described in the transition diagram. For example, as shown in FIG. 9, the advantageous zone transition process includes an advantageous zone setting value determination process. In the advantageous zone setting value determination process, the advantageous zone setting value is determined by lottery. The advantageous zone setting value is determined from six types of values ​​from "1" to "6", similar to the setting value, and is referred to in various processes (point high probability transition determination process, battle victory determination process B). In addition, the advantageous zone setting value determined at the start of the advantageous zone is maintained throughout the advantageous zone, and the larger the advantageous zone setting value, the more advantageous the advantageous zone becomes. Specifically, the larger the advantageous zone setting value, the smaller the average number of games played until the advantageous zone ends. The above configuration can also be said to be the shorter the average number of games played until the transition to the CZ state, as the advantageous zone setting value is larger.

[0144] As mentioned above, the larger the set value, the higher the payout rate. Also, once the set value is determined, it will not change (it will not change all day) until the manager of the gaming machine operates to change the set value. Therefore, some players may stop playing if they judge the set value to be small (for example, set value "2").

[0145] Considering the above circumstances, in this embodiment, the advantageous zone setting value determined in the current advantageous zone is maintained until the advantageous zone ends, and a new advantageous zone setting value is determined in the next advantageous zone. According to the above embodiment, even if the setting value is small, if a relatively advantageous advantageous zone setting value is determined, there is an advantage that the game is likely to be continued.

[0146] Among the ball output states, the in-cycle state is a relatively unfavorable ball output state, and is a non-instruction period in which a stop operation sequence advantageous to the player is not instructed. As shown in FIG. 9, when the in-cycle state starts, the cycle start process (process 1 in FIG. 9) is executed. The cycle start process includes a special CZ determination process, a battle win determination process B, a cycle ceiling determination process, and a ceiling point determination process. Details of each of the above processes will be described later. Note that in FIG. 9, the cycle start process is shown as a process in the in-cycle state. However, in reality, the cycle start process is executed in the final play of the ball output state (non-favorable zone, battle state, CZ state, AT state) immediately before the in-cycle state starts.

[0147] The in-cycle state ends after 76 plays, and when the in-cycle state ends, the state transitions to the battle state (arrow (c) in Figure 9). Details will be described later, but when the state transitions to the battle state, there is a possibility that the state will then transition to a non-advantageous zone, or not. As described above, when the state transitions to a non-advantageous zone, the state transitions to the CZ state via the CZ preparation state. On the other hand, if the state does not transition from the battle state to a non-advantageous zone, then the state transitions again to the in-cycle state (arrow (d) in Figure 9). In the above configuration, the in-cycle state and the battle state are repeated until the state transitions to the non-advantageous zone (CZ state) (the transition is repeated from arrow (c) → arrow (d)... arrow (c) → arrow (d)).

[0148] In each game in the mid-cycle state, a mid-cycle point determination process is executed. In the mid-cycle point determination process, the mid-cycle points are determined with a probability according to the winning area. When the mid-cycle points are determined, the mid-cycle points are added to the mid-cycle point counter. The mid-cycle point counter indicates the total mid-cycle points awarded since the start of the current mid-cycle state, and is referenced when transitioning to the battle state. The larger the value of the mid-cycle point counter, the more likely it is that a transition to a non-advantageous zone (CZ state) will be determined in the battle state.

[0149] However, if the total value of the mid-cycle points acquired in one mid-cycle state reaches a predetermined threshold value (10,000), the state will transition to the confirmed battle state even in the middle of the mid-cycle state (before transitioning to the battle state) (arrow (e) in Figure 9). The confirmed battle state ends after, for example, four games. When the confirmed battle state ends, the state transitions to a non-advantageous zone. In this embodiment, the mid-cycle points determined in the mid-cycle point determination process are notified on the liquid crystal display device 30, etc. In addition, the current value of the mid-cycle point counter is displayed on the liquid crystal display device 30. Note that the current value of the mid-cycle point counter and the mid-cycle points awarded may be configured to be kept secret.

[0150] In each game in the mid-cycle state, a high-probability point transition determination process is executed. In the high-probability point transition determination process, it is determined whether or not to transition to the high-probability point state with a probability according to the winning area and the advantageous zone setting value (see FIG. 15(c) described below). Specifically, the larger the advantageous zone setting value, the easier it is to transition to the high-probability point state. When a transition to the high-probability point state is determined, the state transitions to the high-probability point state even in the middle of the mid-cycle state (arrow (f) in FIG. 9).

[0151] The high-probability point state is a non-instruction period, and the expected value of the period points determined by one game is greater than the period state. The high-probability point state ends after, for example, 10 games, and when the high-probability point state ends, the state returns to the period state (arrow (g) in FIG. 9). Specifically, in the high-probability point state, the remaining number of games in the period state is not subtracted. Therefore, for example, if the period state transitions to the high-probability point state when the remaining number of games in the period state is 10, the period state is resumed with the remaining number of games being 10 after the high-probability point state ends. In the above configuration, when the high-probability point state is transitioned to, the period from the start of the period state to the transition to the battle state (the period during which period points can be added) is substantially extended compared to when the high-probability point state is not transitioned to. In the above configuration, when the high-probability point state is transitioned to, for example, a configuration in which the remaining number of games in the period state is subtracted even in the high-probability point state, it becomes easier to acquire many period points before transitioning to the battle state.

[0152] As described above, the more in-cycle points are acquired, the easier it is to determine a transition to a non-advantageous zone in the battle state. Also, the larger the advantageous zone setting value, the easier it is to transition to a high-point probability state. The above configuration can also be said as the larger the advantageous zone setting value, the shorter the number of games required before transitioning to a non-advantageous zone. Note that the configuration may also be such that the remaining number of games in the in-cycle state is subtracted even in the high-point probability state. Also, if the in-cycle point counter reaches the threshold value "10000" in the high-point probability state, the configuration may also be such that a transition to a confirmed battle state occurs even in the middle of the high-point probability state (similar to the in-cycle state).

[0153] The battle state is a non-instruction period, and whether or not to transition to a non-advantageous zone is notified. Specifically, the battle state continues for five games, and a moving image of an ally character and an enemy character fighting is displayed on the liquid crystal display device 30. In addition, when the battle state starts, a battle victory determination process A is executed. In the battle victory determination process A, it is determined whether or not to transition to a non-advantageous zone with a probability according to the total value of the period points acquired in the period state (which may include the point high probability state). If a transition to a non-advantageous zone is determined, a moving image of an ally character winning against an enemy character in the battle state is displayed. On the other hand, if a transition to a non-advantageous zone is not determined, a moving image of an enemy character fleeing in the battle state is displayed.

[0154] In this embodiment, in addition to the above-mentioned battle victory determination process A executed when transitioning to the battle state, a transition to a non-advantageous zone may also be determined in the battle victory determination process B. Specifically, the battle victory determination process B is executed at the start of the mid-cycle state (at the cycle start processing). If a transition to a non-advantageous zone is determined in the battle victory determination process B, a transition to the non-advantageous zone will occur after the battle state ends, similar to the case where a transition to a non-advantageous zone is determined in the battle victory determination process A. In addition, the advantageous zone setting value is referenced in the battle victory determination process B. Specifically, the larger the advantageous zone setting value, the easier it is to win the non-advantageous zone in the battle victory determination process B. In the above configuration, the effect of shortening the number of games until transitioning to the non-advantageous zone (CZ state) as the advantageous zone setting value is larger is particularly remarkable.

[0155] If a transition to a non-advantageous zone has not been determined at the end of the battle state (if neither battle victory determination process A nor battle victory determination process B is won), a transition to a mid-cycle state will occur after the battle state ends (arrow (d) in Figure 9). Specifically, when the battle state ends, the mid-cycle point counter is initialized to the value "0". Therefore, when a new mid-cycle state begins, the mid-cycle point counter will be the value "0".

[0156] However, in this embodiment, a ceiling point counter is provided, and the value of the period point counter is added to the ceiling point counter before the period point counter is initialized. The above ceiling point counter is not initialized until a transition to a non-advantageous zone or AT state occurs. In other words, the ceiling point counter is not initialized during the period of repeated transitions to the period state and the battle state. Also, a ceiling point determination process is executed for each game in the period state. In the above ceiling point determination process, the ceiling points are determined by lottery, and the determined ceiling points are added to the ceiling point counter.

[0157] In this embodiment, at the start of the in-cycle state (immediately after the battle state ends), a ceiling point determination process is executed. In the above-mentioned ceiling point determination process, it is determined whether or not the ceiling point counter has reached a predetermined threshold value (30000). The ceiling point determination process is also executed for each game in the in-cycle state. If it is determined that the ceiling point counter has reached the threshold value, the state transitions to the above-mentioned confirmed battle state even in the middle of the in-cycle state (arrow (h) in FIG. 9). When the confirmed battle state ends, the state transitions to a non-advantageous zone. In this embodiment, the ceiling points determined in the ceiling point determination process are notified by the liquid crystal display device 30 or the like. In addition, the current value of the ceiling point counter is displayed on the liquid crystal display device 30. Note that the current value of the ceiling point counter and the ceiling points to be awarded may be configured to be kept secret.

[0158] In this embodiment, an intermediate win determination process is executed in each game in the mid-cycle state. In the intermediate win determination process, whether or not to transition to a non-advantageous zone is determined with a probability according to the winning area. If a transition to a non-advantageous zone is determined in the intermediate win determination process, the game transitions to the non-advantageous zone even in the middle of the mid-cycle state (arrow (i) in FIG. 9). Specifically, if a transition to a non-advantageous zone is determined in the intermediate win determination process, the game transitions to the non-advantageous zone via a predetermined number of premonition games. The number of premonition games described above is determined by lottery. Furthermore, the premonition games described above suggest the possibility of winning in the intermediate win determination process.

[0159] In addition, in this embodiment, a cycle ceiling counter is provided, and the value "1" is added to the cycle ceiling counter when transitioning from the battle state to the cycle state. The cycle ceiling counter is not initialized until transition to the non-advantageous zone or AT state. That is, like the above-mentioned ceiling point counter, the cycle ceiling counter is not initialized during the period of repeated transitions to the cycle state and the battle state. At the start of the cycle state (immediately after the battle state ends), a cycle ceiling determination process is executed to determine whether or not the cycle ceiling counter has reached a predetermined threshold value (9). If the cycle ceiling counter reaches the threshold value, the state immediately transitions to the confirmed battle state (arrow (j) in FIG. 9) and transitions to the non-advantageous zone.

[0160] If a transition to a non-advantageous zone is determined by the end of the battle state, the non-advantageous zone will be entered after the battle state ends (arrow (k) in FIG. 9). In this embodiment, in the non-internal middle state, the RBB role (either RBB, overlapping role 1, or overlapping role 2) is won with a probability of about 1 / 7.5. Therefore, even if the periodic middle state is started in the non-internal middle state, it will usually transition to the internal middle state before transitioning to the battle state. In other words, the non-advantageous zone transitioned from the battle state is the internal middle state. Also, when an advantageous zone is started in the non-advantageous zone in the internal middle state, the initial ball output state of the advantageous zone is the CZ preparation state. In the above configuration, when a transition is made from the battle state to the non-advantageous zone, the new advantageous zone usually starts from the CZ preparation state.

[0161] The CZ preparation state is a non-instruction period and ends after 15 plays. In addition, in the CZ preparation state, the CZ level promotion process is executed. In the CZ level promotion process, the CZ level is promoted with a probability according to the winning area. Specifically, immediately after the CZ state begins, the CZ level is set to "1." If a win is won in the CZ level promotion process, the number "1" is added to the CZ level. The maximum value of the CZ level is the number "3." When the CZ preparation state ends, the state transitions to the CZ state (arrow (l) in Figure 9).

[0162] The CZ state is a non-instruction period and ends after 12 plays. In the CZ state, the AT transition decision process is executed for each play. In the AT transition decision process, the transition to the AT state is decided with a probability according to the winning area and CZ level. Specifically, the higher the CZ level, the more likely it is that the transition to the AT state will be decided in the AT transition decision process. When the transition to the AT state is decided, the AT winning flag is changed to the ON state. The above CZ state can be said to be a more advantageous ball output state than the battle state.

[0163] In this embodiment, the CZ state continues until a total of 12 games are played, even if the AT winning flag is changed to the ON state. In addition, in the CZ state after the AT winning flag is changed to the ON state, a benefit granting process is executed in each game. In the benefit granting process, various benefits are granted with a probability according to the winning area. The above benefits include an increase in the number of games played in the AT state.

[0164] If the AT winning flag is changed to ON in the CZ state, the state transitions to the AT state after the CZ state ends (arrow (m) in FIG. 9). In this embodiment, even if the AT winning flag is OFF, if the CZ level is the value "3", the state transitions to the AT state after the CZ ends. However, the AT transition determination process is also executed in the CZ state where the CZ level is the value "3". When the CZ level is the value "3", the above-mentioned benefit granting process is not executed until the AT transition determination process is won and the AT transition flag is changed to ON, as in the case where the CZ level is the value "1" or "2". When the AT winning flag is OFF in the end game of the CZ state where the CZ level is other than the value "3", the state transitions to the periodic state (arrow (n) in FIG. 9).

[0165] The AT state is an instruction period, during which the order of operation to stop the machine (hereinafter referred to as the "correct pressing order") is instructed so that the 8 bells will be awarded in the game in which the batting order bell is won. When playing according to the instructions in the AT state, the average number of medals that can be won in each game is about 2.7. The above AT state is more advantageous than the ball-out state during the non-instruction period (such as the periodic state).

[0166] In addition, in a game in which the replay (2, 3) is won, the symbol combination of the seven replay can be displayed by pressing the buttons in an irregular sequence, and the middle replay is displayed by pressing the buttons 1st from the left. Immediately after the transition to the AT state (so-called AT preparation state), a notification effect is executed in which the stop operation sequence (irregular pressing sequence) in which the symbol combination of the seven replay is displayed in the game in which the replay (2, 3) is won is instructed. The number of remaining games in the AT state is not subtracted from the number of games in which the AT state is instructed until the notification effect is executed. In the AT state after the notification effect is executed, the stop operation sequence in which the symbol combination of the middle replay is displayed in the game in which the replay (2, 3) is won is notified. However, in a game in which the replay is won in the AT state, the payout rate does not change regardless of the stop operation sequence, so even if the above-mentioned notification effect is executed in the liquid crystal display device 30, the instruction display device 16 does not instruct the stop operation sequence.

[0167] In the AT state, a "set" consisting of a predetermined number of plays is repeatedly executed. Specifically, one set in the AT state consists of 37 plays, and a set continuation determination process is executed in each set. In the set continuation determination process, whether or not the AT state will continue to the next set is determined by lottery. If the set continuation determination process is won, the continuation confirmation flag is changed to ON. If the continuation confirmation flag is ON in the final play of the current set, the AT state will continue to the next set. Note that an additional lottery may be executed in the middle of each set in the AT state, and the number of plays (37 times) of the set may be added (extended).

[0168] If the AT state continues into the next set, the AT continuation process (process 3 in FIG. 9) is executed. As shown in FIG. 9, the AT continuation process includes a non-advantageous zone transition determination process and a set number counter addition process. In the set number counter addition process, the number "1" is added to the set number counter. The set number counter above indicates the total number of sets in the AT state. The set number counter is referenced in the non-advantageous zone transition determination process and the AT end process (special CZ ultra-high probability determination process) described below.

[0169] In the non-advantageous zone transition decision process during AT continuation processing, whether or not to transition to a non-advantageous zone after the AT state ends is decided by lottery. When a transition to a non-advantageous zone is decided, the non-advantageous zone transition flag is changed to ON. However, even if the non-advantageous zone transition flag is changed to ON during the AT state, the transition to the non-advantageous zone is not made immediately, but rather after the end condition of the AT state is met.

[0170] The non-advantageous zone transition determination process is executed each time a set continues. In the above configuration, the longer a set continues in the AT state, the more times the non-advantageous zone transition determination process is executed, and the more likely it is that the non-advantageous zone transition flag will be ON by the time the AT state ends. In addition, the non-advantageous zone transition determination process draws a lottery to determine whether or not to transition to a non-advantageous zone with a probability according to the current value of the set number counter. Specifically, in the non-advantageous zone transition determination process, the larger the set number counter is, the higher the probability of determining a transition to a non-advantageous zone. The above configuration can also be said to be that the longer the AT state is (the more the difference number counter is when the AT state ends), the more likely it is that the difference number counter is initialized after the AT ends.

[0171] As shown in FIG. 9, when the AT state ends, the AT end processing (processing 4 in FIG. 9) is executed. Specifically, in the final game of a set in the AT state, it is determined whether the continuation confirmation flag is in the OFF state, and if the continuation confirmation flag is in the OFF state, the AT end processing is executed. However, the game in which it is determined whether the continuation confirmation flag is in the OFF state is not limited to the above example. For example, in a game several times (e.g., three times) before the final game in the AT state, it may be determined whether the continuation confirmation flag is in the OFF state, and the AT end processing may be executed.

[0172] In the AT end processing, the results of the above-mentioned AT continuation processing (such as the non-advantageous zone transition determination processing) are referenced. Specifically, the AT end processing includes a non-advantageous zone hit / miss determination processing and a special CZ ultra-high probability determination processing. In the non-advantageous zone hit / miss determination processing, it is determined whether the above-mentioned non-advantageous zone transition flag is ON or not. In other words, in the non-advantageous zone transition determination processing during the AT state, it is determined whether a transition to a non-advantageous zone has been determined. If it is determined that the non-advantageous zone transition flag is ON, a transition to a non-advantageous zone will occur after the AT state ends (arrow (о) in FIG. 9).

[0173] If the non-advantageous zone transition flag is determined to be OFF in the non-advantageous zone hit / miss determination process, the special CZ ultra-high probability determination process is executed, and then the state transitions to the mid-cycle state (arrow (p) in Figure 9). In the above cases, the state transitions from the AT state to the mid-cycle state without passing through a non-advantageous zone. The above configuration can also be said as meaning that the advantageous zone counter and difference number counter are not initialized before and after the AT state ends. As can be understood from the above explanation, in this embodiment, when the AT state ends in an advantageous zone, there are cases where the advantageous zone continues without ending, and cases where the advantageous zone ends.

[0174] In the special CZ ultra-high probability determination process, it is determined whether or not to set the special CZ lottery state to ultra-high probability. Although details will be described later, in the cycle start process (special CZ determination process) when the cycle state starts, whether or not to transition to the special CZ state is determined by lottery. If the special CZ lottery state is set to ultra-high probability when the AT state ends, the special CZ state will be won with ultra-high probability when the cycle state starts. If the special CZ state is won, it will then transition to the special CZ state (arrow (q) in Figure 9). However, the special CZ determination process is not executed if the advantageous zone counter is equal to or less than the value "500".

