Gaming Machines

The gaming machine addresses the lack of clear unit game tracking and feedback by incorporating a variable display and production control system, enhancing player engagement and clarity through different gaming sections and settings.

JP7627186B2Active Publication Date: 2025-02-05SANKYO CO LTD
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Patent Information

Application Number
JP2021128022
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-04
Publication Date
2025-02-05
Estimated Expiration
2041-08-04

AI Technical Summary

Technical Problem

Existing gaming machines lack an effective way to display and manage the number of unit games played, which can confuse players and clerks, and do not provide sufficient feedback on gaming status and rewards.

Method used

A gaming machine with a variable display part that fluctuates identification information, including a direction control mechanism to manage gaming status, a derivation operation for players to derive display results, and a production control system to count and display the number of unit games, with different advantageous sections and settings to enhance player engagement.

Benefits of technology

The solution provides clear and engaging gameplay feedback, allowing players to track unit games and understand gaming status, while also offering enhanced rewards and player engagement through varied settings and sections.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine in which the display of the number of executions of unit games is improved.SOLUTION: A game machine capable of playing a game includes display means and performance control means for controlling a performance. The performance control means includes counting means capable of counting the number of executions of unit games and count display means for displaying the number of executions counted by the counting means on the display means. The counting means does not count the number of executions until a predetermined period of time elapses.SELECTED DRAWING: Figure 18
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Description

[Technical field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Conventionally, there exists a slot machine as a gaming machine, which is provided with a variable display section capable of variably displaying a plurality of types of identifiable identification information, and after the variable display section is variably displayed, a display result is derived by stopping the variable display section, and a prize can be awarded according to the display result. Among such gaming machines, a gaming machine that counts the number of executions of a unit game and displays the counting result on a liquid crystal display is known (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-200512 A Summary of the Invention [Problem to be solved by the invention]

[0004] According to the gaming machine of Patent Document 1, it is possible to inform the player of the number of times a unit game has been executed, but it is also envisaged that, for example, the unit games executed when an amusement store clerk checks the operation of the gaming machine might also be displayed as counting results, leaving room for further improvement.

[0005] The present invention has been devised in view of the above circumstances, and an object of the present invention is to provide a gaming machine with an improved display of the number of times a unit game has been executed. [Means for solving the problem]

[0006] A variable display unit is provided that can variably display a plurality of types of identification information that are each identifiable, A gaming machine in which a display result is derived by stopping the variable display of the variable display unit, and a winning prize can be generated according to the display result, A display means; A performance control means for controlling the performance; A derivation operation means operated by a player to derive a display result; A zone control means for controlling a game state into a normal zone in which a specific notification that notifies an operation mode of the derivation operation means is not executed and an advantageous zone in which the specific notification can be executed, The performance control means includes: A counting means capable of counting the number of times a unit game is executed; a count display means for displaying the number of executions counted by the counting means on the display means, the counting means, in a specific situation after the power supply of the gaming machine is turned on, does not count the number of executions until at least a predetermined period has elapsed, regardless of whether the gaming state is in the normal zone or the advantageous zone; The predetermined period is a period from when the power of the gaming machine is turned on to when a unit game is executed a predetermined number of times. The gaming machine may be configured as follows. A gaming machine (e.g., a slot machine 1) capable of playing a game, A display means (for example, a liquid crystal display 51); A performance control means (for example, a sub-control unit 91) for controlling the performance; A setting means (for example, a setting change process by the main control unit 41) capable of setting one of a plurality of setting values ​​having different advantageous degrees for a player, The performance control means includes: A counting means capable of counting the number of times a unit game is executed (for example, an incrementing process of a display counter by the sub-control unit 91); a count display means for displaying the number of executions counted by the counting means on the display means (for example, a process for displaying the value of a display counter by the sub-control unit 91 on the game number display unit 54), The counting means does not count the number of executions until a predetermined period of time has elapsed from when the setting value is set by the setting means (for example, as shown in FIG. 20, the sub-control unit 91 does not increment the value of the display counter for a predetermined period of time after the setting is changed, even if the start switch 7 is operated). [Brief description of the drawings]

[0007] [Figure 1] 1A and 1B are a front view and a diagram showing an example of a main internal configuration of a slot machine. [Diagram 2] FIG. 2 is a perspective view showing the internal structure of the slot machine. [Diagram 3] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 4]13 is a diagram for explaining the transition of the game state. FIG. [Diagram 5] FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6] FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7] FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8] FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 9] FIG. 13 is a diagram for explaining combinations of winning roles that are read out as lottery target roles for each game state. [Figure 10] FIG. 13 is a diagram showing the lottery target roles arranged for each flag category. [Figure 11] This is a diagram to explain reel control when the push order role is won. [Figure 12] A diagram showing a game start command that the main control unit transmits to the sub-control unit when the start switch is operated. [Figure 13] 13 shows the game end command that the main control unit sends to the sub-control unit at the third stop. [Figure 14] 4 is a flowchart showing the control content of a main process performed by a main control unit. [Figure 15] 13 is a flowchart showing a process in which the main control unit increments a value of a lottery counter. [Figure 16] 13 is a flowchart showing a process in which a sub-control unit adds a value of a prompting counter and a value of a display counter. [Figure 17] A diagram showing the screen transition of the LCD display during the normal advantageous zone. [Figure 18] 11A to 11C are diagrams illustrating an example of a screen transition on a liquid crystal display after power is turned on. [Figure 19] 11A to 11C are diagrams illustrating an example of a screen transition on a liquid crystal display after power is turned on. [Figure 20] 13A to 13C are diagrams illustrating an example of a screen transition on the liquid crystal display after a setting change is made. [Figure 21] 11A to 11C are diagrams illustrating an example of a screen transition on a liquid crystal display after power is turned on. [Figure 22] FIG. 4 is a diagram for explaining volume settings and a menu screen. [Figure 23] 11A and 11B are diagrams for explaining a specific sound that is output when the power is turned on; [Figure 24] 11 is a diagram for explaining a specific sound that is output when a setting is changed. FIG. [Diagram 25] 11A and 11B are diagrams illustrating a door-opening sound that is output when the front door is open. [Figure 26] FIG. 13 is a diagram showing the screen transition when the front door is opened while the volume setting display is being displayed. [Figure 27] FIG. 13 is a diagram showing an example in which the display of the menu screen is terminated based on a first termination condition while a special piece of music is being output. [Figure 28] FIG. 13 is a diagram showing an example in which the display of the menu screen is terminated based on a second termination condition while a special piece of music is being output. [Figure 29] A figure showing an example of displaying a menu screen in the second state of the advantageous zone. [Diagram 30] FIG. 13 is a diagram for explaining a set value L. [Diagram 31] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of the AT to the end of the AT when the setting value L is set. [Diagram 32] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value L is set. [Diagram 33] FIG. 13 is a diagram showing an example of special suggestion control that suggests that a setting value L is set in a non-play state. [Diagram 34] A diagram showing a slot machine 1 in which normal setting values ​​other than the setting value L in a non-play state are set. [Diagram 35] FIG. 11 is a diagram for explaining the order in which setting values ​​are stored. [Diagram 36] FIG. 13 is a diagram for explaining a shutter effect. [Figure 37] FIG. 13 is a diagram showing the rate at which the shutter effect is executed. [Figure 38] A figure showing an example of special suggestion control using shutter effects. [Figure 39] A diagram to explain an example of a setting value suggestion presentation. [Diagram 40] FIG. 13 is a diagram showing the execution rate of the result screen for each setting value. [Diagram 41] FIG. 4 is a flowchart showing the control contents of an initial setting process performed by a main control unit. [Diagram 42] FIG. 4 is a flowchart showing the control contents of a setting change process performed by a main control unit. [Diagram 43] 13 is a flowchart showing the control contents of the payout process executed by the main control unit in the game process. [Diagram 44] 13 is a flowchart showing the control contents of the payout number subtraction process executed by the main control unit. [Diagram 45] 4 is a flowchart showing the control contents of a time counter update process executed by a main control unit. [Diagram 46] 4 is a flowchart showing the control contents of the gaming machine information calculation process executed by the main control unit. [Figure 47] This is a flowchart showing the control contents of the ceiling game number counting process executed by the main control unit. [Figure 48] FIG. 13 is a diagram for explaining that the lighting state of the BET LED changes every time the 1BET switch is pressed. [Figure 49] 11 is a flowchart showing the control content of a bet amount setting process executed by a main control unit. [Figure 50] FIG. 11 is a diagram for explaining an example of a point map. [Figure 51] FIG. 13 is a diagram illustrating an example of a point update presentation. [Figure 52] FIG. 13 is a diagram illustrating an example of a point acquisition lottery process. [Diagram 53]FIG. 13 is a diagram showing a table for the privilege lottery process. [Figure 54] A figure showing an example in which a point update effect is executed based on normal operations. [Figure 55] A figure showing an example in which a point update effect is not executed based on an irregular operation. [Figure 56] This is a diagram illustrating an example of a point suggestion presentation when a strong cherry is won. [Figure 57] A diagram illustrating an example of a point suggestion presentation when a watermelon is won. [Figure 58] This is a diagram showing a table for the life gain lottery in the first state of the advantageous zone and the specialized zone. [Figure 59] This is a diagram showing tables for the life number lottery, specialized zone lottery, and one-hit victory lottery in the first and second states of the advantageous zone. [Figure 60] A figure showing an example of a bonus lottery process during AT. [Figure 61] FIG. 13 is a diagram illustrating an example of a life-granting suggestion display when a watermelon is won. [Figure 62] This is a diagram illustrating an example of a life-granting suggestion display when a strong cherry is won. [Figure 63] A diagram showing the process in which a sub-control unit executes navigation performance. [Figure 64] A diagram showing the command transmission process at the start of a game in the main control unit. [Figure 65] 13 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. [Figure 66] FIG. 13 is a diagram showing a liquid crystal display in a state where error notification control is performed. [Figure 67] FIG. 13 is a diagram showing the timing for canceling an error notification based on receipt of a game end command. [Figure 68] FIG. 13 is a diagram showing an example of canceling an error notification in the next game. [Figure 69] FIG. 13 is a diagram illustrating the processing executed in the game state. [Figure 70]FIG. 13 is a diagram for explaining a set value H. [Figure 71] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of the AT to the end of the AT when the setting value H is set. [Figure 72] This is a diagram to explain the variation in the number of balls dispensed over the entire period when the setting value H is set. [Figure 73] FIG. 13 is a diagram for explaining a modified example of the shutter effect. [Figure 74] 13A and 13B are diagrams showing modified examples of the volume setting display when the front door is open. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] [Embodiment Mode] As a gaming machine according to the present embodiment, a slot machine will be described based on the following examples. The slot machine according to the embodiment will be described with reference to Figs.

[0009] [Slot machine configuration] FIG. 1 is a front view of a slot machine 1 according to this embodiment. FIG. 2 is a perspective view showing the internal structure of the slot machine. FIG. 3 is a diagram showing the arrangement of symbols on each reel. As shown in FIG. 1, the slot machine 1 has a front door 1b pivotally supported on a side end of a housing 1a whose front is open. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter, left reel, center reel, and right reel) on which multiple types of symbols that can be distinguished from each other are arranged in a predetermined order and in equal numbers are arranged in a horizontal direction, and as shown in FIG. 3, three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are displayed in three rows, top, middle, and bottom, in a see-through window 3 provided in the approximate center of the front of the slot machine 1 so as to be visible from the player side.

[0010] In this embodiment, a configuration using three reels is illustrated, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may be used. In this embodiment, the variable display unit is configured to variably display the symbols displayed in the see-through window 3 by rotating the reels 2L, 2C, and 2R, but it is not limited to reels, and may be configured to variably display the symbols by moving a belt on the outer circumferential surface. In this embodiment, the variable display unit is configured by physical reels, but the variable display unit may be configured by an image display device such as a liquid crystal display.

[0011] 1, on the front of the slot machine 1, there are provided a medal insertion section 4 into which medals can be inserted, a medal payout outlet 9 from which medals are paid out, a MAXBET switch 6 operated to set the maximum bet number among the prescribed number (3 in this embodiment) determined according to the game state within the range of credits (the number of medals stored as the game value owned by the player), a 1BET switch 65 operated to set one medal as the bet number, a start switch 7 operated to start the game, stop switches 8L, 8C, and 8R operated to stop the rotation of the reels 2L, 2C, and 2R, respectively, a performance switch 56 operated by the player during performance, and a cross key 70, each of which is operable by the player. The cross key 70 includes a left switch 70L, a right switch 70R, an up switch 70U, and a down switch 70D, and is a switch operated to display a volume setting image (described later) on the liquid crystal display 51 and to select each option on the menu screen. The left switch 70L and the right switch 70R are also collectively referred to as left and right keys, and the up switch 70U and the down switch 70D are also collectively referred to as up and down keys.

[0012] In the following, the operation of the start switch 7 (for example, pressing the start switch 7 by hand) will be referred to as the "start operation," the operation of the stop switch to stop the rotation of the first reel (for example, pressing the stop switch by hand) will be referred to as the "first stop operation," the operation of the stop switch to stop the rotation of the second reel (for example, pressing the stop switch by hand) will be referred to as the "second stop operation," and the operation of the stop switch to stop the rotation of the third reel (for example, pressing the stop switch by hand) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, second stop operation, and third stop operation will also be collectively referred to as the "stop operations." Furthermore, the release of the press of the first stop switch (first stop operation) (for example, releasing the hand from the stop switch) is called the "first stop release," the release of the press of the second stop switch (second stop operation) (i.e., releasing the hand from the stop switch) is called the "second stop release," and the release of the press of the third stop switch (third stop operation) (i.e., releasing the hand from the stop switch) is called the "third stop release" or "final stop release." The order in which the player operates reels 2L, 2C, and 2R is also called the "operation procedure."

[0013] On the front side of the slot machine 1, a side lamp 27 consisting of a plurality of LEDs is provided beside the reels 2L, 2C, and 2R. In addition, reel backlights 28L, 28C, and 28R (hereinafter simply referred to as "reel backlights 28") are provided in the vicinity of the reels 2L, 2C, and 2R, respectively, corresponding to the reels 2L, 2C, and 2R, and irradiate the reels 2L, 2C, and 2R with light from the back or side of the reels. Furthermore, a speaker 53 that outputs sound is provided above the liquid crystal display 51. In addition, a lower panel 55 is provided below the stop switches 8L, 8C, and 8R. The lower panel 55 is configured to be able to light up or blink. The lower panel 55 is a notification means that uses the largest area among the notification means provided in the slot machine 1 to notify predetermined information. For example, the notification means of the slot machine 1 include the liquid crystal display 51, the speaker 53, the side lamps 27, and the reel backlights 28, but the lower panel 55 can notify predetermined information using a larger area than any of these notification means. The lower panel 55 is configured so that the entire area constituting the lower panel 55 emits light. The manner of the light emission includes flashing and lighting.

[0014] 1, the slot machine 1 is provided with a game display unit 13 having a credit indicator 11 that displays the number of medals stored as credits, a game support indicator 12 that displays the number of medals paid out when a winning occurs and an error code that indicates the content of an error, a 1BET LED 14 that lights up to indicate that the bet number is set to 1, a 2BET LED 15 that lights up to indicate that the bet number is set to 2, a 3BET LED 16 that lights up to indicate that the bet number is set to 3, an insertion request LED 17 that lights up to indicate that medals can be inserted, a start valid LED 18 that lights up to indicate that the start operation of the game by operating the start switch 7 is valid, a status LED 19 that lights up to indicate that the game is controlled to a state such as an advantageous zone AT, which will be described later, and a replay in progress LED 20 that lights up to indicate that a replay game is being played. In the slot machine 1 of this embodiment, when the maximum bet number (3 coins) is set and the 1BET switch 65 is pressed, the bet number of 2 coins is canceled. In other words, one medal is set as the bet amount. The process of canceling two bet amounts in this manner is hereinafter referred to as a "bet amount cancellation process."

[0015] Fig. 2(a) is a perspective view showing the internal structure of a slot machine, and Fig. 2(b) is a block diagram of an example of the main internal structure of a slot machine. On the inside of the front door 1b, as shown in Fig. 2(a), there are a reset switch 23 for detecting a reset operation for releasing an error state and a stop state without opening the front door 1b by a predetermined key operation, a setting value display 24 for displaying the setting value at the time when the setting value is being changed or confirmed, which will be described later, a stop switch 36a for selecting whether to enable or disable a stop function that controls the game to a stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined opportunity, and an automatic settlement process (settlement (return) of medals stored as credits without the player's operation) at a predetermined opportunity. the medal insertion port 4 to either the hopper tank 34a side or the medal payout outlet 9 side provided inside the housing 1a; an inserted medal sensor that detects medals inserted from the medal insertion port 4 and flowing down to the hopper tank 34a side; a medal selector 29 having an insertion port sensor that detects the insertion of foreign objects upstream of the inserted medal sensor; and a door open detection switch that detects the open state of the front door 1b.

[0016] Inside the housing 1a are provided a reel unit 2 consisting of the aforementioned reels 2L, 2C, 2R, reel motors, reel sensors capable of detecting the reel reference positions of each of the reels 2L, 2C, 2R, an external output board for outputting external output signals, a hopper tank 34a for storing medals inserted from the medal insertion portion 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal payout outlet 9, a hopper unit 34 consisting of a payout sensor that detects medals paid out by driving the hopper motor, and a power supply box 100.

[0017] An overflow tank 35 that stores medals that overflow from the hopper tank 34a is provided on the hopper unit 34 side. A full tank sensor is provided inside the overflow tank 35 to detect when the stored medals become full.

[0018] On the front of the power supply box 100, as shown in FIG. 2(a), there are provided a setting key switch 37 for switching to a setting change state or a setting confirmation state, a reset / setting switch 38 which functions as a reset switch for releasing an error state or a play stop state under normal circumstances and functions as a setting switch for changing the set value of the medal payout rate (also called the award rate or payout rate) such as the winning probability of the internal lottery in the setting change state, and a power switch 39 which is operated when turning the power ON / OFF. Hereinafter, changing the setting is also referred to as a setting change process. The setting change process is a process that involves restarting the slot machine 1 by stopping the supply of power to the slot machine 1 and turning the power on again. The slot machine 1 executes an initial setting process after the power is turned on. The main control unit 41 judges whether the setting key switch is on or not when executing the initial setting process. If the setting key switch is on, the main control unit 41 executes the setting change process. During the setting change process, the main control unit 41 changes the setting value based on the operation of the reset / setting switch. Furthermore, during the setting change process, when the start switch 7 is operated with the setting key switch in the OFF state, the main control unit 41 ends the setting change process. Note that the setting change process also includes a case where the same setting value as the already set setting value is set (i.e., the setting value is not changed).

[0019] The power supply box 100 is provided inside the housing 1a, and the front door 1b can be opened by a predetermined key operation carried by a store clerk or the like. Therefore, the setting key switch 37, the reset / setting switch 38, and the power switch 39 provided on the front of the power supply box 100 can only be operated by store clerks or the like who have the keys, and cannot be operated by players. The same is true for the reset switch 23, which is detected by a predetermined key operation. In particular, the setting key switch 37 requires a further key operation after the front door 1b is opened by a key operation, and therefore can only be operated by store clerks who have the key to operate the setting key switch 37.

[0020] As shown in FIG. 2(a), a board case 200 in which a game control board is housed is provided on the upper inner surface of the cabinet 1a. The game control board is provided with a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in FIG. 2(b), the main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game, and a ROM 41b and a RAM 41c that store various data related to the progress of the game. The main control unit 41 detects the operation of the MAXBET switch 6, the start switch 7, and the stop switches 8L, 8C, and 8R, and the insertion of medals into the medal insertion unit 4, and performs control related to the progress of the game, such as spinning / stopping the reels 2L, 2C, and 2R and turning on / off each LED in the game display unit 13, according to the detected operation.

[0021] The main CPU 41a includes a plurality of registers used for performing various calculations. The plurality of registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), interrupt register, refresh register, program counter, etc. The main CPU 41a executes various instructions, such as calculation instructions and read instructions, included in a program, to update the value of a specified register, or to update a value (data) stored in a storage area of ​​the RAM 41c designated by the value (address) of the specified register.

[0022] Among the registers, the flag register is configured so that its state changes to indicate the result of an operation performed by an instruction executed by the main CPU 41a, and the change in the state of the flag register can be used to cause the main CPU 41a to perform processing according to the result of an operation performed by the previous instruction.

[0023] As shown in FIG. 2(a), the front door 1b has a performance control board 90 above the see-through window 3. The performance switch 56 is connected to the performance control board 90, and a detection signal from the performance switch 56 is input. In addition, performance devices such as a liquid crystal display 51 and a speaker 53 are connected to the performance control board 90, and these performance devices are driven based on the control of a sub-controller 91 mounted on the performance control board 90. As shown in FIG. 2(b), the sub-controller 91 controls the performance in response to a command from the main control unit 41. The sub-controller 91 includes a sub-CPU 91a that performs various controls related to the performance, and a ROM 91b and a RAM 91c that store various data related to the performance. Based on a command from the main control unit 41, the sub-controller 91 controls the display of images on the liquid crystal display 51, the sound output from the speaker 53, and the turning on / off of the side lamps 27 and the reel backlights 28. The RAM 91c stores performance data used for image display on the liquid crystal display 51, lighting and blinking of the lower panel 55, and sound output from the speaker 53. Furthermore, the sub-controller 91 detects operation of the performance switch 56, and controls image display on the liquid crystal display 51, lighting and blinking of the lower panel 55, and sound output from the speaker 53 in accordance with the detected operation.

[0024] When playing a game on the slot machine 1, the player inserts a medal into the medal insertion section 4 or operates the 1BET switch 65 or the MAXBET switch 6 to set a prescribed number of bets. This enables the winning line LN, and the operation of the start switch 7 becomes valid, making it possible to start the game. The winning line LN is a line for determining whether the combination of symbols on the reels 2L, 2C, and 2R displayed in the see-through window 3 matches the winning combination of symbols. In this embodiment, so-called small mountain lines, such as the lower row of the reel 2L, the middle row of the reel 2C, and the lower row of the reel 2R, are defined as the winning lines. Note that the winning line is not limited to a small mountain, but may be provided horizontally in the middle row, such as the middle row of the reel 2L, the middle row of the reel 2C, and the middle row of the reel 2R, and may be provided in multiple winning lines instead of a single line. In addition, an invalid line may be provided to make it easier to recognize that the combination of symbols constituting a winning prize is aligned on the winning line LN.

[0025] When the start switch 7 is operated in a state in which the game can be started, the reels 2L, 2C, and 2R spin. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process for determining a symbol combination (display result combination) that is allowed to be derived.

[0026] Specifically, the main control unit 41 judges whether each lottery target role has won in a predetermined order in the internal lottery process. For example, in the internal lottery process, the main control unit 41 acquires a random number from integers within a predetermined range (0 to 65535). Each lottery target role is assigned a judgment value number according to the game state from integers within a predetermined range (0 to 65535). The main control unit 41 adds the judgment value number of each lottery target role to the acquired random number in a predetermined order, and when the addition result overflows (exceeds 65535), the main control unit 41 determines the lottery target role that was the object of addition at that time as the winning role. When the lottery target role wins by the internal lottery, the derivation of the symbol combination corresponding to the lottery target role is permitted.

[0027] The administrator can change the probability of winning the hand in the internal lottery by changing the settings. Specifically, the payout rate of medals is changed by determining the winning probability used in the internal lottery according to the setting value set by the administrator. The setting values ​​are 1, 2, 4, 5, 6, and L, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, 1, and L. In other words, when the setting value is set to 6, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 5, 4, 3, 2, 1, and L. The setting value L is set to comply with the type test, and will be described in detail later. Hereinafter, the setting value L is referred to as the "special setting value." Furthermore, the setting values ​​1, 2, 4, 5, and 6 are collectively referred to as the "normal setting values."

[0028] When the stop switch 8L, 8C, or 8R is operated, the reel corresponding to the operated stop switch stops spinning. This causes a symbol combination to be derived and displayed in the see-through window 3. When a symbol combination matching a winning combination stops on the winning line LN, a prize corresponding to the winning combination is generated.

[0029] The roles that can generate a win include a special role (bonus), a small role, and a replay role. A special role (bonus) is a role that controls the game state to a bonus state in which the probability of winning a small role is higher than in a non-bonus state by winning. Special roles (bonuses) include first-class special roles such as RB (regular bonus) and BB (big bonus), and second-class special roles such as CB (challenge bonus). In this embodiment, BB is provided as a special role. A small role is a role that is awarded with a medal by winning. A replay role (replay) is a role that is awarded with a win, allowing the player to start the next game without consuming medals owned by the player.

[0030] In order for each combination determined according to the game state to win, it is necessary to win the internal lottery and set the winning flag for that combination. The internal lottery is determined by the main control unit 41 using random numbers before the display results of all the reels 2L, 2C, and 2R are derived (specifically, when the start switch 7 is detected) to determine whether or not to allow each combination to win.

[0031] Among the winning flags for each role, the winning flags for the small role and the replay role are only valid in the game in which the flag is set and are invalid in the next game, but the winning flag for the special role is valid until the combination of roles permitted by the flag is completed and is invalid in the game in which the combination of roles permitted by the flag is completed. In other words, once the winning flag for the special role is won, even if the combination of roles permitted by the flag cannot be completed, the winning flag is not invalidated and is carried over to the next game.

