Gaming Machines
The gaming machine addresses the challenge of restoring the system to a proper state when power is started by incorporating a system that allows for the execution of variable games after a setting operation, using a power switch and distinct operation means, ensuring seamless gameplay.
Patent Information
- Application Number
- JP2022184174
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-17
- Publication Date
- 2025-03-21
- Estimated Expiration
- 2042-11-17
AI Technical Summary
Conventional gaming machines, such as slot machines, face challenges in restoring the system to a proper state when power is started, particularly in executing variable games without prior setting operations.
The gaming machine incorporates a system that allows for the execution of variable games after a setting operation consuming a game medium, utilizing a power switch and a distinct operation means from the power switch, along with game progress control mechanisms that include predetermined processes for transitioning to advantageous states.
This solution enables the system to properly restore the gaming machine's state when power is started, allowing for the execution of variable games without the need for initial setting operations, thereby ensuring seamless gameplay.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, among slot machines (so-called reel-type gaming machines), which are a type of gaming machine, there are gaming machines that are configured to be able to change the setting value when power supply is started, such as the gaming machine described in Patent Document 1. In the gaming machine described in Patent Document 1, a variable game can be executed by operating a BET switch or the like to set the bet amount (so-called bet amount). However, when power supply is started, various confirmation operations, such as whether a variable game can be executed, cannot be performed unless the bet amount is set by operating the BET switch or the like. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-024239 A Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, it is desirable to restore power as it comes back on. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can execute a variable game after a setting operation for consuming game media is performed, the gaming machine comprising: a power switch; and an operating means different from the power switch. A game progress control means capable of executing a game progress process; Equipped with The game progress processing includes a predetermined process for transitioning to an advantageous state, The operating means includes a first operating means and a second operating means, After the specified conditions are met, When power supply is started while both the first operating means and the second operating means are being operated, The above You cannot play the variable game unless you perform the setting operation. After the predetermined condition is satisfied, When power supply is started while only the second operating means of the first operating means and the second operating means is being operated, The above Variable games can be played without any setup operations When a specific situation occurs and a variable game is executed in the specific situation, the predetermined process is not executed in the game progress process. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, appropriate recovery can be achieved when power supply is started. [Brief description of the drawings]
[0007] [Figure 1] FIG. 2 is a diagram showing the front side of the slot machine. [Diagram 2] FIG. 13 shows an information panel. [Diagram 3] FIG. [Figure 4] FIG. 2 is a diagram showing an electrical configuration of the slot machine. [Diagram 5] 13 is a flowchart showing a game progress process. [Figure 6] (a) is a figure showing an example of the display content of the effect display device when a game possible notification effect is executed, and (b) is a figure showing an example of the display content of the effect display device when a stop promotion notification effect is executed. [Figure 7] FIG. 13 is a diagram showing the state of a slot machine according to whether or not the MAXBET button is operated when power supply is stopped, whether or not the set value switch is operated when power supply is resumed, and whether or not the clear button is operated. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of a slot machine (a so-called reel type gaming machine), which is one type of gaming machine, will be described. In this specification, the terms up, down, left, right, front (front), and rear refer to the respective directions as seen by a player playing on the slot machine.
[0009] FIG. 1 shows a slot machine 10 as a gaming machine, and a sand unit SU that is provided together with the slot machine 10 in an island facility of an amusement arcade. The sandwich unit SU is provided with an insertion / return port SUa for inserting a prepaid card as a storage medium. The sandwich unit SU is provided with a return button SUb that is operated when returning an inserted prepaid card. When the return button SUb is operated, the prepaid card is returned from the insertion / return port SUa. For example, the card balance as a value that can be used for playing and the number of medals acquired are stored in the prepaid card. The number of medals acquired corresponds to the number of medals (also called balls) owned by the player. The sandwich unit SU is also provided with a lending button Suc that is operated when lending medals as a game medium. The sandwich unit SU is provided with a medal lending outlet SUd from which medals to be lent are discharged. When the lending button Suc is operated when there is value stored in the prepaid card, medals are discharged from the medal lending outlet SUd. The medals correspond to game value that can be used for playing. The sandwich unit SU may also be provided with a bill insertion port for inserting bills. The card balance of the prepaid card increases according to the bills inserted through the bill insertion slot.
[0010] The slot machine 10 includes a main cabinet 11 in the shape of a square box. The main cabinet 11 includes an opening (not shown) on the front side. The slot machine 10 includes a front door 12 covering the opening of the main cabinet 11. The front door 12, which serves as a door member, is supported on the main cabinet 11 so as to be openable and closable. The slot machine 10 includes a locking unit SJ. In the slot machine 10, the opening of the front door 12 is restricted by the locking unit SJ. In the slot machine 10, the front door 12 can be unlocked by operating the locking unit SJ clockwise using a key managed by the manager of the gaming facility, for example, to open the front door 12.
[0011] The slot machine 10 is provided with a decorative lamp 13 as a light-emitting means capable of emitting light on the front door 12. The slot machine 10 is provided with a speaker 14 as a sound output means capable of outputting sounds such as sound effects and music on the front door 12. The slot machine 10 is provided with a performance display device 15 as a display means capable of displaying images imitating characters, letters, etc. on the front door 12. For example, a liquid crystal display and an organic EL display can be used as the performance display device 15. The slot machine 10 is provided with a substantially rectangular display window 12a on the front side of the front door 12 and below the performance display device 15. The display window 12a is made of, for example, a colorless and transparent resin material. In this embodiment, some or all of the performance devices among the decorative lamp 13, the speaker 14, and the performance display device 15 correspond to the performance execution means.
[0012] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so that the player can see through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a center reel 16b (second reel), and a right reel 16c (third reel). The reels 16a to 16c are reels also called drums. In this manner, the slot machine 10 includes a plurality of reels. The reels 16a to 16c each include a pattern row along their outer periphery, in which a plurality of patterns are arranged in a distinguishable manner. The pattern row is provided by wrapping a strip-shaped light-transmitting film, on which a plurality of patterns are printed along the longitudinal direction, around the outside of the reels 16a to 16c. Each of the pattern rows of the reels 16a to 16c includes 21 patterns. There are a plurality of types of patterns. For example, the multiple types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a red seven symbol imitating a red "7", a white seven symbol imitating a white "7", and a replay symbol imitating the word "REPLAY". In this way, each of the reels 16a to 16c has multiple symbols.
[0013] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the center reel 16b, and an actuator for driving the right reel 16c. For example, a stepping motor can be used as the actuator for driving the reels 16a to 16c. The reels 16a to 16c can be rotated and stopped vertically independently of each other by the actuators provided corresponding to each reel. In the slot machine 10, when the reels 16a to 16c rotate, a symbol row (multiple types of symbols) visible through the display window 12a is changed, and a variable game is executed. For example, the symbol row is changed in such a manner that the symbol row is scrolled vertically from top to bottom. In this way, the slot machine 10 is configured to be able to execute a variable game in which the multiple reels 16a to 16c rotate. The reel unit 16 also includes a left reel sensor SE1 for detecting the rotational position of the left reel 16a, a center reel sensor SE2 for detecting the rotational position of the center reel 16b, and a right reel sensor SE3 for detecting the rotational position of the right reel 16c (shown in FIG. 4).
[0014] The display window 12a is large enough to display three symbols that are continuous in the circumferential direction on the reels 16a to 16c. An upper stop position, a middle stop position, and a lower stop position are set in the display window 12a for each of the reels 16a to 16c. When the reels stop rotating, one symbol is displayed at each of the upper stop position, the middle stop position, and the lower stop position. Then, the symbols stopped at each stop position can be visually recognized through the display window 12a, and the symbols are displayed in the display window 12a. In other words, when some or all of the reels 16a to 16c stop rotating, a total of three symbols that are stopped at at least the upper stop position, the middle stop position, and the lower stop position among the multiple symbols of the reels that have stopped rotating can be visually recognized through the display window 12a.
[0015] In the slot machine 10, a combination of effective stop positions is set by selecting one from each of the three stop positions set for each reel 16a to 16c, and the combination of symbols that has been stopped can be determined as a winning combination. In the following description, a line connecting a plurality of stop positions that constitute a combination of effective stop positions is simply referred to as an "effective line YL". In this embodiment, the effective line YL (effective combination of stop positions) is formed by each of the middle stop positions of the reels 16a to 16c. The effective line YL is also called a winning line.
[0016] Here, the term "stop" with respect to the symbols means that the symbols are stopped in the display window 12a, i.e., at any of the upper stop position, the middle stop position, and the lower stop position, and are displayed so as to be visible to the player. Also, "winning" means that a symbol combination for which a prize is determined is displayed on the pay line YL. In the slot machine 10, when a winning occurs, a prize determined for the winning symbol combination is awarded. Note that combinations other than the valid stop position combinations are invalid stop position combinations (so-called invalid lines) in which the displayed symbol combination cannot be determined as a winning combination. Hereinafter, the term "game result derived in the variable game" corresponds to a symbol combination that is stopped on the pay line YL in the variable game.
[0017] The slot machine 10 has a medal insertion port 17 into which medals can be inserted, on the front side of the front door 12. The slot machine 10 has a medal selector inside the machine. The medal selector has an insertion sensor SE4 that detects medals inserted through the medal insertion port 17 (shown in FIG. 4).
[0018] The slot machine 10 has a BET button 18 on the front of the front door 12. The BET button 18 is a multiplier setting operation means for multiplying medals from credits stored internally in the slot machine 10. Credits correspond to medals stored internally. The slot machine 10 can store game value as data by storing medals as credits. Furthermore, betting medals corresponds to betting medals. Operating the BET button 18 corresponds to performing an operation to consume medals. Thus, in the slot machine 10, operating the BET button 18 corresponds to a setting operation to consume owned game media. The BET button 18 can be operated by the player.
[0019] The BET button 18 includes a 1BET button 18a as a non-specific operation means and a MAXBET button 18b as a specific operation means. In the slot machine 10, the set bet can be increased by one by operating the 1BET button 18a. That is, in the slot machine 10, a number that is one more than the set bet can be set as the bet by operating the 1BET button 18a. That is, in this embodiment, a number that is one more than the already set bet can be set as the bet by a setting operation that operates the non-specific operation means. Also, in the slot machine 10, the set bet can be increased to the upper limit by operating the MAXBET button 18b. That is, in the slot machine 10, the upper limit that can be set as the bet can be set as the bet by operating the MAXBET button 18b. That is, in this embodiment, a setting operation that operates the specific operation means can be set as the bet by a setting operation. Incidentally, in the slot machine 10, it is also possible to bet a medal by inserting a medal into the medal insertion slot 17. Therefore, the operation of inserting a medal into the medal insertion slot 17 can also be considered as a type of setting operation for consuming game media.
[0020] The slot machine 10 is configured to be able to run a variable game by consuming medals by betting on the bet. For example, the slot machine 10 is configured to be able to run a variable game by operating the BET button 18 to set a bet number and consuming medals. That is, the slot machine 10 is able to run a variable game after the BET button 18 is operated. That is, the slot machine 10 is configured to be able to run a variable game after a setting operation for consuming game media is performed. In this way, the slot machine 10 is able to run a variable game by consuming medals stored as credits. That is, the slot machine 10 is configured to be able to run a variable game by consuming game value stored as data. In this embodiment, the setting operation for consuming game media corresponds to a bet operation (BET operation). Also, the setting operation for consuming game media corresponds to an operation for setting a bet number. Also, the setting operation for consuming game media corresponds to an operation for inserting game media. Incidentally, the insertion of game media is intended to include the consumption of medals for setting a bet number from credits in addition to inserting medals into the medal insertion slot 17.
[0021] The slot machine 10 has a settlement button 19 as an operable settlement operation means on the front of the front door 12. The settlement button 19 is a means that is operated when paying back medals set as a bet number and credits stored internally. In other words, the settlement button 19 is an operation means that is operated when settling medals and credits set as a bet number. The settlement button 19 can be operated by the player.