[0175] In the special CZ state, the AT transition determination process is executed for each game, similar to the above-mentioned CZ state. The above special CZ state, like the CZ state, is a ball output state in which the AT state is more likely to be won than the periodic state, battle state, and point high probability state. However, while the transition to the CZ state occurs via a non-advantageous zone, the transition to the special CZ state does not occur via a non-advantageous zone.

[0176] The special CZ state ends after 10 plays. If a transition to the AT state is not decided in the special CZ state, the state transitions to the mid-cycle state after the special CZ state ends (arrow (r) in Figure 9). Note that in the special CZ state, the remaining number of plays in the mid-cycle state is not subtracted. If a transition to the AT state is decided in the special CZ state, the state transitions to the AT state after the special CZ state ends (arrow (s) in Figure 9). When transitioning from the special CZ state to the AT state, the advantageous zone is maintained. In the above configuration, when transitioning from the mid-cycle state to the AT state via the special CZ state, the advantageous zone is maintained.

[0177] As described above, when the CZ state is transitioned to the AT state, depending on the result of the non-advantageous zone transition determination process, when the AT state ends, there are cases where the state transitions to a non-advantageous zone (CZ state) or to a state during the period. In other words, when the CZ state is transitioned to the AT state, the advantageous zone may or may not be maintained. On the other hand, when the special CZ state is transitioned to the AT state, regardless of the result of the non-advantageous zone transition determination process, the state transitions to a non-advantageous zone after the AT state ends (arrow (t) in FIG. 9). Specifically, when the AT state is selected in the special CZ state, the non-advantageous zone transition flag is changed to the ON state at the time the AT state starts. In the above configuration, when the AT state is selected in the special CZ state, the state transitions to the CZ state after the AT state ends.

[0178] As shown in Figure 9, when the ending transition condition is met in the AT state, a transition to the ending state occurs (arrow (u) in Figure 9). The ending state is an indication period, similar to the AT state. Specifically, an ED advantageous zone counter is provided, and an initial value of "3000" is set to the ED advantageous zone counter at the start of the advantageous zone (similar to an advantageous zone counter). The above ED advantageous zone counter, like the advantageous zone counter, is decremented by a value of "1" for each play in the advantageous zone. Therefore, the ED advantageous zone counter and the advantageous zone counter usually have the same value.

[0179] In this embodiment, in the final game of each set in the AT state, it is determined whether the ED advantageous zone counter is equal to or less than the remaining value "60". If the ED advantageous zone counter is equal to or less than the remaining value "60", the AT state transitions to the ending state. However, the ED advantageous zone counter is exceptionally not decremented in a game in which the stop operation is performed in an irregular push order during a non-instruction period. Therefore, if the stop operation is performed in an irregular push order during a non-instruction period, the game until the transition to the ending state is substantially extended.

[0180] Also, in the final game of each set in the AT state, the remaining number of games in the AT state is multiplied by the number "3" (the number corresponding to the net increase in the number of coins in the AT state "2.7"), and the calculation result obtained by adding the current value of the difference number counter (= difference number counter + remaining number of games x 3) is judged to be greater than the number "2200". If the calculation result exceeds the number "2200", the AT state transitions to the ending state.

[0181] The ending state ends when the advantageous zone counter is decremented to the value "0" or the difference number counter exceeds the value "2400". In other words, the ending state ends when the advantageous zone is forcibly ended. As shown in FIG. 9, when the ending state ends, it always transitions to a non-advantageous zone (arrow (v) in FIG. 9). The game state at the end of the ending state is usually an internal state. Therefore, when the ending state ends and transitions to a non-advantageous zone, it then transitions to a CZ state. In the above configuration, even if the advantageous zone is forcibly ended, it transitions to a CZ state where there is a high expectation of transitioning back to the AT state. Therefore, there is an advantage in that player dissatisfaction when the advantageous zone is forcibly ended is suppressed.

[0182] As described above, if a stop operation is performed in an irregular pressing sequence during a non-instruction period in an advantageous zone, the main penalty control is executed. Specifically, a game progress flag is stored in the main RAM 303. As long as the stop operation is performed on the first left button during a non-instruction period, the game progress flag does not change from the ON state. On the other hand, in a game in which a stop operation is performed in an irregular pressing sequence during a non-instruction period, the main penalty control is executed after the third stop operation. When the main penalty control is executed, the game progress flag becomes OFF. Note that the main penalty control is not executed in a non-advantageous zone (including a game in which an advantageous zone transition process is executed).

[0183] In the above configuration, if the stop operation is performed in the irregular push order in the current game, the game progress flag will be in the OFF state at the start of the next game. If the game progress flag is in the OFF state at the start of the game, the processing related to the instruction function will not be executed (however, the advantageous zone control processing (update processing of the advantageous zone counter and the difference number counter) described below will be executed). Specifically, if the game progress flag is in the OFF state at the start of the game, various counters (counters indicating the remaining number of games in the current ball output state, the advantageous zone counter for ED described above, etc.) will not be subtracted, and various lotteries (lottery for points during the period, etc.) will not be executed. In other words, a penalty is given in which the game cannot progress during the period when the game progress flag is in the OFF state. If the stop operation is performed at the left 1st, the game progress flag will be changed from the OFF state to the ON state.

[0184] 10(a), 10(b-1) and 10(b-2) are conceptual diagrams of the instruction determination tables (A, B). The main CPU301 determines an instruction number in each game based on the instruction determination table, and displays instruction information ("01" to "04") corresponding to the instruction number on the instruction display 16. The main CPU301 also transmits a command (a second command described later) indicating the instruction number determined in each game to the sub-control board 400 (sub-CPU412).

[0185] Each instruction determination table includes an instruction determination table A (FIG. 10(a)) and an instruction determination table B (FIG. 10(b-1), FIG. 10(b-2)). The instruction determination table A is used to determine the instruction number for each game in the non-instruction period. Also, the instruction determination table B is used to determine the instruction number for each game in the instruction period. Specifically, the instruction determination table A is used in the non-instruction period regardless of the game state (non-internal state, internal state, bonus operation state). The instruction determination table B used in the instruction period includes an instruction determination table B1 and an instruction determination table B2. The instruction determination table B1 is used in the internal state, and the instruction determination table B2 is used in states other than the internal state. As shown in FIG. 10, each instruction determination table is configured to include each instruction number for each winning area.

[0186] As shown in FIG. 10(a), in the non-instruction period, the instruction number "99" is determined regardless of which winning area is won. Specifically, in the non-instruction period, in any game state (internal state, non-internal state, bonus operation state), the instruction number "99" is determined. When the instruction number "99" is determined, the instruction display 16 does not display instruction information. Specifically, when the instruction number "99" is determined, the instruction display 16 displays the number "0" during the period in which the instruction information is displayed. According to the above configuration, in the non-instruction period, the instruction display 16 does not indicate the stop operation mode.

[0187] FIG. 10(b-1) is a conceptual diagram of the instruction decision table B1. As shown in FIG. 10(b-1), in each game in the internal middle state during the instruction period, when the batting order bell 01 is won, the main CPU 301 decides the instruction number "01". When the instruction number "01" is decided, the main CPU 301 displays the number "1" (hereinafter, described as "instruction information "1") on the instruction display 16 as instruction information. As described above, the correct pressing order when the batting order bell 01 is won is "center left right". In the above configuration, in a game in which the instruction information "1" is displayed, if the stop operation is performed in the order of "center left left", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "1" is displayed on the instruction display 16, the player performs the stop operation in the order of "center left left". In other words, the above configuration is instructed to the player to perform the stop operation in the order of "center left left".

[0188] In each game in the internal middle state during the instruction period, when the batting order bell 02 is won, the main CPU 301 determines the instruction number "02". When the instruction number "02" is determined, the main CPU 301 displays the number "2" (hereinafter, described as "instruction information "2") on the instruction display 16 as instruction information. As described above, the correct pressing order when the batting order bell 02 is won is "center, right, left". In the above configuration, in a game in which the instruction information "2" is displayed, if the stop operation is performed in the order of "center, right, left", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "2" is displayed on the instruction display 16, the player performs the stop operation in the order of "center, right, left". In other words, the above configuration indicates that the player is instructed to perform the stop operation in the order of "center, right, left" by displaying the instruction information "2".

[0189] In each game in the internal middle state during the instruction period, when the batting order bell 03 is won, the main CPU 301 determines the instruction number "03". When the instruction number "03" is determined, the main CPU 301 displays the number "3" (hereinafter, described as "instruction information "3") on the instruction display 16 as instruction information. As described above, the correct pressing order when the batting order bell 03 is won is "right, left, center". In the above configuration, in a game in which the instruction information "3" is displayed, if the stop operation is performed in the order of "right, left, center", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "3" is displayed on the instruction display 16, the player performs the stop operation in the order of "right, left, center". In other words, the above configuration indicates that the player is instructed to perform the stop operation in the order of "right, left, center" by displaying the instruction information "3".

[0190] In each game in the internal middle state during the instruction period, when the batting order bell 04 is won, the main CPU 301 determines the instruction number "04". When the instruction number "04" is determined, the main CPU 301 displays the number "4" (hereinafter, described as "instruction information "4") on the instruction display 16 as instruction information. As described above, the correct pressing order when the batting order bell 04 is won is "right, center, left". In the above configuration, in a game in which the instruction information "4" is displayed, if the stop operation is performed in the order of "right, center, left", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "4" is displayed on the instruction display 16, the player performs the stop operation in the order of "right, center, left". In other words, the above configuration indicates that the player is instructed to perform the stop operation in the order of "right, center, left" by displaying the instruction information "4".

[0191] FIG. 10(b-2) is a conceptual diagram of the instruction determination table B2. As described above, the instruction determination table B2 is used in the non-internal state and the bonus operation state. In the non-internal state, in a game in which the batting order bells 01 to 04 are won, only one-coin roles can be won regardless of the stopping operation order (the 8-coin bells cannot be won. See FIG. 8(b)). Also, in the bonus operation state, the batting order bell cannot be won in the first place. Taking the above circumstances into consideration, in the non-internal state and the bonus operation state in which the instruction determination table B2 is used, the instruction number "99" is determined regardless of the winning area, as shown in FIG. 10(b-2).

[0192] Fig. 10(c) is a schematic diagram of a segment display D1. The segment display D1 is configured to include the above-mentioned indication display 16. The indication display 16 is a two-digit seven-segment display. Fig. 10(c) illustrates an indication display 16 that displays the indication information "1". As shown in Fig. 10(c), the segment display D1 is configured to include a favorable zone indicator 38. The favorable zone indicator 38 is turned ON (lit) when in a favorable zone.

[0193] As described above, the indication period is included in the advantageous zone. Therefore, during the indication period in which the indication information is displayed on the indication display 16, the advantageous zone indicator 38 is lit. Specifically, in a game in a non-advantageous zone in which a winning area other than RBB and Replay 1 is won, the advantageous zone starts in the stop processing of the game. The advantageous zone indicator 38 is lit by the start operation of the first game in the advantageous zone. Also, the advantageous zone indicator 38 is turned off in the stop processing of the game in which the advantageous zone ends. Note that the indicator controlled by the main CPU 301 may not notify that the advantageous zone is in progress. In other words, the advantageous zone indicator 38 may be omitted.

[0194] FIG. 10(d) is a schematic diagram of the segment display D2. The segment display D2 includes the above-mentioned stored number display 17. The stored number display 17 is a two-digit seven-segment display. FIG. 10(d) shows a specific example in which the number of credits is the number "50". As shown in FIG. 10(d), the segment display D2 includes an internal middle display 39. The internal middle display 39 is turned ON (lit) in the internal middle state, and is turned OFF in other game states. Specifically, the internal middle display 39 is turned ON from the OFF state when a game start operation is performed in which the RBB role is won in the non-internal middle state.

[0195] FIG. 11 is a diagram for explaining each command (first command, second command) transmitted from main CPU 301 to sub CPU 412. As shown in FIG.

[0196] As shown in Fig. 11, the main CPU301 transmits a first command (such as "A00") to the sub CPU412 according to the winning area. For example, if the winning area for the current game is a miss, the main CPU301 transmits the command "A00" to the sub CPU412. In addition, the main CPU301 transmits the command "A01" if Replay 1 is a win, transmits the command "A02" if Replay 2 is a win, and transmits the command "A03" if Replay 3 is a win.

[0197] The main CPU301 transmits the command "A04" when Chance 1 is won. In addition, the main CPU301 transmits the command "A05" when Chance 2 is won. Similarly, the main CPU301 transmits the command "A06" when Chance 3 is won. The main CPU301 transmits the command "A07" when Weak Cherry is won, transmits the command "A08" when Strong Cherry is won, and transmits the command "A09" when Watermelon is won. Furthermore, the main CPU301 transmits the command "A10" when Common 1 Piece 1 is won, transmits the command "A11" when Common 1 Piece 2 is won, transmits the command "A12" when Common 1 Piece ALL is won, transmits the command "A13" when Common Bell ALL is won, transmits the command "A14" when RBB is won, transmits the command "A15" when Duplicate Role 1 is won, and transmits the command "A16" when Duplicate Role 2 is won.

[0198] In this embodiment, the main CPU301 determines that a winning area belonging to a specific group has won when any of the common three coins and the batting order bells 01 to 04 among the winning areas has won. In addition, as shown in FIG. 11, the main CPU301 does not transmit the first command in a game in which a winning area of ​​a specific group has won. Specifically, when a winning area other than the specific group has won, the first command corresponding to the winning area is transmitted regardless of the game state (non-inside state, inside state, bonus operation state) and the ball output state (instruction period, non-instruction period). On the other hand, when a winning area of ​​a specific group has won, the first command is not transmitted regardless of the game state and the ball output state.

[0199] Assume a configuration in which each first command corresponding to each batting order bell is transmitted. In the above configuration, the type of batting order bell can be identified from the first command. That is, the correct pressing order of the batting order bell can be identified from the first command. In the above configuration, there is a room for fraudulent acts of acquiring (eavesdropping) the first command by an illegal board and identifying the correct pressing order of the batting order bell during a non-instruction period. According to the configuration of this embodiment, the first command is not transmitted in a game in which a specific group (including the batting order bell) wins, so there is an advantage that the above fraudulent acts are suppressed. In addition, according to the configuration of this embodiment, there is an advantage that the number of types of first commands is reduced.

[0200] When the sub CPU 412 receives the first command, it determines various effects according to the first command. For example, when the command "A01" is received when Replay 1 wins, the sub CPU 412 determines the effect to notify that Replay 1 wins.

[0201] In addition to the first command, the main CPU301 transmits to the sub CPU412 a second command (such as "B01") corresponding to the instruction number (instruction information) of the current game. Specifically, when the instruction number "99" (no instruction) is determined in the current game, the main CPU301 transmits the command "B99" to the sub CPU412 as shown in FIG. 11. As described above, the instruction number "99" is determined regardless of the game state during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is transmitted in every game. Also, in a game in which anything other than the batting order bell is won, the instruction number "99" is determined regardless of the ball output state and the game state. Therefore, in a game in which anything other than the batting order bell is won, the command "B99" is transmitted regardless of the ball output state and the game state.

[0202] As shown in Fig. 11, when batting order bell 01 is drawn in the internal middle state of the instruction period and the instruction number "01" (center, left, right) is determined, the main CPU301 transmits the command "B01". Also, when batting order bell 02 is drawn in the internal middle state of the instruction period and the instruction number "02" (center, right, left) is determined, the main CPU301 transmits the command "B02". Similarly, when batting order bell 03 is drawn in the internal middle state of the instruction period and the instruction number "03" (right, left, center) is determined, the main CPU301 transmits the command "B03", and when batting order bell 04 is drawn in the internal middle state of the instruction period and the instruction number "04" (right, center, left) is determined, the main CPU301 transmits the command "B04".

[0203] In the above embodiment, when the batting order bell is won during the instruction period (such as AT state), the second command is sent, but the first command is not sent. As described above, when the batting order bell is won in a non-internal state, regardless of the stop operation sequence, 8 bells become impossible to win, and the instruction number "99" (no instruction) is determined. Taking the above into consideration, when the batting order bell is won in a non-internal state, the main CPU301 sends the second command "B99" even during the instruction period.

[0204] When the sub-CPU 412 receives the second command described above, the sub-CPU 412 determines an instruction effect that instructs the stop operation sequence of the instruction number specified by the second command. In the instruction effect, for example, the liquid crystal display device 30 instructs the same stop operation sequence as the stop operation sequence instructed by the instruction information. As described above, the second command transmitted in the non-instruction period is only the command "B99" (no instruction). Therefore, in principle, the instruction effect is not executed in the non-instruction period. However, the configuration may be such that an effect is executed that instructs a stop operation sequence that does not affect (has a small effect on) the payout rate.

[0205] The main CPU 301 calculates various game information (consecutive win ratio, role ratio, most recent consecutive win ratio, most recent role ratio, role ratio with instruction, and bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. To calculate the above game information, the main CPU 301 counts the number of games played during the period from when the power to the gaming machine 1 is first turned on until the number of games reaches 175,000 (hereinafter referred to as the "total game count period").

[0206] 12(a) is a diagram for explaining each storage area (G1 to G3, g1, g2) of the main RAM 303. Each of the storage areas is provided for storing each piece of game information (consecutive win ratio, etc.) described above, and includes storage area G1, storage area G2, storage area G3, storage area G4, storage area g1, and storage area g2. For example, each of the storage areas can store 1 byte of information.

[0207] Hereinafter, for the sake of explanation, the period during which the so-called "continuous operation device for the first type special feature" operates may be simply described as "first feature period". Similarly, the period during which the so-called "continuous operation device for the second type special feature" operates may be simply described as "second feature period". The first feature period and the second feature period end with the payout of a predetermined number of medals. In addition, the period during which the so-called "first type special feature" operates may be simply described as "in the first feature", and the period during which the so-called "second type special feature" operates may be simply described as "in the second feature". The first feature period ends after eight plays, and the second feature period ends after one play. In addition, the period during which the so-called "normal feature" operates may be simply described as "in the normal feature". The normal feature period ends after one play.

[0208] The bonus operation state in this embodiment is the first role sequence, and all games are during the first role sequence. In addition, a "first role sequence general" may be provided in the first role sequence. In the first role sequence general, a winning role (RB role) that activates the first type special role is more likely to be won compared to game states other than the first role sequence general. In addition, when a second role sequence is provided, a "second role sequence general" may be provided in the second role sequence. In the second role sequence general, a winning role (CB role) that activates the second type special role is more likely to be won compared to game states other than the second role sequence general.