[0032] In addition, in the internal lottery, a small role or a replay role (hereinafter also referred to as a "push order role") that is more advantageous when a stop operation is performed in a predetermined operation mode (for example, operation procedure (push order), operation timing) than when a stop operation is performed in another operation mode can be won. Push order roles include, for example, roles that result in a stop mode that is more advantageous when a stop operation is performed in a predetermined operation mode than a stop mode that stops when a stop operation is performed in another operation mode, roles that result in a higher rate of advantageous stop modes when a stop operation is performed in a predetermined operation mode than when a stop operation is performed in another operation mode, and the like. In addition, advantageous stop modes include not only stop modes that involve the awarding of medals, but also stop modes that involve a transition to an advantageous game state, stop modes that avoid a transition to an unfavorable game state, and the like.

[0033] In the slot machine 1, the procedure of operating the stop switch 8L first in one game is also called the "normal procedure," and the procedure of operating the stop switch 8C or the stop switch 8R first is also called the "irregular procedure." In other words, the "normal procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8L, the stop switch 8C, and the stop switch 8R (in the order of left, center, and right), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8L, the stop switch 8R, and the stop switch 8C (in the order of left, center, and right). The "irregular procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8C, the stop switch 8L, and the stop switch 8R (in the order of the center, left, and right), a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8C, the stop switch 8R, and the stop switch 8L (in the order of the center, right, left, and right), a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8R, the stop switch 8L, and the stop switch 8C (in the order of the center, left, right, and center), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8R, the stop switch 8C, and the stop switch 8L (in the order of the center, right, left, and right). Furthermore, in the slot machine 1 of this embodiment, operating the stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as the "normal operation", and operating the stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as the "irregular operation".

[0034] The main control unit 41 can execute navigation that notifies the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Specifically, the main control unit 41 can control the assist time (advantageous section) that is the notification period during which navigation notification can be executed that notifies the player of the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player according to the internal lottery result by the lighting mode of the game assist display 12.

[0035] When a predetermined lottery condition is established in the normal zone, the main control unit 41 performs a lottery for shifting to a favorable zone to determine whether or not to control to the favorable zone, and starts control in the favorable zone by winning the lottery for shifting to the favorable zone. Winning the lottery for shifting to the favorable zone is also called "winning the favorable zone." In the favorable zone, when the push order role is won, the main control unit 41 executes navigation notification, notifies the player of the operation mode (for example, operation procedure, operation timing, etc.) of the stop switches 8L, 8C, 8R that is favorable to the player using the game auxiliary display 12, and transmits a command (a command "instruction number" to be described later) that can specify the operation mode that is favorable to the player to the sub-control unit 91, thereby executing a navigation performance that notifies the operation mode using the liquid crystal display 51, the speaker 53, etc. On the other hand, a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc. is hereinafter referred to as a "game in which navigation performance is not executed." In other words, a game in which the navigation effect is not executed is a game in which the operation mode is not notified using the LCD display 51, speaker 53, etc., regardless of whether the advantageous zone is normal or in the AT state.

[0036] In a game in which a push order role is won, when the player's operating manner matches the operating manner corresponding to the winning push order role (hereinafter also referred to as the "correct procedure"), the player will win a role advantageous to the player (in this embodiment, the plum role).

[0037] By operating the stop switches 8L, 8C, and 8R in the correct sequence according to the navigation, the player can win the role that pays out the most medals among the roles included in the push order role. Alternatively, by operating the stop switches 8L, 8C, and 8R in the correct sequence according to the navigation, the player can win the role that has no chance of missing out on a win among the roles included in the push order role. Note that, among the roles included in the push order role, the role that can win when the stop switches 8L, 8C, and 8R are operated in the correct sequence is called the "main role," and the role that can win when the stop switches 8L, 8C, and 8R are operated in an incorrect sequence different from the correct sequence is called the "sub-role."

[0038] By operating the stop switches 8L, 8C, and 8R in the manner notified by the navigation notification and navigation performance, it is possible to ensure that the main role included in the push order role won by the internal lottery is won.

[0039] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 41 include game states related to the ball payout rate.

[0040] The game states include non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In the slot machine 1 of this embodiment, most games are played by the player in the internal state.

[0041] On the other hand, during the non-internal period, the player does not play, or even if he / she does play, the time is extremely short. During the non-internal period, when the BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.

[0042] In both non-internal and internal play, a game in which the BB can be won (hereinafter also referred to as a "BB winning game") may be played. Specifically, in non-internal play, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal play, the game in which the BB is won becomes a BB winning game.

[0043] In the internal state, the BB win is carried over. Here, when the BB and the small role are won at the same time, the reel control is performed so that the symbol combination of the small role is preferentially derived. Furthermore, if the small role is a role with no misses, in a game in which the BB and the small role are won at the same time, the small role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Similarly, when the BB and the replay role are won at the same time, the replay role is controlled so that the symbol combination of the replay role is preferentially derived. Since the replay role is generally a role with no misses, in a game in which the BB and the replay role are won at the same time, the replay role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Therefore, in the internal state, only in a game that is a miss in the internal lottery (a game in which no role is won), if the symbol combination of the BB can be derived in response to the operation of the stop switches 8L, 8C, and 8R, the BB will win. In this case, the game state is controlled to BB from the next game. In other words, during the internal game, the game that is a loss in the internal lottery becomes a BB winning game.

[0044] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is about 101%, the net increase in number of coins hardly increases. Therefore, for the player, the BB is merely a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.

[0045] The state in the interior includes a normal section and an advantageous section. The normal section is a state in which navigation is not executed, and is a non-notification state in which navigation information cannot be notified. The advantageous section is a state in which navigation can be executed, and is a notification state in which navigation information can be notified. In this embodiment, among the advantageous sections, navigation is not executed in the advantageous section normal, but navigation can be executed in the first state, the second state, and the ending state. Note that navigation may also be executed in the advantageous section normal, but in the first state, the second state, and the ending state, the execution probability of navigation for making the main character win when the push order role is won is higher than in the advantageous section normal. Thus, in the AT state in the advantageous section such as the first state, the second state, and the ending state, navigation is performed with a higher probability than when it is an advantageous section or an advantageous section normal.

[0046] In the normal zone, when the lottery for shifting to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, the condition for winning the advantageous zone is the winning of most of the roles that can be won during normal play, so the duration of play during normal play is about 1G. The condition for winning the advantageous zone may be met when any of all roles that can be won during normal play is won.

[0047] In the normal section, since navigation is not executed in the game in which the push order role is won, the net increase in the number of medals per game that the player can acquire is 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of medals per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0048] The advantageous zone includes the normal advantageous zone, the first state, the second state, and the ending state. Hereinafter, the first state, the second state, and the ending state will be collectively referred to as the "AT state." In the normal advantageous zone, since navigation is not executed in the game in which the push order role is won, the net increase in the number of coins that the player can acquire per game will be 0 or negative, taking into account the number of medals used to set the number of bets. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0049] In the normal advantageous zone, an AT consecutive performance is executed, which suggests a transition to the first state. The AT consecutive performance is a performance that continues for 3 to 5 games from the start, and is a performance that notifies the player whether or not the final game will transition to the first state.

[0050] In the first state of the advantageous zone, the number of games (hereinafter also referred to as the number of AT games) is fixed. For example, in this embodiment, the number of AT games in the first state is preset to 30G or 50G. In the first state of the advantageous zone, a life-specialized continuous performance is executed, which suggests a transition to a life-specialized zone. The life-specialized continuous performance is a performance that continues for 3 to 5 games from the start, and is a performance that notifies the player whether or not to transition to the life-specialized zone in the final game. The life-specialized zone indicates a state in which there is a high possibility of acquiring a life, which will be described later. The 3 to 5 games of the life-specialized continuous performance in the first state are included in the number of AT games that is preset when transitioning to the first state. That is, the life-specialized continuous performance is executed within the number of AT games of 30 games or 50 games. Hereinafter, the AT continuous performance and the life-specialized continuous performance may be collectively referred to simply as "continuous performance".

[0051] When a predetermined number of AT games are played in the first state, the state transitions from the first state to the second state (hereinafter also referred to as the AT second state). In the second state, the number of AT games is indefinite. Specifically, in the second state, an ally character battles an enemy character, and when the ally character wins the battle, the state transitions to the first state, whereas when the ally character loses the battle, the AT state ends and the state transitions to a non-AT state.

[0052] In order for an ally character to battle an enemy character in the second state, a life is required as a right to battle. In this embodiment, a life can be acquired in the first state, but a life cannot be acquired in the second state. That is, the player acquires a life while staying in the first state, and consumes the life acquired in the first state in the second state, so that the ally character can battle the enemy character. In the second state, a battle can be conducted as many times as the number of lives possessed, and even if the ally character is defeated by the enemy character in a battle, if the ally character has remaining lives, the ally character can battle the enemy character again. If the ally character has no remaining lives at the time of defeat by the enemy character, the AT state ends and the state transitions to a non-AT state. In this embodiment, a life acquisition lottery is executed to determine whether or not a life is granted. The AT state is extended by granting a life through the life acquisition lottery.

[0053] If the ally character defeats the enemy character in the second state and the state transitions to the first state, the player can gain life again in the first state. Therefore, as long as there is life remaining, it is possible to continue to repeatedly transition between the first state and the second state, and during that time, navigation is performed when the push order bell (such as the 213-choice role A described later) is won, and the player can increase the net increase in the number of medals by operating the stop switches 8L, 8C, and 8R according to the navigation.

[0054] The first state also includes a first section and a second section, which are sections with different net increases in the number of medals. The first section is the first half of the first state in which the number of AT games is fixed (for example, 1G to 15G if the first state is 30G). The first section is a section in which navigation is performed less frequently than the second section, and in which the net increases in the number of medals are lower than the second section. For example, the net increases in the number of medals per 1G in the first section is 1 medal.

[0055] On the other hand, the second section is the latter section in the first state where the number of AT games is fixed (for example, 16G to 30G if the first state is 30G). The second section is a section where navigation is performed more frequently than the first section, and the net increase in the number of medals is higher than the first section. For example, the net increase in the number of medals per 1G in the second section is 5 medals. Thus, even in the AT state, navigation is performed with a higher probability in the second section than in the first section.

[0056] In this way, the net increase in the number of medals in the first zone in the first state is lower than that in the second zone, so it is more advantageous for the player to stay in the second zone in that more medals can be acquired.

[0057] In the second state, as in the second section, navigation is performed more frequently than in the first section, and the net increase in medals is higher. For example, the net increase in medals per game in the second state is 5 medals, as in the second section in the first state. Therefore, the player can win more medals during the battle in the second state. Thus, even in the AT state, navigation is performed with a higher probability in the second state than in the first section in the first state.

[0058] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is drawn. Specifically, in the first section of the first state, if a strong cherry is drawn, the player is guaranteed to receive a life, and in the second state, if a strong cherry is drawn, the player's ally character is guaranteed to win the battle.

[0059] In the normal advantageous zone, processing such as a lottery related to control to the first state is carried out. Specifically, in the normal advantageous zone, the main control unit 41 carries out a point acquisition lottery, which will be described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 includes an internal point counter (not shown) for counting points. Furthermore, when the value of the point counter reaches a specified value, the main control unit 41 executes an AT lottery, which will be described later.

[0060] In the advantageous zone, the ending state is controlled when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number. The ED transition number is updated during the advantageous zone, and is not updated during the normal zone or BB. The ending state is a state in which it is determined that control to the advantageous zone will continue until the total value of the net increase in the number of medals reaches the upper limit number (for example, 2400 medals) or the number of games played during the advantageous zone reaches the upper limit number of games (for example, 1500G). In the ending state, as in the second state and the second zone, navigation is performed more frequently than in the first zone, and the net increase in the number of medals is high. Thus, even in the AT state, when the game is in the ending state, navigation is performed with a higher probability than when the game is in the first zone in the first state. The ED transition number is set when the game transitions from the normal zone to the advantageous zone. The ED transition number may be determined by lottery or may be determined in advance. The ED transition number is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the ED transition number. The main control unit 41 cumulatively counts the ED transition number, and ends the advantageous zone according to the counting process.

[0061] When the limiter condition is satisfied in the favorable zone, the favorable zone is controlled to the normal zone. Specifically, when the number of sheets in the favorable zone (the number of sheets with a net increase during the favorable zone) reaches 2400 sheets, the favorable zone ends and the zone is controlled to the normal zone. The number of sheets in the favorable zone is counted by a favorable zone number counter stored in the RAM 41c. In other words, when the number of sheets in the favorable zone reaches the upper limit number, it is said that the "limiter condition" is satisfied. Alternatively, in the favorable zone, when the total number of games played (number of favorable zone Gs) updated based on the progress of the game reaches a predetermined upper limit G number (for example, 1500 G), the favorable zone ends and the zone is controlled to the normal zone. The number of sheets in the favorable zone is counted by a net increase number counter stored in the RAM 41c.

[0062] When the game is controlled from the favorable zone to the normal zone, the total number of games played and the net increase in the number of coins counted in the favorable zone, as well as the points that can be acquired during play, are initialized. The number of Gs in the favorable zone and the net increase in the number of coins during the favorable zone are updated not only during the favorable zone but also during the BB, but are not updated during the normal zone.

[0063] If the setting is changed during the advantageous zone, it will be controlled to the normal zone. At this time, the total number of games played and the net increase in number of coins counted during the advantageous zone, as well as the points that can be acquired during play, are also reset. In the slot machine 1 of this embodiment, the medal payout rate changes according to the setting value. In detail, the medal payout rate is changed by changing the probability of winning in a predetermined lottery, such as the point acquisition lottery described below, according to the setting value (for example, 1, 2, 4, 5, 6, L). A staff member at the game store can change this setting value by changing the setting.

[0064] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional ending conditions that are established based on the progress of the game, and a condition that a setting change is made.

[0065] In addition, in the slot machine 1 of this embodiment, an upper limit of the number of games is set in the normal advantageous zone. When the upper limit of the number of games set in advance is reached in the normal advantageous zone, an AT right is granted to forcibly transition to the AT state regardless of the reached point. The upper limit of the number of games in the normal advantageous zone is, for example, 1280 games. The upper limit of the number of games is called the "ceiling". The main control unit 41 has a lottery counter in the RAM 41c to determine whether the ceiling has been reached. That is, the main control unit 41 stores the number of games executed in the normal advantageous zone in the lottery counter in the RAM 41c. The main control unit 41 adds the value of the lottery counter every time a game is executed in the normal advantageous zone. For example, if the upper limit of the number of games in the normal advantageous zone is set to 700 games, when the value of the lottery counter reaches 700, the main control unit 41 grants the AT right. The upper limit of the number of games in the normal advantageous zone is not limited to 700 games, and may be, for example, 1280 games.

[0066] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, winning combinations, and the awarding of prizes. The name column of Fig. 5 to Fig. 8 shows the name of the winning combination, and the combination of symbols that will win the winning combination is shown in the symbol combination column. The award column shows the value (number of medals paid out, replay award, etc.) that will be awarded when the winning combination is won.

[0067] As shown in FIG. 5, RIP1 to RIP6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIG. 6 to FIG. 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when the push order role is won, and when they are won, 9 medals, which is more than the number of medals used in the bet (3 medals), are paid out. Plums 1 to 6 are also collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when the push order role is won, and when they are won, 1 medal, which is less than the number of medals used in the bet (3 medals), is paid out. 1-coin roles 1 to 33 are also collectively referred to as "1-coin roles."

[0068] As shown in FIG. 7, among the symbol combinations that result in the winning of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, character symbols are derived on the bottom row of the left reel 2L, the middle row of the middle reel 2C, and the top row of the right reel 2R, and the character symbols are arranged in a row ascending to the right. The arrangement of character symbols in a row is also called "character alignment."

[0069] As shown in FIG. 8, among the symbol combinations that result in the winning of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."

[0070] [Role to be selected] FIG. 9 is a diagram for explaining combinations of winning roles read out as the lottery target roles for each game state. FIG. 10 is a diagram showing the lottery target roles arranged by flag category. The role number column in FIG. 9 and FIG. 10 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows the name, the game state column shows that the lottery target role is a lottery target role with a circle for each game state, and the advantageous zone winning column shows whether or not the advantageous zone has been won. Also, the winning role combination column in FIG. 9 shows the combination of winning roles included in each lottery target role.

[0071] As shown in FIG. 9, BB is provided as a special role to be selected. As replay roles to be selected, normal lip, 7-match lip, 7-discrepancy lip, character match lip, and character-discrepancy lip are provided. As small roles to be selected, common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1, 2, character match 1, weak cherry, strong cherry, and chance eye A, B are provided. As small roles in BB, BB medium small role and BB medium 1 are provided. In addition, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when they are won, so they are types of push order roles. 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are collectively called "push order bells." In addition, 7-match 1, 2 are collectively called "7-match 1."

[0072] During non-internal play, all roles except for the BB small / medium-sized role and one BB in-game card can be won, but during internal play, since the BB win has already been carried over, the BB, BB small / medium-sized role, and one BB in-game card cannot be won.

[0073] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while a role number is determined for each role to be drawn, a flag category is assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter, these are collectively referred to as "lotteries related to AT control") are both conducted based on the flag category. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on the role number.

[0074] In this embodiment, a flag category is also assigned to the miss and BB, and the BB is assigned the same FC1 as other roles such as normal lip. Also, the common plum is assigned the same FC4 as the watermelon.

[0075] [Reel control of push order] FIG. 11 is a diagram for explaining reel control when the push order role is won. As described above, in this embodiment, in a game in which the push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.

[0076] For example, as shown in Fig. 11, in a game in which any of 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D is won, when the stop switches 8L, 8C, and 8R are operated in the correct answer sequence, the main role of plum wins, while when the stop switches 8L, 8C, and 8R are operated in the incorrect answer sequence, the sub-role of 1 coin wins. Note that if the sub-role of 1 coin wins when the stop switches 8L, 8C, and 8R are operated in the incorrect answer sequence, no win may occur.

[0077] As shown in FIG. 11, the "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game in which the player wins any of the 213-choice roles A to D, the 231-choice roles A to D, the 312-choice roles A to D, and the 321-choice roles A to D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player cannot win the plum role, which is the main role. This may be a factor that induces the player to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but as will be described later, in this embodiment, if the player operates the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed, a penalty that is disadvantageous to the player is imposed on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.

[0078] FIG. 12 is a diagram showing game start commands that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process, and transmits a group of commands including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game start commands." The main control unit 41 transmits each command in the order of No. 1 to No. 13 as a game start command. A serial number is set for each command as a "setting serial number" with the same number as No. Each command stores various information managed by the main control unit 41.

[0079] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the pressing order in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the sub-control unit 91 receives the command No. 2 "instruction number", it executes a navigation effect on the liquid crystal display 51 based on the operation procedure that can be identified from the command "instruction number". In addition, the sub-control unit 91 causes the speaker 53 to output a sound that notifies the player of the operation procedure that can be identified from the command "instruction number".

[0080] For example, the command No. 3 "small role type" stores information that can specify whether the role won by the internal lottery is a small role, a replay role, or a special role. Also, the command No. 6 "section state" stores information that can specify which of the internal states shown in FIG. 4 the game in which the start switch 7 is operated is in. Specifically, the command No. 6 "section state" stores information that indicates whether the currently controlled state is a normal section, an advantageous section, and further whether the advantageous section is a normal advantageous section, a first section of the first state, a second section of the first state, a second state, or an ending state. The sub-control unit 91 can specify which section state the game in which the start switch 7 is operated is in based on receiving the command No. 6 "section state". Also, the command No. 4 "ball output state" can store information that can specify the game state of the game in which the start switch 7 is operated. The number of games in the AT consecutive performance is stored in the command No. 9 "ART Precursor G Count". The number of points acquired in the previous game is stored in the command No. 10 "Points" in the game start command. In addition, the information that can identify the role number of the role that was won by the internal lottery is stored in the command No. 11 "Winning Number".

[0081] Furthermore, when the main control unit 41 transmits a game start command, it stores information indicating that a medal has been bet in the command "insert medal" of No. 12. When information indicating that a medal has been bet is stored in the command "insert medal" of No. 12, the sub-control unit 91 can determine that the game start command has been received.

[0082] FIG. 13 shows game end commands that the main control unit 41 transmits to the sub-control unit 91 at the third stop. The main control unit 41 transmits the command group No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also at the third stop of the stop switch. Hereinafter, the command group No. 1 to No. 13 shown in FIG. 13 will be simply referred to as "game end commands". Note that, among the commands transmitted at the third stop, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information regarding winning. That is, at the third stop, the main control unit 41 transmits information regarding winning, not information regarding the winning number.

[0083] The number of points acquired in the point acquisition lottery process at the third stop, which will be described later, is stored in the command No. 10 "point" in the game end command. When the main control unit 41 transmits a game end command, it stores information indicating that the reel is stopped in the command No. 13 "reel stop". When information indicating that the reel is stopped is stored in the command No. 13 "reel stop", the sub-control unit 91 can determine that the game end command has been received. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the command No. 12 "medal insertion" and the command No. 13 "reel stop". When the main control unit 41 transmits a game start command, it does not need to transmit the command No. 13 "reel stop", and when it transmits a game end command, it does not need to transmit the command No. 12 "medal insertion".

[0084] [About the main process] The control contents of the main processing performed by the main control unit 41 will be described with reference to Fig. 14. Fig. 14 is a flow chart showing the control contents of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of play. One cycle of the main processing corresponds to one unit of a game. In this embodiment, the main processing is also referred to as basic processing.

[0085] 14, the main control unit 41 first performs a game start waiting process (S1) to perform a process from the end of control of the previous game to starting the next game. In the game start waiting process, a process of setting the number of bets in response to insertion of medals, etc. is performed, and when the operation of the start switch 7 is detected with the specified number of bets set, a process of starting the next game is performed.

[0086] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not a winning is allowed to occur (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not a winning is allowed to occur (i.e., whether or not derivation of a display result is allowed) based on a preset setting value (1 to 6) in the slot machine 1 and a random number value for the internal lottery acquired at the same time as the game starts due to the detection of the start switch 7. Then, a winning number (general role) corresponding to the winning role that has been won is stored in a winning number setting area of ​​the RAM 41c so that the winning result of the internal lottery can be specified. In addition, when a special role is won, a winning number (special role) corresponding to the winning special role is stored in a winning number setting area of ​​the RAM 41c.

[0087] Next, a favorable zone transition flag generation process (S3) is performed to convert the winning number (general role) into a favorable zone transition flag, and a lottery flag generation process (S4) is performed to convert the winning number (general role) into a lottery flag. In the favorable zone transition flag generation process, the favorable zone transition flag conversion table is used to obtain the value of the favorable zone transition flag corresponding to the winning number (general role), and the value is stored in a predetermined area of ​​the RAM 41c. In addition, in the lottery flag generation process, the lottery flag conversion table is used to obtain the values ​​of the lottery flags 1 to 3 corresponding to the winning number (general role), and the value is stored in a predetermined area of ​​the RAM 41c.

[0088] Next, a game start ball output control process (S5) is performed to perform a process related to the advantageous zone, a process related to the navigation notification, and a process related to the AT state at the timing when the game is started. In the process related to the advantageous zone, a process to transition to the advantageous zone is performed when a role that transitions to the advantageous zone is won in the normal zone, a process related to the navigation notification is performed to set the navigation number and a process related to the management of the advantageous zone state, and a process related to the AT state is performed to transition to the AT state according to the winning role in the normal advantageous zone. In the process of setting the navigation number, when a role that is the target of the navigation notification is won and the navigation notification is performed, a navigation number of "1" to "13" is set in the navigation number setting area of ​​the RAM 41c according to the operation mode to be notified, and when a role that is the target of the navigation notification is won and the navigation notification is not performed, or when a role that is not the target of the navigation notification is won, "0" is set in the navigation number setting area of ​​the RAM 41c.

[0089] Next, interruption is prohibited (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process is performed to transmit an operation signal capable of identifying a recommended stop operation mode to the test device.

[0090] Next, after the operation signal setting process, the interrupt is set to permitted (S8), and the game start command transmission process (S9) shown in FIG. 12 is performed to identify that a game has started. A control state command group including a plurality of commands that can identify various control states at the start of a game is set in a command queue and transmitted sequentially to the sub-control unit 91.

[0091] Next, after the game start command transmission process, a freeze process (S10) is performed to control the freeze state in which the progress of the game is delayed for a predetermined period of time. In the freeze process, it is determined whether or not it has been decided to control the game to the freeze state when the start switch 7 is operated to start the game, and if it is determined that it has been decided to control the game to the freeze state, the progress of the game is delayed for a predetermined period of time. In addition, when a reel effect is performed in which the reels are changed in the freeze state, a process is performed to change the reels in a change mode according to the type of reel effect.

[0092] Next, after the freeze process is completed, interruption is prohibited (S11), and a game start setting process (S12) is performed to set a predetermined time when the reels start spinning. In the game start setting process, a reel spin start process is performed in response to the start of a game, and the reels start spinning toward a constant speed.

[0093] Next, after the game start setting process, an interrupt is permitted (S13), and a rotation start external signal process (S14) is performed to output an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) from a specified output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the start of rotation may be referred to as a "start external signal."