[0022] The slot machine 10 is provided with a start lever 20 as a start operation unit on the front side of the front door 12. The start lever 20 is a means for performing a start operation to start the rotation of the reels 16a to 16c. In other words, the acceptance of the start operation triggers the start of the variable game. In this way, the start lever 20 is an operation means operated when starting the variable game. The start lever 20 can be operated by a player. The operation of the start lever 20 to start the variable game can be said to be a start operation. In the slot machine 10, the variable game is started based on the start operation.
[0023] The slot machine 10 is provided with a left stop button 21 (first stop button) on the front of the front door 12. The left stop button 21 corresponds to the left reel 16a, and is an operating means for performing a stop operation to stop the rotation of the left reel 16a. The slot machine 10 is provided with a center stop button 22 (second stop button) on the front of the front door 12. The center stop button 22 corresponds to the center reel 16b, and is an operating means for performing a stop operation to stop the rotation of the center reel 16b. The slot machine 10 is provided with a right stop button 23 (third stop button) on the front of the front door 12. The right stop button 23 corresponds to the right reel 16c, and is an operating means for performing a stop operation to stop the rotation of the right reel 16c. The stop buttons 21 to 23 can be operated by the player.
[0024] The stop buttons 21-23 correspond to the multiple symbol rows respectively. The stop buttons 21-23 correspond to stop operation units. In this way, the slot machine 10 is configured to be able to stop the rotation of the reels when the stop button is operated. Also, the operation of the stop button to stop the reels during rotation can be said to be a stop operation. In the slot machine 10, the rotation of the reels is stopped based on the stop operation. As described above, the slot machine 10 includes the stop buttons 21-23 as multiple stop operation means corresponding to the multiple reels 16a-16c, respectively. In the following description, the first stop operation of the stop buttons 21-23 may be referred to as the first stop operation, the second stop operation may be referred to as the second stop operation, and the third stop operation may be referred to as the third stop operation.
[0025] There are six different operating sequences (hereinafter referred to as push sequences) of the stop buttons 21-23, from the first push sequence to the sixth push sequence, in which the stop buttons for the first stop operation, the second stop operation, and the third stop operation are different. The first push sequence is a push sequence in which the stop buttons 21-23 are operated so that the left reel 16a, the center reel 16b, and the right reel 16c are stopped in this order. The second push sequence is a push sequence in which the stop buttons 21-23 are operated so that the left reel 16a, the right reel 16c, and the center reel 16b are stopped in this order. The third push sequence is a push sequence in which the stop buttons 21-23 are operated so that the center reel 16b, the left reel 16a, and the right reel 16c are stopped in this order. The fourth push sequence is a push sequence in which the stop buttons 21-23 are operated so that the center reel 16b, the right reel 16c, and the left reel 16a are stopped in this order. The fifth push order is a push order for operating the stop buttons 21 to 23 so that the right reel 16c, the left reel 16a, and the center reel 16b are stopped in that order. The sixth push order is a push order for operating the stop buttons 21 to 23 so that the right reel 16c, the center reel 16b, and the left reel 16a are stopped in that order.
[0026] The slot machine 10 has a payout opening 26 at the bottom of the front surface of the front door 12. The slot machine 10 has a hopper unit HU (shown in FIG. 4) inside the machine that is capable of performing a payout operation to pay out medals from the payout opening 26. The slot machine 10 has a receiving tray 27 that receives medals paid out from the payout opening 26.
[0027] The slot machine 10 is provided with an information panel 30 on the front surface of the front door 12, which can display predetermined information. As shown in FIG. 2, the information panel 30 includes an insertion possible lamp 31. The insertion possible lamp 31 can be turned on or off. The insertion possible lamp 31 suggests or notifies whether the slot machine 10 is in a state in which medals can be inserted, depending on whether it is turned on or off. Specifically, in the slot machine 10, the insertion possible lamp 31 can suggest or notify that medals can be inserted, that is, that the number of medals stored as credits can be added, by turning on. As described above, in the slot machine 10, medals can be bet by inserting medals from the medal insertion slot 17. Therefore, it can be said that the insertion possible lamp 31 can suggest or notify that medals can be bet by turning on. Therefore, in this embodiment, when the insertion possible lamp 31 is turned on, it can be specified that it is a situation (state) in which a variable game can be executed by newly setting the bet number. In other words, the insertion possible lamp 31 notifies that a variable game can be executed by operating the BET button 18.
[0028] The information panel 30 includes a replay lamp 32. The replay lamp 32 can be turned on or off. The replay lamp 32 indicates or notifies whether a replay (replay) is occurring, that is, whether a replay (replay) has been activated, depending on whether it is turned on or off. Specifically, in the slot machine 10, the replay lamp 32 can indicate or notify that a replay has been activated by turning on. Therefore, in this embodiment, when the replay lamp 32 is turned on, it can be specified that the situation (state) is such that the variable game can be executed without newly setting the multiplier. In other words, when the situation (state) is such that the variable game can be executed without performing a setting operation, the replay lamp 32 notifies that the variable game can be executed without performing a setting operation.
[0029] The information panel 30 includes a start lamp 33. The start lamp 33 can be turned on or off. The start lamp 33 suggests or notifies whether or not the execution of the variable game can be started by operating the start lever 20, depending on whether or not it is turned on. Specifically, in the slot machine 10, the start lamp 33 can suggest or notify that the execution of the variable game can be started by operating the start lever 20, by turning on. Therefore, in this embodiment, when the start lamp 33 is turned on, it can be specified that the situation (state) is one in which the variable game can be executed without newly setting the multiplier. In other words, when the situation (state) is one in which the variable game can be executed without performing a setting operation, the start lamp 33 notifies that the variable game can be executed without performing a setting operation.
[0030] The information panel 30 is equipped with an advantageous zone lamp 34. The advantageous zone lamp 34 can be turned on or off. The advantageous zone lamp 34 suggests or notifies whether or not it is an advantageous zone depending on whether it is lit. Specifically, in the slot machine 10, the advantageous zone lamp 34 can suggest or notify whether or not it is an advantageous zone by lighting it.
[0031] The information panel 30 includes a bet display unit 35. The bet display unit 35 is composed of a 1BET light-emitting unit 35a, a 2BET light-emitting unit 35b, and a 3BET light-emitting unit 35c. The bet display unit 35 indicates or notifies the number of medals set as the bet, that is, the set bet, by the lighting or non-lighting of each of the light-emitting units 35a to 35c. Specifically, in the slot machine 10, when the set bet is "1 coin", the 1BET light-emitting unit 35a lights up, while the light-emitting units 35b and 35c are turned off. In the slot machine 10, when the set bet is "2 coins", the light-emitting units 35a and 35b light up, while the 3BET light-emitting unit 35c is turned off. In the slot machine 10, when the set bet is "3 coins", all the light-emitting units 35a to 35c light up. Incidentally, in the slot machine 10, when the bet amount set is "0", all the light emitting portions 35a to 35c are turned off.
[0032] In this way, the odds display unit 35 suggests or notifies the set odds depending on whether each of the light-emitting units 35a to 35c constituting the odds display unit 35 is lit, that is, the contents of the odds display unit 35. Note that the "odds (BET number)" is also called the "bet number". In the slot machine 10, when at least one or more odds are set, the variable game can be executed. Therefore, when all the light-emitting units 35a to 35c are turned off, it can be specified that the variable game can be executed by setting a new odds. That is, the light-emitting units 35a to 35c notify that the variable game can be executed by operating the BET button 18. In the slot machine 10, when at least some of the light-emitting units 35a to 35c are lit, it is when the odds are one or more. Therefore, when at least some of the light-emitting units 35a to 35c are lit, it can be specified that the variable game can be executed without setting a new odds. That is, when a situation (state) occurs in which the variable game can be executed without performing a setting operation, the light emitting sections 35a to 35c notify that the variable game can be executed without performing a setting operation.
[0033] The information panel 30 includes a credit display unit 36. The credit display unit 36 is configured, for example, with two seven-segment displays. The credit display unit 36 displays the number of medals stored as credits inside the machine.
[0034] The information panel 30 includes a payout display unit 37. The payout display unit 37 is configured, for example, with two 7-segment displays. The payout display unit 37 displays information about the number of medals to be paid out when a winning prize is won in the variable game. Furthermore, the payout display unit 37 displays instruction information, which is information about the operation mode of the stop buttons 21 to 23 that is recommended to derive a predetermined symbol combination (game result) in the variable game being executed. The "information about the operation mode of the stop buttons 21 to 23" includes, for example, information about the operation sequence (push order) of the stop buttons 21 to 23 and information about symbols that are recommended to be stopped by operating the stop buttons 21 to 23 in the variable game. The information about symbols that are recommended to be stopped by operating the stop buttons 21 to 23 in the variable game can also be said to be information about the pressing position.
[0035] Next, the symbol combinations for which prizes are determined will be described. A symbol combination with a determined prize is also called a "role." Symbol combinations with determined prizes (roles) include symbol combinations that determine the payout of medals as a prize (payout role) and symbol combinations that determine replay as a prize (replay role). Replay means that the next variable game can be started without the need to bet medals. Replay roles are also called replay roles. Payout roles include, for example, a cherry role, a watermelon role, a bell role, and a single coin role.
[0036] For the cherry role, a payout of a predetermined number of medals (for example, 3 medals) is set as a prize. In the following description, the symbol combination that stops on the effective line YL when the cherry role wins is referred to as a "cherry stop". For the watermelon role, a payout of a predetermined number of medals (for example, 5 medals) is set as a prize. In the following description, the symbol combination that stops on the effective line YL when the watermelon role wins is referred to as a "watermelon stop". For the bell role, a payout of a predetermined number of medals (for example, 15 medals) is set as a prize. In the following description, the symbol combination that stops on the effective line YL when the bell role wins is referred to as a "bell stop". For the one-piece role, a payout of a predetermined number of medals (for example, 1 medal) is set as a prize. In the following description, the symbol combination that stops on the effective line YL when the one-piece role wins is referred to as a "bell spill stop". The number of medals paid out does not refer to the number of medals actually paid out from the payout outlet 26, but includes the number of medals added (added) as credits, and corresponds to the number of medals awarded to the player.
[0037] In the following description, a symbol combination that stops on the pay line YL when a replay role is won is referred to as a "replay stop symbol." In the slot machine 10, for example, the prize determined for the payout role may be different depending on the bet amount. For example, for the bell role, the payout of "1 medal" may be determined as the prize when the bet amount is "1 medal," the payout of "2 medals" may be determined as the prize when the bet amount is "2 medals," and the payout of "15 medals" may be determined as the prize when the bet amount is "3 medals."
[0038] In the slot machine 10, for example, when a replay is activated, the same bet as that set in the previous variable game is set. For example, in the slot machine 10, when a replay wins in a variable game that is started when the bet is set to "1 coin" and the replay is activated, the bet is set to "1 coin" again. For example, in the slot machine 10, when a replay wins in a variable game that is started when the bet is set to "2 coins" and the replay is activated, the bet is set to "2 coins" again. Similarly, for example, in the slot machine 10, when a replay wins in a variable game that is started when the bet is set to "3 coins" and the replay is activated, the bet is set to "3 coins" again.
[0039] The slot machine 10 is configured so that the gaming state can be controlled. As shown in Fig. 3, there are multiple types of gaming states in the slot machine 10. Specifically, the gaming states in the slot machine 10 include a first normal state, a second normal state, a first advantageous state, and a second advantageous state. In the following description, the first normal state and the second normal state may be collectively referred to as the normal state, and the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. As will be described later in detail, the advantageous state is a gaming state that is more advantageous than the normal state.