[0209] The consecutive role ratio is the ratio of the number of medals (hereinafter "consecutive role medal number B") won in the first role (including the first role in the first role sequence) to the number of medals (hereinafter "total medal number A") won from the first power-on to the present (consecutive role ratio = B / A). In this embodiment, the consecutive role medal number B is the number of medals won in the bonus activation state (in the first role in the first role sequence). As shown in Figure 12(a), the consecutive role ratio is stored in memory area G1.

[0210] The main CPU 301 calculates the consecutive win ratio every 400 games and stores the calculation result in the memory area G1. If the calculation result includes a decimal portion, the main CPU 301 truncates the decimal portion and stores only the integer portion as the consecutive win ratio in the memory area G1.

[0211] The role ratio is the ratio of the sum of the number of medals won in the first role, the second role and the normal role (hereinafter referred to as "number of medals C in the role") to the total number of medals A (role ratio = C / A). As shown in FIG. 12(a), the role ratio is stored in memory area G2. In this embodiment, the number of medals C in the role is the number of medals won in the first role (bonus activation state) since it is not provided in the second role and the normal role.

[0212] The main CPU301 calculates the role ratio for every 400 plays and stores the calculation result in the memory area G2. If the calculation result includes a decimal portion, the main CPU301 rounds down the decimal portion and stores only the integer portion as the role ratio in the memory area G2. The role ratio including instructions is the ratio of the total number of medals (C+D) of the total number of medals won in the play instructed by the instruction display 16 in the pressing order (hereinafter referred to as the "instructed game medal number D") and the number of role medals C to the total number of medals A (role ratio including instructions=(C+D) / A).

[0213] The instructed number of game medals D in this embodiment described above can also be said to be the total number of medals won by a specific group in games during the instructed period in which the specific group won. In this embodiment, even if the player operates the game in a pressing order other than the instructed pressing order (the player presses the wrong order) in a game instructed by the instruction display 16, a one-coin role can be displayed as stopped. In the above cases, the value "1" is added to the instructed number of game medals D.

[0214] The main CPU301 calculates the instruction-included feature ratio every 400 plays and stores the calculation result in the memory area G3. If the calculation result includes a decimal part, the main CPU301 rounds down the decimal part and stores only the integer part as the instruction-included feature ratio in the memory area G3. In addition, in a game in which a specific group wins during a non-instruction period, the main CPU301 transmits a first command to the sub-CPU412, which indicates that the irregular push order is unilaterally advantageous. However, in the above games, even if medals are awarded, the instruction game medal number D is not added.

[0215] The most recent consecutive role ratio is the ratio of the number of medals (hereinafter "number of medals in the most recent consecutive role b") acquired in the first role (including the first role in the first consecutive role) to the number of medals acquired in the most recent 6000 plays (hereinafter "total number of medals a in the most recent play") (most recent consecutive role ratio = b / a). In this embodiment, the most recent consecutive role medal number b is the number of medals acquired in the bonus operating state (in the first role in the first consecutive role) in the most recent 6000 plays. As shown in FIG. 12(a), the most recent consecutive role ratio is stored in the memory area g1. Note that if the number of plays in the total play period is 6000 or less, the consecutive role ratio and the most recent consecutive role ratio are the same (B / A = b / a).

[0216] The main CPU 301 calculates the most recent consecutive win ratio every 400 games and stores the calculation result in the memory area g1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the most recent consecutive win ratio in the memory area g1.

[0217] The most recent role ratio is the ratio of the sum of the number of medals acquired in the first role, the second role, and the normal role (hereinafter referred to as "number of medals c") to the most recent total number of medals a (role ratio = c / a). In this embodiment, the number of medals c is not set in the second role or the normal role, so it is the number of medals acquired in the first role (bonus operating state) in the most recent 6000 plays. As shown in FIG. 12(a), the most recent role ratio is stored in the memory area g2. Note that if the number of plays in the total play period is 6000 or less, the role ratio and the most recent role ratio are the same (C / A = c / a).

[0218] The main CPU 301 calculates the nearest role ratio every 400 plays and stores the calculation result in the memory area g2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the nearest role ratio in the memory area g2.

[0219] The bonus play ratio is the ratio of the bonus play count F, which is the sum of the number of plays of the first role (including the first role), the number of plays of the second role (including the second role), the number of plays of the first role (excluding the first role), the number of plays of the second role (excluding the second role), and the number of plays of the normal role, out of the total number of plays E during the total play period (bonus play ratio = F / E). The bonus play count F in this embodiment is the total number of plays in the bonus operating state.

[0220] 12(a), the bonus game ratio is stored in the memory area G4. The main CPU301 calculates the bonus game ratio for each game and stores the calculation result in the memory area G4. If the calculation result includes a decimal portion, the main CPU301 rounds down the decimal portion and stores only the integer portion as the bonus game ratio in the memory area G4.

[0221] The total number of medals A, the number of consecutive medals B, the number of accessory medals C, the number of instructed game medals D, the total number of games E, the number of bonus games F, the most recent total number of medals a, the most recent number of consecutive medals b, and the number of accessory medals c are stored separately in a dedicated counter provided in the main RAM 303, and are added up at each of the above-mentioned triggers. For example, when a medal is awarded in each game for which an instruction has been executed, the instructed game medal number D is added up. Also, when a medal is awarded in a bonus operating state, the number of accessory medals C is added up. Furthermore, when a game medium is awarded in each game, the total number of medals A is added up regardless of whether or not a stop operation sequence is instructed.

[0222] In this embodiment, when the total number of times of play E reaches 175,000 times, the update of the consecutive role ratio, the role ratio, the role ratio with instruction, and the bonus game ratio is stopped. On the other hand, the most recent consecutive role ratio and the most recent role ratio are updated even after the total number of times of play E reaches 175,000 times.

[0223] 12(b-1) is a schematic diagram of the main display 40 displaying the display information HA. When the display information HA is displayed, the first display section 40X of the main display 40 displays the character string "6A" corresponding to the consecutive roll ratio, and the second display section 40Y displays the current value of the memory area G1 (the magnitude of the consecutive roll ratio).

[0224] In addition, when the display information HA is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "60" (G1≧60), the second display section 40Y displays the ratio information by blinking. In addition, when the display information HA is displayed and the number of games played in the total game period is less than 17,500, the first display section 40X displays the identification information by blinking.

[0225] 12(b-2) is a schematic diagram of the main display 40 displaying the display information HB. When the display information HB is displayed, the first display section 40X of the main display 40 displays the character string "7A" corresponding to the role ratio, and the second display section 40Y displays the current value of the memory area G2.

[0226] In addition, when the display information HB is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G2≧70), the second display unit 40Y displays the ratio information by blinking. In addition, when the display information HB is displayed and the number of games played in the total game period is less than 17,500, the first display unit 40X displays the identification information by blinking.

[0227] 12(b-3) is a schematic diagram of the main display 40 displaying the display information HC. When the display information HC is displayed, the first display section 40X of the main display 40 displays the character string "7P" corresponding to the command-included role ratio, and the second display section 40Y displays the current value of the memory area G3.

[0228] Furthermore, when the display information HC is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G3≧70), the second display unit 40Y displays the ratio information by blinking. When the display information HC is displayed and the number of plays in the total play period is less than 175,000 (E<175,000), the first display unit 40X displays the identification information by blinking. Note that even if the ratio of instructed features reaches the number "70", if the condition for transitioning to the complete state has not been met (Cmy<19,000), the game can be continued without transitioning to the complete state described below.

[0229] 12(b-4) is a schematic diagram of the main display 40 displaying the display information HD. When the display information HD is displayed, the first display section 40X of the main display 40 displays the character string "6Y" corresponding to the most recent consecutive win ratio, and the second display section 40Y displays the current value of the memory area g1.

[0230] In addition, when the display information HD is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "60" (g1≧60), the second display section 40Y displays the ratio information by blinking. In addition, when the display information HD is displayed and the number of games played in the total game period is less than 6000, the first display section 40X displays the identification information by blinking.

[0231] Fig. 12(b-5) is a schematic diagram of the main display 40 displaying the display information HE. When the display information HE is displayed, the first display section 40X of the main display 40 displays the character string "7Y" corresponding to the most recent role ratio, and the second display section 40Y displays the current value of the memory area g2.

[0232] When the display information HE is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "70" (g2≧70), the second display section 40Y displays the ratio information by blinking. When the display information HE is displayed and the number of games played in the total game period is less than 6000, the first display section 40X displays the identification information by blinking.

[0233] 12(b-6) is a schematic diagram of the main display 40 displaying the display information HF. When the display information HF is displayed, the first display portion 40X of the main display 40 displays the character string "5F" corresponding to the bonus game ratio, and the second display portion 40Y displays the current value of the memory area G4.

[0234] When the display information HF is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "50" (G4≧50), the second display unit 40Y displays the ratio information by blinking. When the display information HF is displayed and the number of games played during the total game period is less than 175,000, the first display unit 40X displays the identification information by blinking.

[0235] As described above, the above display information is switched and displayed at predetermined time intervals (approximately 5 seconds). Specifically, when the power is turned on, the main display 40 displays a test pattern for approximately 5 seconds. In the above test pattern, all segments of the main display 40 flash. Thereafter, the main display 40 displays each piece of display information for approximately 5 seconds in the following order: display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF. In addition, after display information HF is displayed, each piece of display information is repeatedly displayed from the beginning (starting with display information HC).

[0236] The main display 40 may be configured to display a test pattern during other periods as well as immediately after power is turned on. For example, the main display 40 may be configured to display a test pattern during a period in which a set value can be changed. Also, the main display 40 may be configured to display a test pattern during a period in which a set value can be confirmed. The test pattern may be different between the period immediately after power is turned on and other periods.

[0237] <Data used by the sub-CPU> Hereinafter, with reference to the drawings, a description will be given of various data stored in the sub ROM 413. The sub ROM 413 stores various data including a notification performance determination table.

[0238] When the sub-CPU 412 receives a second command (other than B99 (no instruction)) indicating an instruction number (instruction information), it determines one of the notification effects based on the notification effect determination table. When the sub-CPU 412 determines an notification effect, it transmits a performance control command indicating the notification effect to the image control board (image control CPU 421) 420.

[0239] When the image control CPU 421 receives a presentation control command indicating a notification presentation, it causes each image of the notification presentation to be displayed on the liquid crystal display device 30. In this embodiment, when the sub-control board (sub-CPU 412) 400 receives a second command specifying a stop operation sequence advantageous to the player (when the main CPU 301 transmits the second command), the sub-CPU 412 always notifies the player of the stop operation mode (stop operation sequence) corresponding to the second command.

[0240] In addition, the first command, which indicates that a specific group has won, specifies a stop operation sequence (irregular button press sequence) that is unilaterally advantageous in the current game. However, the first command does not specifically specify a stop operation sequence (correct button press sequence) that is advantageous to the player. Even if the sub-CPU 412 receives the first command during a non-instruction period, it does not notify the stop operation sequence.

[0241] 13 is a conceptual diagram of the notification effect determination table. When the sub CPU412 receives any of the commands "B01" to "B04" as the second command, it determines the notification effect according to the notification effect determination table. As described above, the commands "B01" to "B04" are transmitted during the command period and are not transmitted during the non-command period. That is, the sub CPU412 determines the notification effect according to the notification effect determination table during the game in the command period of the main CPU301.

[0242] Specifically, when the second command "B01" is received, the notification effect X1 is determined. In the notification effect X1, the stop operation order of "center, left, right" is notified by the liquid crystal display device 30 or the like. In addition, when the second command "B02" is received, the notification effect X2 is determined, when the second command "B03" is received, the notification effect X3 is determined, and when the second command "B04" is received, the notification effect X4 is determined. In the notification effect X2 described above, the stop order of "center, right, left" is notified, in the notification effect X3, the stop order of "right, left, center" is notified, and in the notification effect X4, the stop order of "right, center, left" is notified. In each of the notification effects X (1 to 4) described above, the correct pressing order of the batting order bell is notified.

[0243] 14(a) and 14(b) are diagrams for explaining a specific example in which the ball output state transitions from the non-advantageous zone. As described above, the type of ball output state that can be transitioned from the non-advantageous zone changes depending on whether it is an internal state or a non-internal state.

[0244] FIG. 14(a) is a diagram for explaining a specific example of a case where a favorable zone starts (the ball output state transitions) in a non-favorable zone in a non-internal state. In this embodiment, when the setting value is changed, the game state becomes a non-internal state and the ball output state becomes a non-favorable zone. The specific example in FIG. 14(a) assumes a case where a transition to a non-favorable zone in a non-internal state occurs after the setting value is changed (Sa0 in FIG. 14(a)). As mentioned above, a transition to a non-favorable zone in a non-internal state also occurs when a clear operation is performed.

[0245] As shown in FIG. 14(a), in the non-advantageous zone in the non-interior state, the ball output state to which the player moves changes according to the winning area. For example, in a game in which Replay 1 or RBB (single) is won in the non-advantageous zone in the non-interior state, the transition to the advantageous zone is not determined (Sa11 in FIG. 14(a)). Therefore, the non-advantageous zone continues from the next game onwards. In addition, the probability of winning RBB and the probability of winning Replay 1 in the non-interior state are both about 1 / 16384. On the other hand, if anything other than Replay 1 or RBB (single) is won in the non-advantageous zone in the non-interior state (Sa12 to Sa14 described later), the non-advantageous zone ends and the player moves to the advantageous zone. In the above configuration, in many cases, the non-advantageous zone ends one game.

[0246] As shown in FIG. 14(a), when overlapping role 2 is won in the non-advantageous section of the non-internal state (Sa12 in FIG. 14(a)), the ball output state of the advantageous section transitions to the CZ preparation state. Note that the probability of overlapping role 2 being won in the non-internal state is approximately 1 / 40. On the other hand, when overlapping role 1 is won in the non-advantageous section of the non-internal state (Sa13 in FIG. 14(a)), the ball output state of the advantageous section transitions to the periodic state.

[0247] Similarly, in the non-advantageous zone of the non-internal state, if other winning areas (such as Replay 2) are won (Sa14 in FIG. 14(a)), the ball output state of the advantageous zone will transition to the in-cycle state. In other words, if any winning area other than overlapping role 2 (winning probability = approximately 1 / 40) among the winning areas that start the advantageous zone is won, it will transition to the in-cycle state. In the above configuration, when a new advantageous zone starts in a non-advantageous zone of the non-internal state, there is a probability of transitioning to the in-cycle state of approximately 39 / 40. In other words, when a new advantageous zone starts in a non-advantageous zone of the non-internal state, there is a high probability that the initial ball output state of the advantageous zone will be the in-cycle state.

[0248] FIG. 14(b) is a diagram for explaining another specific example of the ball output state to which the ball is transferred from the non-advantageous zone. In the specific example of FIG. 14(a) described above, the non-advantageous zone immediately after the setting value is changed or the clear operation is performed is assumed, whereas in the specific example of FIG. 14(b), the non-advantageous zone to which the ball is transferred from the advantageous zone is assumed. As explained using FIG. 9 above, in each ball output state of the advantageous zone, the battle state, the periodic state, the AT state, and the ending state, the transfer to the non-advantageous zone is determined. In addition, after the transfer to the non-advantageous zone is determined, when the advantageous zone end trigger is established (Sb11, Sb12 in FIG. 14(b)), the transfer to the non-advantageous zone actually occurs.

[0249] For example, if a player wins the above-mentioned battle victory determination process (if a transition to a non-advantageous zone is determined), the player will then transition to the non-advantageous zone when the battle state ends (an example of a trigger for the end of an advantageous zone) (Sb11 in FIG. 14(b)). Also, if a transition to a non-advantageous zone is determined in the AT state, the player will then transition to the non-advantageous zone when the AT state ends (an example of a trigger for the end of an advantageous zone) (Sb11 in FIG. 14(b)). Also, in the mid-cycle state, for example, if the mid-cycle point counter reaches the value "10000", the player will transition to the non-advantageous zone when the confirmed battle state ends (an example of a trigger for the end of an advantageous zone) (Sb11 in FIG. 14(b)).

[0250] However, in this embodiment, even if the favorable zone end trigger occurs in the favorable zone, the transition to the non-favorable zone may be extended. Specifically, if the favorable zone end trigger occurs in the battle state, the period state, or the AT state among the ball output states, the end trigger establishment processing (Sb2 in FIG. 14(b)) is executed. In the above-mentioned end trigger establishment processing, the time of transition to the non-favorable zone may be extended.

[0251] Fig. 14(c) is a flowchart of the termination trigger realization process. The main CPU 301 executes the termination trigger realization process in the start time process immediately after the game is started. Specifically, as shown in Fig. 14(c), in a game in which the advantageous zone termination trigger is realized in the advantageous zone (Sb11), the termination trigger realization process is executed.

[0252] When the end trigger establishment processing is started, the main CPU301 judges whether or not RBB (single) has been won in this game (Sb21). The above step Sb21 is assumed to be "Yes" when the advantageous zone end trigger is established in a game in which RBB (single) in a non-internal state is won. When it is determined that RBB has been won (Sb21: Yes), the main CPU301 skips other steps (including Sb23 described later) and ends the end trigger establishment processing. In the above configuration, the advantageous zone does not end in a game in which RBB has been won. In other words, in a game in which there is a possibility of transitioning to a bonus operating state, the zone is not transitioned to a non-advantageous zone.

[0253] When it is determined that the RBB has not been won in this game (Sb21: No), the main CPU301 judges whether the game state is in the internal state or not (Sb22). When it is determined that the game state is not in the internal state (Sb22: No), the main CPU301 skips other steps (including Sb23) and ends the end trigger realization processing. On the other hand, when it is determined that the game state is in the internal state (Sb22: Yes), the main CPU301 changes the advantageous zone end flag to the ON state (Sb23) and ends the end trigger realization processing.

[0254] When the favorable zone end flag is changed to the ON state at the start of the game, all information related to the instruction function is initialized and the ball output state is changed to the non-favorable zone in the stop time processing executed after the third stop operation. On the other hand, if the game in which the favorable zone end trigger is established is in the non-internal state, the favorable zone end flag is not changed from the OFF state. In the above cases, the favorable zone is maintained from the establishment of the favorable zone end trigger until a game in the internal state (including a game in which a overlapping role is won, excluding a game in which RBB is won alone) is executed, and the end trigger establishment processing is repeatedly executed. The above configuration can also be said as extending the transition to the non-favorable zone until the transition to the internal state occurs when the favorable zone end trigger is established in the non-internal state.

[0255] As described above, according to the process when the end trigger is established in this embodiment, if the state is not in the internal state, even if the advantageous zone end trigger is established, the state will not transition to a non-advantageous zone until the state transitions to the internal state. Therefore, except for the non-advantageous zone immediately after the setting value is changed or the clear operation is executed, the game state of the non-advantageous zone will be in the internal state in principle. Note that, when the ball output state transitions, if the advantageous zone is maintained, the ball output state transitions regardless of the game state (even if the state is not in the internal state). For example, when transitioning from the AT state to the periodic state while maintaining the advantageous zone, the ball output state transitions regardless of the game state.