[0094] Next, after external signal processing at the start of rotation, a reel stop process (S15) is performed to control the reels to stop. In the reel stop process, when a navigation notification is performed, the game aid display 12 displays the navigation number set in the navigation number setting area to notify the operation mode. In addition, when all reels are rotating at a constant speed, the reception of a stop operation for the rotating reels is enabled, and the game waits until the player performs a reel stop operation. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled, reel stop control is performed to stop the reel for which a valid stop operation has been performed. This reel stop control is repeatedly performed for the rotating reels to stop the rotation of all reels, and the reel stop process is terminated.

[0095] Next, after the reel stop process, a winning search process (S16) is performed. In the winning search process, a winning symbol combination is searched for based on the symbol combination stopped on the reels 2L, 2C, and 2R, and a winning flag indicating whether or not a winning has been achieved and the number of medals to be paid out in response to the winning are set in a predetermined area of ​​the RAM 41c.

[0096] Next, interruption is prohibited (S17), and a gaming machine information calculation process (S18) is performed to calculate a gaming history used when calculating gaming machine information to be displayed on the gaming machine information display 50.

[0097] Next, after the gaming machine information calculation process, the interrupt is set to be permitted (S19), and a special gaming state end check process (S20) is performed. In the special gaming state end check process, it is determined whether or not an end condition is met when the special gaming state is controlled. Next, a gaming state setting process (S21) is performed. In the gaming state setting process, the gaming state of the next game is set based on the winning data set by the winning search process and the result of the special gaming state end check process.

[0098] Next, at the timing when the game ends, a process related to the advantageous zone and a process related to the navigation notification are performed, and a ball output control process at the end of the game (S22) is performed in which a lottery process for winning points, a lottery process for winning lives, and a lottery process for winning one hit are performed based on predetermined conditions. In the process related to the advantageous zone, it is determined whether or not the end condition of the advantageous zone is satisfied in the advantageous zone, and if the end condition of the advantageous zone is satisfied, a process for setting an advantageous zone end flag is performed, and in the process related to the navigation notification, a process related to management of the advantageous zone state is performed. The lottery process for winning points, the lottery process for winning lives, and the lottery process for winning one hit are described in detail below.

[0099] Next, the end-of-game command sending process (S23) shown in FIG. 12 is performed to set a group of control state commands including a plurality of commands capable of identifying various control states at the end of one game in a command queue, and have them sent sequentially to the sub-control unit 91.

[0100] Next, after the game end command transmission process, a payout process is performed (S24) to award a number of medals according to the winnings that have occurred as a result of the game, based on the number of medals to be paid out set in a predetermined area of ​​the RAM 41c by the winning search process (S16). In the payout process, a predetermined number of medals is awarded to the player for each winning that has occurred, and the number of medals awarded is added to the credits. When the credits reach the upper limit (50 in this embodiment), the medals that have not been added to the credits are paid out from the medal payout opening 9.

[0101] Next, after the payout process, an external signal process at the end of the game (S25) is performed to output an external output signal at the end of the game (such as a medal OUT signal indicating the number of medals awarded) from a specified output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the end of the game may be referred to as the "external signal at the end."

[0102] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the replay symbol combination is stopped on reels 2L, 2C, and 2R, and if the replay symbol combination is stopped, a process of setting the number of bets for replaying in the next game, a process of setting a replay flag in a predetermined area of ​​the RAM 41c, a process of controlling the replay LED 20 to the ON state (lighting state), and the like are performed.

[0103] Next, advantageous zone end processing is performed (S27). In the advantageous zone end processing, it is determined whether or not an advantageous zone end flag indicating that the advantageous zone is to be ended is set in a predetermined area of ​​the RAM 41c, and if it is determined that the advantageous zone end flag is set, advantageous zone data initialization processing is performed to initialize an advantageous zone related area in the storage area of ​​the RAM 41c in which data related to the control of the advantageous zone is stored, and to end the advantageous zone. In the advantageous zone data initialization processing, an advantageous zone flag indicating that the advantageous zone is in the advantageous zone and a navigation number set in a navigation number setting area are initialized, and an advantageous zone signal buffer for outputting the fact that the advantageous zone is in the advantageous zone to an external device such as a test device is turned off.

[0104] Next, after the favorable zone end process, the favorable zone signal control process (S28) is performed. In the favorable zone signal control process, when the favorable zone flag is set in the RAM 41c, the favorable zone signal buffer of the RAM 41c is controlled to be ON.

[0105] Next, after the favorable zone signal control process, the favorable zone notification end process (S29) is performed. In the favorable zone notification end process, it is determined whether the favorable zone signal buffer of the RAM 41c is OFF or not, and when it is determined that the favorable zone signal buffer is OFF, the zone display LED 19 is controlled to be in an off state.

[0106] Next, after the advantageous zone notification end process, a game end initialization setting process (S30) is performed. In the game end initialization setting process, an area of ​​the RAM 41c to be initialized in the game is set in the initialization process described later. Except at the end of the special game state, the size of the area to be initialized at the end of every game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.

[0107] Next, interrupts are prohibited (S31), and initialization processing (S32) is performed. In the initialization processing, an area of ​​the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to the RAM 41c, so that the area initialized at the end of every game is initialized except at the end of the special game state, and the area initialized at the end of the special game state is initialized at the end of the special game state. Then, after the initialization processing, interrupts are permitted (S33), and the processing returns to the initialization processing described later.

[0108] Thereafter, the processes of S1 to S33 are repeated. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0109] [Counters related to game numbers] The counter related to the number of games will be described below. Each of the main control unit 41 and the sub control unit 91 has a counter related to the number of games. The main control unit 41 has a lottery counter. The lottery counter is realized using a part of the area in the RAM 41c. The sub control unit 91 has a display counter and a provocation counter. The display counter and the provocation counter are realized using a part of the area in the RAM 91c. The lottery counter is a counter for determining whether or not the ceiling has been reached. The display counter is a counter for displaying the number of games played on the liquid crystal display 51. The provocation counter is a counter for executing a provocation effect suggesting that an AT right will be granted in a game before the ceiling is reached.

[0110] The lottery counter of the main control unit 41 will be described below. In the slot machine 1 of this embodiment, an upper limit is set for the number of games in the normal advantageous zone. The upper limit of the number of games is called the "ceiling." The main control unit 41 counts the value of the lottery counter each time a game is executed in the normal advantageous zone to determine whether the ceiling has been reached.

[0111] The main control unit 41 controls the game to enter the AT state based on the fact that the value of the lottery counter has reached a specific value (for example, 700). That is, the main control unit 41 increments the value of the lottery counter as the game is played, and grants the AT right based on the fact that the value of the lottery counter has reached a specific value. This allows the player to focus on the number of games played, and increases the interest in the game. That is, the main control unit 41 counts the number of games played during the normal advantageous zone using the lottery counter, and judges whether the ceiling has been reached. The lottery counter does not count the number of games played in the normal zone. Also, the value of the lottery counter is returned to the initial value (0) when the game state transitions to the normal zone.

[0112] Next, the display counter and the incentive counter of the sub-control unit 91 will be described. First, the incentive counter related to the lottery counter of the main control unit 41 will be described. The incentive counter is a counter for executing incentive performance that suggests that the AT right will be granted in the game before the ceiling is reached.

[0113] When the ceiling is reached, the main control unit 41 grants the AT right. At this time, the sub-control unit 91 executes a provocative effect such as a continuous effect in the game before the AT right is granted. In order to execute the provocative effect at the appropriate timing, the sub-control unit 91 needs to know the timing of reaching the ceiling. The sub-control unit 91 acquires the timing of reaching the ceiling by synchronizing the provocative counter with the lottery counter of the main control unit 41.

[0114] Specifically, the main control unit 41 includes the value of the lottery counter in the start command described in FIG. 12 and transmits it to the sub-control unit 91. The sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter based on the received start command. This allows the sub-control unit 91 to obtain the timing of reaching the ceiling game number, i.e., the timing of granting the AT right, based on the value of the provocation counter, and execute the provocation performance at the appropriate timing. That is, since the provocation counter is synchronized with the lottery counter, the provocation counter counts the number of games during the normal advantageous zone, and does not count the number of games executed in the normal zone. In addition, the value of the provocation counter is returned to the initial value (0) when the game state transitions to the normal zone.

[0115] Next, the display counter of the sub-control unit 91 will be described. The display counter is a counter for displaying the number of games played on the liquid crystal display 51. In the slot machine 1 of this embodiment, the sub-control unit 91 counts the value of the display counter except for a predetermined period. The predetermined period is a period during which a store clerk or the like of a gaming establishment checks the operation, and will be described in detail later. The value of the display counter is returned to the initial value (0) when the power supply to the slot machine 1 is stopped and then resumed. The value of the display counter is also returned to the initial value (0) when the gaming state transitions to the normal section.

[0116] [Lottery counter increment process flow in the main control unit] FIG. 15 is a flowchart showing the process in which the main control unit 41 adds the value of the lottery counter. The main control unit 41 executes the flowchart shown in FIG. 15 based on the operation of the start switch 7. The main control unit 41 judges whether or not the advantageous zone is normal (step SM1). If the advantageous zone is not normal (NO in step SM1), the main control unit 41 ends the process without adding the value of the lottery counter. If the advantageous zone is normal (YES in step SM1), the main control unit 41 adds the value of the lottery counter (step SM2). After that, the main control unit 41 transmits the value of the lottery counter after the addition to the sub-control unit 91 (step SM3). That is, in order to synchronize the incentive counter and the lottery counter, the main control unit 41 transmits the value of the lottery counter to the sub-control unit 91 by including it in the game start command shown in FIG. 12. Thereby, the main control unit 41 can count the number of games executed in the advantageous zone normal, manage the ceiling game number, and synchronize the value of the lottery counter with the incentive counter.

[0117] [Increment process flow of the sub-controller's tilt counter and display counter] FIG. 16 is a flowchart showing the process in which the sub-control unit 91 adds the value of the provocation counter and the value of the display counter. The sub-control unit 91 executes the flowchart of FIG. 16 based on the operation of the start switch 7. The sub-control unit 91 judges whether the game state is in the normal advantageous zone (step SS1). If the game state is in the normal advantageous zone (YES in step SS1), the sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter (step SS2). Next, the sub-control unit 91 judges whether the game state is in the predetermined period (step SS3). If the game state is not in the predetermined period (NO in step SS3), the sub-control unit 91 adds the value of the display counter (step SS4) and ends the process. If the game state is in the predetermined period (YES in step SS3), the sub-control unit 91 does not add the value of the display counter and ends the process. The predetermined period will be described in detail later.

[0118] In this way, the lottery counter, the display counter, and the incentive counter are incremented based on the operation of the start switch 7, but the lottery counter and the incentive counter are not incremented unless the player is in the normal advantageous zone, and the display counter is not incremented if it is within a specified period. In other words, if the period during which the lottery counter value is not counted and the period during which the display counter value is not counted are the same, the lottery counter value and the display counter value will be the same. Figure 17 shown below shows an example in which the display counter value and the lottery counter value become the same value and the game progresses.

[0119] [Screen transition showing the number of games played] FIG. 17 is a diagram showing the screen transitions on the LCD display 51 in the normal advantageous zone. In FIG. 17, the screen transitions on the LCD display 51 in the normal advantageous zone are shown together with the actions of the player. The screen transitions on the LCD display 51 are controlled by the sub-control unit 91, which controls the presentation. FIG. 17 shows the progress of the game when the advantageous zone is normal and not within a specified period. That is, in FIG. 17, when the start switch 7 is operated, the values ​​of the lottery counter, the display counter, and the incentive counter are incremented.

[0120] In FIG. 17(a), the number of games played display unit 54, a character 57, and a background image 58 are displayed on the liquid crystal display 51. The background image 58 is an image including clouds, mountains, and the sun. The character 57 is displayed superimposed on the background image 58. The background image 58 and the character 57 are images used for effects. Hereinafter, the background image 58 and the character 57 are collectively referred to as "images for effects". The sub-control unit 91 displays the number of games played display unit 54 on the liquid crystal display 51, superimposed on the image for effects. The number of games played display unit 54 is a display for informing the player of the number of games played. The sub-control unit 91 causes the value of the display counter to be displayed on the number of games played display unit 54.

[0121] FIG. 17(a) shows the display screen of the liquid crystal display 51 after 21 games have already been played in the normal advantageous zone. Therefore, the game count display unit 54 displays "21G", which means the 21 games that have been played. The sub-control unit 91 transitions the display screen of the liquid crystal display 51 from FIG. 17(a) to FIG. 17(b) based on the start switch 7 being operated. As shown in FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 based on the start switch 7 being operated, and adds 1 to the number of games displayed by the game count display unit 54. That is, the number of games displayed by the game count display unit 54 is updated from "21G" to "22G".

[0122] In this way, the sub-control unit 91 counts the number of games displayed on the game number display unit 54 based on the operation of the start switch 7. In this way, the slot machine 1 of this embodiment can inform the player of the games executed in the normal advantageous zone. As described above, FIG. 17 shows an example in which the display counter value and the lottery counter value are the same value. Therefore, when the start switch 7 is operated from the state of FIG. 17(a), the values ​​of all the counters, the lottery counter, the display counter, and the provocation counter, are updated from "22 games" to "23 games."

[0123] Furthermore, the main control unit 41 transmits a start external signal based on the operation of the start switch 7. The start external signal is an external output signal (such as a medal IN signal indicating the number of medals used in the game) at the start of rotation that is transmitted from a predetermined output port to external devices such as a call lamp, hall computer, or test device. The start external signal corresponds to the signal output in the start of rotation external signal processing (S14) in FIG.

[0124] Fig. 17(c) shows the display screen of the liquid crystal display 51 after a first stop operation is performed from the state shown in Fig. 17(b). Fig. 17(d) shows the display screen of the liquid crystal display 51 after a second stop operation is performed from the state shown in Fig. 17(c). In the example of Fig. 17, the sub-control unit 91 does not change the display mode of the image for performance even when the first stop operation and the second stop operation are performed, but the display mode of the image for performance may be changed each time a stop operation is performed.

[0125] FIG. 17(e) is a display screen of the liquid crystal display 51 after the third stop operation is performed. As shown in FIG. 17(e), the sub-control unit 91 changes the display mode of the performance image based on the third stop operation being performed. In addition, the main control unit 41 transmits an end external signal based on the third stop operation being performed. The end external signal is an external output signal (such as a medal OUT signal indicating the number of medals awarded) at the end of a game that is output from a predetermined output port to an external device such as a call lamp, hall computer, or test device after a payout process. The end external signal corresponds to the signal output in the game end external signal process (S25) in FIG. 14.

[0126] In this way, in the slot machine 1, one game is started by operating the start switch 7, and the one game is ended by performing the third stop operation. That is, the period of one game in the slot machine 1 is the period from when the start switch 7 is operated to when the third stop operation is performed. One game is also called a "unit game". The player plays the slot machine 1 by repeating the unit game. As shown in FIG. 17(f), the sub-control unit 91 switches the display screen of the liquid crystal display 51 again based on the player's operation of the start switch 7 again. In FIG. 17(f), similarly to FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 and updates the number of games displayed by the game number display unit 54 from "22G" to "23G". In addition, the main control unit 41 transmits a start external output signal based on the operation of the start switch 7. In addition, the values ​​of all counters, including the lottery counter, the display counter, and the teasing counter, will be updated from "23 games" to "24 games."

[0127] [Regarding the specified period] The following describes the predetermined period during which the value of the display counter is not counted. The predetermined period is a period provided for a store clerk or the like to check the operation. The sub-control unit 91 does not count the value of the display counter even if a game is executed until the predetermined period has elapsed since the slot machine 1 was powered on.

[0128] In the slot machine 1, even if a store clerk operates the start switch 7 to check the operation after the slot machine 1 is powered on after the opening of the game arcade, the number of games played from when the slot machine 1 is powered on until a predetermined period of time has elapsed is not counted in the display counter and is not reflected in the game number display unit 54. If the number of games played by the store clerk is displayed to check the operation after the opening of the game arcade, it would be displayed that a game has already been played on the slot machine 1, which should not have been played by anyone just after the opening of the game arcade, and this could confuse the player. Therefore, by not counting the value of the display counter even if the store clerk checks the operation during the predetermined period of time, it is possible to prevent the player from becoming confused.

[0129] The start and end of the predetermined period can be determined at various times by the sub-control unit 91. Below, two examples are shown: an example in which the end of the predetermined period is based on the end of the game, and an example in which the end of the predetermined period is based on completion of preparations for controlling the presentation.

[0130] An example of a predetermined period during which the value of the display counter is not counted will be described with reference to FIG. 18. FIG. 18 is a diagram showing an example of a screen transition of the liquid crystal display 51 after the power is turned on. In the example of FIG. 18, the predetermined period is a period from when the power of the slot machine 1 is turned on until one game is executed. That is, the predetermined period ends when the game ends. Note that the predetermined period is not limited to a period from when the power is turned on until one game is executed, but may be a period until two or three games are executed, for example. In this way, the period during which the number of times the game is executed is not counted for display purposes can be a period from when the power of the slot machine 1 is turned on until a unit game is executed a predetermined number of times.

[0131] Fig. 18 shows an example in which the power supply is cut off after the first to third stop operations are performed from the state shown in Fig. 17(f) and the 23rd game is completed. Fig. 18 shows an example in which the setting change process is not performed when the power is turned on. After the power of the slot machine 1 is restored, the store clerk plays one game to check the operation.

[0132] In FIG. 18(a), the power supply to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. The slot machine 1 in the state shown in FIG. 18(a) is turned on by a store clerk, and transitions to the state shown in FIG. 18(b). When the power is turned on to the slot machine 1, the sub-control unit 91 prepares to control the presentation. That is, the sub-control unit 91 reads display data and the like to be used in the presentation. As shown in FIG. 18(b), while reading display data and the like to be used in the presentation, the sub-control unit 91 displays the words "Preparing to return" on the liquid crystal display 51.

[0133] As shown in Fig. 17(f), the gaming state before the power supply is stopped is the normal advantageous zone, so in Fig. 18, the main control unit 41 also starts the gaming state from the normal advantageous zone. The sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on. This allows the sub-control unit 91 to display the number of games that have been played, which is counted after the power of the slot machine 1 is turned on. The sub-control unit 91 starts a predetermined period when the power is turned on.

[0134] When the sub-control unit 91 finishes reading the display data and the like and is ready to control the effects, it causes the liquid crystal display 51 to display the effect image and the game count display unit 54 as shown in Fig. 17(c). Since the value of the display counter has been returned to the initial value (0), "0G" is displayed on the game count display unit 54. Furthermore, the value of the lottery counter held by the main control unit 41 does not return to the initial value even when the power is turned on, but retains the value shown in Fig. 17(f), so it remains at "23". Similarly, the value of the incentive counter, which is synchronized with the lottery counter value, also remains at "23".

[0135] Next, after the effect image is displayed in FIG. 17(c), the store clerk operates the start switch 7 to check the operation. Based on the operation of the start switch 7 by the store clerk, the sub-control unit 91 switches the display screen of the liquid crystal display 51 to the screen shown in FIG. 18(d). The sub-control unit 91 changes the display mode of the character 57, but does not update the number of games displayed by the game number display unit 54 from "0G" to "1G" because it is during a predetermined period. In other words, the number of games displayed by the game number display unit 54 is maintained at the initial value "0G". On the other hand, the main control unit 41 updates the value of the lottery counter from "23" to "24" based on the operation of the start switch 7 during the normal advantageous zone. Based on the increment of the lottery counter value, the sub-control unit 91 synchronizes the value of the provocation counter with the lottery counter value "24". Therefore, as shown in FIG. 18, after the power is turned on and the start switch 7 is operated, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incentive counter becomes "24G".

[0136] The main control unit 41 also transmits a start external output signal even if the start switch 7 is operated within a predetermined period. That is, the main control unit 41 outputs a start external output signal when a unit game is executed, regardless of whether a predetermined period has passed since the slot machine 1 was powered on. This allows the main control unit 41 to cause an external device or the like to count the number of times the unit game has been executed based on the output signal, regardless of whether a predetermined period has passed since the slot machine 1 was powered on.

[0137] After the start switch 7 is operated by the store clerk, the first stop operation to the third stop operation are performed as operation checks, as shown in FIG. 18(d). Based on the fact that the third stop operation has been performed, the sub-controller 91 changes the display mode of the performance image, as shown in FIG. 18(e). Furthermore, based on the fact that the third stop operation has been performed within a predetermined period, the main controller 41 transmits an end external signal. Based on the fact that the third stop operation has been performed and the game has ended, the sub-controller 91 ends the predetermined period during which the value of the display counter is not counted.

[0138] 18, after the power is turned on, a game played by a store clerk to check operation is not displayed as the number of times played by the game count display unit 54. In this way, in the slot machine 1 of this embodiment, even if a store clerk plays a game to check operation before the opening of the gaming arcade, the sub-control unit 91 does not display the game played to check operation on the game count display unit 54, thereby preventing confusion for the player.

[0139] Next, FIG. 18 shows an example in which a game is started by a player, not by a store clerk. After the operation check is completed in FIG. 18(e), the player operates the start switch 7 in the slot machine 1. At this time, as shown in FIG. 18, the predetermined period ends when the third stop operation is performed in FIG. 18(d). Therefore, the sub-control unit 91 updates the value of the display counter from "0" to "1" based on the start switch 7 being operated by the player. As a result, as shown in FIG. 18(f), the game count display unit 54 displays "1G". In this way, in the slot machine 1, the game count display unit 54 displays the number of games played since the game started by the player, and a game count display that is natural to the player can be performed.

[0140] In addition, since the start switch 7 is operated by the player during the normal advantageous period, the main control unit 41 updates the value of the lottery counter from "24" to "25", and the sub-control unit 91 synchronizes the value of the incentive counter with the value of the lottery counter.

[0141] In addition, the sub-control unit 91 displays the same presentation mode including presentation images between the time when the slot machine 1 is powered on and the time when the predetermined period has elapsed, and after the predetermined period has elapsed. This prevents the player from feeling uncomfortable because the presentation mode does not change before and after the predetermined period has elapsed, even if the player plays within the predetermined period.

[0142] Next, an example based on the completion of preparations for controlling the presentation at the end of a predetermined period will be described with reference to Fig. 19. Fig. 19 is a diagram showing an example of screen transition of the liquid crystal display 51 after the power is turned on. Fig. 19 shows an example in which the power is turned off after the first stop operation to the third stop operation are performed from the state shown in Fig. 17(f) and the 23rd game is completed, as in Fig. 18. In Fig. 19 as well, after the power is restored to the slot machine 1, a store clerk plays a game to check the operation.

[0143] In FIG. 19(a), the supply of power to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. The sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on. As explained above, when the power is turned on to the slot machine 1, the sub-control unit 91 reads display data and the like in order to control the presentation. As shown in FIG. 19(b) to (d), until preparations for controlling the presentation are complete, the sub-control unit 91 displays the words "Preparing to return" on the liquid crystal display 51.

[0144] In the example shown in FIG. 19, the period during which the words "Preparing to return" are displayed is the predetermined period. In other words, the predetermined period is the period from when the slot machine 1 is powered on until the time when preparations for controlling the performance have elapsed. More specifically, the predetermined time is the time during which the sub-control unit 91 reads display data, etc. Hereinafter, the time during which the sub-control unit 91 reads display data, etc. is referred to as the "specific time." The specific time during which the sub-control unit 91 reads display data, etc. may be, for example, 1 to 2 seconds, or 10 to 20 seconds.

[0145] As shown in FIG. 19, even if the start switch 7 is operated by the store clerk between FIG. 19(b) and FIG. 19(c), the value of the display counter is not incremented and remains at the initial value "0". On the other hand, since the start switch 7 is operated during the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "23" to "24", and the sub-control unit 91 synchronizes the value of the incentive counter. Therefore, as shown in FIG. 19, after the start switch 7 is operated after power is turned on, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incentive counter becomes "24G".

[0146] At this time, the main control unit 41 transmits a start external signal based on the start switch 7 being operated within a predetermined period. Also, as shown in FIG. 19(d), the main control unit 41 transmits an end external signal based on the third stop operation being performed within a predetermined period. That is, the main control unit 41 outputs an end external signal when a unit game ends, regardless of whether a predetermined period has passed since the slot machine 1 was powered on. This allows an external device or the like to tally up data related to game results based on the output signal, regardless of whether a predetermined period has passed since the slot machine 1 was powered on.

[0147] As shown in FIG. 19(e), the sub-control unit 91 ends the display of the text "Preparing to return" and ends the predetermined period. As shown in FIG. 19(f), after the predetermined period ends, the player operates the start switch 7, and the value of the display counter is updated from "0" to "1". That is, the game number display unit 54 displays "1G". Thus, in the example of FIG. 19, the predetermined period is a period from when the slot machine 1 is powered on until a specific time has elapsed during which the sub-control unit 91 reads display data, etc. This allows the period during which the number of games played is not counted for display purposes to be a period from when the slot machine 1 is powered on until the sub-control unit 91 reads display data, etc. In the example of FIG. 19, unlike the example of FIG. 18, the number of games for operation check is not limited to a predetermined number of games (for example, one game as in the example shown in FIG. 18). Therefore, if the start switch 7 is operated within the period until the specific time has elapsed, the store clerk can play any number of games as an operation check. Thus, in the slot machine 1 of this embodiment, the end of the specified period may be based on the end of the game as shown in FIG. 18, or it may be based on the completion of preparations for controlling the presentation, or both may be adopted, and the earlier of either may be set as the end of the specified period.