[0040] In the slot machine 10, when the transition to the advantageous zone is determined during the first normal state, the state transitions to the second normal state. In the slot machine 10, when the transition to the first advantageous state is determined during the second normal state, the state transitions to the first advantageous state. In the slot machine 10, when the end condition of the first advantageous state is satisfied, if the transition condition is not satisfied (shown as not satisfied in FIG. 3), the advantageous zone ends and the state transitions to the first normal state. On the other hand, in the slot machine 10, when the end condition of the first advantageous state is satisfied, if the transition condition is satisfied, the state transitions to the second normal state. In the slot machine 10, when the number of variable games executed in the first advantageous state reaches "30 times", which corresponds to the specified number of times, the end condition of the first advantageous state is satisfied. In addition, in the slot machine 10, when the second advantageous state is transitioning to the first advantageous state, or when the second normal state is transitioning to the first advantageous state and the transition to the second advantageous state is determined by lottery, the transition condition is met, and the slot machine 10 transitions to the second advantageous state after the end of the first advantageous state. In the slot machine 10, when the number of remaining stays corresponding to the remaining number of variable games that can be played in the second advantageous state reaches 0, the advantageous zone ends and the slot machine 10 transitions to the first normal state. In addition, in the slot machine 10, when the end condition of the advantageous zone is met during the advantageous zone, the advantageous zone ends and the slot machine 10 transitions to the first normal state. In the slot machine 10, when the number of executions of the variable games in the advantageous zone reaches "1500 times" corresponding to the upper limit of stays, or when the number of game media awarded in the advantageous zone reaches "2400" corresponding to the upper limit of awards, the end condition of the advantageous zone is met.
[0041] The slot machine 10 is configured so that the presentation state (presentation mode) can be controlled. There are multiple types of presentation states in the slot machine 10. Specifically, the presentation states in the slot machine 10 include a normal presentation state, a pseudo bonus presentation state, and an advantageous presentation state. The normal presentation state is a presentation state in which the player mainly stays in the normal state. The pseudo bonus presentation state is a presentation state in which the player mainly stays in the first advantageous state. The advantageous presentation state is a presentation state in which the player mainly stays in the second advantageous state. In each presentation state, presentation state identification information that can identify the presentation state in which the player is currently staying is notified. The currently staying presentation state corresponds to a controlled presentation state. In the slot machine 10, for example, the presentation state identification information is notified by displaying a different background image for each type of presentation state on the presentation display device 15, emitting light from the decorative lamp 13 in a different light-emitting color for each type of presentation state, or outputting a different background sound (so-called BGM) for each type of presentation state from the speaker 14. By notifying the presentation state identification information, the player can recognize the type of presentation state in which the player is currently staying.
[0042] In the slot machine 10, for example, an operation-related performance (hereinafter referred to as a navigation performance) is executed which suggests or notifies the operation mode of the stop button to stop a symbol combination for which a prize is determined on the pay line YL. The operation mode of the stop button suggested or notified in the navigation performance includes the order in which the stop button is pressed and the timing of the operation of the stop button. The timing of the operation of the stop button means the so-called key position for pressing. The navigation performance is also called an operation navigation performance or a press order navigation performance (press order navigation).
[0043] In the slot machine 10, in the normal presentation state, the navigation presentation is not executed with contents advantageous to the player. On the other hand, in the slot machine 10, in the pseudo bonus presentation state and in the advantageous presentation state, the navigation presentation is executed with contents advantageous to the player. That is, in the pseudo bonus presentation state and in the advantageous presentation state, the rate at which the navigation presentation is executed with contents advantageous to the player is higher than in the normal presentation state. In addition, in the slot machine 10, the navigation presentation is not executed in the normal presentation state, and the navigation presentation is executed in the pseudo bonus presentation state and in the advantageous presentation state. That is, in the slot machine 10, the rate at which the navigation presentation is executed is higher than in the normal presentation state when the pseudo bonus presentation state and in the advantageous presentation state. For this reason, the pseudo bonus presentation state and the advantageous presentation state controlled in the advantageous state can be said to be more advantageous presentation states than the normal presentation state controlled in the normal state. The pseudo bonus presentation state and the advantageous presentation state can be said to be more advantageous presentation states than the normal presentation state. The pseudo bonus presentation state and the advantageous presentation state are so-called “assist time (AT).” Therefore, the advantageous state is more advantageous than the normal state.
[0044] In the slot machine 10, a set value can be set by operating the set value switch 45 (shown in FIG. 4) when power supply starts. The set value is configured in a plurality of stages, and any one of the set values can be set. That is, in the slot machine 10, the set value can be changed by operating the set value switch 45. In the present embodiment, the set values are "1" to "6". In the slot machine 10, any one of "1" to "6" can be set as the set value. In the slot machine 10, the set value is controlled to a set value changeable state in which the set value can be changed by operating the set value switch 45 when power supply starts. In the slot machine 10, the set value selected as the set value to be set can be changed one step at a time by operating the start lever 20 in the set value changeable state. In the slot machine 10, the set value selected when the operation of the set value switch 45 is completed in the set value changeable state is set as the set value.
[0045] In the slot machine 10, various lotteries are held under the winning probability based on the setting value. In the slot machine 10, the advantageous degree differs depending on the setting value, and the machine payout rate differs. For example, in the slot machine 10, the probability that various roles are allowed to win in the role lottery differs depending on the setting value. In addition, for example, in the slot machine 10, the probability that a transition to an advantageous zone is determined when in the first normal state differs depending on the setting value. For example, in the slot machine 10, the probability that a transition to the first advantageous state is determined when in the second normal state differs depending on the setting value. For example, in the slot machine 10, the probability that a transition to the second advantageous state is determined when transitioning from the second normal state to the first advantageous state differs depending on the setting value. In the slot machine 10, the probability of being controlled to an advantageous state differs depending on the setting value, and therefore the frequency of being controlled to an advantageous state differs depending on the setting value. Incidentally, in the slot machine 10, the machine payout rate and the advantageous degree are higher in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6".
[0046] Next, the electrical configuration of the slot machine 10 will be described. As shown in FIG. 4, the slot machine 10 includes a main board 40 as a main control unit. The main board 40 performs processing related to the variable game and outputs control information according to the results of the processing. The control information is also called a control signal or a control command. The slot machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs processing based on the control information input from the main board 40. The slot machine 10 includes a power supply unit 60.
[0047] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 executes a main control program to perform various processes. The main ROM 42 stores the main control program and a judgment value used in a predetermined lottery. The main RWM 43 is configured to be able to store various information that is appropriately rewritten during the operation of the slot machine 10. The information stored in the main RWM 43 includes, for example, a flag, a counter, and a timer. The main RWM 43 realizes a function as a storage means that can store various information. The main board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0048] The actuators of the reels 16a to 16c are connected to the main board 40. The main CPU 41 is configured to be able to control the operation of the actuators of the reels 16a to 16c via a drive circuit (not shown). The reel sensors SE1 to SE3 and the throw-in sensor SE4 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port (not shown).
[0049] The 1BET button 18a, the MAXBET button 18b, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the 1BET button 18a, the MAXBET button 18b, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 via a port not shown.
[0050] The information panel 30 is connected to the main board 40. The main CPU 41 is configured to be able to control the display contents of the information panel 30 via a drive circuit (not shown). The hopper unit HU is connected to the main board 40. The main CPU 41 is configured to be able to control the hopper unit HU via a drive circuit (not shown).
[0051] The main board 40 is connected to a set value switch 45. The main CPU 41 is configured to be able to input a detection signal, which is output when the set value switch 45 is operated, via a port (not shown). The set value switch 45 is provided on the back (rear) side of the front door 12, that is, inside the machine. Therefore, the set value switch 45 can be operated by opening the front door 12. The set value switch 45 is configured to be able to be operated by using a specified key.
[0052] The set value switch 45 can be switched between a state in which the set value switch 45 is operated (e.g., an on state) and a state in which the set value switch 45 is not operated (e.g., an off state), and maintains the operation state after switching. In the slot machine 10, the set value switch 45 is operated by operating the set value switch 45 clockwise with a specified key, and the set value switch 45 is not operated by not operating the set value switch 45 clockwise with a specified key. The specified key cannot be removed when the set value switch 45 is operated clockwise, but can be removed by operating the set value switch 45 counterclockwise after operating the set value switch 45 clockwise.
[0053] As described above, even if the user releases the specified key after the set value switch 45 is operated clockwise using a specified key and the user has put the set value switch 45 in an operated state, the set value switch 45 does not return to an unoperated state unless the user operates the specified key counterclockwise. At this time, the set value switch 45 maintains the state in which the set value switch 45 is operated while the specified key remains operated clockwise. In other words, the set value switch 45 is configured such that the state in which the set value switch 45 is operated is maintained by maintaining the state in which the specified key is operated clockwise, even if the user releases the specified key and ends the operation of the set value switch 45 after the set value switch 45 is operated clockwise using a specified key, the state in which the specified key is operated clockwise is maintained. In other words, the first operating means is configured such that the first operating means can maintain the state in which the first operating means is operated even if the user ends the operation of the first operating means after the first operating means is operated and the first operating means is operated.
[0054] The main board 40 is connected to the clear button 46. The main CPU 41 is configured to be able to input a detection signal, which is output when the clear button 46 is operated, via a port (not shown). The clear button 46 is provided on the back (rear) side of the front door 12, that is, inside the machine. Therefore, the clear button 46 can be operated by opening the front door 12. The clear button 46 is a push button. Unlike the set value switch 45, the clear button 46 can be operated by hand or finger without using a specific key.
[0055] The clear button 46 can be switched between a state in which the clear button 46 is operated (e.g., an on state) and a state in which the clear button 46 is not operated (e.g., an off state), and the operation state after switching is not maintained. In the slot machine 10, the clear button 46 is operated by pressing the clear button 46, and is not operated by not pressing the clear button 46 (taking the hand off the clear button 46).
[0056] As described above, the clear button 46 is pressed with a finger to enter a state in which the clear button 46 is operated, and then released from the clear button 46 to return to a state in which the clear button 46 is not operated. In other words, when the operation of the clear button 46 with a finger is ended in a state in which the clear button 46 is pressed with a finger, the state in which the clear button 46 is operated is not maintained, and the clear button 46 is in a state in which the clear button 46 is not operated. In other words, the clear button 46 is configured such that, after the clear button 46 is pressed and operated to enter a state in which the clear button 46 is operated, when the operation of the clear button 46 is ended by releasing the hand from the clear button 46, the state in which the clear button 46 is operated is not maintained, and the clear button 46 is in a state in which the clear button 46 is not operated. In other words, the second operating means is configured such that, after the second operating means is operated to enter a state in which the second operating means is operated, when the operation of the second operating means is ended, the state in which the second operating means is operated is not maintained, and the second operating means is in a state in which the second operating means is not operated.
[0057] Thus, the slot machine 10 is equipped with the set value switch 45 and the clear button 46. In this embodiment, the set value switch 45 and the clear button 46 correspond to operation means different from the power switch 61 described later. In this embodiment, the set value switch 45 corresponds to the first operation means, and the clear button 46 corresponds to the second operation means. That is, the operation means include the first operation means and the second operation means.
[0058] Here, the winning numbers and the role lottery table used in the internal lottery for determining the winning number from among the multiple winning numbers among the lottery tables stored in the main ROM 42 will be described. The internal lottery for determining the winning number is the "role lottery." The winning number determined in the role lottery is also called the condition device combination. For this reason, the role lottery can also be called the "condition device combination lottery." In the following description, "a specific winning number is determined in the role lottery" may be expressed as "a specific winning number is won in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number that is won."
[0059] The winning number is control information in which one or more symbol combinations are defined as symbol combinations that can be derived (displayed) in a variable game. That is, the winning number is a condition device identifier in which one or more roles are defined as roles that can be won in a variable game. The winning numbers include, for example, winning numbers that allow a cherry role to win, winning numbers that allow a watermelon role to win, winning numbers that allow a bell role to win, and winning numbers that allow a replay role to win. Among the winning numbers that allow a bell role to win, there are winning numbers that allow a one-piece role to win in addition to the bell role. The winning numbers that allow a bell role and a one-piece role to win include winning numbers in which the operation sequence of the stop button for winning a bell role is different from the operation sequence of the stop button for winning a one-piece role. For example, the winning numbers that allow the winning of a bell role and a one-dollar role include winning numbers that will result in a bell role when the stop button is operated in a specified operating sequence, and winning numbers that will result in a one-dollar role when the stop button is operated in an operating sequence different from the specified operating sequence.