[0256] Returning to FIG. 14(b), the explanation will be made. As described above, when the favorable zone end trigger occurs in the battle state, the periodic state, or the AT state, the end trigger establishment processing is executed, and if it is an internal in-state, it transitions to a non-favorable zone (Sb3 in FIG. 14(b)). On the other hand, when the ending state ends, the end trigger establishment processing is omitted and it transitions to a non-favorable zone (Sb12 in FIG. 14(b)). As described above, the ending state ends when the favorable zone is forcibly ended (favorable zone counter = 0, difference number counter = 2400). Therefore, when the ending state ends, it transitions to a non-favorable zone regardless of the game state. However, in the specific example of FIG. 14(b), it is assumed that the game state when the ending state ends is an internal in-state.

[0257] As shown in FIG. 14(b), if Replay 1 is won in the non-advantageous zone in the internal middle state (Sb41 in FIG. 14(b)), the non-advantageous zone continues. The non-advantageous zone continues if RBB (alone) is won, but RBB is not won in the internal middle state. If a winning area other than Replay 1 is won in the non-advantageous zone in the internal middle state (Sb42 in FIG. 14(b)), the ball output state of the advantageous zone transitions to the CZ ready state. As can be understood from the above explanation, the initial ball output state of the advantageous zone transitioned from the non-advantageous zone in the internal middle state is the CZ ready state. However, the configuration may be such that the non-advantageous zone in the internal middle state can transition to the periodic zone state with a lower probability than the probability of transitioning from the non-advantageous zone in the non-internal middle state to the periodic zone state.

[0258] As described above, in this embodiment, the advantageous zone transition process in the non-advantageous zone is more advantageous in the subsequent internal state than in the non-internal state immediately after the setting value is changed or the clear operation is executed. Specifically, in the non-advantageous zone in the non-internal state, the transition to the CZ preparation state occurs with a probability of about 1 / 40, while in the non-advantageous zone started in the internal state, the transition to the CZ preparation state is always made. If the transition to the non-advantageous zone occurs, a comparison is assumed in which the transition to the CZ preparation state is always possible regardless of the game state. In the above comparison, the game becomes excessively advantageous immediately after the opening of the game arcade, which is likely to cause inconveniences such as excessive stimulation of the player's gambling nature. According to the configuration of this embodiment, there is an advantage in that the above inconveniences are suppressed.

[0259] In addition, in this embodiment, even if the favorable zone end trigger is established, if the game state is in a non-internal state, the transition to the non-favorable zone is extended until the game state transitions to the internal state. Suppose that the game state transitions to the non-favorable zone even if it is in a non-internal state in the favorable zone. In the above comparison, the game state may become a non-internal state even though it is a non-favorable zone transitioned from the favorable zone (not a non-favorable zone immediately after the setting value is changed). Therefore, in a zone other than the non-favorable zone immediately after the setting value is changed or the clear operation is executed, the inconvenience of not transitioning to the CZ preparation state may occur. According to this embodiment, there is an advantage in that the above inconveniences are suppressed.

[0260] As described above, this embodiment is provided with a configuration that forcibly ends the advantageous zone when the difference number counter reaches 2400 coins. With the above configuration, the inconvenience of an excessive total number of medals being awarded at one time is suppressed. However, the above configuration alone does not sufficiently suppress the inconvenience of an excessive total number of medals being awarded during the opening hours of the gaming center (in one day). Taking the above circumstances into consideration, this embodiment is provided with a configuration that sufficiently suppresses the inconvenience of an excessive total number of medals being awarded in one day. The above configuration is explained in detail below.

[0261] Fig. 15(a) is a diagram for explaining an additional configuration for preventing the inconvenience of an excessive total number of medals being awarded at one time. In this embodiment, a configuration is provided in which, when the total number of medals awarded in one day reaches 19,000, the game is stopped (the game is stopped).

[0262] Specifically, the main RAM 303 is provided with an MY counter Cmy. The MY counter Cmy is, for example, 2 bytes in size, and is updated according to the number of coins inserted and the number of coins paid out in each game. For example, in a game in which the number of coins inserted is 3 and the number of coins paid out is 8, a value of "5" is added to the MY counter Cmy. On the other hand, in a game in which the number of coins inserted is 3 and the number of coins paid out is 0, a value of "3" is subtracted from the MY counter Cmy. In addition, when the MY counter Cmy is subtracted to a value less than "0", it is returned to the value "0". In other words, the above MY counter Cmy indicates the total value of the net increase in the number of coins (the number of coins paid out - the number of coins inserted) from the time when the increase in the number of medals started (hereinafter referred to as the "increase start time"). When the above MY counter Cmy reaches a predetermined threshold value of "19000", the game transitions to a game stop state in which the game cannot proceed. In other words, when the net increase in the number of coins from the increase start time reaches 19000, the game transitions to a game stop state.

[0263] FIG. 15(a) shows a specific example of the time period up to when the MY counter Cmy reaches the threshold value. FIG. 15(a) shows the value of the MY counter Cmy at each time point. In the specific example of FIG. 15(a), it is assumed that the power is turned on at time point t0. Immediately after the power is turned on, the MY counter Cmy is initialized to the value "0". Details of the trigger for initializing the MY counter Cmy will be described later (see FIG. 21).

[0264] In the specific example of FIG. 15(a), it is assumed that the non-instruction period is from time t0 to time t1. In the non-instruction period, the expected value of the net increase in the number of medals in each game is less than the value "0" (ball payout rate < 100%). In addition, when the MY counter Cmy is subtracted to a negative value, it is returned to the value "0". Therefore, in the period from time t0 to time t1, the MY counter Cmy is usually maintained at the value "0". In the specific example of FIG. 15(a), it is assumed that the increase starts at time t1, and the MY counter Cmy reaches the threshold value "19000" at the subsequent time t2.

[0265] In the specific example of FIG. 15(a) above, the period from time t0 when the power is turned on to time t2 when the MY counter Cmy reaches the threshold value "19000" is a state in which game progress is possible (the operation of inserting a medal, the operation of starting a game, and the operation of stopping a pattern can be accepted in sequence). On the other hand, the period after time t2 when the MY counter Cmy reaches the threshold value "19000" is a completion state in which game progress is impossible. Note that even if the MY counter Cmy increases upon transition to the instruction period, if the instruction period ends before transition to the completion state and the MY counter Cmy continues to decrease, the MY counter Cmy will eventually become the value "0". After that, the MY counter Cmy will generally be maintained at the value "0" until transition to the instruction period again.

[0266] According to the above configuration, when the total number of medals awarded at one time reaches 19,000, the game stops (it is called "top off"). Therefore, the inconvenience of an excessive total number of medals awarded at one time is suppressed. Hereinafter, for the sake of explanation, a state in which game progress is possible may be simply described as a "playable state". Also, a state in which game progress is impossible may be simply described as a "game stopped state". The above-mentioned complete state is included in the game stopped state.

[0267] FIG. 15(b) is a diagram for explaining specific examples of a playable state and a game-stop state. As shown in FIG. 15(b), the playable state includes a normal state, a pre-alert state, and a standby state. In this embodiment, the playable state immediately after the power is turned on is, in principle, the normal state. The normal state is a playable state in which the MY counter Cmy has not yet reached the value "18500". When the MY counter Cmy reaches the value "18500" in the normal state, the state transitions to the pre-alert state (arrow (A) in FIG. 15(b)).

[0268] In the advance notification state, an advance notification (see FIG. 17(a) described later) is executed to notify in advance that the game will transition to the complete state. As described above, the game transitions to the complete state when the MY counter Cmy reaches the threshold value "19000". Therefore, in other words, the advance notification in this embodiment starts when the number of medals remaining until the game transitions to the complete state (net increase in medals) reaches 500.

[0269] Specifically, when the MY counter Cmy reaches the numerical value "18500", the main CPU 301 changes the pre-notification flag Fj from OFF to ON. The above pre-notification flag Fj is stored in the main RAM 303 and is maintained in the ON state until the transition to the complete state is made. However, if the power is turned OFF / ON before the transition to the complete state, the MY counter Cmy is initialized and the pre-notification flag Fj becomes OFF. In the above cases, the normal state is restored when the power is turned ON.

[0270] Note that the configuration may be such that, after transitioning to the pre-alarm state, transition from the pre-alarm state to the normal state occurs when the MY counter Cmy decreases to a predetermined threshold value (e.g., the value "18450"). In the above configuration, when the MY counter Cmy decreases to the value "18450", the pre-alarm flag Fj is changed from ON to OFF. Also, when the MY counter Cmy decreases to the value "18450" or less and then reaches the value "18500" again, transition from the normal state to the pre-alarm state occurs again.

[0271] In the advance notification state, when the MY counter Cmy reaches the threshold value "19000", the game stops and transitions to the complete state (arrow (B) in FIG. 15(b)). When the game stops and transitions to the complete state, a complete notification is executed in place of the advance notification. The complete notification notifies the player of the transition to the complete state (game stops) (see FIG. 17(c) described below).

[0272] Specifically, when the MY counter Cmy reaches the value "19000", the main CPU 301 changes the complete flag Fc from OFF to ON. The above complete flag Fc is stored in the main RAM 303 and is maintained in the ON state until the setting change process is completed. However, the complete flag Fc may be configured to be initialized in the clearing process (see also the modified example described below). Note that the setting value is not changed during the business hours of the gaming arcade. Therefore, in other words, a gaming machine that has transitioned to the complete state will not be played during the business hours of that day.

[0273] However, if the gaming state at the time when the MY counter Cmy reaches the threshold value "19000" is a bonus activation state, the game does not immediately transition to a complete state (game stopped state), but transitions to a standby state once (arrow (C) in Figure 15(b)). The above standby period is a playable state. In other words, if the gaming state at the time when the MY counter Cmy reaches the threshold value "19000" is a bonus activation state, the playable state continues (is extended). Specifically, if the gaming state at the time when the MY counter Cmy reaches the threshold value "19000" is a bonus activation state, the game goes into a standby state until the bonus activation state ends, and transitions to the complete state when the bonus activation state ends (arrow (D) in Figure 15(b)).

[0274] As shown in FIG. 15(b), the game stop state includes an abnormality stop state in addition to the complete state. If a predetermined type of abnormality (for example, a sensor abnormality described below) is detected, the state transitions to the abnormality stop state. For example, if an abnormality is detected in a playable state, the state transitions to the abnormality stop state and gameplay becomes impossible (arrow (E) in FIG. 15(b)). In the abnormality stop state described above, a notification is issued that an abnormality has been detected.

[0275] Although details will be described later, if an abnormality is detected during a non-play period when the reels 12 are stopped, the system immediately transitions to an abnormality stop state. On the other hand, if an abnormality is detected during a period when the reels 12 are moving, the system does not immediately transition to an abnormality stop state. In the above cases, the system transitions to an abnormality stop state after all the reels 12 have stopped. Also, depending on the type of abnormality detected, the system does not transition to an abnormality stop state. For example, if the above-mentioned door abnormality is detected, the system does not transition to an abnormality stop state and the playable state continues.

[0276] In this embodiment, various abnormalities are detected even in the complete state. Furthermore, if an abnormality is detected in the complete state, a transition to an abnormality stop state occurs, similar to the case where an abnormality is detected in the playable state (arrow (F) in FIG. 15(b)). Let us assume a configuration in which an abnormality is not detected in the complete state (a configuration in which a transition from the complete state to an abnormality stop state does not occur). In the above configuration, even if a fraudulent act (for example, an act of fraudulently removing a sensor) is performed in the complete state, the administrator is likely to be unaware of the fraudulent act. The configuration of this embodiment has the advantage of suppressing such inconvenience.

[0277] 16 is a diagram for explaining various processes executed in the normal state, the advance notification state, the standby state, and the complete state. As will be described in detail later, in the complete state, some processes are not executed in order to stop the progress of the game.

[0278] The "medal acceptance process" in FIG. 16 refers to the process of the main CPU 301 for detecting a medal inserted into the medal insertion unit 8 and adding the bet medal or credit. The "medal settlement process" in FIG. 16 refers to the process of the main CPU 301 for paying back the medals stored as the bet medal or credit to the player. The "Cmy update process" refers to the process of the main CPU 301 for updating the above-mentioned MY counter Cmy. The "instruction function related process" refers to all processes related to the instruction function executed by the main CPU 301. For example, the instruction function related process includes the update process of the difference number counter (advantageous zone control process), the update process of the advantageous zone counter, the advantageous zone transition process (non-advantageous zone process), the cycle start process, the battle start process, the AT continuation process, and the AT end process.

[0279] 16 means processing for detecting an abnormality and processing by the main CPU 301 for transitioning to an abnormality stop state when an abnormality is detected. "External output processing" means processing by the main CPU 301 for transmitting a predetermined external signal to the outside of the gaming machine 1. "Setting confirmation processing" means processing by the main CPU 301 for transitioning to a setting confirmation mode when a setting key is operated and displaying a setting value on the setting display unit 36. "Menu display processing" means processing by the sub CPU 412 for displaying the above-mentioned menu image on the liquid crystal display device 30 and accepting various operations (such as an operation for recording a game history described later) via the menu image.

[0280] In the normal state, all of the processes shown in FIG. 16 are executed. The same is true in the advance notification state. Specifically, the processes that the main CPU 301 can execute are, in principle, the same in the normal state and advance notification state. For example, common instruction function-related processes are executed in the normal state and advance notification state. That is, instruction function-related processes are executed using a common lottery table or the like in the normal state and advance notification state. In the above configuration, the probability of winning the AT state, etc. does not change between the normal state and advance notification state.

[0281] The standby state is the same as the normal state in the processes that the main CPU 301 can execute, except that the Cmy update process is not executed. In this embodiment, once the standby state is entered, the state transitions to the complete state when the bonus operation state ends, regardless of the number of medals acquired thereafter. Therefore, there is no need to update the MY counter Cmy in the standby state. According to this embodiment, in which the Cmy update process is stopped in the standby state, there is an advantage that unnecessary processes in the standby state can be omitted. However, the configuration may also be such that the MY counter Cmy can be updated even in the standby state.

[0282] In the normal state and the standby state, a common instruction function-related process is executed. Specifically, in the normal state and the standby state, an instruction function-related process is executed using a common lottery table or the like. When the standby state ends, the state transitions to the complete state regardless of the ball output state. Therefore, there is a situation in which the state transitions to the complete state immediately after winning the AT state in the standby state. In consideration of the above circumstances, the instruction function-related process itself may be suspended in the standby state. However, in the above configuration, for example, a performance that notifies the user that the AT state has been won is not executed, and the entertainment value of the performance in the standby state is reduced. Therefore, a configuration in which the instruction function-related process is executed even in the standby state (for example, this embodiment) is preferable.

[0283] As shown in FIG. 16, abnormality-related processing is also executed in the complete state. Specifically, when an abnormality is detected in the complete state, a transition is made to the abnormality stop state. Furthermore, when transitioning from the complete state to the abnormality stop state, a notification that an abnormality has been detected (hereinafter, "abnormality notification") is executed, as in the case of transitioning from the playable state to the abnormality stop state. Note that the type of abnormality for which the abnormality notification is executed may be configured to change between the playable state and the complete state. For example, a configuration may be adopted in which an abnormality notification is executed when the above-mentioned door abnormality is detected in the playable state, and an abnormality notification is not executed when the abnormality is detected in the complete state.

[0284] In the complete state, the external output process is executed in the same way as in the normal state. For example, if an abnormality is detected, a predetermined security signal is transmitted to the outside of the gaming machine 1. Also, immediately after the game machine 1 transitions to the complete state, the above-mentioned security signal is transmitted to the outside of the gaming machine 1 (see FIG. 25 described later). As in the case of transitioning to the complete state, if the game machine 1 transitions to the advance notification state, a security signal is transmitted to the outside of the gaming machine 1 (see FIG. 25). Also, the gaming machine 1 of this embodiment is configured to be able to transmit a predetermined command (a game interruption command) to the test device when the game machine 1 transitions to the advance notification state (see FIG. 25). Even if a configuration is adopted in which an abnormality notification is not executed when a door abnormality is detected in the complete state, a configuration in which a security signal is transmitted when a door abnormality is detected in the complete state is preferable.

[0285] In the complete state, the setting confirmation process is executed in the same way as in the normal state. Let us assume a configuration in which the setting confirmation process is not executed in the complete state. In other words, let us assume a configuration in which the current setting value cannot be confirmed in the complete state even if the setting key is operated. In the above configuration, there may be an inconvenience in which the setting value cannot be accurately grasped when transitioning to the complete state. According to this embodiment, the above inconvenience can be suppressed. In the abnormal stop state, the setting confirmation process is executed in response to the operation of the setting key, in the same way as in the complete state.

[0286] In the complete state, menu-related processing is executed as in the normal state. Let us assume a configuration in which menu-related processing is not executed in the complete state. In the above configuration, there occurs an inconvenience that the game history described below cannot be recorded during the period after transition to the complete state. According to this embodiment, the above inconvenience can be suppressed. Note that in the abnormal stop state, menu-related processing is not executed. Specifically, in the abnormal stop state, operation of the effect button 26 is disabled and the menu image is not displayed. Note that the configuration may also be such that menu-related processing is not executed even in the complete state.

[0287] As shown in FIG. 16, in the complete state, medal acceptance processing is not executed. Therefore, it is not possible to set bet medals to start a new game. Therefore, a new game cannot be started in the complete state. Also, immediately after transitioning to the complete state, credit medals are automatically settled. In the complete state after medals have been automatically settled, new medals to be settled cannot be accepted in the first place, so medal settlement processing is not executed. Similarly, since games cannot be played in the complete state, neither the Cmy update processing nor the instruction function related processing executed in each game is executed.

[0288] Fig. 17(a) is a diagram for explaining a specific example of advance notification, in which schematic diagrams of images displayed on the liquid crystal display device 30 in an advance notification state are shown.

[0289] FIG. 17(a) shows a specific example of each image when the ball output state is the AT state. In the playable state, the game image is displayed in almost the entire display area of ​​the liquid crystal display device 30. As shown in FIG. 17(a), in the AT state, the AT image Ga is displayed among the game images. The AT image Ga displays, for example, character animation (such as animation suggesting a winning area) and various information (remaining number of games in the AT state, net increase in medals in the AT state, etc.). In addition, in the AT state, an instruction image Gs may be displayed in front of the AT image Ga. As described above, in the AT state (instruction period), the notification effect X (1 to 4) that notifies the correct pressing order of the batting order bell is executed (see FIG. 13). The instruction image Gs is displayed in the notification effect X and notifies the correct pressing order of the batting order bell. FIG. 17(a) assumes the notification effect X1 in which the pressing order of "center left and right" is notified.