[0148] [Settings change processing] Fig. 20 is a diagram showing an example of a screen transition on the liquid crystal display 51 after a setting change has been made. In the example shown in Fig. 20, an example will be described in which a predetermined period of time starts based on the setting of a setting change process. In the example shown in Fig. 20, the predetermined period of time is a period from when the setting change has been made until one game has been played. Note that the predetermined period of time in Fig. 20 may be a period from when the setting change has been made until a specific time has elapsed.

[0149] As described above, when the setting is changed, the main control unit 41 transitions the game state to the normal zone. Hereinafter, the transition of the game state to the normal zone is also referred to as "initialization of the game state." After at least one game has been played in the normal zone, the main control unit 41 transitions the game state from the normal state to the advantageous zone (normal). As a result, the game state is initialized when the setting value is set, so that a state advantageous to the player does not continue and it is possible to prevent the player from becoming overly advantageous.

[0150] After the setting change, the sub-control unit 91 displays the words "Setting Change in Progress" on the liquid crystal display 51 as shown in Fig. 20(a). After the setting change process is completed, the sub-control unit 91 starts a predetermined period during which the display counter value is not counted. After the setting change is completed, the sub-control unit 91 also displays an image for presentation and the game count display unit 54.

[0151] Since the setting has been changed, the main control unit 41 shifts the game state to the normal zone. Based on the shift of the game state to the normal zone, the main control unit 41 returns the value of the lottery counter to the initial value (0). As a result, the value of the instigation counter of the sub-control unit 91 is also synchronized with the initial value. As described above, the setting change process is a process that involves restarting by stopping the supply of power and turning the power on again. Therefore, the sub-control unit 91 returns the value of the display counter to the initial value (0). Therefore, in FIG. 20(b), the game number display unit 54 displays "0G". That is, after being controlled to the advantageous zone, the sub-control unit 91 counts the value of the display counter from the initial value. As a result, in the slot machine 1, the game number display unit 54 can display the number of times the game counted during the advantageous zone has been executed.

[0152] After the screen shown in FIG. 20(b) is displayed, the store clerk operates the start switch 7 to check the operation. At this time, since the sub-control unit 91 is in a predetermined period, it does not increment the display counter value and keeps it at the initial value "0". Also, since the start switch 7 is operated in a normal zone that is not a normal advantageous zone, the main control unit 41 does not increment the lottery counter value and keeps it at the initial value "0". Also, the value of the provocation counter is synchronized with the initial value "0". Therefore, as shown in FIG. 20(c), after the setting change process is performed and the start switch 7 is operated, the value of the lottery counter becomes "0G", the value of the display counter becomes "0G", and the value of the provocation counter becomes "0G".

[0153] As shown in Fig. 20(c), the predetermined period ends when the start switch 7 is operated and then the third stop operation is performed. The main control unit 41 sets a flag for transitioning to the advantageous zone from the next game depending on the winning result. Fig. 20 shows an example in which a winning result for transitioning to the advantageous zone is derived and a flag for transitioning to the advantageous zone from the next game is set in the third stop operation after the screen shown in Fig. 20(c).

[0154] The player operates the start switch 7 from the screen state shown in FIG. 20(d). Since the flag for transitioning to the advantageous zone is set, when the player operates the start switch 7, the main control unit 41 controls the game state from the normal zone to the normal advantageous zone. Since the predetermined period has already ended in the screen state shown in FIG. 20(d), the sub-control unit 91 updates the value of the display counter from "0" to "1" and displays "1G" on the game number display unit 54. In addition, since the advantageous zone is being controlled to be the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "0" to "1", and the incentive counter is synchronized with the value of the lottery counter.

[0155] 20, the sub-control unit 91 does not count the value of the display counter until a predetermined period of time has elapsed since the setting change process was performed. This prevents players from becoming confused because the game for the store clerk to check the operation is not counted even after the setting change process.

[0156] [Power supply cut during gameplay] FIG. 21 is a diagram showing an example of a screen transition of the liquid crystal display 51 after the power is turned on. FIG. 21 shows an example in which the power supply is cut off before the first and second stop operations are performed from the state shown in FIG. 17(f) and the 23rd game is completed. FIG. 21(a) differs from FIG. 18(a) in that the power supply is cut off before the third stop operation is performed in FIG. 21 and the power supply is cut off after the third stop operation is performed in FIG. 18. That is, the example in FIG. 21 shows a state after the power supply is stopped midway without completing the 23rd game. In FIG. 21 as well, after the power of the slot machine 1 is restored, the clerk plays a game to check the operation.

[0157] The slot machine 1 in the state shown in FIG. 21(a) is powered on by a store clerk, and transitions to the state shown in FIG. 21(b). When the power is turned on, the reels corresponding to the stop switches for which the third stop operation has not yet been performed start to spin. The sub-control unit 91 reads display data and the like used for the performance, and causes the LCD 51 to display the words "Preparing to return." As shown in FIG. 17(f), the gaming state before the power supply is stopped is the normal advantageous zone, so in FIG. 21 as well, the main control unit 41 starts the gaming state from the normal advantageous zone.

[0158] Furthermore, if the power supply to the slot machine 1 is stopped after a unit game has started but before the unit game ends, the sub-control unit 91 counts the number of unit games following the unit game from the initial value. That is, the sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on, as shown in Fig. 17(b). This allows the number of executions counted by the display counter to be reset to the initial value when the power supply to the slot machine 1 is stopped during a unit game and the unit game is not normally performed.

[0159] When the sub-control unit 91 finishes reading the display data and is ready to control the presentation, it displays the words "Returning to game" as shown in Fig. 21(c) and (d). The period during which the words "Returning to game" are displayed is the period during which the main control unit 41 reads the content of the previous game that was ended halfway from the backup. Specifically, the main control unit 41 reads the content of the 23rd game shown in Fig. 17(f) from the backup.

[0160] In this way, the sub-control unit 91 displays the words "Game Returning" when the power supply to the slot machine 1 is stopped before the unit game ends, and then the power supply to the slot machine 1 is started and the unit game is resumed. This allows the outside to recognize that the power supply to the gaming machine has stopped during the unit game and the unit game is not being played normally.

[0161] The clerk stops the reels that started spinning when the power was turned on by the third stop operation to check the operation. If the power supply to the slot machine 1 is stopped after the start of a unit game shown in FIG. 17(f) before the unit game is ended, the sub-control unit 91 does not count the value of the display counter even if the unit game is ended. That is, even if the performance image and the game number display unit 54 are displayed after the display of "game is being returned" ends, the game number display unit 54 becomes "1G" as shown in FIG. 21(f). In other words, the sub-control unit 91 does not update the value of the display counter from the initial value "0" to "1" because the previous game is continued after the power supply is resumed. As a result, when the power supply to the slot machine 1 is stopped during a unit game, the sub-control unit 91 can set the display of the game number display unit 54 to "1G" based on the first operation of the start switch 7 after the power is turned on, as shown in FIG. 21(f), not including the unit game that was not normally played.

[0162] [Volume settings and menu screen] Fig. 22 is a diagram for explaining the volume setting and menu screen. Fig. 22(a) is a screen showing a display example of the setting operation display 330. Fig. 22(b) is a screen showing a display example of the volume setting display 340. Fig. 22(c) is a screen showing a display example of the menu screen 350.

[0163] In the slot machine 1 of this embodiment, the player can set the volume for the performance. As shown in FIG. 22(a), the sub-control unit 91 notifies the player that the volume can be set by displaying the setting operation display 330 on the liquid crystal display 51. As shown in FIG. 22, the upper part of the setting operation display 330 displays the words "Go to volume setting" together with an image showing the cross key 70. In addition, the lower part of the setting operation display 330 displays the words "Go to menu screen" together with an image showing the performance switch 56. In the slot machine 1, the setting operation display 330 is displayed to allow the player to recognize that the volume can be set by operating the cross key 70, and that the menu screen 350 can be displayed by operating the performance switch 56.

[0164] The sub-control unit 91 displays the setting operation display 330 based on the establishment of a specific condition. The specific condition is, for example, a condition such as a period during which no operation from the player is accepted continuing for a predetermined time. Alternatively, the specific condition may be the sub-control unit 91 accepting an instruction to display the setting operation display 330 from the player. In the example of FIG. 22, an example in which the setting operation display 330 is displayed in the normal advantageous zone is shown, but the setting operation display 330 may be displayed during the AT state.

[0165] When the cross key 70 is operated, the sub-control unit 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(b). In FIG. 22(b), the liquid crystal display 51 displays a volume setting display 340 instead of the setting operation display 330. The volume setting display 340 is an image including a volume bar 341. The sub-control unit 91 displays the volume setting display 340 for, for example, five seconds. In the example of FIG. 22, a volume bar that allows the volume to be set to up to six levels is displayed. The sub-control unit 91 executes performance control with a volume that corresponds to the volume level that has been set. Note that the number of levels at which the volume can be set on the volume bar is not limited to six levels.

[0166] The sub-control unit 91 lowers the set volume by one step in response to receiving operation of the left switch 70L or the down switch 70D of the cross key. The sub-control unit 91 raises the set volume by one step in response to receiving operation of the right switch 70R or the up switch 70U of the cross key. In addition, even when the setting operation display 330 is not displayed, the sub-control unit 91 can display the volume setting display 340 by operating the cross key 70.

[0167] In response to the operation of the performance switch 56, the sub-control unit 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(c). In FIG. 22(c), the liquid crystal display 51 displays a menu screen 350 instead of the setting operation display 330. The menu screen 350 is a screen including a plurality of selection items. In the example of FIG. 22, the menu screen 350 includes a payout table 351, a game history 352, a login 353, and an end 354 as selection items. The player can select one of the selection items by operating the cross key 70 while the menu screen 350 is displayed.

[0168] When the payout table 351 is selected, the sub-control unit 91 displays a table showing the correspondence between game results and the provision of game value. When the game history 352 is selected, the sub-control unit 91 displays the game history, such as the number of times an advantageous state was controlled and the total number of provided game values. When the login 353 is selected, the sub-control unit 91 displays a screen that prompts the player to log in. When the end 354 is selected, the sub-control unit 91 ends the display of the menu screen 350. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 displays the menu screen 350 when the performance switch 56 is operated.

[0169] In the example of Figure 22, an example has been described in which the menu screen 350 is displayed by operating the performance switch 56, and the volume setting display 340 is displayed by operating the cross key 70. However, it is also possible for the volume setting display 340 to be displayed by operating the performance switch 56 and the menu screen 350 to be displayed by operating the cross key 70, or the volume setting display 340 and the menu screen 350 may be displayed based on another operation.

[0170] [About the power-on sound] FIG. 23 is a diagram for explaining a specific sound output when the power is turned on. FIG. 23 shows an example in which the power is turned on from a state in which the power supply is stopped. In FIG. 23(a), the power supply to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. The slot machine 1 in the state shown in FIG. 23(a) is turned on by a store clerk, and transitions to the state shown in FIG. 23(b). As shown in FIG. 23(b), the main control unit 41 causes the speaker 53 to output a power-on sound as a specific sound based on the fact that the power is turned on.

[0171] The specific sound is a sound output when the power is turned on, and includes a plurality of kinds of sounds according to the state of the slot machine 1 when the power is turned on. In the example of FIG. 22, a power-on sound indicating that the power has been turned on is output as the specific sound. In the slot machine 1, for example, the power-on sound is output to make a store attendant aware that there is a slot machine in the gaming facility that has been turned on, and unauthorized power-on can be prevented. The main control unit 41 outputs the power-on sound for, for example, 10 seconds. The main control unit 41 can proceed with the game while the power-on sound is being output.

[0172] FIG. 23(c) shows an example in which the sub-control unit 91 finishes reading display data used for effects, and the effect image and the game number display unit 54 are displayed on the liquid crystal display 51. In FIG. 23(c), after the effect image and the game number display unit 54 are displayed, the player operates the cross key 70. As shown in FIG. 23(c), at the time when the player operates the cross key 70, the power-on sound is output from the speaker 53. When the sub-control unit 91 accepts the operation of the cross key 70 while the power-on sound is being output, the sub-control unit 91 does not set the volume. In other words, the sub-control unit 91 does not display the volume setting display 340. This makes it possible to prevent the volume of the power-on sound from changing due to the volume setting being performed while the power-on sound is being output.

[0173] Also, the sub-control unit 91 does not display the setting operation display 330 when the power-on sound is being output. As described above, the setting operation display 330 is displayed, for example, based on the period during which no operation from the player is accepted continuing for a predetermined time. However, even if the period during which no operation from the player is accepted continues for a predetermined time, the sub-control unit 91 does not display the setting operation display 330 when the power-on sound is being output. This makes it possible to prevent the player from misunderstanding that the volume can be set when the power-on sound is being output in the slot machine 1.

[0174] Furthermore, the main control unit 41 does not change the volume of the power-on sound when outputting the power-on sound. This allows the main control unit 41 to appropriately notify the user of the power-on sound at a constant volume. In other words, by outputting the power-on sound at a constant volume, it is possible to make the store staff aware that there is a slot machine that is turned on in the gaming facility, and it is possible to prevent unauthorized power-on.

[0175] After the state shown in FIG. 23(c), the output of the power-on sound stops. After that, the sub-control unit 91 displays the setting operation display 330 as shown in FIG. 23(d) based on the fact that the period during which no operation from the player is accepted has continued for a predetermined time. In addition, the sub-control unit 91 displays the volume setting display 340 as shown in FIG. 23(e) in response to the player operating the cross key 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in FIG. 23(f) in response to the player operating the right switch 70R of the cross key 70. Specifically, the sub-control unit 91 increases the set volume by one step. At this time, the sub-control unit 91 outputs a volume confirmation sound. The volume confirmation sound is an example sound indicating the volume after the volume setting is performed, such as a beep sound. In the slot machine 1, the volume confirmation sound is output, so that the player can set the desired volume on the volume setting display 340. The sub-control unit 91 does not output the volume confirmation sound during the period during which the power-on sound is output. This makes it possible to prevent the volume confirmation sound from being output when the power-on sound is being output, thereby preventing the output of the power-on sound from being interrupted.

[0176] [About the setting change sound] Fig. 24 is a diagram for explaining a specific sound outputted when changing settings. In Fig. 24, the setting change sound is displayed together with a screen transition after the setting change process. The main control unit 41 causes the speaker 53 to output the setting change sound as a specific sound during the setting change process and for a specific period of time after the setting change process is completed.

[0177] The setting change sound is a specific sound that indicates that a setting change is being made. In the slot machine 1, the setting change sound is output to let the staff know that there is a slot machine in the gaming parlor whose setting has been changed, and it is possible to prevent unauthorized setting changes. The main control unit 41 outputs the setting change sound for, for example, 10 seconds after the setting change is completed.

[0178] 24(c), similarly to FIG. 23(c), when a setting change sound, which is a specific sound, is being output, the sub-controller 91 does not set the volume even if it accepts an operation of the cross key 70. Also, when a setting change sound is being output, the sub-controller 91 does not display the setting operation display 330. Furthermore, the main control unit 41 does not change the volume of the setting change sound when it is output.

[0179] After the state shown in Fig. 24(c), the output of the setting change sound stops. After that, the sub-control unit 91 displays the setting operation display 330 as shown in Fig. 24(d) based on the fact that a period during which no operation from the player is accepted has continued for a predetermined time. Furthermore, the sub-control unit 91 displays the volume setting display 340 as shown in Fig. 24(e) in response to the player operating the cross key 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in Fig. 24(f) in response to the player operating the right switch 70R of the cross key 70. At this time, the sub-control unit 91 outputs a volume confirmation sound.

[0180] In this way, the main control unit 41 can output a power-on sound and a setting change sound as the specific sound. Furthermore, the main control unit 41 can output a recovery sound as the specific sound when the slot machine 1 is powered on and restored from the backup. Furthermore, the main control unit 41 can output an initialization sound as the specific sound when the backup data is initialized when the slot machine 1 is powered on. That is, the specific sound includes a power-on sound, a setting change sound, a recovery sound, and an initialization sound. The power-on sound, the setting change sound, the recovery sound, and the initialization sound are all different sounds. This allows the specific sound to be output according to the situation, and the situation to be appropriately recognized. That is, in the slot machine 1, the state of the slot machine 1 can be recognized by the store clerk depending on which specific sound is being output.

[0181] [About the door opening sound] FIG. 25 is a diagram for explaining the door-opening sound output when the front door 1b is open. FIG. 25(a) shows the display screen of the liquid crystal display 51 when the game state is in the normal advantageous zone. FIG. 25(a) shows the setting operation display 330. From FIG. 25(a), the front door 1b of the slot machine 1 is in the open state. The main control unit 41 outputs the door-opening sound based on the fact that the front door 1b is open. Furthermore, the main control unit 41 can continue the game even while the door-opening sound is being output.

[0182] As shown in FIG. 25(b) and (c), when the door-opening sound is being output, the sub-control unit 91 does not set the volume when it accepts an operation of the cross key 70. This makes it possible to prevent the volume of the door-opening sound from being changed in the slot machine 1 due to the volume being set when the door-opening sound is being output. Furthermore, even if the period during which no operation from the player is accepted continues for a predetermined time when the door-opening sound is being output, the sub-control unit 91 does not display the setting operation display 330. This makes it possible to prevent the player from misunderstanding that the volume can be set when the door-opening sound is being output in the slot machine 1. Furthermore, the main control unit 41 does not change the volume of the door-opening sound when it outputs the door-opening sound. This makes it possible to appropriately notify the door-opening sound at a constant volume.

[0183] In addition, when the sub-control unit 91 receives an operation of the cross key 70 while the door-opening sound is being output, the sub-control unit 91 does not output the volume confirmation sound. This makes it possible to prevent the output of the door-opening sound from being hindered by the volume confirmation sound being output while the door-opening sound is being output in the slot machine 1.

[0184] FIG. 26 is a diagram showing a screen transition when the front door 1b is opened while the volume setting display 340 is displayed. In FIG. 26(a), the setting operation display 330 is displayed. In FIG. 26(b), the volume setting display 340 is displayed based on the operation of the cross key 70. As described above, the sub-control unit 91 displays the volume setting display 340 for 5 seconds. Based on the fact that the front door 1b is opened while the volume setting display 340 is displayed, the main control unit 41 causes the speaker 53 to output a door opening sound. As shown in FIG. 26(c), the sub-control unit 91 ends the display of the volume setting display 340 based on the fact that the output of the door opening sound is started while the volume setting display 340 is displayed. As a result, in the slot machine 1, even if the volume setting display 340 is displayed before the output of the door opening sound, the display of the volume setting display 340 is ended, so that the player is not misled into thinking that the volume setting can be performed.

[0185] Further, the sub-controller 91 displays the words "Door Open" based on the fact that the front door 1b is open. This allows the slot machine 1 to easily recognize that the door is open. Furthermore, as shown in Figs. 26(e) and (f), when the front door 1b is closed after the output of the door-opening sound has started and the display of the volume setting display 340 has ended, the liquid crystal display 51 displays the volume setting display 340 based on the operation of the cross key 70. This allows the volume setting display 340 to be displayed by operating the cross key 70 again after the front door 1b is closed.

[0186] [About the special songs] FIG. 27 is a diagram showing an example in which the display of the menu screen 350 ends based on the first end condition during output of a special music piece. FIG. 27 shows the display screen of the liquid crystal display 51 when the game state is the first state of the advantageous zone. In the slot machine 1 of this embodiment, the sub-control unit 91 outputs a special music piece corresponding to a specific game state from the speaker 53 during a specific game state. The special music piece is, for example, a music piece during AT that flows only in the AT state. For example, the sub-control unit 91 outputs a first special music piece corresponding to the first state in the first state of the advantageous zone shown in FIG. 27. The sub-control unit 91 outputs the special music piece in a first output mode when a performance image is displayed. The performance image in the first state is an image including a character 57 and a background image 58 including planets and stars. The first output mode is a mode in which the performance sound is output at a louder volume than the volume of the performance sound output in the normal advantageous zone.

[0187] As shown in FIG. 27(a), the sub-control unit 91 displays the setting operation display 330. As shown in FIG. 27(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the performance switch 56. The sub-control unit 91 changes the output mode of the first special music piece based on the display of the menu screen 350. Specifically, the sub-control unit 91 changes the output mode from the first output mode to the second output mode. The second output mode is a mode in which the music piece is output at a lower volume than the volume at which the music piece is output in the first output mode. In this way, the music piece is output at a lower volume when the menu screen 350 is displayed, so that the player's operation of the menu screen 350 is not hindered.

[0188] 22, when End 354 is selected from among the selection items included in the menu screen 350, the sub-control unit 91 ends the display of the menu screen 350. Hereinafter, the selection of End 354 is referred to as an "end operation."

[0189] In addition, the sub-control unit 91 ends the display of the menu screen 350 in response to the operation of the start switch 7 while the menu screen 350 is being displayed. This allows the slot machine 1 to omit the end operation and directly spin the reels from the state where the menu screen 350 is being displayed. Hereinafter, the operation of the start switch 7 is referred to as a "progress operation." The progress operation may also include the operation of the stop switches 8L, 8C, and 8R.

[0190] Furthermore, the sub-control unit 91 ends the display of the menu screen 350 when a predetermined time has elapsed since the display of the menu screen 350 started. In this way, in the slot machine 1, for example, if the player leaves his / her seat while the menu screen 350 is displayed, the display screen of the liquid crystal display 51 can be returned to a playable screen after the predetermined time has elapsed. The predetermined time is, for example, three minutes.

[0191] In this way, in the slot machine 1 of this embodiment, the display of the menu screen 350 is terminated based on the fact that a termination operation is performed, a progress operation is performed, and a predetermined time has elapsed. When a termination operation or a progress operation is performed, the slot machine 1 is accepting some operation, and therefore the player has intentionally terminated the display of the menu screen 350. On the other hand, when the display of the menu screen 350 is terminated based on the fact that a predetermined time has elapsed, the display of the menu screen 350 may end against the player's intention.

[0192] Hereinafter, the condition that the player intentionally performs an ending operation or a progress operation for ending the display of the menu screen 350 is referred to as a "first ending condition." On the other hand, the condition that a predetermined time has elapsed, which ends the display of the menu screen 350 regardless of the player's intention, is referred to as a "second ending condition."

[0193] 27 shows an example in which the display of the menu screen 350 is terminated due to the first termination condition. When the display of the menu screen 350 is terminated due to the first termination condition, which is a condition that a termination operation or a progress operation is performed, the sub-control unit 91 changes the output mode of the first special music piece to the compensated dating. Specifically, the sub-control unit 91 changes from the second output mode to the first output mode.

[0194] FIG. 28 is a diagram showing an example in which the display of the menu screen 350 ends based on the second end condition during output of a special song. The example shown in FIG. 28 is different from the example shown in FIG. 27 in that the display of the menu screen 350 ends due to the passage of a predetermined time. When the display of the menu screen 350 ends based on the second end condition that is unrelated to the player's intention, the sub-control unit 91 does not change the output mode of the first special song. That is, the sub-control unit 91 holds the second output mode and outputs the first special song. This prevents the player from being surprised even if the display of the menu screen 350 ends unintentionally by the player, since the output mode of the special song is not changed.

[0195] 27(c) and 28(c), when the sub-control unit 91 ends the display of the menu screen 350, the effect images shown in Fig. 27(a) and 28(a) that were displayed before the menu screen 350 was displayed are displayed. This allows the slot machine 1 to conveniently recognize that the display of the menu screen 350 has ended.

[0196] FIG. 29 is a diagram showing an example of displaying the menu screen 350 in the second state of the advantageous zone. FIG. 29 shows the display screen of the liquid crystal display 51 when the game state is the second state of the advantageous zone. The sub-control unit 91 outputs a second special music piece corresponding to the second state in the second state of the advantageous zone shown in FIG. 29(a). That is, the special music piece includes a first special music piece and a second special music piece. The sub-control unit 91 outputs the second special music piece in the first output mode in a state in which a performance image is displayed. As shown in FIG. 29(a), the performance image in the second state is an image in which the character 57 and the character 59 face each other.

[0197] As shown in Fig. 29(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the performance switch 56. The sub-control unit 91 changes the output mode of the second special music piece from the first output mode to the second output mode based on the display of the menu screen 350. In this way, in the slot machine 1, in either the first state or the second state, the output mode of the special music piece can be changed as long as the menu screen 350 screen is displayed.

[0198] Next, in the slot machine 1, login 353 is selected from the selection items on the menu screen 350. In response to the selection of login 353, the sub-control unit 91 outputs a response sound. That is, when the menu screen 350 is displayed and a specific operation, such as an operation for selecting login 353 different from the end operation, is received, the sub-control unit 91 outputs the response sound. This allows the slot machine 1 to conveniently notify the player that the operation has been normally received.

[0199] In FIG. 29(c), the sub-control unit 91 displays a login screen 355. The login screen 355 prompts the player to input a login ID. The specific operation may include an operation of inputting a login ID. In other words, the sub-control unit 91 outputs a response sound every time the player inputs one character of the login ID.