[0060] In the following description, the case where a winning number that allows the cherry role to win in the role lottery is won is referred to as "the case where the cherry role is allowed to win". In addition, the case where the cherry role is allowed to win corresponds to the lottery result of the role lottery being "the lottery result that allows the cherry role to win". In addition, in the following description, the case where a winning number that allows the watermelon role to win in the role lottery is won is referred to as "the case where the watermelon role is allowed to win". In addition, the case where the watermelon role is allowed to win corresponds to the lottery result of the role lottery being "the lottery result that allows the watermelon role to win". Similarly, in the following description, the case where a winning number that allows the bell role to win in the role lottery is won is referred to as "the case where the bell role is allowed to win". In addition, the case where the bell role is allowed to win corresponds to the lottery result of the role lottery being "the lottery result that allows the bell role to win". The winning numbers that allow the winning of the bell role here include winning numbers that allow the winning of the bell role and the one-piece role. In the following explanation, the case where a winning number that allows the winning of the replay role is won in the role lottery is referred to as "the case where the winning of the replay role is allowed." The case where the winning of the replay role is allowed corresponds to the result of the role lottery being "the lottery result that allows the winning of the replay role."
[0061] The main ROM 42 stores a role selection table that is referred to for each set value. For example, in order to change the role selection table that is referred to for each multiplier, the main ROM 42 may store a role selection table that is referred to for each multiplier. In the role selection table, a predetermined number of random numbers (hereinafter, referred to as role selection random numbers) used for role selection are allocated from the range of values that can be taken as the value of the random numbers for the winning numbers that can be determined. In the slot machine 10, if no winning number is selected in the role selection, that is, if the winning role is not allowed, the result of the role selection is a "miss". If the result of the role selection is a "miss", the symbol combination for which a prize is determined based on the result of the role selection is not derived on the pay line YL.
[0062] Next, the sub-substrate 50 will be described in detail. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a sub-control program to perform various processes (for example, processes related to performance). The sub-ROM 52 stores the sub-control program and a judgment value used in various lotteries. The sub-ROM 52 stores light emission performance data related to light emission performance in the decorative lamp 13. The sub-ROM 52 stores sound performance data related to sound performance in the speaker 14. The sub-ROM 52 stores display performance data related to display performance in the performance display device 15. The sub-RWM 53 is configured to be able to store various information that is appropriately rewritten during the operation of the slot machine 10. The information stored in the sub-RWM 53 includes, for example, a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0063] The sub-substrate 50 is connected to the decorative lamps 13, the speaker 14, and the performance display device 15. The sub-CPU 51 is configured to be able to control the decorative lamps 13, the speaker 14, and the performance display device 15 via a drive circuit (not shown).
[0064] Next, the power supply unit 60 will be described. The power supply unit 60 converts a power supply voltage supplied from an external power supply such as an amusement facility into a predetermined power supply voltage, and converts the converted power supply voltage into a power supply voltage to be supplied to each of the boards 40, 50. The power supply unit 60 includes a power switch 61. Thus, the slot machine 10 includes the power switch 61. The power switch 61 can be switched between an on state and an off state, and maintains the switched state. To start the slot machine 10, the power supply from the external power supply is started while the power switch 61 is operated to the on state, or the power switch 61 is operated from the off state to the on state while the power supply from the external power supply is being continued.
[0065] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply is cut off. The main RWM 43 can retain the stored contents of the main RWM 43 at the time when the power supply is cut off, by receiving power from the backup power supply 62. For example, the main RWM 43 may be configured to retain the stored information even after the power supply is cut off, by being a non-volatile memory capable of retaining stored contents even when the power supply is cut off. The backup power supply 62 may also be configured to supply power to the secondary RWM 53 even after the power supply is cut off. In this case, the secondary RWM 53 can retain the stored contents of the secondary RWM 53 at the time when the power supply is cut off, by receiving power from the backup power supply 62.
[0066] The slot machine 10 has a backup function. The backup function is a function that internally holds (backs up) various information related to game control even when the power supply from an external power source is cut off, and restores game control based on the various information held when the power supply is started. In this embodiment, the main board 40 has the backup function. For example, the sub-board 50 may have the backup function. The main RWM 43 is an example of a storage means that is capable of storing various information and is configured to be able to hold at least a part of the stored information even after the power supply is cut off. The slot machine 10 is configured to be able to store and hold at least a part of the information stored in the storage means even when the power supply is stopped.
[0067] Next, the game progress processing executed by the main CPU 41 will be described. As shown in FIG. 5, in the game progress processing, the main CPU 41 performs a game start setting process (step S101). In the game start setting process, the main CPU 41 stores information about the game state of the slot machine 10, and erases or updates information in a predetermined storage area in the main RWM 43. Next, the main CPU 41 starts accepting medals (step S102). Next, the main CPU 41 checks the game state (step S103). Next, the main CPU 41 judges whether or not the re-play operation is in progress (step S104). The re-play operation corresponds to a time when a re-play is granted. If the re-play operation is not in progress (step S104; NO), the main CPU 41 performs a medal management process for setting a multiplier in the current variable game (step S105). When the multiplier is set in step S105, the main CPU 41 stores control information capable of identifying that the multiplier has been set (hereinafter, referred to as a multiplier setting command) in the output buffer. The multiplication factor that has been set can also be specified from the multiplication factor setting command. The control information (control command) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in the next or subsequent interrupt processing.
[0068] In step S105, when the main CPU 41 inputs a detection signal from the 1-bet button 18a, it specifies a bet from the bet information stored in the main RWM 43, and if the bet has not reached the upper limit and the credit identifiable from the credit information stored in the main RWM 43 is 1 or more, it executes control to increase the bet by 1. As the control to increase the bet by 1, the main CPU 41 adds 1 to the bet that can be specified from the bet information to update the bet information. Furthermore, the main CPU 41 subtracts 1 from the credit that can be specified from the credit information to update the credit information. Note that the bet information corresponds to information that can specify the bet and corresponds to bet information related to the bet. The credit information corresponds to information that can specify the credit and corresponds to owned gaming media number information related to the number of owned gaming media. In this way, the information that the main RWM 43 can store includes owned gaming media number information and bet information.
[0069] Also, in step S105, when the main CPU 41 inputs a detection signal from the MAXBET button 18b, it identifies the bet from the bet information, and if the bet has not reached the upper limit and the credits identifiable from the credit information are equal to or greater than the number of gaming media required to make the bet the upper limit, it executes control to increase the bet to the upper limit. As the control to increase the bet to the upper limit, the main CPU 41 adds the bet that can be identified from the bet information to the bet so that it becomes the upper limit, and updates the bet information. Furthermore, the main CPU 41 subtracts the amount added to the bet from the credits identifiable from the credit information, and updates the credit information.
[0070] Furthermore, in step S105, when the main CPU 41 receives a detection signal from the insertion sensor SE4, if the multiplier that can be specified from the multiplier information has not reached the upper limit, the main CPU 41 adds 1 to the multiplier that can be specified from the multiplier information to update the multiplier information. However, if the multiplier has reached the upper limit at this time, the main CPU 41 adds 1 to the credit that can be specified from the credit information to update the credit information if the credit has not reached the upper limit. Then, if the credit has reached the upper limit at this time, the main CPU 41 drives the hopper unit HU to pay out one medal.
[0071] When the re-play operation is in progress (step S104; YES), or when the processing of step S105 is completed, the main CPU 41 judges whether the multiplier for the current variation game is equal to or greater than the minimum multiplier for starting the execution of the variation game (step S106). The minimum multiplier may be varied, for example, depending on the game state. Note that when the re-play operation is in progress (step S104; YES), the main CPU 41 sets the multiplier for the previous variation game again as the multiplier for the current variation game. Even when the multiplier is set, information that can identify whether the re-play operation is in progress is stored in the main RWM 43, so the main CPU 41 can identify whether the re-play operation is in progress by referring to the information.
[0072] If the bet amount is not equal to or greater than the minimum bet amount (step S106; NO), the main CPU 41 proceeds to the process of step S103. That is, in step S106, the main CPU 41 determines whether or not the variable game can be started. On the other hand, if the bet amount is equal to or greater than the minimum bet amount (step S106; YES), the main CPU 41 determines whether or not a start operation using the start lever 20 has been accepted (step S107). In the slot machine 10, the situation in which a replay has not been activated during the period from the end of the process of step S102 until a positive judgment is made in the process of step S106 (step S104; NO) corresponds to a situation in which the bet amount can be set.
[0073] In step S107, the main CPU 41 makes an affirmative determination if it receives a detection signal from the start lever 20, and makes a negative determination if it does not receive a detection signal from the start lever 20. If the start operation has not been received (step S107; NO), the main CPU 41 proceeds to the process of step S103. On the other hand, if the start operation has been received (step S107; YES), the main CPU 41 performs a game number subtraction process (step S108). Note that if the start operation has been received (step S107; YES), the main CPU 41 stores control information capable of identifying the start of a variable game (hereinafter referred to as a variable game start command) in the output buffer.
[0074] In the number of games subtraction process, the main CPU 41 performs a first number of games subtraction process, a second number of games subtraction process, and a third number of games subtraction process. In the number of games subtraction process, the main CPU 41 performs the first number of games subtraction process, performs the second number of games subtraction process after the first number of games subtraction process is completed, and performs the third number of games subtraction process after the second number of games subtraction process is completed. Then, in the number of games subtraction process, the main CPU 41 returns to the game progress process after completing the third number of games subtraction process.
[0075] In the first game number subtraction process, the main CPU41 refers to the value of the game state flag stored in the main RWM43 and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU41 ends the first game number subtraction process. On the other hand, if it is the first advantageous state, the main CPU41 updates the remaining pseudo bonus stay number stored in the main RWM43 by subtracting 1. The remaining pseudo bonus stay number corresponds to the remaining number of variable games that can be played in the first advantageous state. Thereafter, the main CPU41 ends the first game number subtraction process.
[0076] In the second game number subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 ends the second game number subtraction process. On the other hand, if it is the second advantageous state, the main CPU 41 updates the remaining number of stays stored in the main RWM 43 by subtracting 1. The remaining number of stays corresponds to the remaining number of variable games in which it is possible to stay in the second advantageous state. Thereafter, the main CPU 41 ends the second game number subtraction process.
[0077] In the third game number subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is either the second normal state or the advantageous state. If it is neither the second normal state nor the advantageous state, the main CPU 41 ends the third game number subtraction process. On the other hand, if it is either the second normal state or the advantageous state, the main CPU 41 updates the advantageous upper limit value stored in the main RWM 43 by subtracting 1. The advantageous upper limit value is a value until the end condition of the advantageous zone is met, and the end condition of the advantageous zone is met when the advantageous upper limit value reaches 0. Thereafter, the main CPU 41 ends the third game number subtraction process.
[0078] After completing the game number subtraction process, the main CPU 41 performs a role lottery process for determining a winning number as a role lottery (step S109). In the role lottery process, the main CPU 41 acquires the value of the random number for role lottery. The main CPU 41 identifies the set value by referring to information that can identify the set value (hereinafter, referred to as the set value information). The set value information is stored in the main RWM 43. The main CPU 41 then selects a role lottery table that corresponds to the identified set value and multiplication factor. The main CPU 41 performs a role lottery by referring to the selected role lottery table based on the acquired value of the random number for role lottery. Specifically, the main CPU 41 determines the winning number to which the value of the acquired random number for role lottery is assigned. Note that if the value of the random number for role lottery is not assigned to a winning number that allows the winning of a pattern combination for which a prize is determined, the lottery result of the role lottery is a "lose". In this embodiment, the main CPU 41 performs role selection processing, thereby realizing a function as role selection means for selecting a role.
[0079] In the role selection process, the main CPU 41 stores information capable of identifying the result of the role selection (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 also stores control information capable of identifying the result of the role selection (hereinafter referred to as winning information command) in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 ends the role selection process and returns to the game progress process.