[0290] The above images (Ga, Gs) are also displayed in the normal state before transition to the advance notification state. Meanwhile, in the advance notification state, as shown in FIG. 17(a), in addition to the images displayed in the normal state, an advance notification image Gj is displayed. The advance notification image Gj is an image for notifying the player that the game is in the advance notification state, and in principle, is not hidden during the advance notification state. The advance notification image Gj notifies the player of the number of medals remaining until the game transitions to the complete state. For example, when the number of medals remaining until the game transitions to the complete state is 500, the character string "500 medals until the complete function is activated" is displayed on the advance notification image Gj as shown in FIG. 17(a). The display mode of the advance notification image Gj changes depending on the number of medals remaining until the game transitions to the complete state.

[0291] FIG. 17(b) is a diagram for explaining a specific example in which the display mode of the advance notification image Gj changes. The display mode of the advance notification image Gj changes according to the value of the MY counter Cmy. For example, when the number of remaining medals (net increase) until the transition to the complete state is 500, that is, when the MY counter Cmy is the value "18500", the character string "500 medals until the complete function is activated" is displayed on the advance notification image Gj as described above. Also, when the MY counter Cmy is incremented from the value "18500" to the value "18505" (when an 8-coin role is won in a game with a 3-coin bet), the number of remaining medals until the transition to the complete state becomes 495 medals. In the above case, as shown in FIG. 17(b), the character string "495 medals until the complete function is activated" is displayed on the advance notification image Gj instead of the character string "500 medals until the complete function is activated".

[0292] Thereafter, when the MY counter Cmy is subtracted from the value "18505" to the value "18503" (when a 1-coin role is won in a 3-coin bet game), the number of medals remaining until the transition to the complete state becomes 497. In the above case, as shown in FIG. 17(b), the character string "497 medals until the complete function is activated" is displayed in the advance notification image Gj instead of the character string "495 medals until the complete function is activated." The display mode of the advance notification image Gj changes with each game until the transition to the complete state.

[0293] As can be understood from the above description, the advance notification image Gj is an image for notifying a quantitative change in the number of medals remaining until the game transitions to the complete state. Therefore, the advance notification image Gj of this embodiment can notify in detail the number of medals remaining until the game transitions to the complete state at each point in time of the advance notification state.

[0294] Let us assume a comparative example in which a quantitative change in the number of medals remaining until the transition to the complete state is not notified. As an example of the comparative example, a configuration in which a message "Almost complete state" is displayed throughout the pre-notification state instead of the pre-notification image Gj is conceivable. In the comparative example above, a problem may occur in which the number of medals remaining until the transition to the complete state cannot be grasped in detail at each point in the pre-notification state. According to the pre-notification image Gj of this embodiment, the above problem can be suppressed, for example, compared to the comparative example described above.

[0295] Fig. 17(c) is a diagram for explaining a specific example of the completion notification, showing a schematic diagram of each image displayed on the liquid crystal display device 30 in the complete state.

[0296] As shown in FIG. 17(c), in the complete state, the complete image Gc is displayed in almost the entire display area of ​​the liquid crystal display device 30. The complete image Gc is an image for notifying that the game has been switched to the complete state. For example, the complete image Gc of this embodiment displays a message saying "Complete function is operating". As described above, a gaming machine that has been switched to the complete state cannot be played until the next day. In consideration of the above circumstances, a complete image Gc that notifies that the game has been switched to the complete state and that the game cannot be played until the next day is preferable. The complete image Gc of this embodiment displays a message saying "Complete function is operating" in addition to the message saying "Today's game has ended".

[0297] Incidentally, the sub-CPU 412 of this embodiment stores the game history during the playable period in the sub-RAM 414. The game history stored in the sub-RAM 414 includes, for example, the number of times the game has transitioned to the AT state, the number of times the game has transitioned to the CZ state, and the type of mission that has been accomplished among the predetermined missions (for example, winning a strong cherry during a battle state). As described above, when the effect button 26 is operated during a non-play period, the sub-CPU 412 displays a menu image on the liquid crystal display device 30. After displaying the menu image, when the direction designation button 27 and the effect button 26 are appropriately operated, a history code is displayed on the liquid crystal display device 30. As the history code, a QR code (registered trademark) that can be read by the player's mobile terminal may be adopted. When the player finishes playing, the history code is displayed and the player can record the game history by reading the history code with his / her own mobile terminal.

[0298] In the complete state of this embodiment, a menu image is displayed in response to the operation of the effect button 26, and the above-mentioned history code can be displayed on the liquid crystal display device 30. With the above configuration, the player can record his / her game history even after transitioning to the complete state. Also, as shown in FIG. 17(c), the complete image Gc displays a message indicating that the menu image can be displayed by operating the effect button 26. With the above configuration, the inconvenience of the player failing to record his / her game history after transitioning to the complete state is suppressed. Note that, in the abnormal stop state, operation of the effect button 26 is invalid, and the menu image (including the history code) cannot be displayed.

[0299] FIG. 17(d) shows a schematic diagram of each image displayed on the liquid crystal display device 30 in the standby state. As described above, if the gaming state when the MY counter Cmy reaches the threshold value "19000" is the bonus operating state, the advance notification state is switched to the standby state. As shown in FIG. 17(d), in the bonus operating state of this embodiment, the bonus image Gb is displayed as the gaming image. Note that the gaming image displayed in the bonus operating state may be configured to change depending on the ball output state. As an example of the above configuration, in each ball output state, a configuration is conceivable in which the gaming image corresponding to the ball output state is displayed regardless of the gaming state (internal state, non-internal state, bonus operating state).

[0300] In the bonus activation state of this embodiment, a bonus image Gb is displayed that is common to the normal state, advance notification state, and standby state. As shown in FIG. 17(d), in the standby state, the advance notification image Gj is hidden and a standby image Gt is displayed. The standby image Gt is an image for notifying the player that the player is in a standby state. In this embodiment, the standby image Gt displays the text "Waiting for complete function activation."

[0301] FIG. 18(a) is a diagram for explaining a specific example of a transition from a normal state to a pre-notification state and then to a complete state. FIG. 18(a) shows the sound output from the speaker at each time point, the image displayed in the entire display area of ​​the liquid crystal display device 30, whether or not the pre-notification image Gj is displayed, the value of the MY counter Cmy, the state (ON / OFF) of the pre-notification flag Fj, and the state (ON / OFF) of the complete flag Fc. As described above, the pre-notification flag Fj is changed from OFF to ON when the MY counter Cmy reaches the value "18500" at which the state transitions to the pre-notification state. Also, the complete flag Fc is changed from OFF to ON when the MY counter Cmy reaches the threshold value "19000" at which the state transitions to the complete state.

[0302] In the specific example of Fig. 18(a), it is assumed that the power is turned on at time t1. Also, in the specific example of Fig. 18(a), it is assumed that no setting change operation or clear operation is performed when the power is turned on. Furthermore, in the specific example of Fig. 18(a), it is assumed that the complete flag Fc is in the OFF state before the power is turned on.

[0303] As shown in FIG. 18(a), when the power is turned on, a startup image is displayed on the liquid crystal display device 30. The startup image is, for example, an image in which a message "power is being restored" is displayed on a black background. The startup image is displayed for a predetermined period of time and then switches to an in-play image. Furthermore, when the power is turned on, a startup sound is output. The startup sound may be, for example, "power is being restored." The startup sound is played repeatedly a predetermined number of times.

[0304] As described above, the playable state immediately after the power is turned on is the normal state (provided that Fc=OFF). Specifically, when the power is turned on, the MY counter Cmy is initialized to the value "0" and the advance notification flag Fj is cleared to the OFF state. Therefore, as shown in FIG. 18(a), the MY counter Cmy becomes the value "0" at the time t1 when the power is turned on. Also, the advance notification image Gj is hidden at the time t1.

[0305] The MY counter Cmy is updated during each game in the normal state. For example, in the specific example of FIG. 18(a), it is assumed that a game using the specified number of three medals ends at time t2 and eight medals are paid out. In the above case, the value "5" is added to the MY counter Cmy at time t2.

[0306] In the specific example of FIG. 18(a), it is assumed that the MY counter Cmy reaches the value "18500" at time t3. In the above case, the pre-alarm flag Fj is changed from OFF to ON at time t3, transitioning from the normal state to the pre-alarm state and display of the pre-alarm image Gj begins. In this embodiment, once transitioning to the pre-alarm state, the pre-alarm image Gj continues to be displayed until thereafter transitioning to the complete state or the power is turned OFF / ON (until the MY counter Cmy and the pre-alarm flag Fj are initialized). Therefore, for example, even if the MY counter Cmy continues to decrease after reaching the value "18500", the pre-alarm image Gj will not be hidden.

[0307] According to the above configuration, even if the MY counter Cmy is decreased intentionally (for example, ignoring the correct pressing order of the batting order bell) after the advance notification state is entered, the advance notification state cannot be terminated. However, the advance notification state may be entered from the normal state when the MY counter Cmy decreases to a predetermined threshold value (for example, the number "18450") after the advance notification state is entered. In the above configuration, when the MY counter Cmy decreases to the number "18450", the advance notification flag Fj is changed from the ON state to the OFF state. Then, when the MY counter Cmy reaches the number "18500" again, the advance notification flag Fj may be turned ON again to redisplay the advance notification image Gj.

[0308] As shown in FIG. 18(a), in the advance notification state of the first embodiment, an advance notification image Gj is displayed in front of a game image (for example, the AT image Ga shown in FIG. 17(a) above). The above configuration can also be said as a change in the notification mode (content of the displayed image) in the liquid crystal display device 30 before and after transition to the advance notification state. On the other hand, the sound output from the speaker does not change before and after transition to the advance notification state. For example, in the specific example of FIG. 18(a), a common game sound is output before and after time t3 at which the game transitions to the advance notification state. In other words, the notification mode (type and volume of sound output) in the speaker is common before and after transition to the advance notification state.

[0309] Also, in this embodiment, the notification state of each segment indicator (such as the instruction indicator 16) controlled by the main CPU 301 does not change before and after transition to the advance notification state. However, a configuration may be adopted in which the state of the segment indicator changes when the state transitions to the advance notification state (see the modified example in FIG. 39 described later). Note that in this embodiment, a configuration is adopted in which no special sound is played when transitioning to the advance notification state. However, a configuration may be adopted in which a sound is output to notify the user of the transition to the advance notification state.

[0310] In the specific example of FIG. 18(a), it is assumed that the MY counter Cmy reaches the value "19000" at time t4. In the above case, the complete flag is changed from OFF to ON at time t4 when the MY counter Cmy reaches the value "19000". In addition, in the specific example of FIG. 18(a), it is assumed that the gaming state at time t4 is other than the bonus operating state (internal state, non-internal state). In the above case, the state transitions to the complete state immediately after time t4. As described above, if the complete flag is changed to ON when the gaming state is in the bonus operating state, the state transitions to the standby state (the playable state continues).

[0311] When the game transitions to the complete state, a complete command is sent from the main control board 300 to the sub-control board 400 (sub-CPU 412). When the above complete command is sent, as shown in FIG. 18(a), the complete image Gc starts to be displayed and the advance notification image Gj is hidden. In addition, when the complete command is sent, the sub-CPU 412 outputs a complete sound. The above complete sound may be a message such as "The complete function has been activated. Today's game is over. Your medals will be automatically settled." However, the game may be configured not to output a special sound (for example, a complete sound) when the game transitions to the complete state.

[0312] As described above, when the bonus operation state ends in the standby state, the state transitions to the complete state. When the state transitions from the standby state to the complete state, a complete command is sent, a complete sound is output, and the display of the complete image Gc starts, in the same way as when the state transitions from the advance notification state to the complete state.

[0313] FIG. 18(b) is a diagram for explaining a specific example when the complete state is released. In this embodiment, when the above-mentioned complete flag Fc is changed from the ON state to the OFF state, the complete state ends and transitions to the normal state (playable state). FIG. 18(b) shows each image displayed at each time point, the current value of the MY counter Cmy, and the state of the complete flag Fc. In the specific example of FIG. 18(b), it is assumed that the power is cut off at time t1 in the complete state (Fc=ON) and the power is turned on at time t2 thereafter. In addition, in the specific example of FIG. 18(b), it is assumed that a setting change operation is executed. In the above cases, the transition to the setting change mode occurs from time t2 when the power is turned on.

[0314] In this embodiment, the state of the complete flag Fc is maintained (backed up) even after the power is cut off. The state of the complete flag Fc is also maintained over the period from when the power is turned on until the setting change mode ends. For example, in the specific example of FIG. 18(b), it is assumed that the complete flag Fc is in the ON state at time t1 when the power is turned on. In the above case, the complete flag Fc is in the ON state until time t3 when the setting change mode ends.

[0315] The value of the MY counter Cmy is maintained even after the transition to the complete state. In the specific example of FIG. 18(b), it is assumed that the MY counter Cmy is "19003" at the time of transition to the complete state. In the above case, the MY counter Cmy is maintained at the value "19003" in the complete state. The MY counter Cmy is also held (backed up) even after the power is cut off. Furthermore, if the mode transitions to the setting change mode when the power is turned on, the MY counter Cmy is also maintained in the setting change mode.

[0316] As shown in FIG. 18(b), when the setting change mode ends (when the setting key is operated to the non-operation position), the setting change image is switched to the game play image. Also, when the setting change mode ends, the complete flag Fc is initialized to the OFF state. Specifically, the complete flag Fc is initialized not only when the setting value has been changed before and after the setting change mode, but also when the setting value before and after the setting change mode is the same (when so-called "re-entering" has been performed). When the complete flag Fc is initialized, the state transitions to the normal state (playable state). Also, when the setting change mode ends, a predetermined game play image is displayed in place of the setting change image (hereinafter, the game play image is referred to as the "specific stage image").

[0317] Now, let us assume a configuration in which the complete flag Fc is initialized when the mode is changed to the setting change mode. In the above configuration, even if the power is cut off during the setting change mode (before the start lever 24 is operated), the complete flag Fc is initialized. Therefore, compared to a configuration in which the operation of the start lever 24 is essential to cancel the complete state (for example, this embodiment), there is the disadvantage that it is easier to illegally cancel the complete state.

[0318] Taking the above into consideration, in this embodiment, if the power is cut off during the setting change mode (before the start lever 24 is operated), the setting change mode ends, but the complete flag Fc is maintained in the ON state. That is, in order to clear the complete flag Fc, it is necessary to operate the start lever 24 in addition to operating the setting key. The above embodiment has the advantage that the above-mentioned inconveniences are suppressed. However, a configuration in which the complete flag Fc is initialized at the time of transition to the setting change mode may also be used.

[0319] As shown in Fig. 18(b), when the setting change mode is entered when the power is turned on, the MY counter Cmy is initialized when the setting change mode ends. Note that the MY counter Cmy may be configured to be initialized to the value "0" before entering the setting change mode (immediately after the power is turned on). The MY counter Cmy may also be configured to be initialized when the power is turned off.

[0320] FIG. 18(c) is a diagram for explaining a specific example when the advance warning state is cancelled. In this embodiment, when the MY counter Cmy and the advance warning flag Fj are initialized, the advance warning state is cancelled and transitions to the normal state. If the setting change mode is not entered when the power is turned on, the MY counter Cmy and the advance warning flag Fj are initialized when the power is turned on. Therefore, when the power is turned off / on, transitions from the advance warning state to the normal state occur. FIG. 18(c) shows each image displayed at each time point, the current value of the MY counter Cmy, the state of the advance warning flag Fj, and whether or not the advance warning image Gj is displayed.

[0321] In the specific example of FIG. 18(c), it is assumed that the power supply is cut off at time t1 after the MY counter Cmy has been incremented to the value "18545". In the above specific example, the pre-alarm state is maintained until time t1 when the power supply is cut off, and the pre-alarm image Gj is displayed. When the power supply is turned on at time t2 thereafter, the above-mentioned start-up screen is displayed for a predetermined period of time. In addition, when the power supply is turned on, the MY counter Cmy is initialized to the value "0", the pre-alarm flag Fj is initialized to the OFF state, the pre-alarm image Gj is hidden, and the normal state is started. The image during gameplay immediately after the MY counter Cmy is initialized becomes the above-mentioned specific stage image.

[0322] Fig. 18(d) is a diagram for explaining another specific example when the power is turned off / on in the complete state. As explained in Fig. 18(b) above, if the power is turned off in the complete state and then the setting key is operated when the power is turned on, the mode changes to the setting change mode and the complete state can be released. The specific example in Fig. 18(d) assumes the case where the setting key is not operated when the power is turned on (the mode does not change to the setting change mode).

[0323] In the specific example of FIG. 18(d), it is assumed that the power is cut off at time t1 in the complete state (Fc=ON), and then power is turned on at time t2. In the above case, the start-up image is displayed for a predetermined time from time t2 when the power is turned on. If the complete flag Fc is in the OFF state, the state transitions to the normal state after power is turned on, and the start-up image is switched to the in-play image. On the other hand, if the complete flag Fc is in the ON state (for example, the specific example of FIG. 18(d)), the state transitions to the complete state after power is turned on, and the above-mentioned complete command is sent from the main control board 300 to the sub-control board 400 (sub-CPU 412).

[0324] When a complete command is transmitted when the power is turned on, the sub-CPU 412 executes the same process as when a complete command is transmitted (during play) at times other than when the power is turned on. Specifically, when a complete command is transmitted when the power is turned on, the sub-CPU 412 displays a complete image Gc and outputs a complete sound. In addition, in the complete state, the performance lamp 28 is in the complete mode. However, the startup image is displayed with priority over the complete image Gc. Therefore, as shown in FIG. 18(d), the startup image is displayed in the period immediately after the power is turned on, and then the complete image Gc is displayed. Also, the startup sound is output with priority over the complete sound. Therefore, as shown in FIG. 18(d), the startup sound is output in the period immediately after the power is turned on, and then the complete sound is displayed.

[0325] According to the above configuration, the completion state is reliably notified when the power is turned on. Therefore, the inconvenience of opening an arcade before the completion state of the gaming machine 1 is released is suppressed. Note that the completion image Gc may be displayed with priority over the start-up image, and the completion sound may be output with priority over the start-up sound.

[0326] FIG. 19(a) to FIG. 19(e) are diagrams for explaining the details of each image in the advance notification state. As described above, during the period from the transition to the advance notification state to the transition to the complete state, the advance notification image Gj is displayed in priority (to the front) over the in-game image. For example, FIG. 19(a) assumes a specific example in which the AT image Ga is displayed among the in-game images in the advance notification state. As shown in FIG. 19(a), the advance notification image Gj is displayed in priority over the AT image Ga. However, during the period from the transition to the advance notification state to the transition to the complete state, there are cases in which an image other than the in-game image (for example, the warning image Ges shown in FIG. 19(b)) is displayed. Each image displayed in the above cases will be described in detail with reference to FIG. 19(b) to FIG. 19(f).