[0200] [About the setting value L] FIG. 30 is a diagram for explaining the setting value L. As described above, in the slot machine 1 of this embodiment, it is possible to set six levels of values, 1, 2, 4, 5, 6, and L, as the setting value. In a general slot machine, the setting values ​​1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of this embodiment, it is possible to set the setting value L instead of the setting value 3. The setting value that replaces the setting value L is not limited to the setting value 3, and may be any of the setting values ​​1, 2, 4, 5, and 6. In FIG. 30, the expected value of ball payout in the entire period for each of the six setting values, the expected value of ball payout in an advantageous state, the base, and the probability of winning the AT are shown.

[0201] The expected value of balls paid out in the entire period means the expected value of the number of balls (number of medals) paid out when a predetermined number of games (for example, 175,000 games) are played, regardless of the period in which the game is played. More specifically, it is the expected value of the number of medals paid out when a predetermined number of games are played in the non-internal, internal, and BB shown in FIG. 4. The expected value of balls paid out in the advantageous state means the expected value of the number of medals paid out when playing the slot machine 1 in the period from the start of the AT state to the end of the AT state. Note that the expected value of balls paid out in the advantageous state may be the expected value of the number of medals paid out not only in the period from the start of the AT to the end of the AT, but also in the BB period or the period including the AT and the BB. The base means the average number of games that can be played when a predetermined number of medals are inserted in the advantageous zone normal. The probability of winning the AT state is the probability of winning the AT state per game. In the slot machine 1 of this embodiment, a lottery is held to determine whether or not to transition to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by varying the probability of receiving high points according to a set value.

[0202] As shown in FIG. 30, in the slot machine 1 of this embodiment, when the setting value 1 is set, the expected value of balls in the entire period is A1, the expected value of balls in the advantageous state is B1, the base is C1, and the probability of winning the AT is D1. When the setting value 2 is set, the expected value of balls in the entire period is A2, the expected value of balls in the advantageous state is B2, the base is C2, and the probability of winning the AT is D2. When the setting value 4 is set, the expected value of balls in the entire period is A4, the expected value of balls in the advantageous state is B4, the base is C4, and the probability of winning the AT is D4. When the setting value 5 is set, the expected value of balls in the entire period is A5, the expected value of balls in the advantageous state is B5, the base is C5, and the probability of winning the AT is D5. When the setting value 6 is set, the expected value of balls in the entire period is A6, the expected value of balls in the advantageous state is B6, the base is C6, and the probability of winning the AT is D6. When the setting value L is set, the expected number of balls to be paid out during the entire period is AL, the expected number of balls to be paid out in an advantageous state is BL, the base is CL, and the probability of winning the AT is DL.

[0203] The expected value of the number of balls to be ejected over the entire period of each set value is such that AL is the smallest, A6 is the largest, and the relationship AL < A1 < A2 < A4 < A5 < A6 holds. That is, the set value L is the set value with the smallest expected value of the number of balls to be ejected in all games including games in the advantageous state among the set values 1, 2, 4, 5, 6, L. Also, the expected value of the number of balls to be ejected in the advantageous state of each set value is such that BL is the smallest, B6 is the largest, and the relationship BL << B1 < B2 < B4 < B5 < B6 holds. That is, the set value L is the set value with the smallest expected value of the number of balls to be ejected that can be given in the advantageous state among the set values 1, 2, 4, 5, 6, L. Further, in the slot machine 1 of the present embodiment, when comparing the difference between BL and B1 and the difference between B1 and B2, it is designed such that the difference between BL and B1 becomes larger. For example, when the period from the start of the AT state to the end of the A state is 100 games, if the expected value B1 is 900 medals (net increase of 6 medals) and the expected value B2 is 910 medals (net increase of 6.1 medals), the expected value BL may be 310 medals (net increase of 0.1 medal). That is, while the difference between B1 and B2 is 10 medals, the difference between BL and B1 is 590 medals. Similarly, the difference between BL and B1 is larger than any of the differences between B2 and B4, between B4 and B5, and between B5 and B6. In other words, the set value L is the set value for which the number of medals paid out during the period from the start to the end of the AT state is extremely small compared to other set values.

[0204] Furthermore, the base of each setting value has the smallest CL, the largest C6, and the relationship CL < C1 < C2 < C4 < C5 < C6 holds. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, L. Note that for the base, the setting value L does not necessarily have to be the smallest setting value. Also, for the AT winning probability of each setting value, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the AT winning probability, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, L and transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.

[0205] Figure 31 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of AT when the setting value L is set. Hereinafter, first, the variation in the number of winning balls during the period from the start to the end of AT will be explained. In Figure 31, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state when the setting values 1 and L are set is illustrated. That is, Figure 31 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls for setting value 1 paid out during the period from the start to the end of the AT state is B1, the apex of the normal distribution for setting value 1 indicates the number of winning balls with the expected value B1. Since the expected value of the number of winning balls for setting value L paid out during the period from the start to the end of the AT state is BL, the apex of the normal distribution for setting value 1 indicates the number of winning balls with the expected value BL.

[0206] The width SD1N of the normal distribution of the set value 1 indicates the variation (standard deviation) of the number of medals paid out, and the width SD1L of the normal distribution of the set value L indicates the variation (standard deviation) of the number of medals paid out. In other words, the wider the width SD1N and width SD1L are, the more the number of medals paid out will vary from the start of the AT state to the end of the AT state at each set value. As shown in FIG. 31, the width SD1L is narrower than the width SD1N.

[0207] That is, the variation in the number of medals paid out when the setting value L is set during the period from the start of the AT to the end of the AT is smaller than the variation in the number of medals paid out when the setting value 1 is set during the period from the start of the AT to the end of the AT. In other words, the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value L is set will be close to the expected value BL is higher than the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value 1 is set will be close to the expected value B1.

[0208] FIG. 32 is a diagram for explaining the variation in the number of paid balls during the entire period when the setting value L is set. In FIG. 32, a normal distribution showing the variation in the number of paid balls (number of medals) during a predetermined number of games (for example, 17,500 games) when the setting value 1 and the setting value L are set is illustrated. In other words, when the setting value 1 and the setting value L are set, the probability distribution of the number of medals paid during a predetermined number of games is shown. With reference to FIG. 30, since the expected value of paid balls during a predetermined number of games for the setting value 1 is A1, the peak of the normal distribution for the setting value 1 indicates the number of paid balls of the expected value A1. The width SD2N of the normal distribution for the setting value 1 indicates the variation (standard deviation) of the number of medals paid out when the setting value 1 is set. Since the expected value of paid balls during a predetermined number of games for the setting value L is AL, the peak of the normal distribution for the setting value L indicates the number of paid balls of the expected value AL. The width SD2L of the normal distribution for the setting value L indicates the variation (standard deviation) of the number of medals paid out when the setting value L is set. The width SD2L is narrower than the width SD2N.

[0209] That is, referring to FIG. 32, the variation in the number of medals paid out when the set value L is set is smaller than the variation in the number of medals paid out when the set value 1 is set. In other words, the probability that the number of medals paid out during a predetermined number of games when the set value L is set is close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games when the set value 1 is set is close to the expected value A1. In other words, with the set value L, the variation in the number of medals paid out during a predetermined number of games is small. This is realized by the design of the expected value of balls paid out in an advantageous state and the probability of winning the AT, as described in FIG. 30. That is, the expected value of balls paid out in an advantageous state of the set value L, BL, is extremely small compared to other set values. Therefore, with the set value L, the number of medals paid out is small even when the AT state is transitioned to. On the other hand, in terms of the probability of winning the AT, the set value L is not designed to be the lowest among the set values ​​1, 2, 4, 5, 6, and L, and transitions to the AT state are made with a relatively high probability.

[0210] At setting value L, since it transitions to the AT state with a high probability, the period of playing games in the advantageous section usually does not continue, and it stably transitions to the AT state. However, even when it transitions to the AT state, the expected value of the number of medals paid out is low. As a result, as shown in FIG. 32, in all periods regardless of the advantageous state, when a predetermined number of games are played, the variation in the number of medals paid out can be made smaller compared to other setting values. In FIG. 32, only setting value 1 and setting value L are compared, but setting value L is designed to be the setting value with the smallest variation in the number of medals paid out during a predetermined number of games among setting values 1, 2, 4, 5, 6, L. Thus, when the type test is executed with setting value L set, since the payout number stabilizes, it becomes easier to conform to the type test. Note that the expected value of the number of medals paid out in the advantageous state of setting value L does not necessarily have to be extremely small compared to other expected values. In this case, it is designed so that the AT winning probability is the smallest. That is, it may be designed such that the difference between BL and B1 is equal to the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.

[0211] As described above, by adjusting the expected value of the pachinko balls in the advantageous state and the AT winning probability, setting value L is designed to be the setting value with the smallest variation in the payout number during a predetermined number of games. However, the method of reducing the variation in the payout number is not limited to this. For example, it is conceivable to adjust the payout number per game in the advantageous state. That is, at setting value L, the payout number per game in the advantageous state is fixed, and at the normal setting value, the payout number per game in the advantageous state is variable.

[0212] More specifically, when the set value L is set, when one game is played in an advantageous state, 7 coins are paid out with a 100% probability. On the other hand, when the normal set value is set, when one game is played in an advantageous state, the payout number is 0 with a 50% probability, and 15 coins are paid out with a 50% probability. This allows a difference in the variation in the payout number per game in an advantageous state between the set value L and the normal set value, so the set value L can be set to a setting value that has a smaller variation in the payout number for all games, including games in an advantageous state, than any of the normal set values. Note that the payout number for one game in an advantageous state when the set value L is set is not fixed, and may be smaller than the variation in the payout number for one game in an advantageous state when the normal set value is set. For example, at setting value L, it is designed to have a 50% probability of 7 coins being dispensed and a 50% probability of 8 coins being dispensed, while at setting value normal, it is designed to have a 50% probability of 0 coins being dispensed and a 50% probability of 15 coins being dispensed.

[0213] The length of the period controlled to the advantageous state may also be adjusted. The period controlled to the advantageous state is, for example, the number of games from the start to the end of the AT state. At the setting value L, the period controlled to the advantageous state is fixed, and at the normal setting value, the period controlled to the advantageous state is variable.

[0214] More specifically, when the set value L is set, the number of games from the start of the AT state to the end is fixed to 200 games. On the other hand, when the normal set value is set, the period from the start of the AT state to the end is designed to be variable, for example, 100 games or 1000 games, based on an internal lottery. This allows a difference in the length of the period controlled to the advantageous state to be generated between the set value L and the normal set value, and the set value L can be set to a set value in which the variation in the payout number of all games, including games in the advantageous state, is smaller than any of the normal set values. Note that the period controlled to the advantageous state when the set value L is set is not fixed, and it is sufficient that the variation in the length of the period controlled to the advantageous state is smaller than the variation in the length of the period played in the advantageous state when the normal set value is set.

[0215] In this way, the set value L can be set to the set value with the smallest variation in the payout number of all games, including games in an advantageous state, among the set values ​​1, 2, 4, 5, 6, and L, by adjusting various conditions. These conditions can be used in combination. For example, by adjusting both the payout number of one game in an advantageous state and the period during which the game is played in the advantageous state, the variation in the payout number of the set value L can be set to the smallest among the set values ​​1, 2, 4, 5, 6, and L. Furthermore, the expected value of payout balls in an advantageous state, the probability of winning the AT, the payout number of one game in an advantageous state, and the period during which the game is played in the advantageous state may be adjusted to design the set value L so that the variation in the payout number is the smallest among the set values ​​1, 2, 4, 5, 6, and L.

[0216] An example of special suggestion control suggesting that the setting value L is set will be described below with reference to Figures 33 and 34. Figure 33 is a diagram showing an example of special suggestion control suggesting that the setting value L is set in a non-play state. Figure 34 is a diagram showing a slot machine 1 in which a normal setting value other than the setting value L in a non-play state is set.

[0217] 33 and 34 show the slot machine 1 in a non-play state. The non-play state means a state in which no bet is placed, the reels are stopped, and no game is being played. If no game is played for a certain period of time after the slot machine enters the non-play state, a demo screen is displayed on the liquid crystal display 51 of the slot machine 1.

[0218] As shown in FIG. 33, when the set value L is set, the telop 120 is displayed superimposed on the demo screen. Also, when the set value L is set, the lower panel 55 blinks. The lower panel 55 may be lit instead of blinking. On the other hand, as shown in FIG. 34, when a set value other than the set value L is set, the telop 120 is not displayed on the liquid crystal display 51. Also, the lower panel 55 does not light up or blink. Thus, in the slot machine 1 of this embodiment, when the set value L is set and a game is not being played, the telop 120 is displayed and the lower panel 55 blinks, thereby executing the special suggestion control. The special suggestion control is a control that suggests to the player that the set value L is set.

[0219] The special suggestion control in the example of FIG. 33 is that the telop 120 is displayed and the lower panel 55 is flashing. The special suggestion control may be performed in other manners as long as the suggestion is distinguishable between when a setting value other than the setting value L is set and when the setting value L is set. In this way, in the slot machine 1 of this embodiment, the player can be made aware that the setting value L is set when he is not playing, and it is possible to prevent the player from playing when the setting value L is set. In addition, by performing the special suggestion control using the lower panel 55, which has the largest area used for notification, the administrator and the player can be made aware that the setting value L is set in a suitable manner.

[0220] In this way, in the slot machine 1 of this embodiment, it is possible to set any one of the setting values ​​1, 2, 4, 5, 6, and L. The setting value L is the setting value that has the smallest expected value of the number of medals that can be awarded in all games including games in an advantageous state when the setting value L is set among the setting values ​​1, 2, 4, 5, 6, and L, and is the setting value that has the smallest expected value of the number of medals that can be awarded in an advantageous state when the setting value L is set among the setting values ​​1, 2, 4, 5, 6, and L, and is the setting value that has the smallest variation in the gaming value that can be awarded in an advantageous state when the setting value L is set among the setting values ​​1, 2, 4, 5, 6, and L.

[0221] As a result, by performing a type test using the set value L, the variation in the number of medals that can be awarded in an advantageous state is reduced and games are played as designed, making it easier to pass the type test. On the other hand, when the set value L is set in the market, the expected number of medals that can be awarded in all games, including games in an advantageous state, is reduced, or the expected number of medals that can be awarded in an advantageous state is reduced, which is disadvantageous to players, but by suggesting that the set value L has been set, it is possible to make players easily aware that the set value L has been set.

[0222] FIG. 35 is a diagram for explaining the order in which the setting values ​​are stored. As described above, a reset / setting switch 38 that functions as a setting switch for changing the payout rate in the setting change state is provided inside the slot machine 1. When the power is turned on in the setting change state, the currently set setting value is displayed on the credit indicator 11 or the game support display 12. For example, when the setting value 1 is set, as shown in FIG. 35(a), the credit indicator 11 or the game support display 12 displays the number "1" as a 7-segment number indicating that the setting value 1 is set.

[0223] In the state of FIG. 35(a), by operating the reset / set switch 38, the main control unit 41 displays "2" as a 7-segment on the credit indicator 11 or the gaming support indicator 12 as shown in FIG. 35(b). Furthermore, by operating the reset / set switch 38, the main control unit 41 displays the setting values ​​in the order of "4", "5", "6", "L", "1", "2", ... on the credit indicator 11 or the gaming support indicator 12 as shown in FIG. 35(c) to (h). In this way, the main control unit 41 reads out the setting value data stored in the ROM 41b in the order of setting values ​​1, 2, 4, 5, 6, L, and displays them on the credit indicator 11 or the gaming support indicator 12.

[0224] More specifically, the correspondence between the set value and the data stored in ROM 41b or RAM 41c will be described. When "0" is stored as a data value in ROM 41b or RAM 41c, it corresponds to set value 1. When "1" is stored as a data value, it corresponds to set value 2, when "2" is stored as a data value, it corresponds to set value 4, when "3" is stored as a data value, it corresponds to set value 5, when "4" is stored as a data value, it corresponds to set value 5, when "5" is stored as a data value, it corresponds to set value 6, and when "6" is stored as a data value, it corresponds to set value L. In addition, the specific data associated with the set value in ROM 41b or RAM 41c includes not only the data value indicating the set value itself, but also a numerical value for determining a process determined for each set value. For example, the numerical value for determining a process is a winning rate determined for each role.

[0225] That is, the ROM 41b stores a plurality of specific data corresponding to the set values ​​1, 2, 4, 5, 6, and L consecutively in the storage area. Furthermore, among the plurality of specific data corresponding to the set values ​​1, 2, 4, 5, 6, and L, the specific data corresponding to the set value L is stored at the end of the arrangement order in the storage area of ​​the ROM 41b. That is, the arrangement order is "1, 2, 4, 5, 6, L". The specific data corresponding to the set value L may be stored at the beginning of the arrangement order in the storage area of ​​the ROM 41b. When stored at the beginning, the arrangement order is "L, 1, 2, 4, 5, 6". This makes it easier to distinguish the set value L from the set values ​​1, 2, 4, 5, and 6, which are normal set values.

[0226] Also, the set value L, which is provided to comply with the type test, is displayed using the letter "L" other than a number. On the other hand, the normal set value to be set in the market is displayed using a number. This makes it easier for the manager of the slot machine 1 to distinguish between the set value L and the normal set value other than the set value L, and to easily recognize that the set value L has been set.

[0227] [Shutter effect] FIG. 36 is a diagram for explaining a shutter performance. FIG. 36 shows an example of a shutter performance executed using the liquid crystal display 51. The shutter performance is a performance in which the entire area displayed by the liquid crystal display 51 is covered once by closing a shutter, a sliding door, or the like, and then the shutter or sliding door opens, and the area displayed by the liquid crystal display 51 is exposed again. The image displayed on the liquid crystal display 51 before and after the shutter or sliding door is closed may be changed in part or in whole. Also, the image displayed on the liquid crystal display 51 may not be changed before and after the shutter or sliding door is closed. Furthermore, the shutter performance may be used when the stage is changed. This makes it possible to preferably display the change of the stage.

[0228] For example, in the example of FIG. 36(a), the second section stage of the first state is displayed on the liquid crystal display 51. By executing the shutter effect, as shown in FIG. 36(b), the display area of ​​the liquid crystal display 51 is gradually covered with a shutter. The shutter may be a physical shutter provided separately from the liquid crystal display 51, or may be an image displayed by the liquid crystal display 51. When the shutter is an image, the liquid crystal display 51 gradually superimposes the shutter on the image of the second section stage of the first state shown in FIG. 36(a). In FIG. 36(c), the display area of ​​the liquid crystal display 51 is covered with the shutter, and the second section stage of the first state cannot be viewed.

[0229] In Fig. 36(d), the shutter gradually starts to open, and in Fig. 36(e), the shutter finishes opening. As shown in Fig. 36(e), after the shutter effect is performed, an image showing a state of battling an enemy corresponding to the second state is displayed. Next, a method of using the shutter effect to suggest to the player that the setting value L has been set will be described.

[0230] FIG. 37 is a diagram showing the rate at which the shutter effect is executed. As shown in FIG. 37, the shutter effect is executed at different frequencies depending on the set value and the situation. When the normal setting value is set, the shutter effect is not executed in the first situation. The first situation is a situation that indicates a normal section, a normal advantageous section, and an AT continuous performance. Also, when the normal setting value is set, the shutter effect is executed in the second situation with a probability of 1 / 50. That is, in the second situation when the normal setting value is set, the shutter effect is executed once in 50 games on average. When the setting value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous section and during the AT continuous performance in the first situation. That is, the shutter effect is executed once in 2 games on average. When the setting value L is set, the shutter effect is not executed in the normal section, the first state, and the second state.

[0231] FIG. 38 is a diagram showing an example of special suggestion control using a shutter effect. As shown in FIG. 38, in this embodiment, when the set value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous zone. At this time, effects related to the shutter effect when the stage changes or the shutter opens are not executed. As a result, images of the shutter opening and closing are frequently displayed, which can give the player a sense of incongruity.

[0232] In addition, the second situation is described as an example of the first and second advantageous situations, but the second situation is not limited to during the advantageous situation. For example, the first situation may be the advantageous zone normal state, and the second situation may be the AT continuous performance. In this case, for example, when the setting value L is set, the shutter performance may be executed with a probability of 1 / 2 in the advantageous zone normal state, which is the first situation, and when the normal setting value is set, the shutter performance may be executed at least once during the AT continuous performance, which is the second situation.

[0233] In the slot machine 1 of this embodiment, when the normal setting value is set, the shutter effect is executed at a rate of 1 / 50 in the first and second states, which are advantageous states. On the other hand, when the setting value L is set, the shutter effect is executed at a higher frequency in the advantageous zone normal and during the AT continuous performance, compared to when the normal setting value is set. As a result, in the slot machine 1, the shutter effect, which is executed only in the AT state if the setting value L is not set, is executed at a higher frequency in the advantageous normal zone, making it possible to make the player feel uncomfortable. This suggests to the player that the setting value L is set.

[0234] In this way, the main control unit 41 executes special suggestion control, using the liquid crystal display 51 capable of executing effects used in the game, to suggest that the setting value L has been set. With this configuration, the player can be made aware that the setting value L has been set while playing the game, and it is possible to prevent the player from continuing the game in the state in which the setting value L has been set.

[0235] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and it differentiates the execution rate of the shutter effect as a special suggestion control when the setting value L is set and when the normal setting value is set among the setting values ​​1, 2, 4, 5, 6, and L. This allows the player to recognize that the setting value L is set based on the execution frequency of the shutter effect.

[0236] When the normal setting value is set, the sub-control unit 91 does not execute the shutter effect in the first situation indicating the normal section, the normal advantageous section, or the AT continuous performance, but executes the shutter effect in the second situation indicating the first state and the second state. Also, when the setting value L is set, the main control unit 41 executes the shutter effect in the first situation using the liquid crystal display 51 as a special suggestion control. As a result, the shutter effect is executed in the first situation, so that the player can recognize that the setting value L is set.

[0237] The shutter effect is an effect in which an image of a shutter, a sliding door, or other such obstruction is displayed over the entire display area of ​​the liquid crystal display 51. The area in which the shutter effect is displayed is not limited to the entire display area of ​​the liquid crystal display 51, and may be displayed, for example, only in the effect area 510 described below. This allows the player to easily recognize that the setting value L has been set by displaying an obstruction such as a shutter or a sliding door over the entire display area.

[0238] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Also, the shutter performance is executed in a state where the navigation is not executed. In other words, the shutter performance is not executed in a state where the navigation is executed. This prevents the display of the navigation performance from being hindered by the execution of the shutter performance.

[0239] [Setting value suggestion effect] The following describes the setting value suggestion effect that suggests the set setting value. Figure 39 is a diagram for explaining an example of the setting value suggestion effect. In the slot machine 1 of this embodiment, the setting values ​​1, 2, 4, 5, and 6 can be set as normal setting values, and the setting value L can be set as a special setting value.

[0240] When executing the presentation, the sub-control unit 91 can execute a setting value suggestion presentation that suggests the setting value set in the slot machine 1. The sub-control unit 91 acquires a command indicating the setting value from the main control unit when the design is changed. The sub-control unit 91 executes the setting value presentation based on the acquired setting value. The setting value suggestion presentation can be executed at various times and in various ways. FIG. 39 explains an example in which the setting value suggestion presentation is executed together with a result screen that is displayed when the AT state ends. The result screen is a screen for notifying the number of medals paid out in the AT state, the number of games played, etc.

[0241] In the following, the four types of result screens shown in FIG. 39 will be described with reference to FIG. 40. FIG. 40 is a diagram showing the execution ratio of result screens for each setting value. FIG. 39(a) is the character 1 result screen on which character Ch1 is displayed. Referring to FIG. 40, the character 1 result screen is displayed with a probability of 90% when the normal setting value is set. Also, the character 1 result screen is displayed with a probability of 100% when the setting value L is set. In other words, when the setting value L is set, the character 1 result screen is always displayed when the AT state ends and the result screen is displayed.

[0242] FIG. 39(b) is the character 2 result screen on which character Ch2 is displayed. The character 2 result screen is a result screen that suggests an odd number setting. Referring to FIG. 40, the character 2 result screen is displayed with a 10% probability when setting value 1 or setting value 5 is set. The character 2 result screen is not displayed when setting values ​​2, 4, 6, or L are set. In this way, by displaying the character 2 result screen, the slot machine 1 can suggest that either setting value 1 or 5 has been set.

[0243] FIG. 39(c) is a character 3 result screen on which character Ch3 is displayed. The character 3 result screen is a result screen that suggests an even number setting. Referring to FIG. 40, the character 3 result screen is displayed with a probability of 10% when setting value 2 or setting value 4 is set, and with a probability of 8% when setting value 6 is set. The character 3 result screen is not displayed when setting values ​​1, 5, or L are set. In this way, the slot machine 1 can suggest that one of setting values ​​2, 4, or 6 has been set by displaying the character 3 result screen.