[0080] After completing the role selection process, the main CPU 41 performs advantageous selection process (step S110). In the advantageous selection process, the main CPU 41 performs advantageous zone transition selection process, first advantageous transition selection process, second advantageous transition selection process, ceiling determination process, and additional selection process. In the advantageous selection process, the main CPU 41 performs advantageous zone transition selection process, performs the first advantageous transition selection process after completing the advantageous zone transition selection process, and performs the second advantageous transition selection process after completing the first advantageous transition selection process. Furthermore, in the advantageous selection process, the main CPU 41 performs the ceiling determination process after completing the second advantageous transition selection process, and performs the additional selection process after completing the ceiling determination process. Then, in the advantageous selection process, the main CPU 41 returns to the game progress process after completing the additional selection process.
[0081] In the advantageous zone transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first normal state. If it is not the first normal state, the main CPU 41 ends the advantageous zone transition lottery process. On the other hand, if it is the first normal state, the main CPU 41 performs an advantageous zone transition lottery based on the lottery result of the role lottery. The main CPU 41, for example, acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired value of the random number, and performs an advantageous zone transition lottery that can determine a transition to an advantageous zone. The probability that a transition to an advantageous zone is determined in the advantageous zone transition lottery varies depending on the set value and the lottery result of the role lottery. For example, in the slot machine 10, when the lottery result of the role lottery is the same, the probability that a transition to an advantageous zone is determined is high in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". The probability that a transition to an advantageous zone is determined in the advantageous zone transition lottery may be configured to vary depending on either the set value or the result of the role lottery. If a transition to an advantageous zone is not determined in the advantageous zone transition lottery, the main CPU 41 ends the advantageous zone transition lottery process. On the other hand, if a transition to an advantageous zone is determined in the advantageous zone transition lottery, the main CPU 41 stores advantageous transition permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as an advantageous permission command) capable of identifying that a transition to an advantageous performance state has been determined in the output buffer, and ends the advantageous transition lottery process.
[0082] In the first advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the second advantageous state. If it is not the second normal state or the second advantageous state, the main CPU 41 ends the first advantageous transition lottery process. On the other hand, if it is the second normal state or the second advantageous state, the main CPU 41 performs a first advantageous transition lottery based on the lottery result of the role lottery. The main CPU 41, for example, acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired value of the random number, and performs a first advantageous transition lottery that can determine a transition to the first advantageous state. The probability that a transition to the first advantageous state is determined in the first advantageous transition lottery varies depending on the set value that has been set and the lottery result of the role lottery. For example, in the slot machine 10, when the lottery results of the role lottery are the same, the probability of determining a transition to the first advantageous state is higher in the order of setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". The probability of determining a transition to the first advantageous state in the first advantageous transition lottery may be configured to be different depending on one of the set setting value and the lottery result of the role lottery. Also, the probability of determining a transition to the first advantageous state in the first advantageous transition lottery differs between when the second normal state is in effect and when the second advantageous state is in effect. Specifically, the probability of determining a transition to the first advantageous state in the first advantageous transition lottery when the second advantageous state is in effect is higher than the probability of determining a transition to the first advantageous state in the first advantageous transition lottery when the second normal state is in effect. When a transition to the first advantageous state is not determined in the first advantageous transition lottery, the main CPU 41 ends the first advantageous transition lottery process. On the other hand, when a transition to the first advantageous state is determined in the first advantageous transition lottery, the main CPU 41 stores first advantageous permissible information capable of identifying that a transition to the first advantageous state has been determined in the main RWM 43. Furthermore, the main CPU 41 stores control information capable of identifying that a transition to the first advantageous state has been determined (hereinafter, referred to as a first advantageous permissible command) in the output buffer, and ends the first advantageous transition lottery process.
[0083] In the second advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if it is the first advantageous state, the main CPU 41 determines whether second advantageous allowance information capable of identifying that a transition to the second advantageous state has been decided is stored in the main RWM 43. If the second advantageous allowance information is stored, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if the second advantageous allowance information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the lottery result of the role lottery. For example, the main CPU 41 acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired value of the random number, and performs a second advantageous transition lottery capable of determining a transition to the second advantageous state. The probability that a transition to the second advantageous state is decided in the second advantageous transition lottery varies depending on the set value that has been set and the lottery result of the role lottery. For example, in the slot machine 10, when the lottery results of the role lottery are the same, the probability of determining a transition to the second advantageous state is higher in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". The probability of determining a transition to the second advantageous state in the second advantageous transition lottery may be configured to differ depending on either the set setting value or the lottery result of the role lottery. If a transition to the second advantageous state is not determined in the second advantageous transition lottery, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if a transition to the second advantageous state is determined in the second advantageous transition lottery, the main CPU 41 stores the second advantageous allowance information in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the second advantageous allowance command) capable of identifying that a transition to the second advantageous state has been determined in the output buffer, and ends the second advantageous transition lottery process.
[0084] In the ceiling determination process, the main CPU41 refers to the value of the game state flag and determines whether the current game state is the second normal state. If it is not the second normal state, the main CPU41 ends the ceiling determination process. On the other hand, if it is the second normal state, the main CPU41 adds 1 to the normal execution count stored in the main RWM43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the second normal state without being controlled to the advantageous state. The main CPU41 determines whether the updated normal execution count has reached the ceiling count stored in the main RWM43. If the normal execution count has not reached the ceiling count, the main CPU41 ends the ceiling determination process. On the other hand, if the normal execution count has reached the ceiling count, the main CPU41 stores the first advantageous allowance information in the main RWM43. Furthermore, the main CPU41 stores the first advantageous allowance command in the output buffer and ends the ceiling determination process.
[0085] In the add-on lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 ends the add-on lottery process. On the other hand, if it is the second advantageous state, the main CPU 41 performs an add-on lottery based on the lottery result of the role lottery. The main CPU 41, for example, acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired random number value, and performs an add-on lottery to determine whether to add or not to add depending on the acquired random number value. In this embodiment, when it is decided to add, the number of times to add (so-called add-on number) is also determined. The "add-on" here corresponds to increasing the remaining number of stays corresponding to the remaining number of variable games that can stay in the second advantageous state, that is, extending the period controlled in the second advantageous state. The "number of add-on" corresponds to the number of times to increase the remaining number of stays, that is, the number of times to be added to the remaining number of stays. However, if the remaining number of stays stored in the main RWM 43 exceeds the advantageous upper limit value stored in the main RWM 43, the main CPU 41 does not perform an add-on lottery in the add-on lottery process and ends the add-on lottery process. If it is decided to add on in the add-on lottery, the main CPU 41 adds the decided add-on number to the remaining number of stays and updates the remaining number of stays. Furthermore, the main CPU 41 stores control information capable of identifying the number of add-on times (hereinafter referred to as an add-on number command) in the output buffer and ends the add-on lottery process.
[0086] After the advantageous lottery process is completed, the main CPU 41 performs an instruction information determination process (step S111). In the instruction information determination process, when the main CPU 41 is in an advantageous state and has won a winning number that allows the winning of a bell role and a single-piece role in the role lottery, the main CPU 41 determines instruction information corresponding to an operation sequence for winning a bell role. In addition, the main CPU 41 stores control information (hereinafter, referred to as an instruction information command) capable of identifying the determined instruction information in an output buffer, ends the instruction information determination process, and returns to the game progress process. The instruction information displayed on the payout display unit 37 in this embodiment includes instruction information corresponding to each operation sequence (push order) of the stop button. In addition, in the instruction information determination process, the main CPU 41 refers to the value of the game state flag to identify the current game state.
[0087] Upon completion of the instruction information determination process, the main CPU 41 performs an instruction information display process (step S112). When instruction information is determined in the instruction information determination process, the main CPU 41 controls the payout display unit 37 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 37 so that the instruction information is displayed until the variable game ends. Note that, when instruction information is not determined in the instruction information determination process, the main CPU 41 ends the instruction information display process and returns to the game progress process.
[0088] When the instruction information display process is completed, the main CPU 41 judges whether the wait time has elapsed (step S113). If the wait time has not elapsed (step S113; NO), the main CPU 41 waits until the wait time has elapsed. If the wait time has elapsed (step S113; YES), the main CPU 41 sets the wait time and proceeds to the process of step S114.
[0089] In step S114, the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start to rotate. In the slot machine 10, the variable game is started by starting the rotation of the reels 16a to 16c in step S114. Incidentally, in the slot machine 10, rotation control is performed in the interrupt process to accelerate and maintain the rotation of the reels 16a to 16c. When the speed at which the reels 16a to 16c rotate reaches a constant speed, the speed at which the reels 16a to 16c rotate is maintained at the constant speed. In step S114, the main CPU 41 starts the rotation of all the reels 16a to 16c simultaneously or approximately simultaneously. For example, in step S114, the main CPU 41 may determine the order in which the reels 16a to 16c start to rotate, and start the rotation of the reels 16a to 16c in the determined order. At this time, for example, the order in which the reels 16a to 16c start to spin may be determined from a plurality of orders, or may be a single order determined in advance.
[0090] Next, the main CPU 41 judges whether the speed at which the reels 16a to 16c rotate has reached a constant speed (step S115). If the speed at which the reels 16a to 16c rotate has not reached a constant speed (step S115; NO), the main CPU 41 waits until the speed at which the reels 16a to 16c rotate reaches a constant speed. If the speed at which the reels 16a to 16c rotate has reached a constant speed (step S115; YES), the main CPU 41 judges whether a stop operation has been received from any of the stop buttons 21 to 23 (step S116). In step S116, the main CPU 41 makes an affirmative judgment if a detection signal has been input from any of the stop buttons 21 to 23, whereas it makes a negative judgment if a detection signal has not been input from any of the stop buttons 21 to 23. If a stop operation has not been received (step S116; NO), the main CPU 41 proceeds to the process of step S115. As a result, the main CPU 41 waits until a stopping operation is received when the reels 16a to 16c are rotating at a constant speed.
[0091] On the other hand, when the stop operation is received (step S116; YES), the main CPU 41 executes a reel stop process to stop the rotation of the reel corresponding to the stop button that input the detection signal (step S117). That is, the main CPU 41 controls the actuator in response to the stop operation to stop the symbols on the reel corresponding to the stop operation. To explain in detail, the main CPU 41 searches for symbols that can be stopped on the pay line YL from symbols located within a predetermined pull-in range (for example, 4 symbols) based on the lottery result of the role lottery and the operation mode (operation sequence and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the pay line YL. The main CPU 41 performs such reel stop control regarding the stop operation of the reels 16a to 16c, thereby stopping the symbol combination according to the winning number and the operation mode of the stop buttons on the pay line YL. In step S117, when the main CPU 41 receives a detection signal from one of the stop buttons 21 to 23, it stores in an output buffer control information (hereinafter, referred to as an operation command) capable of identifying the stop button which received the detection signal.
[0092] Next, the main CPU 41 judges whether all of the reels 16a to 16c have stopped (step S118). If some of the reels 16a to 16c have not stopped (step S118; NO), the main CPU 41 proceeds to the process of step S115. On the other hand, if all of the reels 16a to 16c have stopped (step S118; YES), the main CPU 41 performs a display pattern judgment process to judge a symbol combination stopped on the pay line YL (step S119). In the display pattern judgment process, the main CPU 41 judges whether a symbol combination (combination) that determines a prize is stopped on the pay line YL, and if a symbol combination (combination) that determines a prize is stopped on the pay line YL, the main CPU 41 judges the type of the symbol combination. Then, if a symbol combination that determines a prize is stopped, that is, if a combination is won, the main CPU 41 stores control information (hereinafter, referred to as a winning command) that can specify the winning combination in the output buffer. In step S119, if a symbol combination for which a replay is determined as a prize is stopped on the pay line YL, the main CPU 41 sets the multiplier set in the current variable game as the multiplier again and activates the replay. As a result, the replay is awarded as a prize.