[0327] FIG. 19(b) is a schematic diagram of each image displayed when a sensor abnormality is detected in the advance warning state. As described above, a medal inserted from the medal insertion portion 8 is detected by the medal sensor 34SE. The sensor abnormality is an abnormality in the medal sensor 34SE. Specifically, if the medal sensor 34SE is maintained in the ON state (state in which an object is detected) for a predetermined time (for example, 0.6 seconds), there is a high possibility that medals are stagnating (coins are clogging) in the medal flow path inside the gaming machine 1. In this embodiment, a sensor abnormality is detected in the above case, and the abnormality detection flag Fes is changed from the OFF state to the ON state.

[0328] Although the details will be described later, in this embodiment, the abnormality determination process (first abnormality determination process) is repeatedly executed during a non-play period during which medals (betting medals, credits) can be inserted (hereinafter, "medal insertion possible period"). In addition, the abnormality determination process (second abnormality determination process) is also executed when the last reel 12 stops. If the abnormality detection flag Fes is in the ON state at the time when any of the abnormality determination processes described above is executed, the state transitions to an abnormality stop state. For example, if the abnormality detection flag Fes changes to the ON state during the medal insertion possible period (when a medal jam occurs), the state transitions immediately to an abnormality stop state. On the other hand, even if the abnormality detection flag Fes is updated to the ON state during a period during which the reels 12 are fluctuating, the state does not transition to an abnormality stop state until all the reels 12 stop.

[0329] The specific example of FIG. 19(b) assumes that a sensor abnormality is detected in the advance warning state, and the state transitions to the abnormality stop state. In the abnormality stop state described above, as shown in FIG. 19(b), a warning image Ges is displayed in substantially the entire image area. The warning image Ges is an image for notifying that a sensor abnormality has occurred. For example, the character string "Sensor abnormality" is displayed in the warning image Ges. Also, as shown in FIG. 19(b), an advance warning image Gj is displayed in front of the warning image Ges. That is, in the abnormality stop state when a sensor abnormality is detected, an advance warning is executed.

[0330] The abnormality stop state due to the sensor abnormality is released by a reset operation. When the reset operation is performed, the images displayed immediately before the transition to the abnormality stop state are displayed. For example, when the normal state is transitioned to the abnormality stop state, the game image displayed immediately before the transition to the abnormality stop state is displayed when the abnormality stop state is released. When the advance notification state is transitioned to the abnormality stop state, the advance notification image Gj is displayed in addition to the game image displayed immediately before the transition to the abnormality stop state when the abnormality stop state is released.

[0331] FIG. 19(c) is a schematic diagram of each image displayed when a door abnormality is detected in the advance notification state. As described above, when the front door 3 is opened, the front door switch SW3 is turned ON and a door abnormality is detected. When the main CPU 301 detects a door abnormality, it changes the abnormality detection flag Fed from OFF to ON. As described above, when a sensor abnormality is detected among the various abnormalities, the abnormality detection flag Fes is changed to ON, and then, when the abnormality determination process is executed, it transitions to an abnormality stop state. On the other hand, when a door abnormality is detected, it does not transition to an abnormality stop state, and the playable state continues. When a door abnormality is detected, a warning sound is output for a predetermined time. As the above warning sound, a sound saying "The door is open" can be adopted.

[0332] Specifically, when a door abnormality is detected, the warning image Ged is immediately displayed regardless of whether the reels 12 are fluctuating or not. The warning image Ged described above, as shown in FIG. 18(c), notifies the user that the front door is open. Furthermore, when a door abnormality is detected in the advance notification state, both the advance notification image Gj and the warning image Ged are displayed. As shown in FIG. 18(c), the warning image Ged is displayed in front of the in-game image (Ga in the example of FIG. 18(c)) at a position that does not overlap with the advance notification image Gj.

[0333] However, during the period when the warning image Ged (door abnormality) is displayed, the game image may not be displayed, as in the period when the warning image Ges (sensor abnormality) is displayed. When an abnormality is detected in the normal state, the warning image Ges and warning image Ged are displayed (at the same time and in the same manner) as when an abnormality is detected in the advance notification state. When the front door 3 is closed, the abnormality detection flag Fed is changed from ON to OFF, and the door abnormality becomes undetectable. When the door abnormality becomes undetectable, the warning image Ged is hidden. Hereinafter, the warning image Ges, warning image Ged, and warning image Geh described below may be collectively referred to as "warning image Ge".

[0334] Fig. 19(d) is a schematic diagram of each image displayed when the advance warning state is switched to the setting confirmation mode. As described above, the setting confirmation mode can be switched to by operating the setting key. When the setting change mode is switched to, the setting confirmation image Gk is displayed. The setting confirmation image Gk is an image for notifying that the setting confirmation mode is in progress. In this embodiment, the setting confirmation mode can be switched to from the normal state, advance warning state, standby state, complete state, and abnormal stop state.

[0335] As shown in FIG. 19(d), when the setting check mode is switched to in the advance notification state, the advance notification image Gj is displayed in addition to the confirmation image Gk. When the setting check mode is terminated (when the setting key is returned to the non-operation position), each image displayed immediately before the transition to the setting check mode is displayed. For example, when the setting check mode is switched to from the normal state, the game image displayed immediately before the transition to the setting check mode is displayed after the setting check mode is terminated. When the setting check mode is switched to from the advance notification state, the advance notification image Gj is displayed in addition to the game image displayed immediately before the transition to the setting check mode after the setting check mode is terminated. When the setting check mode is switched to from the complete state, the complete image Gc is displayed after the setting check mode is terminated. When the setting check mode is switched to from the abnormal stop state, the warning image Ge displayed immediately before the transition to the setting check mode is displayed after the setting check mode is terminated.

[0336] FIG. 19(e) is a schematic diagram of each image displayed when the advance notification state is shifted to the demo presentation mode. In this embodiment, if no gaming operation is performed during a non-play period for a predetermined time (e.g., 30 seconds), the mode is shifted to the demo presentation mode. Specifically, the mode is shifted to the demo presentation mode when no bet medals are inserted during a non-play period for a predetermined time. When the mode is shifted to the demo presentation mode, a demo presentation image Gd is displayed. The above demo presentation image Gd is an image including a moving image of a demonstration. The demo presentation mode can be shifted to from the normal state and the advance notification state. However, the demo presentation mode may be shifted to from the complete state and the standby state.

[0337] As shown in FIG. 19(e), when the advance notification state is switched to the demo presentation mode, the advance notification image Gj is displayed in addition to the demo presentation image Gd. Let us assume that the advance notification image Gj is not displayed in the demo presentation mode. In the above configuration, a new player may start playing in the demo presentation mode without knowing that the advance notification state may be switched to the complete state. In the above case, an inconvenience that impairs the fairness of the game may occur. According to this embodiment, since the advance notification state is notified in the demo presentation mode, there is an advantage that the above-mentioned inconvenience is suppressed. However, the advance notification image Gj may be configured not to be displayed in the demo presentation mode.

[0338] As described above, in the pre-notification state, the pre-notification image Gj is displayed in front of the in-game image. In addition, multiple types of in-game images are provided, and are switched according to, for example, the ball dispensing state. That is, the in-game image displayed on the back side of the pre-notification image Gj changes. However, in the above configuration, depending on the type of in-game image, it may be difficult to view the pre-notification image Gj displayed in front of the in-game image.

[0339] In the conventional technology, when a series of images in the demo presentation mode is displayed, the game image is usually displayed again. However, in the conventional technology described above, a new player may start playing during the non-play period in which the game image is displayed after each image in the demo presentation mode is displayed. In the above cases, depending on the game image, the above-mentioned inconvenience of the advance notification image Gj being overlooked may become apparent.

[0340] In consideration of the above circumstances, in this embodiment, when the mode is switched to the demo presentation mode, the demo presentation mode is not terminated until a bet medal is inserted to start a new game. Specifically, in the demo presentation mode, the above-mentioned demonstration moving image, an image displaying the title of the gaming machine 1, an image displaying the name of the manufacturer that sold the gaming machine 1, and the like are displayed in a predetermined order. In this embodiment, when all images in the demo presentation mode are displayed, each image in the demo presentation mode is repeatedly displayed in order from the beginning. According to the above configuration, since the game image is not displayed during the non-play period after the mode is switched to the demo presentation mode, there is an advantage that the above-mentioned inconvenience is suppressed. However, during the non-play period, each image in the demo presentation mode and the game image may be displayed alternately (the above-mentioned conventional technology may be adopted).

[0341] FIG. 19(f) is a schematic diagram of each image displayed when the hopper empty is detected in the advance notification state. As described above, when a winning combination is won, medals corresponding to the winning combination are paid out from the hopper 520. However, if there are no medals in the hopper 520, the medals cannot be paid out. In this embodiment, when the hopper 520 is performing a medal payment operation, if new medals cannot be paid out for a predetermined time, the hopper empty is detected. When the hopper empty is detected, the state transitions to an abnormal stop state, and a warning image Geh is displayed instead of the game image. As shown in FIG. 19(f), the warning image Geh indicates that the hopper empty has been detected.

[0342] As shown in FIG. 19(f), in the abnormality stop state when the hopper empty is detected in the advance notification state, the advance notification image Gj is not displayed. In other words, when the hopper empty is detected, the advance notification image Gj is not displayed. In other words, the above embodiment provides an abnormality stop state (see FIG. 19(b)) in which the advance notification image Gj is displayed and an abnormality stop state (see FIG. 19(f)) in which the advance notification image Gj is not displayed, depending on the type of abnormality detected. The hopper empty state is resolved by performing a reset operation after replenishing medals in the hopper 520. When the hopper empty state is resolved, the game image immediately before the hopper empty state was detected and the advance notification image Gj are displayed.

[0343] Fig. 20(a) to Fig. 20(d) are diagrams for explaining the details of each image displayed during the period when the completion flag Fc is in the ON state. Fig. 20(a) is a schematic diagram of each image when no abnormality is detected during the period when the completion flag Fc is in the ON state. In the above cases, as explained using Fig. 17(c) above, a completion image Gc is displayed to notify that the completion state is reached.

[0344] FIG. 20(b) is a schematic diagram of each image when a door abnormality is detected in the complete state. When a door abnormality is detected in the complete state, the above-mentioned warning image Ged is displayed. As shown in FIG. 20(b), the above-mentioned warning image Ged is displayed in front of the complete image Gc. Also, immediately after transitioning to the complete state, a complete sound is played. In this embodiment, if a door abnormality is detected during the period in which the complete sound is output, the complete sound is muted and a warning sound notifying the door abnormality is output preferentially.

[0345] The completion sound may be output with priority over the warning sound that notifies the door abnormality. In addition, in the complete state, the warning image Ged may be displayed and hidden alternately (blinked). The above configuration has the advantage that the entire completion image Gc can be seen even when a door abnormality is detected.

[0346] Fig. 20(c) is a schematic diagram of each image displayed when the setting confirmation mode is switched to in the complete state. When the setting confirmation mode is switched to in the complete state, a setting confirmation image Gk is displayed in place of the complete screen Gc. That is, in the setting change mode, the notification that the setting is in the complete state is temporarily stopped. In the specific example of Fig. 20(c), when the setting confirmation mode ends (when the setting key is returned to the non-operated position), the completion image Gc is displayed again in place of the setting confirmation image Gk.

[0347] FIG. 20(d) is a schematic diagram of each image when a sensor abnormality is detected in the complete state. When a sensor abnormality is detected in the complete state, the state transitions to an abnormality stop state, and the above-mentioned warning image Ges is displayed. Specifically, the warning image Ges is displayed in substantially the entire display area of ​​the liquid crystal display device 30. Therefore, when a sensor abnormality is detected in the complete state, the complete image Gc is hidden. When the abnormality stop state is released by a reset operation and the state returns to the complete state, the complete image Gc is displayed again in place of the warning image Ges.

[0348] Fig. 20(e) is a diagram for explaining a modified example of this embodiment. In this embodiment described in Fig. 20(d) above, the completion notification is temporarily stopped in the abnormality stop state when a sensor abnormality is detected. On the other hand, in the modified example of Fig. 20(e), the completion notification continues even in the abnormality stop state when a sensor abnormality is detected.

[0349] Specifically, in this modified example, a complete image Gc is displayed in the complete state, and when the complete state transitions to the abnormality stop state, a warning image Ges is displayed in place of the complete image Gc (similar to the present embodiment). However, in this modified example, as shown in FIG. 20(e), in addition to the warning image Ges, a complete image Gcx is displayed in the abnormality stop state. The above complete image Gcx is an image for notifying the user of the transition to the complete state, and is displayed in front of the warning image Ges. Since the complete image Gcx is smaller than the warning image Ges, both images can be seen in the abnormality stop state.

[0350] In addition, in the present embodiment described in FIG. 20(c) above, the completion notification was temporarily stopped when the mode was changed to the setting confirmation mode, but the completion notification may be continued in the setting confirmation mode. For example, the completion image Gcx described in FIG. 20(e) may be displayed in the setting change mode. Note that in this embodiment, the completion notification is continued when a door abnormality is detected. Instead of the above configuration, the completion notification may be temporarily stopped when a door abnormality is detected, similar to when a sensor abnormality is detected (see FIG. 20(d)).

[0351] As described above, in this embodiment, various abnormalities are detected. Furthermore, when any of the abnormalities is detected, the abnormality detection flag Fe corresponding to the abnormality is changed to the ON state. The abnormality detection flags Fe are stored in the main RAM 303. In this embodiment, the abnormality detection flag Fe includes the abnormality detection flag Fes (sensor abnormality) and the abnormality detection flag Fed (door abnormality) described above, as well as the abnormality detection flag Fer (RAM abnormality).

[0352] The above-mentioned abnormality detection flag Fer is changed to ON state when a RAM abnormality is detected. Specifically, the main CPU 301 checks whether each information in the main RAM 303 is destroyed when the power is turned on. More specifically, each information stored in the main RAM 303 when the power is turned off and the sum value (check SUM) of the information can be held for a certain period of time even while the power is turned off, and the sum value of the information is calculated again when the power is turned on. At this time, if the sum value stored when the power is turned off does not match the sum value calculated again when the power is turned on, it is determined that the information stored in the main RAM 303 is destroyed and a RAM abnormality is detected. If it is determined that each information in the main RAM 303 is destroyed, the main CPU 301 changes the abnormality detection flag Fer from OFF state to ON state.

[0353] As described above, in this embodiment, various information including the MY counter Cmy, the advance notification flag Fj, and the abnormality detection flag Fe (s, d, r) are stored in the main RAM 303. In addition, the main RAM 303 stores a game state flag indicating the current game state (such as a non-internal state) and instruction function related information related to the instruction of the instruction display 16. The instruction function related information includes various information including a ball output state flag indicating the current ball output state (such as a non-advantageous zone), an advantageous zone counter, and a difference number counter. Hereinafter, for the sake of explanation, the game state flag and instruction function related information (information related to gameplay) may be collectively referred to as "game control information".

[0354] Furthermore, the main RAM 303 stores various information (see FIG. 12(a) above) for displaying each piece of game information (such as the ratio of game features) on the main display 40. Hereinafter, the various pieces of information for displaying each piece of game information on the main display 40 may be collectively referred to as "performance information." Each piece of information in the main RAM 303 described above is cleared (initialized) upon various triggers. However, the triggers for clearing each piece of information may differ. The above configuration will be described in detail below.

[0355] Fig. 21 is a diagram for explaining specific examples of triggers for clearing each piece of information stored in main RAM 303. Fig. 21 shows the trigger for clearing each piece of information stored in main RAM 303. As described above, the clear operation and the setting change operation include the power-on operation. Therefore, each piece of information that is cleared when the power is turned on is also cleared when the clear operation and the setting change operation are performed.

[0356] As shown in Fig. 21, the reset operation triggers the abnormality detection flag Fes (sensor abnormality) to be cleared (changed to the OFF state). In the above configuration, when a sensor abnormality is detected and the system transitions to the abnormality stop state, the abnormality stop state can be released by clearing the abnormality detection flag Fes with the reset operation. Meanwhile, among the various pieces of information shown in Fig. 21, the pieces of information other than the abnormality detection flag Fes are not cleared by the reset operation and are maintained in that state. For example, if a reset operation is performed in the complete state, the complete flag Fc is maintained in the ON state and the complete state is not released.

[0357] As shown in FIG. 21, the MY counter Cmy and the advance notification flag Fj are cleared when the power is turned on. As will be described later in detail, the main CPU 301 executes a recovery process when the power is turned on. In the recovery process, the MY counter Cmy and the advance notification flag Fj are cleared. In the above configuration, the advance notification state is released and transitions to a normal state when the power is turned on. In this embodiment, the MY counter Cmy is cleared at the same time as the advance notification flag Fj is cleared. Of the information shown in FIG. 21, the information other than the MY counter Cmy and the advance notification flag Fj is maintained without being cleared in the recovery process. For example, when the power is turned off / on in the complete state, the complete flag Fc is maintained in the ON state and the complete state is not released.

[0358] As shown in FIG. 21, the MY counter Cmy, advance notification flag Fj, abnormality detection flag Fes (sensor abnormality), and game control information are cleared by a clear operation. In the above configuration, when the clear operation is performed, the abnormality stop state when a sensor abnormality is detected is released. In addition, when the clear operation is performed, the game state transitions to a non-internal state, and each piece of information related to the instruction function is cleared. For example, the ball output state transitions to a non-advantageous zone, and the advantageous zone counter and the difference number counter are set to initial values.

[0359] Of the various information shown in Fig. 21, the information other than the MY counter Cmy, the advance notice flag Fj, the abnormality detection flag Fes (sensor abnormality) and the game control information is maintained without being cleared by the clear operation. For example, if the clear operation is performed in the complete state, the complete flag Fc is maintained in the ON state and the complete state is not released.

[0360] When a setting change operation is executed, all the information shown in FIG. 21 except for the performance information is cleared. However, there are cases where the performance information is cleared by the setting change operation. Specifically, as shown in FIG. 21, the type of information cleared by the setting change operation changes depending on whether the abnormality detection flag Fer (RAM abnormality) is in the ON state or the OFF state. For example, when the abnormality detection flag Fer is in the OFF state, the setting change operation triggers clearing of all the information other than the performance information (including the complete flag Fc). On the other hand, when the abnormality detection flag Fer is in the ON state, the setting change operation triggers clearing of all the information including the performance information. In the above configuration, the setting change operation triggers the complete flag Fc to be initialized to the OFF state, and the complete state is released.