[0244] FIG. 39(d) is a character 4 result screen on which the character Ch4 is displayed. The character 4 result screen is a result screen that suggests the so-called setting value 6. Referring to FIG. 40, the character 4 result screen is displayed with a probability of 2% when the setting value 6 is set. The character 4 result screen is not displayed when the setting values ​​1, 2, 4, 5, and L are set. In this way, in the slot machine 1, the character 4 result screen is displayed to suggest that the setting value 6 is set. A setting suggestion that suggests the setting value that is set, rather than suggesting that multiple setting values ​​are set, as in the character 4 result screen, is called an individual setting suggestion. An individual setting suggestion may be performed, for example, for a setting value of 5, but is preferably suggested for a setting with a payout rate of more than 100%.

[0245] In this way, in the slot machine 1 of this embodiment, four types of result screens are displayed. It is easy for a player to guess which of the setting values ​​1, 2, 4, 5, 6, and L has been set by displaying the character 2 result screen, the character 3 result screen, and the character 4 result screen, while it is difficult for a player to guess which setting value has been set when the character 1 result screen is displayed. This is because, as described above, the setting value L is a setting value intended to be used in type testing, and the character 1 result screen is uniformly displayed with a probability of 90% for normal setting values ​​intended for use in the market. Therefore, the character 1 result screen is the result screen in which it is most difficult to recognize which setting value has been set. Hereinafter, the setting suggestion in which the character 1 result screen is displayed is referred to as a normal setting suggestion.

[0246] 39 and 40, it has been explained that the setting value is suggested by changing the type of character displayed on the result screen displayed when the AT state ends. The setting value suggestion effect may be suggested not only by changing the type of character displayed, but also by changing the background color or pattern displayed as the result screen, for example. Furthermore, the timing at which the setting value suggestion effect is executed is not limited to the end of the AT state, but may be executed in various states and timings such as the effect during the normal advantageous zone, the AT continuous effect, and the effect in the ending state.

[0247] In this way, in the slot machine 1 of this embodiment, it is possible to execute a setting suggestion for suggesting which of the setting values ​​has been set. On the other hand, when the setting value L is set, the setting suggestion is not executed. In other words, when the setting value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. In this way, when the setting value L is set, it is only suggested that the setting value L has been set, and it is not suggested that the normal setting value has been set, thereby preventing confusion from occurring to the player.

[0248] In addition, in the slot machine 1 of this embodiment, when the normal setting value is set, on the result screen at the end of the AT state, it is possible to execute the normal setting suggestion, odd setting suggestion, even setting suggestion, and setting value 6 fixed suggestion, which are the most difficult to recognize which setting value is set. When the setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen other than the normal setting suggestion are not displayed, while the character 1 result screen is displayed. This makes it possible to prevent confusion for the player caused by setting suggestions other than the normal setting suggestion when the setting value L is set.

[0249] Furthermore, in the slot machine 1 of this embodiment, when the setting value 6 is set among the setting values ​​1, 2, 4, 5, 6, and L, an individual setting suggestion that suggests that the setting value 6 is set can be executed. On the other hand, when the setting value L is set, the individual setting suggestion of the setting value 6 is not executed. This makes it possible to prevent the player from being confused by suggesting that one of the normal setting values ​​is set even when the setting value L is set, and further makes it possible to prevent the player from being confused by the individual setting suggestion that individually suggests that the setting value L is set being displayed on the result screen.

[0250] Fig. 41 is a flow diagram showing the control contents of the initial setting process performed by the main control unit 41. In the following, in order to explain the setting value change process in more detail, the start-up process and the initial setting process performed by the main control unit 41 will be explained based on Fig. 41. The start-up process and the initial setting process are subroutines included in the game program.

[0251] When power supply to the slot machine 1 is started, the main control unit 41 starts up in a state where timer interrupts are set to be prohibited due to the occurrence of a reset, and performs various processes according to the programs stored in the ROM 41b. After starting up, the main control unit 41 first performs a startup setting process included in the game program to initialize all output ports 0 to 9, and performs an initial setting process included in the game program to initialize the internal registers of the main control unit 41 based on a built-in register initialization table previously set in a predetermined area of ​​the ROM 41b.

[0252] The initial setting process is started in a state where timer interrupts are prohibited. In the initial setting process, first, a predetermined area of ​​the input port is referenced (Sa1) to determine whether or not the power interruption detection signal output from the power interruption detection circuit is in the ON state (Sa2). If the power interruption detection signal is in the ON state, the process waits until the power interruption detection signal becomes in the OFF state. After that, the power supply voltage of the slot machine 1 becomes normal and the power interruption detection signal becomes in the OFF state, the process calculates the parity of a predetermined area of ​​the RAM 41c (Sa3), and sets a predetermined initial address to the stack pointer (Sa4). Then, the process determines whether or not the parity calculated in the step Sa3 is normal (Sa5). If the parity is normal, the process obtains fixed data for RAM destruction diagnosis set in a predetermined area of ​​the RAM 41c at the time of power interruption (Sa6), and diagnoses whether or not the memory contents of the RAM 41c are destroyed based on the fixed data for RAM destruction diagnosis (Sa7).

[0253] If it is determined in step Sa5 that the parity is normal, or if the contents stored in the RAM 41c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in the RAM 41c based on the RAM parity calculated in step Sa3 and the result of the diagnosis in Sa7 (Sa8). Note that an abnormality in the RAM 41c occurs when the parity is not normal, or when the parity is normal but the stored contents are diagnosed as abnormal.

[0254] If there is an abnormality in the RAM 41c, the values ​​of the flag registers in which the calculation results are stored among the registers provided in the main control unit 41 are saved by storing them in a predetermined order in the game stack area of ​​the game RAM area (Sa9), and then a non-game RAM area initialization process included in the non-game program is called and performed (Sa10). Then, in the non-game RAM area initialization process, the non-game RAM area of ​​the RAM 41c is initialized, and then the process returns to the initial setting process. Then, when the process returns to the initial setting process, the values ​​of the flag registers saved in the game stack area in step Sa9 are sequentially read from the game stack area in the reverse order to when they were saved, and set in the flag registers, thereby restoring the flag registers to the state before the RAM area initialization process was performed (Sa11).

[0255] In the non-game RAM area initialization process, first, the value of the current address of the game stack area indicated by the stack pointer SP used by the calling game program is stored in a predetermined area of ​​the non-game RAM area and saved. After that, the stack pointer SP is set to a predetermined value of the non-game stack area (the value stored in the predetermined area of ​​the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program) as the value of the stack pointer SP, thereby setting the stack pointer SP for the non-game program. Then, the values ​​of all registers provided in the main control unit 41, including the above-mentioned flag register, are saved in a predetermined order in the non-game stack area of ​​the non-game RAM area specified by the stack pointer SP. Then, the start address (first address of the unused area 4) and end address (last address of the non-game RAM area) of the RAM to be initialized are specified, and the start address is used as the initial value of the specified address, and the data of the specified address is cleared, and the specified address is updated to the next address. This process is repeated until the specified address becomes the end address, thereby initializing the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area 4 to the end of the non-game RAM area). Then, the values ​​of the registers that were stored and saved in the non-game stack area when the non-game RAM area initialization process was started are read out from the non-game stack area in the reverse order to the order in which they were saved, and set in the registers corresponding to the order, thereby restoring all registers to the state when the non-game RAM area initialization process was started. Then, the value of the stack pointer SP saved in a predetermined area of ​​the non-game RAM area when the non-game RAM area initialization process was started is set in the stack pointer SP, thereby restoring the stack pointer SP to the state when the non-game RAM area initialization process was started, and the non-game RAM area initialization process is terminated.

[0256] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the starting address and ending address of the RAM to be initialized, and the RAM area of ​​that capacity can be cleared sequentially from the starting address of the RAM to be initialized, thereby initializing the area from the starting address to the ending address of the RAM to be initialized.

[0257] If it is determined in step Sa8 that there is no abnormality in the RAM 41c, and if the register is restored in step Sa11, the fixed data for RAM destruction diagnosis set in the RAM 41c is cleared (Sa12), and an initialization start address at the time of RAM destruction is set (Sa13) to specify the address of the game RAM area that is the target of initialization processing when there is an abnormality in the RAM 41c. After that, it is determined whether the setting key switch 37 is in the ON state by referring to the input port 2 (Sa14).

[0258] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, a setting change process is performed. In the setting change process, the reset / setting switch 38 and the start switch 7 are operated in a predetermined procedure to confirm the setting value, and when it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the game is allowed to proceed. In addition, in the setting change process, when the setting change process is started, a setting command (start) indicating that the setting change process is to be started is sent to the sub-control unit 91, and when the setting change process is ended, a setting command (end) indicating that the setting change process is to be ended is sent. In addition, in the setting change process, when the setting change process is ended, the start address of the RAM area to be initialized at the time of the setting change is specified, and the process returns to the main process step. Then, by performing the RAM initialization process in the main process step, the area from the start address of the RAM area to be initialized at the time of the setting change to the end address of the game RAM area, that is, all game RAM areas, are initialized. Note that it is also possible to configure all game RAM areas except for the stack area in use of the RAM 41c to be initialized.

[0259] If it is determined in step Sa14 that the setting key switch 37 is not ON, it is determined whether or not there is an abnormality in the RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa15), and if it is determined that there is no abnormality in the RAM 41c, the output buffer for outputting the external output signal is cleared (Sa16). In addition, a reel error counter that is set in a predetermined area of ​​the RAM 41c and that counts the number of times a reel rotation error is detected in the main processing described later is cleared (Sa17). After that, the stack pointer SP is set to the address at the time of power failure based on the memory contents of the RAM 41c, thereby restoring the stack pointer to the state at the time of power failure (Sa18), and the port input processing is performed twice in succession (Sa19, Sa20).

[0260] The port input process is a process for updating input state data (input data indicating the current input state of various switches, final data indicating that the previous and current input data are the same, and edge data indicating that the final data has changed since the previous) relating to the input state of various switches input to the parallel input port 511. In a predetermined area of ​​the game RAM area of ​​the RAM 41c, port input buffers 0 to 2 for storing the input state data of various switches are provided, and the input state data of various switches updated by the port input process is stored in a predetermined bit of the port input buffer that is predetermined for each type. In the port input process, the detection state (ON state or OFF state) of various switches set to the input ports 0 to 2 of the parallel input port 511 is stored as input data in a predetermined bit of the port input buffer. In addition, the detection state (ON state or OFF state) in the previous and current port input processes is compared, and if the current and previous input data are in the same state, the final data is updated to indicate the detection state of the current input data, while if the current and previous input data are in different states, the previous final data is maintained. Also, by comparing the current and previous confirmed data, if the confirmed data changes from an OFF state to an ON state, ON edge data indicating that the confirmed data has changed from an OFF state to an ON state is stored in a predetermined bit of the port input buffers 0 to 2, and if the confirmed data changes from an ON state to an OFF state, OFF edge data indicating that the confirmed data has changed from an ON state to an OFF state is stored in a predetermined bit of the port input buffers 0 to 2. The input data, confirmed data, and edge data of the various switches stored in the port input buffers can be referenced from game programs and non-game programs.

[0261] In addition, in the initial setting process, by performing the port input process twice in succession, when the port input process is performed thereafter, input state data related to the input state of the detection signals of the various switches is created based on the input state of the various switches after the initial setting process, i.e., the input state of the various switches after the power supply to the slot machine 1 is resumed, so that it is possible to prevent an unintended input situation from being specified. In addition, in the port input process, a configuration may be used in which the final data is created based on input data acquired by three or more port input processes (for example, the current, previous, and previous-previous input data). In such a configuration, by performing the port input process in succession one less number of times than the number of port input processes required to create the final data, when the port input process is performed after the initial setting process, the input state data can be created based on the input state of the various switches after the initial setting process.

[0262] After the port input processing is performed in steps Sa19 and Sa20, a specified input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22). If the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a specified area of ​​RAM 41c (Sa23).

[0263] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a recovery command indicating that the control state before the power outage has been restored is transmitted to the sub-control unit 91 (Sa24), and then in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door opening detection switch 25 is to be transmitted is set in a predetermined area of ​​the RAM 41c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door opening detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of ​​the RAM 41c, a door command indicating the detection state of the door opening detection switch 25 is transmitted regardless of whether the detection state of the door opening detection switch 25 has changed.

[0264] Then, after setting the door command transmission flag in step Sa25, all registers are restored to the state before the power outage stored in RAM 41c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and a transition is made to timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to the slot machine 1 was cut off.

[0265] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM 41c, a game RAM initialization process is performed (Sa28) to initialize the area from the RAM destruction initialization start address set in step Sa13 to the end of the game RAM area of ​​RAM 41c. After that, similar to the process in steps Sa9 to Sa11, the value of the flag register in which the flag is set among the registers is saved to the game stack area of ​​the game RAM area (Sa29), and then a non-game RAM area initialization process included in the non-game program is called (Sa30), and all non-game RAM areas of RAM 41c are initialized, and then the process returns to the caller and the register saved in step Sa29 is restored (Sa31).

[0266] After the registers are restored in step Sa31, the door command transmission flag is set (Sa32), the timer interrupt is enabled (Sa33), a RAM abnormality error code (E8) indicating that there is an abnormality in the RAM 41c is prepared in a specified register (Sa34), the initial setting process is terminated, and the process transitions to error processing.

[0267] In the error processing, the error state is controlled to disable the progress of the game. Also, an error command capable of identifying an error code (E8) prepared in a specified register is sent to the sub-control unit 91, and the error code (E8) is set in a specified area of ​​the RAM 41c as an error flag that can be referenced in other processing (for example, a sensor monitoring processing to be described later). Also, the error code (E8) is controlled to be displayed on the game auxiliary display 12. After that, the error state is controlled until it is identified that the release condition of the error state corresponding to the error code (E8) prepared in the specified register is established. When the RAM abnormality error code (E8) is prepared in the specified register and the error state is entered, the setting change state is entered by turning on the power switch 39 with the setting key switch 37 turned on, and all the game RAM areas are initialized, so that the abnormality of the data in the RAM 41c can be reliably eliminated and the error state can be entered. On the other hand, when the power switch 39 is turned on without turning on the setting key switch 37, the abnormality of the RAM 41c is detected again, and the error state is entered again.

[0268] In this way, the main control unit 41 performs the initial setting process first after the power supply to the slot machine 1 is started, and in the initial setting process, the main control unit 41 transitions to one of the timer interrupt process (main), the setting change process, and the error process depending on the state of the main control unit 41 when the power supply to the slot machine 1 is started. When transitioning to these processes, a command capable of identifying the type of process to transition is transmitted to the sub-control unit 91. When transitioning to the timer interrupt process (main), that is, when the control state before the power supply to the slot machine 1 is restored, a return command is transmitted to the sub-control unit 91. When starting the setting change process and transitioning to the setting change state, a setting command (start) is transmitted to the sub-control unit 91. When starting the error process and transitioning to the error state due to an abnormality in the RAM 41c, an error command is transmitted to the sub-control unit 91.

[0269] After transitioning from the initial setting process to the setting change process, the main control unit 41 passes through the setting change state and returns to a state in which the game can progress, and when returning to the state in which the game can progress, it transmits a setting command (end) that can specify that the setting change state has ended to the sub-control unit 91, but does not transmit a return command. Also, after transitioning to error processing due to an abnormality in the RAM 41c, transition is made to the setting change process as described above, and the error state is released, thereby returning to a state in which the game can progress, and even when the error processing is terminated and a return to a state in which the game can progress is returned to, a return command is not transmitted to the sub-control unit 91.

[0270] In this way, the main control unit 41 starts up when power supply to the slot machine 1 is started, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through the startup setting process.

[0271] In addition, the main control unit 41 performs the startup setting process, and then performs the initial setting process included in the game program. In the initial setting process, if it is determined that there is an abnormality in the RAM 41c, it calls the non-game RAM area initialization process included in the non-game program to initialize a predetermined area of ​​the non-game RAM area of ​​the RAM 41c. In addition, in the initial setting process, it calls the RAM initialization process included in the game program to initialize a predetermined area of ​​the game RAM area of ​​the RAM 41c, and the game RAM area is initialized by the game program, and the non-game RAM area is initialized by the non-game program.

[0272] [Specific increment processing during setting change processing] 42 is a flow diagram showing the control contents of the setting change processing performed by the main control unit 41. The main control unit 41 transmits a setting command (S112) and transitions to a setting change state (S113). By transitioning to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. After that, the main control unit 41 converts the value of the A register into a display value (S115).

[0273] Specifically, when "0" is stored in the RAM 41c as the set value, it is converted to "1" which is a numeric value for display. When "1" is stored in the RAM 41c as the set value, it is converted to "2" which is a numeric value for display. When "2" is stored in the RAM 41c as the set value, it is converted to "4" which is a numeric value for display. When "3" is stored in the RAM 41c as the set value, it is converted to "5" which is a numeric value for display. When "4" is stored in the RAM 41c as the set value, it is converted to "6" which is a numeric value for display. When "5" is stored in the RAM 41c as the set value, it is converted to "L" which is a character for display. As shown in FIG. 35, the main control unit 41 causes the credit indicator 11, which is the set value indicator, to display the converted set value (S116). Thereafter, it is determined whether the reset / set switch 38 has been operated (S117).

[0274] When the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes a specific increment process. The specific increment process is a process including an addition process, a determination process, and a regression process, and is a process in which an interrupt process is not executed even if an interrupt inhibition process is not executed based on an interrupt inhibition command during the period in which the specific increment process is executed. That is, the main control unit 41 inhibits the execution of a timer interrupt even if a specified time for the timer interrupt to occur is reached or a condition for the interrupt to occur is satisfied during the execution of the specific increment process. The specific increment process is also used for various purposes, and in the example of FIG. 42, it is used for adding a set value.

[0275] Specifically, the main control unit 41 executes an addition process to add a value indicating the set value stored in the A register (S118). After that, the main control unit 41 executes a determination process to determine whether the value indicating the set value stored in the A register is the same as a specific value (S119). The specific value is a value determined according to the application in which the specific increment process is used, and is stored in the ROM 41b. The specific value in the specific increment process used for adding the set value is 6. In addition, in the specific determination process, the specific value 6 is subtracted from the set value after the addition, and by determining whether the subtraction result is 0, it is determined whether the set value after the addition is the same as the specific value. In addition, more specifically, if the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0276] If the result of the determination process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (S120). The regression process is executed when the value stored in the A register is "6". The set values ​​1, 2, 4, 5, 6, and L set in this embodiment are associated with "0, 1, 2, 3, 4, and 5" as data values ​​stored in the RAM 41c or ROM 41b. That is, no set value corresponding to the data value "6" is provided. Therefore, the main control unit 41 executes the regression process to cause the data value stored in the A register to regress to "0". As a result, when the addition process is performed on the data value "5" indicating the set value L, it can be corrected to the data value "0" indicating the set value 1. After executing the regression process, the main control unit 41 returns the process to S116. Also, if the subtraction result is not 0, the main control unit 41 does not execute the regression process and returns the process to S116.

[0277] More specifically, when the value stored in the carry flag C is "1", the main control unit 41 calculates an exclusive OR between all bits contained in the A register and the value stored in each of the bits. In other words, since an exclusive OR is calculated between all bits and the same value, the values ​​of all bits in the A register become "0".

[0278] In this way, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from becoming a numerical value equal to or greater than a specific value. This allows the credit display 11 to switch the display appropriately as shown in FIG. 35(f) to FIG. 35(g). Furthermore, when executing the specific increment process, the main control unit 41 inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition command is not executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific increment process. This automatically prevents the set value from being updated to an unintended value due to the execution of the interrupt process.

[0279] If the reset / setting switch 38 has not been operated in S117 (NO in S117), the main control unit 41 judges whether the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. If the start switch 7 has been operated (YES in S121), the main control unit 41 judges whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control unit 41 executes the initialization process (S123).

[0280] After the initialization process is performed, the main control unit 41 converts the value of the A register into a setting value and stores it (S124), transmits a setting end command (S125), and sets a standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 terminates the setting change state (S127).

[0281] [Specific decrement processing during payout processing] In the above, an example in which a specific increment process is executed in a setting change process is described. Next, an example in which a specific decrement process is executed during a payout process is described. Fig. 43 is a flowchart showing the control contents of the payout process executed by the main control unit in the game process. The payout process in Fig. 43 is a process executed in S18 of the main process.

[0282] As a result of the winning judgment, the number of medals given, which was set when it was judged that a winning had occurred, is compared with the number of medals already paid out, which indicates the number of medals already paid out, to confirm whether or not the payout has been completed (Si1). If the payout has not been completed, it is judged whether or not an insertion error (an error judged when the insertion of a medal is detected outside the period during which the insertion of a medal is permitted) has occurred (Si11), and if it is not judged that an error has occurred in step Si11, it proceeds to step Si2. If it is judged that an insertion error has occurred in step Si11, an error code indicating an insertion error during the payout process is set in a register (Si12), and it proceeds to step Si2.

[0283] In step Si2, it is confirmed whether the credit can be added based on whether the credit has reached the upper limit (Si2), and if the credit can be added, the credit is added by 1 after waiting for the credit payout interval (Si3) (Si4). After the process of Si3, the value of the medal OUT signal output counter indicating the remaining number of medal OUT signal outputs is added by 1 (Si5), and the payout number subtraction process is executed (Si6), and then the process returns to step Si1.

[0284] If the credit cannot be added in step Si2, one medal is paid out (Si7), then the value of the medal OUT signal output counter is incremented by one (Si8), and the process proceeds to step Si9, where the number of medals paid out is subtracted, and the process returns to step Si1.

[0285] In the single medal payout process in step Si7, the hopper motor is driven to control the payout of one medal, and the process proceeds to step Si8 only if the payout sensor detects that one medal has been paid out normally. In addition, the process monitors whether the medal is jammed or out of medals, and when it is determined that the medal is jammed or out of medals, the process stops the hopper motor, sets a payout error in the register, and transitions to error processing. After the payout error is cleared, the process returns to the main process.

[0286] If the payout is completed in step Si1, the driving of the hopper motor is stopped (Si10) and the process proceeds to the end time process. In this manner, in the payout process, the value of the medal OUT output counter is incremented by 1 each time the payout sensor detects the payout of one medal by the one-coin payout process or each time the credit is incremented by 1.

[0287] FIG. 44 is a flow chart showing the control contents of the payout number subtraction process executed by the main control unit. The one-sheet payout process in FIG. 44 is a process executed in Si7 and Si9 in FIG. 43. The payout number subtraction process corresponds to the specific decrement process. The specific decrement process is a process including a subtraction process, a determination process, and an update process, and is a process in which the interruption process is not executed even if the interruption prohibition process is not executed based on an interruption prohibition command during the period in which the specific decrement process is executed. That is, the main control unit 41 prohibits the execution of the timer interrupt even if the timer interruption reaches a specified time during the execution of the specific decrement process or the condition for the interruption is satisfied. In addition, the specific decrement process is used for various purposes, and in the example of FIG. 44, it is used for the process of subtracting the payout number.

[0288] The main control unit 41 stores the address of the RAM 41c stored in the HL register in the A register (SD1). The HL register refers to two registers, the H register and the L register, which are auxiliary registers. In the HL register, when it is determined that a bonus has been won during the winning determination process, the address of the RAM 41c in which the remaining number of medals to be paid out by the bonus is stored is stored. That is, for example, if the prescribed number of medals to be paid out in the BB is 345, data indicating 345 medals is stored in the address of the RAM 41c immediately after the BB win. After that, when 15 medals are paid out, the data stored in the address is subtracted to 310 medals by the method shown below. The data stored in the address is hereinafter referred to as the "remaining payout value". The prescribed number of medals to be paid out is not limited to 345 medals, and may be, for example, 17 medals or the like. The main control unit 41 stores the remaining payout value stored in the address indicated by the HL register in the A register, and then executes a specific decrement process.

[0289] Specifically, the main control unit 41 executes a subtraction process to subtract 1 from the value indicating the remaining payout value stored in the A register (SD1). At this time, if the values ​​of all bits of the A register are "0", the subtraction process causes all bits of the A register to have a value indicating "F". In other words, a borrow occurs, and as a result of the borrow, the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0290] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" or not (SD3). If the result of the determination process is that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the set value stored in the A register to 0 (SD4). The update process is executed when a borrow occurs and the value stored in all bits of the A register becomes "F". When a borrow occurs, the main control unit 41 can correct the value of the A register to "0" by the update process. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).

[0291] In this way, in the slot machine 1 of this embodiment, the execution of the specific decrement process prevents the value of the A register from being in a state after a carryover occurs. Furthermore, when the main control unit 41 executes the specific decrement process, it inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction is not executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the remaining payout value from being updated to an unintended value by the execution of the interrupt process.

[0292] [Specific decrement process in time counter update process] In the above, an example in which a specific decrement process is executed during a payout process has been described. Next, an example in which a specific decrement process is executed in a time counter update process will be described. A timer counter for measuring a time interval used by the main control unit 41 for controlling the progress of a game will be described.

[0293] The main control unit 41 sets an initial value corresponding to the measured time as the timer value of the timer counter assigned to the RAM 41c, and periodically subtracts the timer value in the timer interrupt process (main) to determine that the measured time has elapsed when the timer value becomes 0. More specifically, when a condition for starting timing is established in the main process, the main control unit 41 sets an initial value of the timer value corresponding to the measured time in an area assigned to a timer counter corresponding to the condition.