[0093] Next, the main CPU 41 judges whether to pay out medals to the player (step S120). In step S120, the main CPU 41 judges YES if the payout role has been won, and judges NO if the payout role has not been won. When paying out medals (step S120; YES), the main CPU 41 executes medal payout processing (step S121). In the medal payout processing, the main CPU 41 increases the credits stored in the main RWM 43 by the number of medals to be paid out. At this time, if the credits exceed the upper limit, the main CPU 41 controls the hopper unit HU so that the number of medals exceeding the upper limit is paid out. In the medal payout processing, the main CPU 41 controls the payout display unit 37 so that the number of medals to be paid out due to the occurrence of a win is displayed. Incidentally, if a symbol combination for which no prize is determined (for example, a losing stop) is stopped on the pay line YL, no prize is awarded.
[0094] When medals are not to be paid out (step S120; NO) and when the medal payout process has ended, the main CPU 41 performs a termination process to end one round of the variable game (step S122). In the termination process, the main CPU 41 stores control information capable of identifying the end of the variable game (hereinafter referred to as a variable game termination command) in an output buffer. The variable game termination command in this embodiment is control information capable of identifying whether or not a prize has been won and the winning combination. In the termination process, the main CPU 41 performs a game state transition process and a presentation state transition process.
[0095] First, the game state transition process will be described. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. The main CPU 41 refers to the game state flag to identify the current game state. The main CPU 41 identifies the winning combination based on the result of the display pattern determination process (step S119). When the main CPU 41 updates the value of the game state flag, it stores in the output buffer control information (hereinafter referred to as a game state designation command) that indicates the game state that can be identified from the updated value.
[0096] Specifically, in the game state transition process, if advantageous transition permission information is stored in the main RWM 43 during the first normal state, that is, if a transition to an advantageous zone is determined, the main CPU 41 sets a value that can identify the second normal state to the game state flag. In addition, the main CPU 41 determines the ceiling number of times and stores the determined ceiling number of times in the main RWM 43. For example, the main CPU 41 determines the ceiling number of times from among the numbers less than "1500 times" corresponding to the upper limit number of stays under a lottery probability according to a set value. Furthermore, the main CPU 41 erases the advantageous transition permission information stored in the main RWM 43.
[0097] Furthermore, when the first advantageous allowance information is stored in the main RWM 43 during the second normal state or the second advantageous state, that is, when a transition to the first advantageous state is determined, the main CPU 41 sets a value that can identify the first advantageous state to the game state flag. Furthermore, the main CPU 41 stores "30 times" in the main RWM 43 as the remaining number of pseudo bonus stays. Furthermore, the main CPU 41 erases the first advantageous allowance information stored in the main RWM 43.
[0098] In addition, when the pseudo bonus remaining number of stays stored in the main RWM 43 reaches 0 during the first advantageous state, that is, when the first advantageous state ends, when the second advantageous allowance information is stored, or when the remaining number of stays is 1 or more, the main CPU 41 sets the game state flag to a value that can identify the second advantageous state. The case where the second advantageous allowance information is stored corresponds to the case where a transition to the second advantageous state is determined by lottery when the second normal state transitions to the first advantageous state. In addition, the case where the remaining number of stays is 1 or more corresponds to the case where a transition is made from the second advantageous state to the first advantageous state. In addition, the main CPU 41 adds "50 times" to the remaining number of stays stored in the main RWM 43 and updates the remaining number of stays. Therefore, when a transition is made from the second advantageous state to the first advantageous state, and the first advantageous state ends and the transition is made to the second advantageous state again, an addition of "50 times" is made. Furthermore, when the second advantageous allowance information is stored, the main CPU41 erases the second advantageous allowance information stored in the main RWM43. On the other hand, when the pseudo bonus remaining number of stays stored in the main RWM43 reaches 0 in the first advantageous state, the main CPU41 sets the game state flag to a value that can identify the first normal state when the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more. Thus, in this embodiment, when the pseudo bonus remaining number of stays stored in the main RWM43 reaches 0 in the first advantageous state, if the second advantageous allowance information is stored or the remaining number of stays is 1 or more, the transition condition is met. On the other hand, in this embodiment, when the pseudo bonus remaining number of stays stored in the main RWM43 reaches 0 in the first advantageous state, if the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the transition condition is not met.
[0099] In addition, when the number of remaining stays stored in the main RWM 43 reaches 0 in the second advantageous state, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. In addition, when the advantageous upper limit value stored in the main RWM 43 reaches 0 in the second normal state and advantageous state, that is, when the end condition of the advantageous zone is established, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. Similarly, when the advantageous zone acquisition information stored in the main RWM 43 reaches 2400 in the second normal state and advantageous state, that is, when the end condition of the advantageous zone is established, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. In addition, when the end condition of the advantageous zone is established and any of the advantageous transition allowance information, the first advantageous allowance information, and the second advantageous allowance information is stored in the main RWM 43, the main CPU 41 erases the information. In this way, in this embodiment, the main CPU 41 performs the gaming state transition process, thereby realizing a function as a gaming state control means that controls the gaming state.
[0100] Next, the presentation state transition process will be described. In the presentation state transition process, the main CPU 41 updates the value of the presentation state flag and transitions the presentation state. The main CPU 41 refers to the presentation state flag to identify the current presentation state. In the presentation state transition process, when a value that can identify the first normal state or the second normal state is set in the game state flag, the main CPU 41 sets the presentation state flag to a value that can identify the normal presentation state. In addition, when a value that can identify the first advantageous state is set in the game state flag, the main CPU 41 sets the presentation state flag to a value that can identify the pseudo bonus presentation state. When a value that can identify the second advantageous state is set in the game state flag, the main CPU 41 sets the presentation state flag to a value that can identify the advantageous presentation state. In this way, in this embodiment, the main CPU 41 performs the presentation state transition process, thereby realizing a function as a presentation state control means that controls the presentation state.
[0101] Furthermore, when the end process is completed in the game progress process, the main CPU 41 ends the game progress process related to the execution of one variable game, and returns to the process of step S101 again. As described above, in the slot machine 10, the start operation is triggered to start the rotation of all the reels, and the stop operation is triggered to stop the rotation of the reels.
[0102] Next, the settlement process will be described. The settlement process is one of the interrupt processes. For example, the period during which the game progress process is being performed during which the interruption of the settlement process is permitted is the period from when the process of step S101 is performed until the determination result of step S107 becomes positive.
[0103] In the settlement process, the main CPU 41 determines whether the settlement condition has been met. The settlement condition is met when the settlement button 19 is operated and the credits are 1 or more. In addition, even if the credits are 0, the settlement condition is met when the settlement button 19 is operated, replay is not activated, and a bet number is set. As described above, the settlement condition includes the operation of the settlement button 19. Incidentally, the main CPU 41 can specify that the settlement button 19 has been operated by inputting a detection signal from the settlement button 19.
[0104] If the settlement condition is not satisfied, the main CPU 41 ends the settlement process. On the other hand, if the settlement condition is satisfied, the main CPU 41 executes settlement control related to the settlement of the game media. For example, when the credit identifiable from the credit information is 1 or more, the main CPU 41 controls the hopper unit HU to pay out (settle) the number of medals stored as the credit, and executes settlement control. For example, when the replay is not in operation and the multiplication factor identifiable from the multiplication factor information is 1 or more, the main CPU 41 controls the hopper unit HU to pay out the number of medals set as the multiplication factor, and executes settlement control. However, when the replay is in operation, the main CPU 41 does not control the hopper unit HU to pay out the number of medals set as the multiplication factor, and controls the hopper unit HU to pay out the number of medals stored as the credit if the credit identifiable from the credit information is 1 or more, and executes settlement control. In this way, when the replay is in operation, the settlement of the number of medals set as the multiplication factor is not performed. When the main CPU 41 starts settlement control, it stores control information (hereinafter referred to as a settlement start command) capable of identifying that settlement control has been started in an output buffer. When the settlement control ends, the main CPU 41 ends the settlement process after a predetermined waiting time has elapsed. When the main CPU 41 ends settlement control, it stores control information (hereinafter referred to as a settlement end command) capable of identifying that settlement control has been ended in an output buffer. In this embodiment, the main CPU 41 executes settlement control, thereby realizing a function as settlement control means capable of executing settlement control related to the settlement of gaming media.
[0105] Next, the control relating to the lighting modes of the insertion possible lamp 31, the replay lamp 32, the start lamp 33 and the favorable zone lamp 34 will be described. First, the control relating to the light emission mode of the turn-on ready lamp 31 will be described.
[0106] The main CPU 41 controls the insertion possible lamp 31 to be turned on when the credits have not reached the upper limit number and during the period from when the processing of step S101 is performed in the game progress processing to when the judgment result of step S107 becomes positive. However, when the credits have reached the upper limit number, the main CPU 41 controls the insertion possible lamp 31 to be turned off even during the period from when the processing of step S101 is performed in the game progress processing to when the judgment result of step S107 becomes positive. The main CPU 41 controls the insertion possible lamp 31 to be turned off regardless of the credits, when the period from when the processing of step S101 is performed in the game progress processing to when the judgment result of step S107 becomes positive is not within the period. For example, when the insertion possible lamp 31 is turned on, if the judgment result of step S107 becomes positive, the main CPU 41 controls the insertion possible lamp 31 to be turned off. Incidentally, when the replay is in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned off when executing settlement control related to settlement of game media. When the replay is in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned on when returning to the game progress processing, if the settlement control is executed when the replay is in operation and the insertable lamp 31 is turned on. Similarly, when the replay is not in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned off when executing settlement control. When the replay is not in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned on when returning to the game progress processing, if the settlement control is executed when the replay is not in operation and the insertable lamp 31 is turned on.
[0107] Next, control of the light emission mode of the replay lamp 32 will be described. The main CPU 41 controls the replay lamp 32 to be lit when the replay is in operation. The main CPU 41 controls the replay lamp 32 to be lit even when the replay is in operation and during the execution of a variable game started when the replay is in operation. On the other hand, the main CPU 41 controls the replay lamp 32 to be turned off when the variable game is finished if the replay role is not won in the variable game started when the replay is in operation. In addition, the main CPU 41 controls the replay lamp 32 to be continuously lit if the replay role is won in the variable game started when the replay is in operation. In the case where such a replay role is won consecutively, the replay lamp 32 may be temporarily turned off and then turned on again to keep the replay lamp 32 lit. Also, when the replay role is consecutively won, the replay lamp 32 may be kept on without being temporarily turned off, so that the replay lamp 32 continues to be on. Incidentally, when settlement control is executed while the replay is in operation, the main CPU 41 controls the replay lamp 32 to continue to be on. That is, even when settlement control is executed, the main CPU 41 does not turn off the replay lamp 32 that is on.
[0108] Next, the control relating to the light emission mode of the start lamp 33 will be described. The main CPU 41 controls the start lamp 33 to be turned on when the set bet number is equal to or greater than the minimum bet number and during the period from when the processing of step S101 is performed in the game progress processing until the judgment result of step S107 becomes positive. The main CPU 41 controls the start lamp 33 to be turned off when the period from when the processing of step S101 is performed in the game progress processing until the judgment result of step S107 becomes positive is not within the period. For example, when the start lamp 33 is turned on, if the judgment result of step S107 becomes positive, the main CPU 41 controls the start lamp 33 to be turned off. Incidentally, when the replay is in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned off when executing the settlement processing. Incidentally, when the replay is in operation and the start lamp 33 is turned on, if the settlement control is executed while the replay is in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned on when returning to the game progress processing. Similarly, when the replay is not in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned off when executing settlement control. Note that, when the replay is not in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned on when returning to the game progress processing.
[0109] Next, the control related to the lighting mode of the favorable zone lamp 34 will be described. The main CPU 41 controls the advantageous zone lamp 34 to be lit when the zone is advantageous. On the other hand, the main CPU 41 controls the advantageous zone lamp 34 to be turned off when the zone is not advantageous. When the zone is advantageous and settlement control is to be executed, the main CPU 41 controls the advantageous zone lamp 34 to be kept lit.
[0110] Next, the process performed by the secondary CPU 51 will be described. When the sub-CPU 51 inputs a game state command, it updates the game state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the game state information to indicate a game state that can be specified from the game state command. Also, when the sub-CPU 51 inputs a presentation state command, it updates the presentation state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the presentation state information to indicate a presentation state that can be specified from the presentation state command.