[0361] As can be understood from the above explanation, the MY counter Cmy and the advance warning flag Fj are cleared when the power is turned on, while the complete state is maintained when the power is turned on. Also, the complete state is not released by a reset operation that clears the abnormality detection flag Fes (sensor abnormality), but is released by a setting change operation that clears the abnormality detection flag Fer (RAM abnormality).

[0362] Fig. 22(a) is a diagram for explaining a specific example in which each information of the main RAM 303 is initialized. Fig. 22(a) shows the contents (numerical values) of each information at each point in time. In Fig. 22(a), the MY counter is indicated as "Cmy", the advance notice flag as "Fj", the advantageous zone counter as "Cy", the difference number counter as "Cx", the game status flag as "Fy", the ball output status flag as "Fx", and the complete flag as "Fc". The same applies to Fig. 22(b-1), Fig. 22(b-2), and Fig. 22(c) described later.

[0363] In the specific example of FIG. 22(a), it is assumed that at time t1, the MY counter Cmy reaches the value "19000" and the complete flag Fc is updated from the OFF state to the ON state. It is also assumed that the ball output state immediately before the transition to the complete state is the AT state and the game state is the internal state. If the game state when the complete flag is updated from the OFF state to the ON state is the internal state (other than the bonus operation state), it immediately transitions to the complete state. In the specific example of FIG. 22(a), it is assumed that the setting value "6" was determined in the previous setting change process.

[0364] As shown in Fig. 22(a), the MY counter Cmy is maintained during the period after the transition to the complete state. Also, as shown in Fig. 22(a), the advantageous zone counter Cy, the difference number counter Cx, the game status flag Fy, and the ball output status flag Fx do not change before and after the transition to the complete state. Each of the above information is maintained (backed up) even when the power is cut off, and is cleared when the setting change process is completed when the power is turned on.

[0365] For example, in the specific example of Fig. 22(a), the advantageous zone counter Cy, the difference number counter Cx, the game status flag Fy, and the ball output status flag Fx are backed up during the period from the time t2 when the power is cut off to the time t3 when the power is turned on. In addition, the above information is maintained during the period from the time when the power is turned on to the time t4 when the setting change process ends, and each information is cleared at the time t4.

[0366] As described above, the complete state is a state where the game is stopped, and in principle, the state is not released until the setting change process is completed. In addition, the advantageous zone counter Cy, the difference number counter Cx, the game state flag Fy, and the ball output state flag Fx are cleared when the setting change process is completed. In other words, the above information is not referenced in the game until it is cleared during the period after the transition to the complete state. Therefore, even if the above information is cleared at the time of transition to the complete state, there is no disadvantage to the player. In consideration of the above circumstances, the advantageous zone counter Cy, the difference number counter Cx, the game state flag Fy, and the ball output state flag Fx may be cleared when the transition to the complete state is initiated.

[0367] However, the more opportunities there are for clearing the advantageous zone counter Cy, the difference number counter Cx, the game status flag Fy, and the ball output status flag Fx, the more likely it is that the above information will be cleared unintentionally (due to malfunction, etc.). Therefore, it is better not to unnecessarily increase the opportunities for clearing the above information. Specifically, a configuration (for example, this embodiment) in which the above information is not cleared except for the opportunity to move to a non-advantageous zone, other than the operation (clear operation, etc.) by the administrator of the gaming machine 1, is preferable.

[0368] As shown in FIG. 22(a), the setting value is maintained before and after the transition to the complete state. When the game transitions to the complete state, the game does not transition to a playable state until the setting value is changed. Therefore, the setting value at the time of transition to the complete state is not referenced in the game thereafter. In consideration of the above circumstances, the setting value may be initialized at the time of transition to the complete state. However, in the above configuration, there is a situation in which the setting value cannot be confirmed in the complete state. In this embodiment, the setting value at the time of transition to the complete state is maintained during the period from transition to the complete state until the setting change process is completed. Therefore, there is an advantage in that the setting value can be confirmed even in the complete state.

[0369] Fig. 22(b-1) is a diagram for explaining another specific example in which each information of the main RAM 303 is initialized. In the specific example of Fig. 22(b-1), it is assumed that the MY counter Cmy reaches the value "19000" at time t1 and the complete flag is updated from OFF to ON (similar to Fig. 22(a) above). It is also assumed that the ball output state immediately before the transition to the complete state is a periodic state and the game state is a bonus operating state. If the game state when the complete flag is updated from OFF to ON is a bonus operating state, the game transitions to a standby state.

[0370] As described above, the standby state is a playable state, in which medals are used in each game and medals are paid out. However, as shown in FIG. 22(b-1), in the standby state, the MY counter Cmy is maintained without being updated. Also, in this embodiment, the maximum value added to the MY counter Cmy in one game is the number "5". In the above configuration, the maximum value of the MY counter Cmy is the number "19004". Therefore, it is sufficient for the MY counter Cmy to have a data size that allows the number "19004" to be counted.

[0371] Assume that the MY counter Cmy is updated in the standby state. In the above configuration, the maximum value of the MY counter Cmy needs to be greater than the numerical value "19004". As can be understood from the above explanation, this embodiment in which the update of the MY counter Cmy is stopped when the standby state is entered has the advantage of reducing the data size of the MY counter Cmy. However, the MY counter Cmy may be updated in the standby state.

[0372] In this embodiment, the processing related to the instruction function (including the update processing of Cy, Cx, etc.) is common before and after the transition to the standby state. In the above embodiment, as shown in FIG. 22(b-1), the advantageous zone counter Cy and the difference number counter Cx are updated even after the transition to the standby state (similar to the normal state and the advance notification state). In addition, the ball output state may transition even in the standby state.

[0373] Fig. 22(b-2) is a diagram for explaining another specific example in which each information in the main RAM 303 is initialized. In the above-mentioned specific example in Fig. 22(b-1), it is assumed that the power is cut off in the standby state, and then the setting change process is executed when the power is turned on. In the specific example in Fig. 22(b-2), it is assumed that the power is cut off in the complete state after the standby state ends, and then the setting change process is executed when the power is turned on.

[0374] Specifically, FIG. 22(b-2) assumes that in the bonus operation state before time t1, the completion flag Fc is changed to the ON state and the state transitions to the standby state. Also, FIG. 22(b-2) assumes that the bonus operation state ends at time t1 and transitions to the non-internal state. In the above cases, the standby state transitions to the complete state at time t1. Also, FIG. 22(b-2) assumes that the power is cut off at time t2, and then the power is turned on at time t3 and transitions to the setting change mode. As shown in FIG. 22(b-2), each piece of information including the MY counter Cmy is maintained during the period from time t1 to time t3 and after. In the specific example of FIG. 22(b-2), it is assumed that the setting change mode ends at time t4. In the above cases, each piece of information including the MY counter Cmy is initialized at time t4.

[0375] Fig. 22(c) is a diagram for explaining another specific example in which each information of the main RAM 303 is initialized. In the specific example of Fig. 22(c), it is assumed that the MY counter Cmy reaches the value "19000" at time t1 and the complete flag is updated from OFF to ON (similar to Fig. 22(a) and Fig. 22(b-1) described above). In the above cases, the game state at time t1 (whether or not the bonus is activated) transitions to the complete state or the standby state.

[0376] In the specific example of FIG. 22(c), it is assumed that the power is cut off at time t2 in the complete state or the standby state, and the power is turned on at a later time t3. Also, in the specific example of FIG. 22(c), it is assumed that the setting change process is not executed when the power is turned on. In the above case, as shown in FIG. 22(c), the complete flag Fc is maintained in the ON state after the power is turned on. Also, the game state when the power was cut off is maintained, and when the power is turned on thereafter, the game state transitions to the complete state or the standby state depending on the game state.

[0377] Specifically, if the complete flag Fc is ON when the power is turned on, the game will transition to a standby state if the bonus is activated, and to a complete state if the bonus is not activated. As described above, the clear operation does not clear the complete flag Fc, but the game state will be a non-internal state. Therefore, when the clear operation is performed, the game will transition to the complete state even if the game was in a standby state when the power was cut off. Let us assume a configuration in which the complete flag Fc is cleared by the clear operation (for example, a modified example described later). In the above configuration, the game will transition to the normal state by the clear operation, even if the game was in a standby state when the power was cut off.

[0378] In this embodiment, even if the complete flag Fc is not cleared when the power is turned on, the MY counter Cmy is cleared. The above configuration has the advantage of simplifying the process compared to a configuration in which the MY counter Cmy is cleared or not cleared depending on the complete flag Fc when the power is turned on. However, the MY counter Cmy may not be cleared when the power is turned on during the period in which the complete flag Fc is ON. Specifically, the power is turned on to execute a startup process (initialization process at recovery) to be described later (see FIG. 26(a) and FIG. 26(c)). In the above initialization process at recovery, the MY counter Cmy is initialized. In the above configuration, the MY counter Cmy may be initialized in the initialization process at recovery when the complete flag Fc is OFF, whereas the MY counter Cmy may not be initialized in the initialization process at recovery when the complete flag Fc is ON.

[0379] Fig. 23(a) is a diagram for explaining a specific example of a period during which advance notification is performed. Fig. 23(a) shows the presence or absence of an advance notification image Gj at each time point. Fig. 23(a) also shows the state (ON / OFF) of the abnormality detection flag Fes (sensor abnormality) at each time point, the sound output at each time point, the lighting state of the performance lamp 28 at each time point, the image displayed on the entire display area of ​​the liquid crystal display device 30 at each time point, and the value of the MY counter Cmy.

[0380] FIG. 23(a) also shows the period during which the reel 12 moves and the period during which it stops. In the specific example of FIG. 23(a), it is assumed that the game start operation is executed and each reel 12 starts at time t1. It is also assumed that the game has been in a pre-notification state before time t1. In the above case, the pre-notification image Gj is continuously displayed over the period before and after time t1. As shown in FIG. 23(a), a game image is displayed from time t1, a game sound corresponding to the game image is output, and the performance lamp 28 is turned on in a game mode corresponding to the game image. In the specific example of FIG. 23(a), it is assumed that the sensor abnormality is not detected (Fes=OFF) at time t1.

[0381] In the specific example of FIG. 23(a), it is assumed that at time t2 while each reel 12 is moving, a sensor abnormality occurs and the abnormality detection flag Fes is changed from OFF to ON. As described above, when the abnormality detection flag Fes is changed to ON during the coin insertion period when each reel 12 is stopped, the state immediately transitions to the abnormality stop state. Also, when a sensor abnormality is detected during the period when each reel 12 is stopped, a warning image Ges is immediately displayed instead of the in-game image (see FIG. 19(b)). On the other hand, when the abnormality detection flag Fes is updated to ON during the period when the reels 12 are moving (for example, the specific example of FIG. 23(a)), the state does not transition to the abnormality stop state until all the reels 12 are stopped.

[0382] Meanwhile, there has been known a technique for immediately displaying a warning image Ges in place of the in-game image, for example, a message saying "Please stop the reels" when a sensor abnormality is detected during the movement of each reel 12. In the above conventional technique, the warning image Ges is usually displayed in priority (foreground) over all other images. In the above conventional technique, when the advance notification image Gj is adopted, the warning image Ges is displayed in the background before the advance notification image Gj. Therefore, from the point when a sensor abnormality is detected during the movement of each reel 12, the advance notification image Gj cannot be seen due to the warning image Ges.

[0383] However, the period from when a sensor abnormality is detected during the movement of each reel 12 to when all reels 12 stop is a short period during which play (stop operation) is possible. From the viewpoint of ensuring the fairness of the game, it is preferable that the advance notification image Gj is displayed during the entire period during which play is possible. In consideration of the above circumstances, in this embodiment, a configuration is adopted in which the advance notification image Gj is displayed during the period from time t2 when a sensor abnormality is detected to time t3 when all reels 12 stop, similarly to the period before time t2.

[0384] In the conventional technology, the priority of the warning image Ges may be lowered to display the advance notification image Gj in front of the warning image Ges during the movement of each reel 12. However, the above configuration may cause a problem that the visibility of the advance notification image Gj is reduced by the warning image Ges.

[0385] Considering the above circumstances, in this embodiment, even if a sensor abnormality is detected during the movement of each reel 12, a configuration is adopted in which the warning image Ges is not displayed until all reels 12 stop (until the reels transition to an abnormality stop state). Specifically, as shown in FIG. 23(a), a configuration is adopted in which a game image is displayed in the period from time t2 when a sensor abnormality is detected to time t3 when all reels 12 stop, similarly to the period before time t2. The above configuration has the advantage of suppressing the above-mentioned inconvenience.

[0386] In this embodiment, in the period from time t2 when the sensor abnormality is detected to time t3 when all the reels 12 stop, the performance lamp 28 lights up in a game mode and a game sound is output, similar to the period before time t2. Note that in this embodiment, in the period after the sensor abnormality is detected while the reel 12 is rotating, the performance lamp 28 may light up in a warning mode and a warning sound may be output while a game image is displayed.

[0387] As shown in FIG. 23(a), if the abnormality detection flag Fes (sensor abnormality) is ON at time t3 when all reels 12 have stopped, the state transitions to an abnormality stop state. Furthermore, when the state transitions to an abnormality stop state, a warning sound is output, the performance lamp 28 goes into a warning mode, and a warning image Ges is displayed instead of the in-game image. As shown in FIG. 23(a), when the state transitions from the advance notification state to the abnormality stop state, the advance notification image Gj continues to be displayed. With the above configuration, it is possible to know in the abnormality stop state that the state has transitioned to the advance notification state.

[0388] Incidentally, as described above, the abnormality stop state when a sensor abnormality is detected can be released by either a reset operation (no need to turn the power off / on) or a clear operation (requiring to turn the power off / on). However, the pre-alert state is maintained by a reset operation, but the pre-alert state ends by a clear operation. Let us assume a configuration in which pre-alert is not performed in the abnormality stop state (pre-alert image Gj is not displayed). In the above configuration, depending on the manager of the gaming machine 1 (a staff member at the game arcade), it is assumed that the pre-alert state ends by a clear operation when releasing the abnormality stop state. In this embodiment, the pre-alert image Gj is displayed in the abnormality stop state when a sensor abnormality is detected, which has the advantage of suppressing the above inconvenience.

[0389] In the specific example of FIG. 23(a), it is assumed that the eight-bell symbol combination stops on an active line at time t3. Although details will be described later, when a winning combination is achieved, the MY counter Cmy is incremented after the credit addition process or the process of making the hopper 520 execute a payout operation (collectively referred to as the "payout process" below) is completed. However, if a sensor abnormality is detected during the movement of the reel 12, the system transitions to an abnormality stop state before the payout process is started. In the above configuration, if a sensor abnormality is detected during the movement of the reel 12, the MY counter Cmy is not updated until the abnormality stop state is released, regardless of the symbol combination stopped and displayed on the active line.

[0390] In the specific example of FIG. 23(a), it is assumed that after the eight-bell symbol combination stops on a winning line at time t3, the state transitions to an abnormal stop state, and the abnormal stop state is released at time t4 by a reset operation. In the above case, the payout process starts at time t4 and is completed at time t5. Also, the value "5" is added to the MY counter Cmy at time t5. Note that in FIG. 23(a), it is assumed that the MY counter Cmy is added from the value "N" to the value "N+5". The value "N+5" is less than the threshold value "19000" for transitioning to the complete state (N+5<19000). Therefore, in the specific example of FIG. 23(a), the state does not transition to the complete state at time 5.

[0391] As shown in Fig. 23(a), at time t4 when the abnormal stop state is released, the warning image Ges is switched to a game image, a game sound is output, and the performance lamp 28 is in a game mode. Note that instead of time t4 when the abnormal stop state is released, a game image may be displayed, a game sound is output, and the performance lamp 28 is in a game mode from time t5 when the payout process is completed. In the above configuration, during the period from time t4 to time t5, the warning image Ges is displayed, a warning sound is output, and the performance lamp 28 is lit in a warning mode.

[0392] Fig. 23(b) is a diagram for explaining another specific example of the period during which advance notification is performed. Fig. 23(b) shows whether or not the advance notification image Gj is displayed at each time point, similar to Fig. 23(b) above. Fig. 23(b) also shows the state (ON, OFF) of the completion flag Fc at each time point.

[0393] In the specific example of FIG. 23(b), it is assumed that a game is started in the AT state, and the movement of each reel 12 starts from time t1. Also, as in the specific example of FIG. 23(a) described above, it is assumed that the state has transitioned to a pre-notification state before time t1. In the above case, the pre-notification image Gj is continuously displayed over the period before and after time t1. As shown in FIG. 23(b), in the AT state, the AT image Ga (see FIG. 17(a) described above) is displayed as the in-game image, AT music is output, and the performance lamp 28 is in the AT mode. Also, it is assumed that the sensor abnormality is not detected (Fes=OFF) at time t1.

[0394] In the specific example of FIG. 23(b), as in the specific example of FIG. 23(a) described above, it is assumed that a sensor abnormality occurs at time t2 while each reel 12 is moving, and the abnormality detection flag Fes is changed from OFF to ON. As described above, even if the abnormality detection flag Fes is changed to ON, the stop operation is possible, and the game image before the abnormality detection flag Fes is changed to ON continues to be displayed. Specifically, as described above, in the AT state, the correct pressing order of the 8 bells is indicated by the instruction image Gs (see FIG. 17(a)). Each image including the instruction image Gs described above continues to be displayed even after time t2 when the abnormality detection flag Fes is changed to ON.

[0395] In the specific example of FIG. 23(b), it is assumed that a stop operation is performed according to the instruction of the instruction image Gs, and a symbol combination of eight bells is stopped and displayed at time t3. Also, in the specific example of FIG. 23(b), it is assumed that the MY counter Cmy is a value of "18995" at the start time t1 of the game. In the above case, if no sensor abnormality is detected during the period when each reel 12 changes, a payout process is performed immediately after each reel 12 stops, and the MY counter Cmy is incremented to the threshold value "19000". In other words, if no sensor abnormality is detected during the period when each reel 12 changes, the game transitions to the complete state immediately after time t3 when each reel 12 stops.

[0396] However, if a sensor abnormality is detected during the period when the reel 12 is fluctuating, the payout process is not executed and the system transitions to an abnormal stop state. In the specific example of FIG. 23(b), the system transitions to an abnormal stop state immediately after time t3 when the eight-coin symbol combination is displayed as stopped, and the payout process is not executed. In the above case, the MY counter Cmy is not incremented even though the eight-coin symbol combination is displayed as stopped.