[0294] The set timer value is decremented by 1 approximately every 2.24 ms until it becomes 0 in the time counter update process of the timer interrupt process (main). In the main process, the address of the corresponding timer counter is acquired, the acquired value is read, and it is determined whether the read value is not 0 or not, and if it is determined that the read value is 0, it is determined that the measured time has elapsed. In this embodiment, multiple timer counters may be used. For example, a 1-byte timer with an initial value of 1 byte or less, and a 2-byte timer with an initial value of more than 1 byte and 2 bytes or less may be used.

[0295] The timer counters used in this embodiment include 1-byte timer A, 1-byte timer B, and 1-byte timer C, each having an initial value of 1 byte or less, and a 2-byte timer, each having an initial value of more than 1 byte and 2 bytes or less. Note that the timer counter may include multiple 2-byte timers.

[0296] A 1-byte timer is a timer for measuring a relatively short period that can be measured with a timer value of 1 byte or less, and examples of such timers include an external output signal timer that measures the output period of an external output signal, an LED update timer that measures the output update period of an LED, a stop disable timer that measures the period after a stop operation is detected until another stop operation is enabled, a payout wait timer that measures the period after the reels stop until the payout of medals begins, an insertion detection timer that measures the period from when the inserted medal sensor is detected to be ON, an insertion port detection timer that measures the period from when the insertion port sensor is detected to be ON, a payout detection timer that measures the period from when the payout sensor is detected to be ON, and a start-up timer that measures the period from when the reels start to spin until the stop operation becomes enabled.

[0297] A 2-byte timer is a timer for measuring relatively long periods that cannot be measured with timer values ​​of 1 byte or less. For example, there is a 1-game time timer that measures the specified time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among external output signals, a standby time timer that measures the period from the end of a game, and a hopper empty timer that measures the period during which the payout sensor is not detected after the hopper motor is driven.

[0298] The 1-byte timers A, B, and C are assigned one byte each to a continuous 3-byte area of ​​the RAM 41c. The 1-byte timers A, B, and C are assigned to a continuous area of ​​the RAM 41c. The 2-byte timers are assigned to a continuous 2-byte area of ​​the RAM 41c. Hereinafter, the area to which the 1-byte timers are assigned will be referred to as a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are assigned according to a predetermined rule. Note that an area to which consecutive addresses are assigned according to a predetermined rule is, for example, an area to which a start address and addresses that are incremented by N (N is a natural number) from the start address are assigned.

[0299] 45 is a flow chart showing the control contents of the time counter update process executed by the main control unit. In the time counter update process, first, the number of 1-byte timer counters to be updated (3 in this embodiment) is set as the number of 1-byte processing times (ST1), and the head address of the 1-byte timer group is stored in the HL register (ST2). In other words, by storing the head address of the 1-byte timer group in the HL register, a pointer is set to the head address of the 1-byte timer group.

[0300] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the count value stored at the top address of the 1-byte timer group is stored in the A register. The main control unit 41 executes specific decrement processing in ST4, 5, and 7. The specific decrement processing is processing including subtraction processing, determination processing, and update processing, and is processing in which interrupt processing is not executed even if interrupt inhibition processing is not executed based on an interrupt inhibition instruction during the period in which the specific decrement processing is executed.

[0301] The main control unit 41 subtracts 1 from the value of the A register as a subtraction process of the specific decrement process (ST4). At this time, if the values ​​of all bits of the A register are "0", the subtraction process causes all bits of the A register to have a value indicating "F". That is, a borrow occurs, and as a result of the borrow, the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0302] The main control unit 41 executes a judgment process to judge whether the value of the carry flag in the flag register is "1" or not (ST5). If the result of the judgment process shows that the value stored in the carry flag is "0", the main control unit 41 stores the value of the A register in the address indicated by the HL register (ST6). If the result of the judgment process shows that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the setting value stored in the A register to 0 (ST7). After executing the update process, the main control unit 41 stores the value of the A register in the address indicated by the HL register (ST6).

[0303] The main control unit 41 judges whether the processing count after subtraction is 0 or not (ST9). If the processing count after subtraction is not 0 in step ST9, that is, if the updating of all 1-byte timers is not completed, the address indicated by the HL register is incremented by 1 (ST10) and the process returns to step ST4. That is, the pointer is incremented and the address to be referenced is advanced. As a result, the pointer moves to the address of the unprocessed 1-byte timer, and if the value of 1 byte at the specified address is not 0, it is decremented.

[0304] In this way, the specific decrement process can also be used for the time counter update process. This prevents the value of the A register from being in a state after a carryover occurs. Furthermore, when executing the specific decrement process, the main control unit 41 inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction is not executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of the interrupt process.

[0305] Furthermore, as described above, in this embodiment, a plurality of 1-byte timers are provided, and in order to simplify the process, counting (subtraction process) is performed on all of the plurality of 1-byte timers. The main control unit 41 does not necessarily use all of the plurality of 1-byte counters all the time. For example, it may be assumed that the main control unit 41 wants to use only 1-byte counter A among 1-byte counter A, 1-byte counter B, and 1-byte counter C. At this time, if the time counter update process is performed, the subtraction process is also performed on 1-byte counter B and 1-byte counter C.

[0306] However, in the present embodiment, by providing the subtraction process as a specific decrement process, even if the subtraction process is performed on the 1-byte counter B and the 1-byte counter C and the counter becomes "0", no carryover occurs. This makes it possible to prevent the count value of the 1-byte timer from becoming an abnormal value while performing the subtraction process on a plurality of 1-byte timers in the time counter update process.

[0307] [Specific increment processing in ceiling game count processing] In the following, an example in which the specific increment process is used in the ceiling game number count process will be described. As described above, in the slot machine 1 of this embodiment, an upper limit of the number of games is set in the normal advantageous zone. When the upper limit of the number of games set in advance is reached in the normal advantageous zone, the state is forcibly shifted to the AT state regardless of the point reached. A ceiling game number count value for determining whether or not the ceiling has been reached is stored in the RAM 41c. The main control unit 41 adds the ceiling game number count value using the specific increment process each time a game is executed in the normal advantageous zone. The main control unit 41 determines whether or not to shift to the AT state based on whether or not the ceiling game number count value has reached the ceiling. That is, the ceiling game number count value is a value for selecting data, and is also referred to as a data selection value below.

[0308] An example in which the specific increment process is used in the ceiling game number count process will be described in more detail. The ceiling game number count process is executed in the gaming machine information calculation process (S18) in the main process of FIG. 30. FIG. 46 is a flowchart showing the control contents of the gaming machine information calculation process executed by the main control unit 41. As shown in FIG. 46, in the gaming machine information calculation process, first, the values ​​of all registers are saved to a stack (SF1). Then, after executing the ceiling game number count process (SF2), the values ​​of the registers saved in SF1 are restored (SF3), and the gaming machine information calculation process is terminated and returned to the main process.

[0309] 47 is a flowchart showing the control contents of the ceiling game number count process executed by the main control unit 41. In the ceiling game number count process, first, the address of the RAM 41c where the ceiling game number count value is stored is stored in the HL register (SI1). In other words, by storing the address of the RAM 41c in the HL register, a pointer is set to the address where the ceiling game number count value is stored.

[0310] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SI2). That is, the ceiling game number count value is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing is processing including an addition processing, a judgment processing, and a regression processing. During the period in which the specific increment processing is being executed, the interrupt processing is not executed even if the interrupt prohibition processing is not executed based on the interrupt prohibition instruction.

[0311] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SI3). That is, assuming that a game has been executed in the normal advantageous zone, the main control unit 41 adds the game to the ceiling game number count value. After that, the main control unit 41 executes a determination process to determine whether the ceiling game number count value stored in the A register is the same as a specific value (SI4). The specific value in the ceiling game number count process is the upper limit game number in games in the normal advantageous zone, for example, 700 games. That is, the main control unit 41 determines whether the ceiling game number count value has reached 700.

[0312] In a more specific determination process, the specific value 700 is subtracted from the value of the A register after the addition, and it is determined whether the result of the subtraction is 0, thereby determining whether the ceiling game number count value and the specific value are the same. If the result of the subtraction is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0313] If the result of the judgment process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (SI5). The regression process is executed when the ceiling game number count value reaches the upper limit game number. Therefore, the main control unit 41 transitions to the AT state. When the AT state ends and transitions to the normal advantageous zone, the main control unit 41 again begins adding to the ceiling game number count value. At this time, the ceiling game number count value has already been corrected to "0" by the regression process of the ceiling game number count process.

[0314] In this way, in the slot machine 1 of this embodiment, the specific increment process is executed so that the value of the A register does not become a numerical value equal to or greater than the specific value. This makes it possible to prevent the ceiling game number count from starting from an abnormal value. Furthermore, when executing the specific increment process, the main control unit 41 prohibits the interrupt process even if the interrupt prohibition process based on the interrupt prohibition command is not executed. That is, the main control unit 41 automatically prohibits the interrupt process based on the execution of the specific increment process. This makes it possible to automatically prevent the ceiling game number count value from being updated to an unintended value as a result of the execution of the interrupt process.

[0315] [Specific increment processing in bet number setting processing] In the following, an example in which the specific increment process is used in the bet amount setting process will be described. As described above, in the slot machine 1 of this embodiment, when the maximum bet amount (3 coins) is set and the 1-BET switch 65 is pressed, the bet amount of 2 coins is canceled. In other words, the bet amount is set to 1 medal. The bet amount is stored by the RAM 41c.

[0316] FIG. 48 is a diagram for explaining that the lighting state of the BET LED changes every time the 1BET switch 65 is pressed. As shown in FIG. 48(a), when no medal is bet, none of the 1BET LED 14, the 2BET LED 15, and the 3BET LED 16 are lit. When the 1BET switch 65 is pressed, a state in which one medal is bet is established. That is, as shown in FIG. 48(b), the 1BET LED 14 is lit. When the 1BET switch 65 is pressed again, a state in which two medals are bet is established. That is, as shown in FIG. 48(c), the 1BET LED 14 and the 2BET LED 15 are lit.

[0317] When the 1BET switch 65 is pressed again, three medals are bet. That is, as shown in FIG. 48(d), the 1BET LED 14, the 2BET LED 15, and the 3BET LED 16 are lit. When the 1BET switch 65 is pressed again, two medals are bet from the three medals bet, and the 1BET LED 14 is lit. That is, as shown in FIG. 48(d), the 1BET LED 14 is lit.

[0318] The main control unit 41 adds the bet amount stored in the RAM 41c by using a specific increment process every time the 1BET switch 65 is pressed. The main control unit 41 determines whether or not to execute a bet amount cancellation process according to the number of bets stored in the RAM 41c. In other words, the bet amount stored in the RAM 41c is a value for determining the bet amount cancellation process, and is also referred to as a process determination value below.

[0319] An example in which the specific increment process is used in the bet number setting process will be described in more detail. The bet number setting process is executed by the main control unit 41. FIG. 49 is a flowchart showing the control contents of the bet number setting process executed by the main control unit 41. The main control unit 41 first judges whether or not pressing of the 1BET switch 65 is detected (SR1). If pressing of the 1BET switch 65 is not detected, the main control unit 41 returns the process to SR1. The main control unit 41 stores the address of the RAM 41c where the bet number is stored in the HL register (SR2). In other words, by storing the address of the RAM 41c in the HL register, a pointer is set to the address where the bet number is stored.

[0320] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SR3). That is, the bet amount is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing is processing including an addition processing, a judgment processing, and a regression processing. During the period in which the specific increment processing is being executed, even if the interrupt inhibition processing is not performed based on the interrupt inhibition instruction, the interrupt processing is not executed.

[0321] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SR4). That is, it adds to the bet amount. After that, the main control unit 41 executes a determination process to determine whether or not the bet amount stored in the A register is the same as a specific value (SR5). The specific value in the bet amount setting process is 4 because the maximum bet amount is 3 coins. That is, the main control unit 41 determines whether or not the 1BET switch 65 has been pressed when the maximum bet amount of 3 coins has been set.

[0322] In a more specific determination process, a specific value of 4 is subtracted from the value of the A register after the addition, and it is determined whether the subtraction result is 0 or not, thereby determining whether the bet amount is the same as the specific value. If the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0323] If the result of the determination process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the bet amount stored in the A register to 1 (SR6). Here, the regression process corresponds to a bet amount cancellation process. Therefore, the main control unit 41 controls the state to one medal bet.

[0324] In this way, in the slot machine 1 of this embodiment, the specific increment process is executed so that the value of the A register does not become a specific value or more. This makes it possible to prevent the bet number from becoming an abnormal value. Furthermore, when executing the specific increment process, the main control unit 41 inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition command is not executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific increment process. This makes it possible to automatically prevent the bet number from being updated to an unintended value due to the execution of the interrupt process.

[0325] [Point Map] With reference to FIG. 50, an example of a point map used in the normal advantageous zone will be described. FIG. 50 is a diagram for explaining an example of a point map. As shown in FIG. 50(a), the display area of ​​the liquid crystal display 51 includes a performance area 510 in which a performance image related to the game such as a background image is displayed, and a map area 520 in which a point map is displayed. The performance area 510 is located near the center of the screen of the liquid crystal display 51, and is a display area that occupies most of the display area. The map area 520 is located at the top end of the screen of the liquid crystal display 51 (the bottom and right end of the screen in this embodiment), and is a display area smaller than the performance area 510.

[0326] In the point map of the map area 520, an update image 520a that displays the update value of points accumulated based on the game, reach icon images 520c, 520d, and 520e that decorate the reach point that is the target of the accumulated points, a final icon image 520f that decorates the final point, and a moving image 520b consisting of a character (hereinafter also referred to as a "moving character") that moves toward the reach point corresponding to the accumulated points are displayed integrally. In this embodiment, a plurality of points such as 100p, 300p, and 600p are set as the reach point, and 1000p is set as the final point. Since the reach point is not displayed in the update image 520a, the player will pay attention to the reach point decorated by the reach icon image as well as the update value in the update image 520a.

[0327] In the normal advantageous zone, when points are awarded by the point acquisition lottery, the update value is updated by the awarded points, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table described later. Furthermore, the moving character moves to a position according to the update value, thereby approaching the target arrival point. Since the number of the arrival point and the arrival icon are always displayed while the moving character moves, the player can easily recognize the number of points until the arrival point is reached based on the distance between the moving character and the moving character's target position. When the moving character reaches the arrival point, an AT lottery is held, and the moving character may transition to the first state (AT win) based on the lottery.

[0328] As shown in FIG. 50(b), when the current update value is 50p, the moving character stops at the 50p position on the map 520m. As shown in FIG. 50(c), when 10p is added thereafter, the update value is updated to 60p, and the moving character moves to the 60p position on the map 520m. As shown in FIG. 50(d), when another 50p is added thereafter, the update value is updated to 110p, and the moving character moves to the 110p position on the map 520m. In this case, since the moving character has reached the 100p position, an AT lottery is held.

[0329] [Point update production] FIG. 51 is a diagram for explaining an example of a point update effect. The point update effect is an effect for showing the number of points given by the point acquisition lottery to the player. As shown in FIG. 51, a text image PI showing the number of points given is displayed near the center of the liquid crystal display 51. Such a point update effect is executed at the timing when the start switch 7 is pressed in the game following the game in which the point acquisition lottery was held. That is, the sub-control unit 91 executes an update effect suggesting that the value of the point counter has been updated when the game following the game in which the point acquisition lottery was held is started.

[0330] FIG. 52 is a diagram showing an example of a point acquisition lottery process. In FIG. 52, the point acquisition lottery process executed by the main control unit 41 will be described using a flowchart. The point acquisition lottery process is executed during the normal advantageous zone shown in FIG. 4. In the ball output control process at the end of the game (S22) shown in FIG. 14, the main control unit 41 can execute the point acquisition lottery process. The main control unit 41 judges whether or not the stop switch 8L (left stop switch) has been operated as the first stop operation in the reel stop process (S15) (step Sp1). That is, it judges whether or not it was a normal operation in which the stop switch 8L is pressed. If it is operated in an irregular procedure (NO in step Sp1), the main control unit 41 sets a penalty (step Sp2). The penalty setting in the normal advantageous zone is a process of changing the lottery probability of the special lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process executed in the next game to be lower than the point acquisition probability when the penalty setting is not set. This reduces the probability of points being awarded only in the next game, which is unfavorable to the player. In this way, the penalty setting may be set to perform control that is unfavorable to the player, but it is also possible to perform no setting. In other words, not executing the point acquisition lottery process shown in step Sp3 itself is a penalty in the game.

[0331] When the stop switch 8L (left stop switch) is operated as the first stop operation (YES in step Sp1), the main control unit 41 executes the point acquisition lottery process shown in the table shown in FIG. 53 (step Sp3). FIG. 53 is a diagram showing a table of the privilege lottery process. As shown in FIG. 53(a), the main control unit 41 executes the point acquisition lottery process based on the flag category. FIG. 53(a) shows the ratio of points to be awarded for each flag category: 0 points, 1 point, 10 points, 50 points, and 100 points. As shown in FIG. 53(a), when the flag category FC4 is won, the expected value of points acquired by the point acquisition lottery is calculated as 10 points×(179 / 256)+50 points×(64 / 256)+100 points×(13 / 256), which is about 25 points. In addition, if flag category FC6 is won, the expected value of points acquired through the point acquisition lottery is calculated as 50 points x (51 / 256) + 100 points x (205 / 256), which is approximately 90 points.

[0332] Also, as shown in Fig. 53(b), the main control unit 41 executes the AT lottery process based on the reached points. Fig. 53(b) shows the percentage of AT winnings given for each reached point. Also, the percentage of AT winnings when the ceiling game is reached is also shown.

[0333] When the irregular procedure is performed (NO in step Sp1), the main control unit 41 does not execute the point acquisition lottery process and ends the ball output control process at the end of the game shown in Fig. 14. That is, the main control unit 41 does not update the value of the point counter when the irregular procedure is performed.

[0334] For example, when the flag category of the winning combination in the internal lottery process in step S2 of the main process shown in FIG. 14 is FC0, no points are awarded with a probability of 125 / 256, 1 point is awarded with a probability of 76 / 256, 10 points are awarded with a probability of 51 / 256, and 50 points are awarded with a probability of 3 / 256. When the flag category of the winning combination in the internal lottery process in step Sp1 is FC7, 50 points are awarded with a probability of 51 / 256, and 100 points are awarded with a probability of 204 / 256, but the awarded points are never determined to be 0 points. Returning to FIG. 52, the main control unit 41 determines whether or not points have been awarded in the point acquisition lottery process in step Sp4 (step Sp4). When the main control unit 41 determines that points have been acquired (YES in step Sp4), it executes point awarding processing (step Sp5). The point granting process is a process in which the main control unit 41 updates the points stored in the RAM 41c and stores the number of points earned in the command “points” in the game end command sent to the sub-control unit 91 at the third stop.

[0335] The main control unit 41 ends this process after executing the point granting process (step Sp5). If no points have been acquired (NO in step Sp4), the main control unit 41 ends this process without executing the point granting process.

[0336] Thus, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. In other words, when an irregular operation is performed, the fact that the point acquisition lottery process is not executed is a penalty for the player. As a result, when the stop switch is operated in a normal operation, the value of the points for controlling the first state is updated, while when the stop switch is operated in an irregular procedure, a penalty of not updating the value of the points can be given, so that the player can be encouraged to operate in a normal operation. Also, regardless of the result of the internal lottery process, when the switch is operated in an irregular procedure, a penalty is given, so that the player can be encouraged to operate in a normal operation.

[0337] FIG. 54 is a diagram showing an example in which a point update effect is executed based on a normal operation. FIG. 54 shows the relationship between (a) a player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 at timings t1 to t7. As shown in FIG. 54, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 executes an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as a first stop operation. That is, a normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8L has been operated as the first stop operation. At timing t3, the stop switch 8L is operated as a second stop operation. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8C has been operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R has been operated as the third stop operation. Based on the fact that the third stop operation has been performed after the normal operation has been performed, the main control unit 41 executes a point acquisition lottery process. In the example of FIG. 54, the points acquired in the point acquisition lottery process are 1 point or more. After executing the point acquisition lottery process, the main control unit 41 executes a point granting process at timing t5.

[0338] At timing t5, the point awarding process is performed, and the main control unit 41 transmits a game end command to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, the command "points" capable of identifying the number of points acquired (hereinafter, may be simply referred to as acquired points) is transmitted to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 waits without executing the point update presentation shown in FIG. 51, such as displaying the acquired points on the liquid crystal display 51. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a winning as the ED transition number and the advantageous zone number.

[0339] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded by winning as data to be displayed on a role ratio monitor (not shown). The role ratio monitor usually displays a numerical value indicating the performance of the slot machine (hereinafter also referred to as "role ratio information"). The numerical value indicating the performance of the slot machine is, for example, the instruction-inclusive role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. state ratio to the total cumulative payout number. The main control unit 41 stores the number of medals awarded by winning in the RAM 41c in order to display the role ratio information on the role ratio monitor. Therefore, the main control unit 41 adds the number of medals awarded by the winning determination process at timing t5 to the data stored in the RAM 41c as role ratio information. That is, the main control unit 41 updates the role ratio information. This ends the game that started at timing t1.

[0340] At timing t7, the start switch 7 is pressed again. That is, a new next game is started. Here, the sub-control unit 91 executes a point update effect for the acquired points received at timing t5. That is, the sub-control unit 91 indicates, by the point update effect, that the value of the point counter was updated in the game prior to the game in which the point update effect is executed.

[0341] FIG. 55 is a diagram showing an example in which the point update effect is not executed based on an irregular operation. The example of FIG. 35 is different from FIG. 54 in that the stop switch 8L is not operated as the first stop operation at timing t2. That is, FIG. 55 shows an example in which an irregular operation is performed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. The sub-control unit 91 executes a stop effect based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. The stop effect is an effect indicating that the point acquisition lottery process has not been executed due to an irregular operation that is not a normal operation, and is an effect in which an effect that displays an image suggesting a winning role is stopped, etc. In the slot machine 1 of this embodiment, the effect of darkening the display of the liquid crystal display 51 executed by the sub-control unit 91 corresponds to the stop effect. The stop effect may be not only a darkening effect, but also an effect of displaying a text image such as "Please press the left stop switch first." Alternatively, it may be an effect of ending the execution of the point suggestion effect being executed and returning to the normal image before the point suggestion effect was executed.

[0342] Also, because an irregular operation is being performed, the main control unit 41 does not execute the point acquisition lottery process at timing t4, and does not execute the point granting process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points, and does not execute the point update presentation at timing t7, which is the start of the next game. On the other hand, even if an irregular operation is being performed, the main control unit 41 updates the ED transition number, the advantageous zone number, and the role ratio information at timing t5.

[0343] As explained with reference to Figures 53 and 54, in the slot machine 1 of this embodiment, only when a normal operation is performed in a predetermined game and points are acquired, when the start switch 7 of the next game is operated, the point update effect is executed. This makes it possible to inform the player that the point counter has been updated in the previous game by the point update effect at the start of the next game, and also makes it possible to match whether the point counter is updated with whether the point update effect is executed, since the point counter is not updated if an irregular operation is performed in the previous game and the point update effect is not executed in the next game.

[0344] Furthermore, as shown in Fig. 55, even if an irregular operation is performed, the main control unit 41 executes a process of updating the role ratio information and the limiter at timing t6 after the winning determination process. That is, the main control unit 41 counts the medals when medals are awarded based on the occurrence of a winning operation, regardless of whether the operation is a normal operation or an irregular operation.

[0345] As a result, not only in the case of normal operation but also in the case of irregular operation, the accumulated number of medals is counted, so that it is possible to prevent distinction between advantageous and unadvantageous depending on the procedure of the stop switches 8L, 8C, 8R, and to prevent excessive advantage from being gained by irregular operation. Also, not only in the case of normal operation but also in the case of irregular operation, the accumulated number of medals is counted and the accumulated result is displayed, so that the medal payout history of the slot machine 1 can be appropriately shown to the outside as role ratio information. [Point suggestion performance] FIG. 56 is a diagram for explaining an example of a point suggestion effect when a strong cherry is won. The point suggestion effect is an effect that is performed when a specific combination is won, and is an effect that suggests a winning combination to a player to predict the points that will be awarded. The point suggestion effect is performed in the normal advantageous zone.

[0346] As shown in FIG. 56(a), when the start operation is performed, a point suggestion effect is executed in which an image showing a cherry and an image showing a "?" are displayed on the liquid crystal display 51. Because the image showing a cherry is displayed, the player is prompted to operate the device to win a cherry. Furthermore, because the flag category of a strong cherry is FC6, the player expects that 50 points or more will be awarded if a cherry wins, as shown in FIG. 53. In other words, the point suggestion effect is an effect that suggests that a large number of points have been awarded, and is an effect that is executed based on the operation of the start switch 7.

[0347] In FIG. 56, the case where a normal operation is performed and the case where an irregular operation is performed after the point suggestion performance are performed are described. FIG. 56(b1), (c1), and (d1) are diagrams for explaining the case where a normal operation is performed. FIG. 56(b2), (c2), (d2), (b3), (c3), and (d3) are diagrams for explaining the case where an irregular operation is performed. In FIG. 56(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 56(b1), the normal operation is performed. At this time, the image showing the cherry and the "?" displayed as the point suggestion performance remains displayed. After that, in FIG. 56(c1), the stop switch 8C is operated as the second stop operation. The image showing the cherry and the "?" displayed as the point suggestion performance remains displayed. Finally, in FIG. 56(d1), the stop switch 8R is operated as the third stop operation. As a result, a strong cherry is won on the reel, and an image showing that the strong cherry has won is displayed on the liquid crystal display 51. When the start switch 7 of the next game is operated, the points awarded as a result of the strong cherry winning are displayed as a point update effect.