[0111] When the sub-CPU51 inputs a multiplication number setting command, it controls to a presentation state that can be specified from the presentation state information. Incidentally, when the sub-CPU51 inputs a variable game start command after a replay role is won, it controls to a presentation state that can be specified from the presentation state information. Specifically, when the type of presentation state that can be specified from the presentation state information is changed, the sub-CPU51 controls to the presentation state after the change. On the other hand, when the type of presentation state that can be specified from the presentation state information is not changed, the sub-CPU51 continues to control to the presentation state that is being controlled.
[0112] When the instruction information command is input, the sub-CPU 51 performs push order navigation performance processing to execute a navigation performance suggesting or notifying the push order. The sub-CPU 51 performs push order navigation performance processing based on the winning number that can be specified from the winning information command and the instruction information that can be specified from the instruction information command. In the push order navigation performance processing, the sub-CPU 51 controls the performance display device 15 so that a navigation performance based on the instruction information that can be specified from the instruction information command is executed. For example, when executing a navigation performance suggesting or notifying the fourth push order, the sub-CPU 51 may execute a navigation performance in which a navigation image including "3", a navigation image including "1", and a navigation image including "2" are displayed from the left in the area above the stop buttons 21 to 23 on the performance display device 15. The sub-CPU 51 controls the performance display device 15 so that a navigation performance is executed until all the reels 16a to 16c stop spinning.
[0113] Incidentally, when the sub-CPU 51 is executing a navigation performance based on instruction information identifiable from the instruction information command, if the stop buttons are operated in a different pressing order from the pressing order suggested or notified in the navigation performance, the sub-CPU 51 ends the navigation performance and stops the execution of the navigation performance. For this reason, in the slot machine 10, for example, when a navigation performance that suggests or notifies the fourth pressing order is being executed, if the stop button 22 is operated the first time but the stop button 21 is operated the second time, the navigation performance ends. In addition, in the slot machine 10, even if the execution of the navigation performance in the performance display device 15 is stopped, the display of instruction information in the payout display unit 37 continues.
[0114] When the sub-CPU 51 inputs the number of times of addition command, it performs the addition performance process. On the other hand, when the number of times of addition command is not input, the sub-CPU 51 does not perform the addition performance process. In the addition performance process, the sub-CPU 51 specifies the number of times of addition from the input number of times of addition command, and controls the performance display device 15 so that the addition performance that notifies the number of times of addition is executed.
[0115] When the sub-CPU 51 inputs a winning command, it may execute a performance corresponding to the winning combination that can be specified from the winning command. For example, when the sub-CPU 51 inputs a winning command that can specify that a bell combination has won, it controls the decorative lamp 13 to emit yellow light and controls the performance display device 15 to display an image that resembles a bell. For example, when the sub-CPU 51 inputs a winning command that can specify that a replay combination has won, it controls the decorative lamp 13 to emit blue light and controls the performance display device 15 to display an image that can specify that a replay combination has won. For example, when a variable game can be executed even if the number of bets is not three, the image that can specify that a replay combination has won, which is displayed on the performance display device 15, may be different depending on the number of bets.
[0116] Here, we will explain the process that is performed when the power supply to the slot machine 10 is stopped. In the slot machine 10, when the power supply is stopped or the supply power falls below a predetermined value, the main CPU 41 performs a main power cutoff process.
[0117] In the main power cut processing, the main CPU 41 stores and holds information such as a register and a stack pointer in the main RWM 43 as backup information in addition to various information stored in the main RWM 43. The backup information includes, for example, information that can specify a game state. In this way, the information stored and held in the main RWM 43 even after the power supply is stopped includes information that can specify a game state. The backup information includes, for example, bet information. In this way, the information stored and held in the main RWM 43 even after the power supply is stopped includes bet information. The backup information includes, for example, credit information. In this way, the information stored and held in the main RWM 43 even after the power supply is stopped includes credit information. In the slot machine 10, by storing and holding the stack pointer, even if the power supply is stopped during processing, it is possible to resume the processing from the middle when the power supply is resumed thereafter.
[0118] Next, when the main CPU 41 receives a detection signal from the MAXBET button 18b during the main power cut process, the main CPU 41 stores information (hereinafter, referred to as special setting information) capable of identifying that the power supply was stopped while the MAXBET button 18b was operated, in the main RWM 43. However, when the main CPU 41 receives a detection signal from the MAXBET button 18b during the main power cut process, the main CPU 41 does not store the special setting information in the main RWM 43. The special setting information stored in the main RWM 43 is retained.
[0119] Furthermore, in the main power cutoff process, the main CPU 41 calculates a checksum of the main RWM 43. Then, the main CPU 41 stores the calculated checksum in the main RWM 43. The checksum stored in the main RWM 43 is retained. Next, the main CPU 41 prohibits access to the main RWM 43. After that, the main CPU 41 performs loop processing. As a result, the main CPU 41 performs loop processing until the power supply is stopped.
[0120] Next, a process performed when power supply is started will be described. When power supply is started in the slot machine 10, the main CPU 41 executes a main power return process. Similarly, when power supply is started in the slot machine 10, the sub-CPU 51 executes a sub-power return process.
[0121] In the main power recovery process, the main CPU 41 sets a stack pointer. Then, the main CPU 41 executes the initial setting of the main CPU 41. After that, the main CPU 41 executes various processes according to whether or not the set value switch 45 is operated when the power supply is started, whether or not the clear button 46 is operated when the power supply is started, and whether or not the MAXBET button 18b is operated when the power supply is stopped. Note that whether or not the MAXBET button 18b is operated when the power supply is stopped corresponds to whether or not special setting information is stored in the main RWM 43.
[0122] In the main power return process, when power supply is started while the set value switch 45 is being operated, the main CPU 41 executes a setting change process. In the setting change process, the main CPU 41 changes the settable set value by one step each time a predetermined change operation means is operated. Here, the change operation means may be an operation means dedicated to setting change, or may be an operation means shared with other operation means, such as the start lever 20. Then, when the operation of the set value switch 45 is completed, the main CPU 41 sets the set value selected at that time as the set value. At this time, the main CPU 41 stores set value information capable of identifying the selected set value in the main RWM 43. As a result, the set value is set in the slot machine 10. Furthermore, the main CPU 41 stores control information capable of identifying the set set value (hereinafter, referred to as a set value command) in the output buffer.
[0123] Furthermore, after completing the setting change process, the main CPU 41 executes a setting change initialization process among the initialization processes that can be executed when the power supply is started. In the setting change initialization process, the main CPU 41, for example, stores initial information in the main RWM 43 and initializes the storage contents of the main RWM 43. For example, in the setting change initialization process, the main CPU 41 sets initial values in the main RWM 43, such as a stack pointer. For example, in the setting change initialization process, the main CPU 41 initializes the multiplication number information. Specifically, the main CPU 41 initializes the multiplication number information by updating the multiplication number information to identify that the multiplication number is "0", that is, that the multiplication number is not set. For example, in the setting change initialization process, the main CPU 41 initializes information that can identify whether the time is a re-play operation. Specifically, the main CPU 41 initializes information that can identify whether the time is a re-play operation by updating the information that can identify whether the time is a re-play operation to content that can identify that the time is not a re-play operation. Note that the setting value information is not initialized in the setting change initialization process. Therefore, the setting values newly set in the setting change process are not initialized. In the setting change initialization process, the credit information is not initialized. Furthermore, when the setting change process and the setting change initialization process are completed, the main CPU 41 stores, for example, control information (hereinafter, referred to as an initialization command) capable of identifying that the setting change process has been performed in an output buffer. In this way, the setting change initialization process is one type of initialization process that initializes at least a portion of the information.
[0124] In the main power return process, when power supply is started while the clear button 46 is operated, the main CPU 41 executes a game media number initialization process among the initialization processes that can be executed in response to the start of power supply. In the game media number initialization process, the main CPU 41 initializes credit information. Specifically, the main CPU 41 initializes credit information by updating the number of medals stored as credits to identifiable credit information that is "0". In this way, the game media number initialization process is one of the initialization processes that initializes at least a portion of information.
[0125] In this embodiment, the main CPU 41 executes an initialization process for initializing at least a part of the information, thereby realizing a function as an initialization means capable of executing an initialization process for initializing at least a part of the information. In the slot machine 10, the initialization processes executable when the power supply is started include a setting change initialization process and a number of game media initialization process. Thus, in this embodiment, the initialization processes executable when the power supply is started include a setting change initialization process equivalent to a multiplication number initialization process for initializing multiplication number information related to the multiplication number. Similarly, in this embodiment, the initialization processes executable when the power supply is started include a number of game media initialization process for initializing owned number of game media information related to the number of owned game media.
[0126] In the main power recovery process, if power supply is started while the set value switch 45 is not being operated, the main CPU 41 calculates a checksum of the main RWM 43. The main CPU 41 then determines whether the checksum is normal. Specifically, the main CPU 41 determines whether the checksum calculated in the main power recovery process is the same as the checksum calculated in the main power shutdown process, thereby determining whether the checksum is normal. If the checksum is normal, the main CPU 41 executes a backup recovery process. On the other hand, if the checksum is not normal, the main CPU 41 performs a loop process. As a result, for example, the main CPU 41 performs the loop process without finishing the main power recovery process until the power supply is stopped.
[0127] In the backup return process, the main CPU 41, for example, returns the stack pointer before the power supply was stopped. In the backup return process, the main CPU 41, for example, stores control information (hereinafter, referred to as a return command) capable of identifying that the backup return process has been performed in an output buffer. In the backup return process, the main CPU 41, for example, sets an interval timer for interrupt processing. In the backup return process, the main CPU 41, for example, returns the contents of a register when the power supply was stopped. In the backup return process, the main CPU 41, for example, determines whether interrupt processing is permitted when the power supply is stopped, and permits interrupt processing if interrupt processing is permitted.
[0128] In addition, in the backup return process, when returning to the process of steps S101 to S107 in the game progress process, the main CPU 41 may return to a state in which the variable game can be executed without performing a setting operation. The state in which the variable game can be executed without performing a setting operation can be, for example, a state (situation) in which the variable game can be executed without operating the BET button 18. In addition, the state in which the variable game can be executed without performing a setting operation can be, for example, a state (situation) in which the variable game can be executed without setting a bet number. In addition, although details will be described later, the state in which the variable game can be executed without performing a setting operation can be, for example, a state in which the variable game can be started by operating the start lever 20, that is, a state in which the variable game is started by a start operation.
[0129] When the special setting information is stored in the main RWM 43, the main CPU 41 may return to a state in which the variable game can be executed without performing a setting operation. In particular, when the special setting information is stored, the main CPU 41 returns to a state in which the variable game can be executed without performing a setting operation when the power supply is started when only the clear button 46 of the setting value switch 45 and the clear button 46 is operated, and when the power supply is started when only the clear button 46 of the setting value switch 45 and the clear button 46 is operated, and the special setting information is stored, the main CPU 41 returns to a state in which the variable game can be executed without performing a setting operation. The main CPU 41 returns to a state in which the variable game can be executed without performing a setting operation by storing special multiplication number information in the main RWM 43. The special multiplication number information corresponds to information that can specify that the variable game can be executed without performing a setting operation. The control after returning to a state in which the variable game can be executed without performing a setting operation will be described later. When returning to a state in which the variable game can be played without performing any setting operations, the main CPU 41 stores control information (hereinafter referred to as a special multiplier start command) capable of identifying the return to a state in which the variable game can be played without performing any setting operations in an output buffer.
[0130] As described above, in the main power recovery process, the main CPU 41 executes various processes according to whether the set value switch 45 is operated when the power supply is started, whether the clear button 46 is operated when the power supply is started, and whether the MAXBET button 18b is operated when the power supply is stopped, and then ends the main power recovery process. When the main power recovery process ends, the main CPU 41 returns to a state in which a game can be played. In the slot machine 10, by returning to a state in which a game can be played, a game progress process is executed.