[0397] In the specific example of FIG. 23(b), as in the specific example of FIG. 23(a) described above, the warning image Ged is displayed, a warning sound is output, and the performance lamp 28 goes into a warning state from time t3 when all the reels 12 have stopped. Also, since the MY counter Cmy is not incremented until the abnormal stop state is released, the complete flag Fc is maintained in the OFF state. In the specific example of FIG. 23(b), it is assumed that the abnormal stop state is released by a reset operation at time t4. In the above case, the payout process starts from time t4. Also, in the specific example of FIG. 23(a), the payout process ends at time t5, the MY counter Cmy is incremented to the threshold value "19000", and the state transitions to the complete state.

[0398] Even if a sensor abnormality is detected during a game (while the reels are moving), a configuration is assumed in which the payout process is executed and the machine transitions to an abnormal stop state. In the above configuration, when the abnormal stop state is released, the machine transitions to a complete state immediately. In the above cases, a player who has already been awarded medals may end the game while leaving the gaming machine 1 in the abnormal stop state. On the other hand, in this embodiment, medals are not paid out until the abnormal stop state is released, even in a game that transitions to the complete state. Therefore, there is an advantage in that the inconvenience of leaving the gaming machine 1 in the abnormal stop state is suppressed.

[0399] As shown in Fig. 23(b), even when the completion state is entered immediately after the abnormal stop state is released, the warning image Ged is temporarily switched to an AT image Ga (image during play), and then the completion image Gc is displayed. Also, immediately after the abnormal stop state is released, an AT music (play sound) is temporarily output, and then a completion sound is output. Similarly, immediately after the abnormal stop state is released, the performance lamp 28 is temporarily controlled to the AT mode (play mode), and then controlled to the completion mode.

[0400] Instead of the above embodiment, the complete image Gc may be displayed immediately (almost simultaneously) after the time t4 when the abnormal stop state is released. As the above configuration, a sub-MY counter may be provided in the sub-control board 400 (sub-RAM 414). The above sub-MY counter counts the net increase in the number of medals in each game, similar to the MY counter Cmy. For example, when a display winning combination command indicating 8 bells is received, the sub-MY counter is incremented by a value "5". In the above configuration, the sub-MY counter is incremented to the threshold value "19000" immediately after the time t4 (before the MY counter Cmy is incremented). The sub-CPU 412 displays the complete image Gc immediately after the sub-MY counter is incremented to the threshold value "19000".

[0401] However, in a configuration in which the complete image Gc is displayed immediately after time t4 when the abnormal stop state is released, the image that is normally displayed during the payout process (for example, an image displaying the string "8 coins obtained!") is not displayed. Therefore, some players may experience inconveniences that cause dissatisfaction. According to this embodiment, the in-game image is displayed once immediately after time t4, which has the advantage of suppressing the above-mentioned inconveniences.

[0402] Fig. 24 is a diagram for explaining another specific example of the period during which advance warning is executed. Fig. 24 assumes a specific example in which a door abnormality is detected in the advance warning state. As described above, when a door abnormality is detected, the abnormality detection flag Fed is changed to the ON state. Fig. 24 shows the abnormality detection flag Fed at each time point. Fig. 24 also shows the sound output at each time point, the lighting state of the performance lamp 28 at each time point, whether or not the warning image Ged is displayed, whether or not the advance warning image Gj is displayed, the image displayed in the entire display area of ​​the liquid crystal display device 30 at each time point, and the value of the MY counter Cmy.

[0403] FIG. 24 also shows the period during which the reel 12 moves and the period during which it stops. In the specific example of FIG. 24, it is assumed that the game start operation is executed and the reel 12 starts at time t1. It is also assumed that the door abnormality is not detected (Fed=OFF) at time t1. In the above cases, the warning image Ged (see FIG. 20(b) above) is not displayed at time t1. Also, a game image in the game that started at time t1 is displayed, a game sound corresponding to the game image is output, and the performance lamp 28 is lit in a manner corresponding to the game image.

[0404] In the specific example of FIG. 24, it is assumed that the advance warning state has been entered before time t1. In the above case, the advance warning image Gj is continuously displayed before and after time t1. Also, in the specific example of FIG. 24, it is assumed that a door abnormality is detected at time t2 when each reel 12 moves. In the above case, the abnormality detection flag Fed is changed from the OFF state to the ON state from time t2 when the door abnormality is detected.

[0405] In this embodiment, when a door abnormality is detected, the warning image Ged is immediately displayed regardless of whether each reel 12 is stopped or moving. For example, in the specific example of FIG. 24, the warning image Ged is displayed in front of the in-game image from time t2 when the door abnormality is detected. However, the warning image Ged is displayed at a position that does not overlap with the advance notification image Gj. With the above configuration, the inconvenience that the advance notification image Gj becomes difficult to view due to the warning image Ged is suppressed.

[0406] In the specific example of FIG. 24, a warning sound is output instead of the game sound from time t2 when the door abnormality is detected. However, the game sound and the warning sound may be output in parallel. In the above case, it is preferable that the volume of the game sound is reduced when the output of the warning sound is started. In addition, the performance lamp 28 is lit in a warning mode from time t2 when the door abnormality is detected.

[0407] As described above, the door abnormality detection state (Fed=ON) is a playable state. Therefore, even if a door abnormality is detected while the reels 12 are moving, the state will not transition to an abnormal stop state when all the reels 12 stop. In the specific example of FIG. 24, it is assumed that all the reels 12 stop at time t3. In the above case, the payout process is executed from time t3, and the MY counter Cmy is incremented. In the specific example of FIG. 24, it is assumed that 8 bells are won and the value "5" is incremented to the MY counter Cmy.

[0408] According to the present embodiment, when 19,000 medals are awarded to a player at one time, the game transitions to a complete state, and the game is forcibly stopped in the middle of the game (during the business hours of the game arcade). Therefore, compared to a configuration that does not have a complete state, for example, the inconvenience of an excessive number of medals being awarded to a player at one time is suppressed.

[0409] Now, let us assume that when the gaming machine 1 transitions to the complete state during the business hours of the gaming facility, the manager of the gaming machine 1 is not aware of this. In such a case, the manager may be inconvenienced in that he or she cannot understand the reason why the gaming machine 1 is not being played. In consideration of the above circumstances, there are circumstances in which a configuration in which the manager of the gaming machine 1 is clearly notified of the transition to the complete state when the gaming machine 1 transitions to the complete state is preferable.

[0410] The gaming machine 1 is also tested to see whether it satisfies a predetermined standard. The above tests are performed by connecting the gaming machine 1 to a test device. In addition, in the above tests, the gaming machine 1 and the test device communicate with each other via an interface board, so that the game progresses automatically on the gaming machine 1. Let us assume that the gaming machine 1 transitions to a complete state during the test. In the above cases, there is an inconvenience that the test cannot be continued. In consideration of the above circumstances, it is preferable to have a configuration in which the gaming machine 1 notifies the test device of the transition to the complete state immediately before the transition.

[0411] In consideration of the above circumstances, this embodiment employs configurations that suppress the above-mentioned inconveniences. Specifically, a configuration is employed in which, when the game machine 1 transitions to the complete state, the manager of the game machine 1 is clearly notified of the transition. Also, a configuration is employed in which, immediately before the game machine 1 transitions to the complete state, the game machine 1 notifies the testing device of the transition. Each of the above configurations will be described in detail with reference to FIG. 25 below.

[0412] Fig. 25 is a diagram for explaining specific examples of external signals and external commands transmitted from the gaming machine 1 to the outside. Fig. 25 shows a period during which an external signal is in an ON state and a period during which an external command is in an ON state.

[0413] The above external commands are transmitted to the above-mentioned test device. In the specific example of FIG. 25, it is assumed that the gaming machine 1 is connected to the test device. The external signal is also transmitted to a management device (hall computer) for managing the gaming machine 1. For example, a game interruption command, which will be described later, is transmitted as an external command. In addition, each external signal including an AT signal and a security signal is transmitted from the gaming machine 1. The AT signal is transmitted in the AT state. When the AT signal is received by the management device, the administrator is notified that the gaming machine 1 is in the AT state. The security signal is transmitted, for example, when an abnormality is detected. Although the details will be described below, the security signal is also transmitted when the advance notification state is triggered and when the complete state is triggered.

[0414] In the specific example of FIG. 25, it is assumed that at time t1 in the AT state, the MY counter Cmy reaches the value "18500", causing a transition from the normal state to the pre-alarm state. In the above case, the AT in-progress signal is turned ON around time t1. Also, the security signal is turned ON from the OFF state for a predetermined time (e.g., about 30 seconds) from time t1 when the pre-alarm state begins. With the above configuration, it becomes possible for the management device to notify the transition to the pre-alarm state.

[0415] In this embodiment, when the MY counter Cmy reaches the value "18500" (when the advance notification state is entered), the game interruption command changes from OFF to ON. Specifically, in this embodiment, the advance notification flag Fj changes to ON in the advance notification state. The main CPU301 maintains the game interruption signal in the ON state while the advance notification flag Fj is in the ON state, and maintains the game interruption signal in the OFF state while the advance notification flag Fj is in the OFF state. In other words, the main CPU301 controls the state of the game interruption signal by referring to the advance notification flag Fj.

[0416] According to the above configuration, the test is interrupted when the test device detects that the game interruption signal has changed to the ON state, thereby preventing the state from transitioning to the complete state during the test. For example, when the test interruption signal changes to the ON state, the test can be continued without transitioning to the complete state by turning the power of the gaming machine 1 OFF / ON and clearing the MY counter Cmy. In addition, by turning the power of the gaming machine 1 OFF / ON, the advance notification flag Fj is cleared and the game interruption command is set to the OFF state.

[0417] The trigger for the game interruption command to become ON is not limited to the trigger for transition to the advance notification state. For example, the game interruption command may be configured to become ON when the MY counter Cmy reaches the value "18900". In addition, the main CPU301 of this embodiment changes the game interruption command from OFF to ON by referring to the advance notification flag Fj. However, the game interruption command may be configured to determine whether the MY counter Cmy is equal to or greater than the value "18500" (hereinafter referred to as "Comparative Example"). In the above comparative example, when it is determined that the MY counter Cmy has reached the value "18500", the main CPU301 changes the game interruption command from OFF to ON.

[0418] In the above comparative example, the game interruption command is turned ON when the game is transitioned to the advance notification state, as in the present embodiment. In addition, in the comparative example in which the state of the game interruption command is controlled by referring to the MY counter Cmy, there is an advantage that the advance notification flag Fj can be omitted. However, in the above comparative example, when the MY counter Cmy decreases to a value less than "18500", the game interruption command is turned OFF. That is, in the advance notification state, a problem may occur in which the game interruption command is turned OFF. According to the present embodiment, even if the MY counter Cmy decreases to a value less than "18500", the advance notification flag Fj is maintained in the ON state, and the game interruption command is maintained in the ON state. Therefore, the above-mentioned problem is suppressed.

[0419] In the specific example of Figure 25, it is assumed that at time t2 in the AT state, the MY counter Cmy reaches the threshold value "19000" and transitions from the advance notification state to the complete state. As shown in Figure 25, when transitioning to the complete state, the AT in progress signal is changed to the OFF state. However, even when transitioning to the complete state, the ball output state flag is maintained in the AT state.

[0420] Assume that, during the period when the AT signal is ON, the machine lamp provided for each gaming machine 1 flashes to notify that the game is in the AT state. In addition, in the above configuration, assume that the AT signal is maintained in the ON state when the game is transitioned to the complete state from the AT state. In the above configuration, there is an inconvenience that the machine lamp notifies that the game is in the AT state in the complete state where play is not possible. In this embodiment, the AT signal is changed to the OFF state when transitioning to the complete state, which has the advantage of suppressing the above inconvenience.

[0421] As shown in FIG. 25, when the state transitions to the complete state, the security signal changes from an OFF state to an ON state for a predetermined time (for example, about 30 seconds). With the above configuration, it becomes possible for the management device to notify the fact that the state transitions to the complete state. Also, in this embodiment, the game interrupt command is maintained in the ON state for a period after the transition from the advance notification state to the complete state. However, the game interrupt command may also be configured to change the advance notification flag Fj to the OFF state and to set the game interrupt command to the OFF state when the state transitions to the complete state.

[0422] <Processing performed by the main CPU> 26(a) is a flowchart of the startup process of the main CPU 301. The main CPU 301 executes the startup process when a reset signal is input from the reset circuit. The reset signal is output when the power supply voltage supplied to the main control board 300 exceeds a predetermined threshold. For example, the startup process is executed when the power switch 511SW is turned on to start supplying the power supply voltage to the main control board 300.

[0423] When the startup process starts, the main CPU 301 executes a startup initialization process (S11). Through the startup initialization process, the main CPU 301 initializes each register of the main control board 300. Prior to the startup initialization process, the main CPU 301 may execute a security check process to determine the validity of the control program stored in the main ROM 302.

[0424] After executing the startup initialization process, the main CPU 301 executes a RAM check process (S12). In the RAM check process, an abnormality is detected in each piece of information stored in the main RAM 303. Specifically, when the power is cut off, the main CPU 301 calculates and backs up a checksum of a specific storage area in the main RAM 303. The main CPU 301 also calculates a checksum in the RAM check process when the power is turned on. In the RAM check process, the main CPU 301 compares the checksum backed up when the power was cut off with the checksum calculated when the power was turned on. If the checksums do not match, the main CPU 301 determines that an abnormality has occurred in each piece of information in the main RAM 303.

[0425] After executing the RAM check process, the main CPU 301 refers to the result of the RAM check process and determines whether or not an abnormality has occurred in the main RAM 303 (S13). If it is determined that an abnormality has occurred in the main RAM 303 (S13: Yes), the main CPU 301 changes the abnormality detection flag Fer (RAM abnormality) to the ON state (S14) and proceeds to step S15. On the other hand, if it is determined that no abnormality has occurred in the main RAM 303 (S13: No), the main CPU 301 skips step S14 and proceeds to step S15.

[0426] In step S15, the main CPU 301 judges whether or not the setting key has been operated. If the setting key has been operated (S15: Yes), the main CPU 301 proceeds to setting change processing. On the other hand, if the setting key has not been operated (S15: No), the main CPU 301 judges whether or not the clear button 512 has been operated (S16). If it is determined that the clear button 512 has been operated (S16: Yes), the main CPU 301 proceeds to recovery processing after executing a clear process (S17). On the other hand, if it is determined that the clear button 512 has not been operated (S16: No), the main CPU 301 skips the clear process (S17) and proceeds to recovery processing.

[0427] The main RAM 303 is provided with an RWM (read / write memory) area including a work area and a stack area. In this embodiment, each piece of information in the RWM area is initialized in the initialization process including the above-mentioned clear process, the full initialization process (S23) described below, the initialization process at the time of setting change (S24), the initialization process at the time of recovery (S31), and the reset process. However, the memory area to be initialized changes depending on the type of the initialization process. Specifically, the address range in the RWM area is specified depending on the type of the initialization process. In the initialization process, each piece of information in the specified address range among the pieces of information in the RWM area is initialized. For example, in the clear process, each piece of information in the RWM area including the game status flag and the ball output status flag is initialized.

[0428] FIG. 26(b) is a flowchart of the setting change process of the main CPU301. When the main CPU301 starts the setting change process, it executes the setting change mode process (S21). In the setting change mode process, the setting values ​​(1 to 6) referred to in each game can be changed. Specifically, the current setting values ​​are backed up when the power is cut off. When the main CPU301 starts the setting change mode process at the time of power-on, it displays a number corresponding to the backed up setting value on the setting display unit 36. Also, in the setting change mode process, the main CPU301 changes the number on the setting display unit 36 ​​every time the setting change button 37 is operated. In the setting change mode process, when the start lever 24 is operated, the setting value corresponding to the number displayed on the setting display unit 36 ​​is determined. When the main CPU301 determines the setting value, it ends the setting change mode process.

[0429] After executing the processing during the setting change mode, the main CPU 301 judges whether the abnormality detection flag Fer (RAM abnormality) is in the ON state (S22). If it is judged that the abnormality detection flag Fer (RAM abnormality) is in the ON state (S22: Yes), the main CPU 301 executes the full initialization processing (S23). In the above-mentioned full initialization processing, the entire area of ​​the RWM area is initialized. Specifically, all information including performance information for displaying each game information on the main display 40 is initialized in the full initialization processing. In addition, in the full initialization processing, the complete flag Fc is initialized (changed to the OFF state). Furthermore, in the full initialization processing, the abnormality detection flag Fer (RAM abnormality) is initialized. The above-mentioned abnormality detection flag Fer is initialized only in the full initialization processing.

[0430] On the other hand, when it is determined that the abnormality detection flag Fer (RAM abnormality) is not ON (S22: No), the main CPU301 executes the setting change initialization process (S24). In the setting change initialization process described above, similar to the above-mentioned clearing process, each piece of information in the RWM area, including the game status flag and the ball output status flag, is initialized. However, in the setting change initialization process, in addition to each piece of information described above, the complete flag Fc is initialized, whereas in the clearing process, the complete flag Fc is not initialized. The complete flag Fc is initialized only in the setting change initialization process and the full initialization process. After executing the initialization process (S23, S24), the main CPU301 transitions to the recovery pro...

Claims

[Claim 1] a first storage means for storing a first control program which is a game control program for controlling the progress of a game; A second storage means for storing a second control program different from the game control program; a first storage area that is referenced and updated by the first control program and is not updated by the second control program; a second storage area that is referred to and updated by the second control program and is not updated by the first control program; a main control means capable of executing the first control program and the second control program; A game machine including a performance control means for controlling a performance, By the processing of the first control program, A symbol stop display control for stopping and displaying symbol combinations according to the winning areas of each game; A game value awarding control for awarding a game value corresponding to the symbol combination is executable. By the processing of the second control program, an update process for storing specific information in the second storage area according to the game value used and the game value awarded in each game; a stop flag storage process for storing a stop flag, which is a trigger for transitioning the gaming machine to a stopped state, in the second storage area based on the specific information; When a predetermined initialization condition is satisfied, the first control program is executed, and then the second control program stored in the second storage means is called by the first control program, and an area in the second storage area in which the stop flag is stored is initialized by the second control program; executes the first control program when the power is turned off in a state where the stop flag is not stored and the initialization condition is not satisfied when the power is turned on, and then calls the second control program stored in the second storage means by the first control program, and initializes an area in the second storage area in which the specific information is stored by the second control program; when the power is turned off while the stop flag is stored and the initialization condition is not satisfied when the power is turned on, the first control program is executed, and then the second control program stored in the second storage means is called by the first control program, and the area in which the stop flag is stored is maintained by the second control program; The performance control means includes: In response to the gaming machine transitioning to a stopped state, a gaming stop notification is executed to notify the user that a gaming machine is in a stopped state; The present invention is characterized in that, after the power is shut off while the stop flag is stored, if the initialization condition is not satisfied when the power is turned on, the game stop notification is executed after the power is turned on. Amusement machine.

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