[0348] In Fig. 56(b2) and (b3), the stop switch 8L is not operated as the first stop operation, and an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes a stop effect in which the liquid crystal display 51 goes dark, as shown in Fig. 56(b2) and (b3). In addition, the image showing a cherry and the image showing a "?" that were displayed as the point suggestion effect disappear. That is, the sub-control unit 91 ends the execution of the point suggestion effect when an irregular operation is performed. Thereafter, when the second stop operation is performed as in Figures 56(c2) and (c3), and when the third stop operation is performed as in Figures 56(d2) and (d3), the image displayed on the LCD display 51 remains in the state it was in when the stop performance was executed.

[0349] As a result, even if a point suggestion effect is executed at the start of a game in which a strong cherry is won, suggesting that the point counter will be updated with 50 or more points, and the value of the point counter is not updated after that due to an irregular operation, the execution of the point suggestion effect ends. This prevents a player who has performed an irregular operation from misunderstanding that the point counter will be updated with a large value. Note that the point suggestion effect may not only be an image showing a cherry or an image showing a "?", but may also be a text image such as "Points acquired?" that directly suggests the acquisition of points. In other words, the point suggestion effect may be anything that suggests the possibility of points being awarded to the player.

[0350] FIG. 57 is a diagram for explaining an example of a point suggestion effect when the watermelon is won. The point suggestion effect is also executed when a role other than the strong cherry role is won in the internal lottery. FIG. 57 shows an example when the watermelon role is won in the internal lottery.

[0351] As shown in FIG. 57(a), when a start operation is performed, a point suggestion effect is executed in which an image showing a watermelon and an image showing a "?" are displayed on the liquid crystal display 51. Because an image showing a watermelon is displayed, the player is prompted to operate the device so that the watermelon will win. Furthermore, because the flag category of the watermelon is FC4, the player expects that 10 or more points will be awarded if the watermelon wins, as shown in FIG. 53. FIG. 57(b1)-(d1) show a point suggestion effect when a normal operation is performed. FIG. 57(b2)-(d2) and (b3)-(d3) show an example in which a stop effect is executed when an irregular operation is performed. The form of the effect is the same as that of FIG. 57, and will not be repeated.

[0352] In this way, in the slot machine 1 of this embodiment, if irregular control is performed regardless of the winning role in the internal lottery, the point acquisition lottery process is not performed and a stop performance is executed, thereby encouraging the player to perform normal operation.

[0353] [AT Bonus Lottery] FIG. 58 is a diagram showing a table of the life acquisition lottery in the first state of the advantageous zone and the specialized zone. The life acquisition lottery is a lottery for determining whether or not a life is granted. In the slot machine 1 of this embodiment, if a life is granted as a result of the life acquisition lottery, the life number lottery shown in FIG. 59 is executed.

[0354] The life acquisition lottery is performed based on different ratios for the first section of the AT first state, the second section in the AT first state, and the specialized zone. FIG. 58(a) shows the life acquisition lottery in the first section of the AT first state. The life acquisition lottery is performed when a combination with a flag category of FC4, 5, 6, or 7 is won. Also, as shown in FIG. 58(a), the life acquisition lottery has a different life grant probability for each setting value. For example, when a combination with a flag category of FC4 or 5 is won and the setting value 1 is set, there is a 45% probability that a life is granted (with life) and a 55% probability that a life is not granted (without life). FIG. 58(a) also specifies the probability of granting a life for each of the other setting values ​​and flag categories.

[0355] Also, FIG. 58(b) shows the life acquisition lottery in the second section of the AT first state, and FIG. 58(c) shows the life acquisition lottery in the specialized zone. As shown in FIG. 58(a)-(c), regardless of whether it is the first section, the second section, or the specialized zone of the AT first state, or which flag category is won, when the set value L is set, the probability of life being granted is 0%. That is, when the normal set value is set, life is granted, while when the set value L is set, life is not granted. This makes it easier to design regarding the granting of life in an advantageous state, since life is not granted uniformly when the set value L is set. Note that the probability of life being granted when the set value L is set is not limited to 0%, and may be, for example, uniformly 5%. (Life Count Draw, Specialized Zone Draw, and One-Hit Victory Draw) FIG. 59 is a diagram showing a table of the life number lottery, the specialized zone lottery, and the one-hit win lottery in the first and second states of the advantageous zone. Even if a life is acquired, it may be consumed in the second state and it may not be possible to move from the second state to the first state, whereas the one-hit win is a process that determines the transition from the second state to the first state. Therefore, winning the one-hit win is a control that is more advantageous for the player than acquiring a life. In the following, the first state is referred to as the "AT first state" and the second state is referred to as the "AT second state." In addition, the life acquisition lottery and the one-hit win lottery are collectively referred to as the "AT special lottery."

[0356] Life can be granted based on a life acquisition lottery executed by the main control unit 41 during the AT first state. FIG. 59(a) shows a life number lottery table referenced in the life acquisition lottery in the first section during the AT first state. The life number lottery table in FIG. 59(a) is a table referenced when the grant of life (with life) is determined in the life acquisition lottery table in the first section during the AT first state shown in FIG. 58(a). As shown in FIG. 59(a), in the life acquisition lottery in the first section, the expected value of life granted per 1G differs when a role with a flag category of FC4 or FC5 is won, when a role with a flag category of FC6 is won, and when a role with a flag category of FC7 is won. Unlike the life acquisition lottery, the life number lottery is drawn at the same rate for all set values. In other words, after the grant of life is determined in the life acquisition lottery, a common control is performed regardless of the set value. The common control is the life number lottery. This makes it easier to design when executing the life number lottery.

[0357] Specifically, when a winning combination with a flag category of FC4 or FC5 is drawn, there is a 50% chance of one life being awarded, and a 50% chance of two lives being awarded. When a winning combination with a flag category of FC6 is drawn, there is a 100% chance of two lives being awarded. When a winning combination with a flag category of FC7 is drawn, there is a 60% chance of one life being awarded, and a 40% chance of two lives being awarded.

[0358] In addition, in the first section of the AT first state, if a life is granted in response to the winning of a combination of the flag category FC6, the reverse push navigation is executed in the game in which the combination of the flag category FC6 is won. Therefore, when the player operates the stop switches 8L, 8C, and 8R according to the reverse push navigation, the BAR lip is won. In other words, in the first section of the AT first state, the winning of the BAR lip suggests to the player that a life will be granted.

[0359] FIG. 59(b) shows a life number lottery table referenced in the life acquisition lottery in the second section in the AT first state. The life number lottery table in FIG. 59(b) is a table referenced when the grant of life (with life) is determined in the life acquisition lottery table in the second section in the AT first state shown in FIG. 58(b). As shown in FIG. 59(b), when a role with a flag category of FC4 or FC5 is won, one life is granted with a 90% probability, and two lives are granted with a 10% probability. In addition, when a role with a flag category of FC6 is won, one life is granted with a 60% probability, and two lives are granted with a 40% probability. In addition, when a role with a flag category of FC7 is won, one life is granted with a 75% probability, and two lives are granted with a 25% probability.

[0360] Further, the first section is a section in which navigation is performed less frequently than the second section. That is, the probability of notifying navigation in the second section is higher than the probability of notifying navigation in the first section.

[0361] (Life Specialized Zone) The life specialization zone is a state to which a player can move from the AT 1 state based on a specialization zone lottery. Figure 59(c) shows a specialization zone lottery table referenced in the specialization zone lottery during the AT 1 state. As shown in Figure 59(c), in the specialization zone lottery during the AT 1 state, the probability of entering the specialization zone differs when a combination with a flag category of FC4 or FC5 is won, when a combination with a flag category of FC6 is won, and when a combination with a flag category of FC7 is won.

[0362] Specifically, when a combination with a flag category of FC4 or FC5 is won, there is a 10% probability of entering the specialized zone. When a combination with a flag category of FC6 is won, there is a 50% probability of entering the specialized zone. Furthermore, when a combination with a flag category of FC7 is won, there is a 30% probability of entering the specialized zone.

[0363] FIG. 59(d) shows a life number lottery table referred to in the life acquisition lottery in the specialized zone. The life number lottery table in FIG. 59(d) is a table referred to when the grant of life (with life) is determined in the life acquisition lottery table in the specialized zone shown in FIG. 59(c). As shown in FIG. 59(d), when a combination with a flag category of FC4 or FC5 is won, one life is granted with a 50% probability, and two lives are granted with a 35% probability. In addition, when a combination with a flag category of FC6 is won, two lives are granted with a 100% probability. In addition, when a combination with a flag category of FC7 is won, one life is granted with a 35% probability, and two lives are granted with a 50% probability. (One-hit win lottery) A one-hit win in a battle can be awarded based on a one-hit win lottery executed by the main control unit 41 during the AT second state. Fig. 59(e) shows a one-hit win lottery table referenced in the one-hit win lottery during the AT second state. As shown in Fig. 59(e), in the one-hit win lottery during the AT second state, the probability of one-hit win differs when a combination with a flag category of FC4 or FC5 is won, when a combination with a flag category of FC6 is won, and when a combination with a flag category of FC7 is won.

[0364] Specifically, when a combination with a flag category of FC4 or FC5 is won, there is a 50% chance of a one-hit win. When a combination with a flag category of FC6 is won, there is a 100% chance of a one-hit win. When a combination with a flag category of FC7 is won, there is a 50% chance of a one-hit win.

[0365] In this way, during the AT second state, the probability of a one-hit win is higher for a role with a flag category of FC6 than for a rare role such as a role with a flag category of FC4 or FC5, or a role with a flag category of FC7, among the lottery conditions. In addition, during the AT second state, if a one-hit win is awarded as a result of the winning of a role with a flag category of FC6, reverse push navigation is executed in the game in which the role with the flag category of FC6 is won. In addition, the first state is a section in which navigation is performed less frequently than the second state. In other words, the probability of announcing navigation in the second state is higher than the probability of announcing navigation in the first state.

[0366] FIG. 60 is a diagram showing an example of a bonus lottery process during the AT. In FIG. 60, the bonus lottery during the AT executed by the main control unit 41 is explained using a flowchart. The bonus lottery acquisition lottery process during the AT can be executed in the game end ball output control process (S22) in the first state, second state, and ending state shown in FIG. 4. After the third stop operation is performed in the game end ball output control process (S22) shown in FIG. 14, the main control unit 41 judges whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 ends the process. That is, if it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-hit win lottery process described later.

[0367] If the game is not in an ending state (NO in step Sb1), the main control unit 41 judges whether or not the game is a game in which navigation is displayed (step Sb2). The main control unit 41 judges whether or not the game is a game in which navigation is displayed based on the role number of the winning role in the internal lottery process (S2) shown in FIG. 14. A game in which navigation is displayed is a game in which the sub-control unit 91 executes a navigation performance. If the game is a game in which navigation is displayed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. If the game is not a game in which navigation is displayed (NO in step Sb2), the main control unit 41 judges whether or not the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control unit 41 judges whether a normal operation has been performed or an irregular operation has been performed in step Sb4. If the stop switch 8L has not been operated as the first stop operation (NO in step Sb3), a penalty is set (Sb4) and the process ends. The penalty setting in the AT state is a process of changing the lottery probability of the life acquisition lottery process and the one-hit win lottery process in the next game. For example, the main control unit 41 sets the probability of winning a life or one-hit win in the life acquisition lottery process and the one-hit win lottery process executed in the next game to be lower than the probability of winning when the penalty setting is not set. This reduces the probability of granting a life or one-hit win only in the next game, resulting in control that is disadvantageous to the player. In this way, the penalty setting may be set to perform control that is disadvantageous to the player, but it is also possible to not perform any setting. This is because not executing the life acquisition lottery process shown in step Sp6 and the one-hit win acquisition lottery process shown in step Sp9 is a penalty in the game. In addition, since an irregular operation has been performed, the sub-control unit 91 executes a stop effect. The stop effect is the same effect as the stop effect described in the point acquisition lottery process described above, and is an effect in which the screen goes dark. The stop effect here does not indicate that the point acquisition lottery process was not executed due to an irregular operation, but rather indicates that the life acquisition lottery process or one-hit win lottery process was not executed.The stop effect may be not only a darkening effect, but also an effect of displaying a text image such as "Please press the left stop switch first." In other words, when an irregular operation is performed during the AT, the main control unit 41 does not execute the life acquisition lottery process or the one-hit win lottery process as a penalty for the player.

[0368] When it is determined that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control unit 41 determines whether or not the game state is in the first state (step Sb5). When it is in the first state (YES in step Sb5), the main control unit 41 executes a life lottery process (step Sb6). The life lottery process is a process including a life acquisition lottery and a life number lottery. The life number lottery is executed when it is determined that a life is to be granted in the life acquisition lottery. That is, the main control unit 41 determines whether or not to grant a life according to the table shown in FIG. 58 and the result of the internal lottery process. After the life lottery process, the main control unit 41 determines whether or not a life has been acquired in step Sb10 (step Sb7). When a life has not been acquired (NO in step Sb7), the main control unit 41 ends the process.

[0369] If a life is acquired (YES in step Sb7), the main control unit 41 executes a life granting process (step Sb8). The life granting process is a process in which the main control unit 41 updates the number of lives stored in the RAM 41c and stores the acquired number of lives in the game end command sent to the sub-control unit 91 at the third stop. After executing the life granting process, the main control unit 41 ends the process.

[0370] Next, returning to step Sb5, a case where the game is not in the first state will be described. If the game is not in the first state (NO in step Sb5), the main control unit 41 executes a one-hit win lottery process (step Sb9). At this time, since it is determined that the game state is not in the ending state in step Sb1 and is not in the first state in step Sb5, the main control unit 41 determines that the game state is in the second state. Since a normal operation is performed in the second state, the main control unit 41 executes a one-hit win lottery.

[0371] That is, the main control unit 41 performs a lottery for a one-hit win based on the table shown in FIG. 59(e) and the result of the internal lottery process. After the one-hit win lottery process, the main control unit 41 judges whether or not a one-hit win has been won (step Sb10). If the main control unit 41 judges that a one-hit win has not been won (NO in step Sb10), it ends the process. If the main control unit 41 judges that a one-hit win has been won (YES in step Sb10), it executes a one-hit win grant process (step Sb11). The one-hit win grant process is a process in which the main control unit 41 executes a process in response to winning a one-hit win, and stores the fact that a one-hit win has been won in the game end command sent to the sub-control unit 91 at the third stop.

[0372] In this way, in a game in the first or second state where no navigation display is performed, the main control unit 41 performs control to execute the life acquisition lottery process or the one-hit win award process when a normal operation is performed, but performs control not to execute the life acquisition lottery process or the one-hit win award process when an irregular operation is performed. Control not to execute the life acquisition lottery process or the one-hit win award process is disadvantageous to the player. In other words, the slot machine 1 can give a penalty to the player when an irregular operation is performed. In this way, the slot machine 1 can encourage the player to operate normally.

[0373] On the other hand, the main control unit 41 performs common control in the game during the ending state whether the normal operation is performed or the irregular operation is performed. This prevents a decrease in interest in the game during the ending state, which is the last state executed during the AT, by not giving a penalty even if an irregular operation is performed during the ending state.

[0374] [Life Granting Suggestion] FIG. 61 is a diagram for explaining an example of a life-granting suggestion effect when a watermelon is won. The life-granting suggestion effect is an effect that is performed when a specific combination is won, and is an effect that suggests to the player that a life may be granted by suggesting a winning combination. The life-granting suggestion effect is executed in the first state. Since the first state is during AT, the liquid crystal display 51 displays a remaining game image 51a indicating the number of remaining games and a life image 51b indicating the number of lives.

[0375] As shown in FIG. 61(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest has a watermelon drawn thereon, suggesting that the watermelon role has been won. The image showing the treasure chest may be green without a watermelon drawn thereon, suggesting that the watermelon role has been won. That is, when the image showing the treasure chest is displayed, the player hopes that the watermelon role has been won. In addition, the watermelon role with the flag category FC4 is a role for which a life acquisition lottery process is executed. That is, the life grant suggestion effect is an effect suggesting the possibility of life being granted, and is executed based on the operation of the start switch 7.

[0376] In FIG. 61, the case where a normal operation is performed and the case where an irregular operation is performed after the life-granting suggestion performance is performed are described. FIG. 61(b1), (c1), and (d1) are diagrams for describing the case where a normal operation is performed. Also, FIG. 61(b2), (c2), (d2), and (b3), (c3), and (d3) are diagrams for describing the case where an irregular operation is performed. In FIG. 56(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 56(b1), the normal operation is performed. At this time, the image showing the treasure chest displayed as the life-granting suggestion performance remains displayed. After that, in FIG. 61(c1), the stop switch 8C is operated as the second stop operation. The image showing the treasure chest displayed as the life-granting suggestion performance remains displayed. Finally, in FIG. 61(d1), the stop switch 8R is operated as the third stop operation. As a result, a watermelon wins on the reel, and an image showing that a life has been granted in accordance with the winning of the watermelon role is displayed on the liquid crystal display 51. Furthermore, as the life is granted, the sub-control unit 91 updates the life image 51b.

[0377] In FIG. 61(b2) and FIG. 61(b3), an example is shown in which the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes a stop effect in which the liquid crystal display 51 goes dark, as shown in FIG. 61(b2) and FIG. 61(b3). In addition, the image showing the treasure chest that was displayed as the life-granting suggestion effect disappears. That is, the sub-control unit 91 ends the execution of the life-granting suggestion effect when an irregular operation is performed. In either case where the second stop operation is performed in Figures 61(c2) and 61(c3), or where the third stop operation is performed in Figures 61(d2) and 61(d3), the image displayed on the LCD display 51 remains in the state it was in when the stop performance was executed.

[0378] In this way, in a game where the watermelon role is won, if an irregular operation is performed, the life acquisition lottery is not executed, and control to extend the AT state by acquiring a life is not performed. This makes it possible to encourage the player to perform normal operations.

[0379] FIG. 62 is a diagram for explaining an example of a life-granting suggestion effect when a strong cherry is won. As shown in FIG. 62(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest shows a cherry, suggesting that the cherry role has won. The image showing the treasure chest may show that the cherry role has won by showing no cherry and being red. That is, the player hopes that the cherry role has won when the image showing the treasure chest is displayed. In addition, the strong cherry role with the flag category FC6 is a role for which a life-gaining lottery process is executed. The form of the effect is the same as that of FIG. 61, and will not be repeated.

[0380] In this way, in the slot machine 1 of this embodiment, if irregular control is performed regardless of whether the winning role in the internal lottery is a watermelon role or a strong cherry role, the life acquisition lottery process is not performed and a stop performance is executed, thereby encouraging the player to perform normal operation.

[0381] FIG. 63 is a diagram showing the process in which the sub-control unit 91 executes the navigation presentation. The following describes the process when the sub-control unit 91 receives a game start command. The sub-control unit 91 receives the game start command from the main control unit 41 (step Sc1). As described above, information related to navigation can be stored in the command No. 2 "instruction number" included in the game start command. That is, the command No. 2 stores information that can identify the push order in a game in which the start switch 7 is operated. The sub-control unit 91 judges whether or not information that can identify the push order is stored in the command No. 2 "instruction number" (step Sc2).

[0382] If the command No. 2 "instruction number" stores information that can identify the button press order (YES in step Sc2), the sub-control unit 91 executes the navigation performance (step Sc3) and ends the process. On the other hand, if the command No. 2 "instruction number" does not store information that can identify the button press order (NO in step Sc2), the sub-control unit 91 ends the process without executing the navigation performance. In other words, the sub-control unit 91 uses the command No. 2 "instruction number" to determine whether or not to execute the navigation performance. Here, when determining whether or not to execute the navigation performance, the sub-control unit 91 does not refer to any commands other than the command No. 2 "instruction number" included in the game start command.

[0383] In other words, the sub-control unit 91 executes the navigation effect when information about navigation is stored in the No. 2 command "instruction number", regardless of the information contained in the command that stores information about the winning role, such as the command "minor role type" and "winning number", and the command that stores information that can identify the game state, such as "section state" and "ball output state", among the game start commands received from the main control unit 41. As a result, regardless of whether or not a role has been won and the game state, if information about navigation is stored in the No. 2 command "instruction number", the sub-control unit 91 executes the navigation effect, so that the player can be appropriately notified of the operation procedure.

[0384] That is, for example, even if the game state is in a favorable zone, and the main control unit 41 stores information indicating a normal zone in the command "zone information" due to an error or the like and sends the information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation performance based on the command No. 2 "instruction number". Similarly, even if a combination with a navigation display is won, and the main control unit 41 stores information indicating a combination without a navigation display is won in the command "winning number" due to an error or the like and sends the information to the sub-control unit 91, the sub-control unit 91 can determine whether or not to execute a navigation performance based on the command No. 2 "instruction number".

[0385] FIG. 64 is a diagram showing a game start command transmission process in the main control unit. The following describes the process when the main control unit 41 transmits a game start command. After the start switch 7 is operated, as shown in step S9 of the main process, the main control unit 41 executes a game start command transmission process. In the slot machine 1 of this embodiment, the main control unit 41 changes the content of the command to be transmitted as a game start command according to the winning combination. After the game start command transmission process is started, the main control unit 41 judges whether the winning combination number is any of combination numbers 8 to 23 (step Sd1). The combinations of combination numbers 8 to 23 are combinations that, when a stop operation is performed in a predetermined push order, are more advantageous than when a stop operation is performed in another push order. Hereinafter, the combinations of combination numbers 8 to 23 are simply referred to as "push order combinations."

[0386] If the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the commands "minor combination type" and "winning number" without including them in the game start command (step Sd2). That is, the main control unit 41 transmits the commands No. 1, 2, 4 to 10, 12, and 13 to the sub-control unit 91 without transmitting the command No. 3 "minor combination type" and the command No. 11 "winning number" themselves among the game start commands. Hereinafter, the order of the game start commands No. 1, 2, 4 to 10, 12, and 13 is referred to as a special order. That is, if the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the game start commands in a special order (step Sd2) and ends the process.

[0387] If the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 stores information about the winning combination in the commands "minor combination type" and "winning number" (step Sd3). The main control unit 41 transmits the game start command including the commands "minor combination type" and "winning number" (step Sd4). That is, the main control unit 41 transmits the commands No. 1 to 13 among the game start commands to the sub-control unit 91. Hereinafter, the order of No. 1 to 13 among the game start commands is referred to as the "specific order". That is, if the winning combination is not a push order combination (NO in step Sd1), the main control unit 41 transmits the game start commands in the specific order (step Sd2) and ends the process.

[0388] In this way, when the push order role is won, the main control unit 41 transmits the game start command in a special order that does not include the commands "minor role type" and "winning number" in the game start command. At this time, the main control unit 41 transmits the game start command in a special order regardless of whether information about navigation is stored in the command "instruction number". In other words, even if a push order role that does not execute a navigation performance is won in the AT state, the main control unit 41 transmits the game start command in a special order.

[0389] As a result, the main control unit 41 does not transmit the command "minor role type" and the command "winning number" in which information about the winning role is stored in a game in which the navigation performance in the AT state is not executed. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that the push order role has been won based on the game start command received from the main control unit 41.

[0390] In addition, the game start command transmitted in a specific order includes the command "minor role type" and the command "winning number", while the game start command transmitted in a special order does not include the command "minor role type" and the command "winning number". As a result, the sub-control unit 91 can recognize whether the push order role has been won based on whether the command "minor role type" and the command "winning number" are included.

[0391] In the slot machine 1 of this embodiment, the order in which the commands shown in No. 1 to No. 13 are sent in the game end command is also referred to as a "specific order." In the following, in order to distinguish between the specific order in the game start command and the specific order in the game end command, the specific order in the game start command may be referred to as a "first specific order," and the specific order in the game end command may be referred to as a "second specific order."

[0392] As described above, in FIG. 64, an example in which the main control unit 41 transmits the game start command in a special order has been described. On the other hand, in the slot machine 1 of this embodiment, the main control unit 41...

Claims

[Claim 1] A variable display unit capable of variably displaying a plurality of types of identification information, each of which is identifiable; A gaming machine in which a display result is derived by stopping the variable display of the variable display unit, and a winning prize can be generated according to the display result, A display means; A performance control means for controlling the performance; A derivation operation means operated by a player to derive a display result; A zone control means for controlling a game state into a normal zone in which a specific notification that notifies the operation mode of the derivation operation means is not executed and an advantageous zone in which the specific notification can be executed, The performance control means includes: A counting means capable of counting the number of times a unit game is executed; a count display means for displaying the number of executions counted by the counting means on the display means, the counting means, in a specific situation after the power supply of the gaming machine is turned on, does not count the number of executions until at least a predetermined period has elapsed, regardless of whether the gaming state is in the normal zone or the advantageous zone; The predetermined period is a period from when the power of the gaming machine is turned on to when a unit game is executed a predetermined number of times.

Citation Information

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