[0131] In addition, in the slot machine 10, when the setting change initialization process is executed, the bet number information is initialized. Therefore, in the slot machine 10, if the power supply is stopped when the bet number is set, and then the power supply is started in a state where at least the set value switch 45 out of the set value switch 45 and the clear button 46 is operated, the bet number is not set. In other words, in the slot machine 10, if the power supply is stopped when the bet number is set, and then the power supply is started in a state where at least the set value switch 45 out of the set value switch 45 and the clear button 46 is not operated, then the bet number is set, and the slot machine 10 returns to a state where the variable game is started by operating the start lever 20. Therefore, for example, in the slot machine 10, if the power supply is stopped when the bet number is set to a minimum bet number or more, and then the power supply is started in a state where neither the set value switch 45 nor the clear button 46 is operated, then the slot machine 10 returns to a state where the variable game is started by operating the start lever 20. For example, in the slot machine 10, if the power supply is stopped when a bet equal to or greater than the minimum bet is set, and then the power supply is started again with only the clear button 46 of the set value switch 45 and the clear button 46 being operated, the slot machine 10 will return to a state in which the variable game can be started by operating the start lever 20.
[0132] In addition, in the slot machine 10, when the setting change initialization process is executed, information that can specify whether or not the replay is in operation is also initialized. Therefore, in the slot machine 10, if the power supply is stopped while the replay is in operation and then the power supply is started in a state where at least the set value switch 45 out of the set value switch 45 and the clear button 46 is operated, the replay is not in operation. In other words, in the slot machine 10, if the power supply is stopped while the replay is in operation and then the power supply is started in a state where at least the set value switch 45 out of the set value switch 45 and the clear button 46 is not operated, the replay is in operation and the slot machine 10 returns to a state where the variable game is started by operating the start lever 20. Therefore, for example, in the slot machine 10, if the power supply is stopped while the replay is in operation and then the power supply is started in a state where neither the set value switch 45 nor the clear button 46 is operated, the slot machine 10 returns to a state where the variable game is started by operating the start lever 20. In addition, for example, in the slot machine 10, if the power supply is stopped while the replay is in operation, and then the power supply is started again with only the clear button 46 of the set value switch 45 and the clear button 46 being operated, the slot machine 10 will return to a state in which the variable game can be started by operating the start lever 20.
[0133] Next, the secondary power supply recovery process will be described. In the secondary power recovery process, the secondary CPU 51 sets a stack pointer. Then, the secondary CPU 51 executes the initial setting of the secondary CPU 51. After that, the secondary CPU 51 waits until an initialization command or a return command is input. Then, when an initialization command or a return command is input, the secondary CPU 51 executes the secondary initial setting process. After completing the secondary initial setting process, the secondary CPU 51 ends the secondary power recovery process. In the secondary initial setting process, the secondary CPU 51 stores, for example, initial information in the secondary RWM 53 and initializes the stored contents of the secondary RWM 53. For example, the secondary CPU 51 sets initial values in the secondary RWM 53, such as a stack pointer. Note that, when a setting value command is input, the secondary CPU 51 specifies the setting value that is set from the command, and stores information that can specify the specified value (hereinafter, referred to as secondary setting value information) in the secondary RWM 53.
[0134] In addition, the sub-CPU 51 may control the performance display device 15 so that, when an initialization command is input in the sub-power recovery process, a performance that can identify that a setting change process has been performed is executed. On the other hand, the sub-CPU 51 may control the performance display device 15 so that, when a recovery command is input in the sub-power recovery process, a performance that can identify that a backup recovery process has been executed is executed.
[0135] Here, the control after returning to a state in which the variable game can be played without performing any setting operation will be described. When the state in which the variable game can be played is restored without performing any setting operation, that is, when special multiplier information is stored in the main RWM43, control that is at least partially different from the control content described above is executed in the game progress processing.
[0136] Hereinafter, the control performed in the game progress process when the special multiplier information is stored in the main RWM 43 will be described. When the special multiplier information is stored in the main RWM 43, in the process of steps S101 to S103, the main CPU 41 performs the same control as when the special multiplier information is not stored in the main RWM 43. When the special multiplier information is stored in the main RWM 43, the main CPU 41 determines the result of the determination in step S104 as positive, and proceeds to the process of step S106. As a result, when the special multiplier information is stored in the main RWM 43, the process of step S105 is not executed. Also, when the special multiplier information is stored in the main RWM 43, the main CPU 41 determines the result of the determination in step S106 as positive. Then, when the special multiplier information is stored in the main RWM 43, in the process of step S107, the main CPU 41 performs the same control as when the special multiplier information is not stored in the main RWM 43. As configured as above, when the special multiplier information is stored in the main RWM 43, the state is a state in which the variable game is started by operating the start lever 20, that is, a state in which the variable game is started by the start operation.
[0137] Then, after the determination result of step S107 becomes positive, if special multiplication number information is stored in the main RWM 43, the main CPU 41 does not perform the processes of steps S108 to S112. Therefore, for example, if special multiplication number information is stored in the main RWM 43, the main CPU 41 does not perform the first game number subtraction process, the second game number subtraction process, and the third game number subtraction process. For example, if special multiplication number information is stored in the main RWM 43, the main CPU 41 does not perform the role selection process, and therefore does not perform the role selection process. For example, if special multiplication number information is stored in the main RWM 43, the main CPU 41 does not perform the advantageous zone shift selection process, the first advantageous shift selection process, the second advantageous shift selection process, the ceiling determination process, and the added selection process. For example, if special multiplication number information is stored in the main RWM 43, the main CPU 41 does not perform the instruction information determination process and the instruction information display process.
[0138] Also, when the special multiplier information is stored in the main RWM 43, the main CPU 41 determines the result of the determination in step S113 as positive. At this time, the main CPU 41 sets a wait time in the same manner as when the special multiplier information is not stored in the main RWM 43, and proceeds to the processing of step S114. When the special multiplier information is stored in the main RWM 43, in the processing of steps S114 to S116, the main CPU 41 performs the same control as when the special multiplier information is not stored in the main RWM 43.
[0139] In step S117, when the special multiplier information is stored in the main RWM 43, the main CPU 41 executes the reel stop processing when the special multiplier information is stored. For example, the main CPU 41 searches for symbols that can be stopped on the pay line YL from among symbols located within the pull-in range (for example, 4 symbols) based on the operation mode (operation sequence and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the pay line YL. For example, at this time, the reel stop processing is executed so that the symbol combination for which a prize is determined is not displayed on the pay line YL. Also, when the special multiplier information is stored in the main RWM 43, in the processing of step S118, the main CPU 41 executes the same control as when the special multiplier information is not stored in the main RWM 43.
[0140] After the determination result of step S118 becomes positive, if the special multiplier information is stored in the main RWM 43, the main CPU 41 does not perform the process of step S119. Also, if the special multiplier information is stored in the main RWM 43, the determination result of step S120 is negative, and the process proceeds to the process of step S122. As a result, if the special multiplier information is stored in the main RWM 43, the process of step S121 is not executed. If the special multiplier information is stored in the main RWM 43, in step S122, the main CPU 41 does not perform the winning number counting process, the game state transition process, and the performance state transition process. On the other hand, if the special multiplier information is stored in the main RWM 43, in step S122, the main CPU 41 erases the special multiplier information stored in the main RWM 43. This ends the state in which the variable game can be executed without performing a setting operation. In addition, when the special multiplier information stored in the main RWM 43 is erased, the main CPU 41 stores control information (hereinafter, referred to as a special multiplier end command) capable of identifying that the special multiplier information has been erased in the output buffer. In this embodiment, the symbol variation game that is performed by executing the game progress process when the special multiplier information is stored corresponds to the variation game that can be executed without performing a setting operation after the power supply is started.
[0141] Incidentally, when the state where the variable game can be executed is restored without performing the setting operation, the main CPU 41 performs the same control as when the special multiplier information is not stored in the main RWM 43, and controls the light emission state of the insertion possible lamp 31, the replay lamp 32, and the advantageous zone lamp 34. However, when the state where the variable game can be executed is restored without performing the setting operation, the main CPU 41 may perform control different from when the special multiplier information is not stored in the main RWM 43, and control the light emission state of the start lamp 33. For example, when the special multiplier information is stored, the main CPU 41 controls the start lamp 33 to be lit during the period from when the processing of step S101 is performed in the game progress processing until the judgment result of step S107 becomes positive, even if the multiplier is not equal to or greater than the minimum multiplier. The control of the light emission state of the start lamp 33 other than the above is performed in the same manner as when the special multiplier information is not stored in the main RWM 43.
[0142] Next, the control by the secondary CPU 51 when the state where the variable game can be executed is restored without performing any setting operation will be described. When the special multiplier start command is input, the sub-CPU 51 controls the effect display device 15 so that the game possible notification effect is executed. In this manner, the game possible notification effect is executed in the effect display device 15. In this embodiment, the effect display device 15 that executes the game possible notification effect functions as a notification means.
[0143] As shown in FIG. 6(a), in the slot machine 10, the notification image H1 including the text information "You can start the execution of the variable game by operating the start lever" is displayed on the effect display device 15, and the game possible notification effect is executed. The text information "You can start the execution of the variable game by operating the start lever" can be said to be text information indicating that the variable game can be executed without performing a setting operation. In this embodiment, executing the game possible notification effect corresponds to notifying that the variable game can be executed without performing a setting operation. Therefore, the game possible notification effect corresponds to a performance that notifies that the variable game can be executed without performing a setting operation. In this way, in the slot machine 10, when the state in which the variable game can be executed without performing a setting operation is reached, the effect display device 15 notifies that the variable game can be executed without performing a setting operation. That is, when the state in which the variable game can be executed without performing a setting operation is reached, the notification means notifies that the variable game can be executed without performing a setting operation.
[0144] When the variable game start command is input while the game possible notification effect is being executed, the main CPU 41 controls the effect display device 15 so that the execution of the game possible notification effect is terminated. Also, when the variable game start command is input while the game possible notification effect is being executed, the main CPU 41 controls the effect display device 15 so that the stop promotion notification effect is executed. In this way, the stop promotion notification effect is executed in the effect display device 15.
[0145] As shown in FIG. 6(b), in the slot machine 10, the notification image H2 including the text information "Please operate the stop button to stop the reels" is displayed on the performance display device 15, and the stop promotion notification performance is executed. The text information "Please operate the stop button to stop the reels" can be said to be text information that encourages the operation of the stop button. In this embodiment, the execution of the stop promotion notification performance corresponds to encouraging the stop operation. Therefore, the stop promotion notification performance corresponds to a performance that encourages the operation of the stop buttons 21 to 23. In this way, in the slot machine 10, when the performance display device 15 is in a state where the variable game can be executed without performing a setting operation, the operation of the stop buttons 21 to 23 is encouraged when the execution of the variable game is started.
[0146] In the slot machine 10, the stop promotion notification effect is always executed, but there may be cases where the stop promotion notification effect is executed and cases where the stop promotion notification effect is not executed. For example, when the state where the variable game can be executed without performing a setting operation is reached, the stop promotion notification effect may be executed only when the stop button is not operated within a predetermined time from the start of the execution of the variable game. In this way, when the state where the variable game can be executed without performing a setting operation is reached, the operation of the stop buttons 21 to 23 on the effect display device 15 may be prompted after the execution of the variable game is started only when a predetermined condition is established.
[0147] Here, the behavior of the slot machine 10 according to whether or not the MAXBET button 18b is operated when the power supply is stopped, whether or not the set value switch 45 is operated when the power supply is resumed, and whether or not the clear button 46 is operated will be described. Note that the description will be given on the premise that the process returns to steps S101 to S107 in the game progress process when the power supply is resumed.
[0148] 7, when power supply is resumed with the set value switch 45 operated, a setting change initialization process is executed, and the multiplication number information stored and held in the main RWM 43 is initialized. On the other hand, when power supply is resumed with the set value switch 45 not operated, the multiplication number information stored and held in the main RWM 43 is not initialized, and is maintained. When power supply is resumed with the clear button 46 operated, a game medium number initialization process is executed, and the credit information stored and held in the main RWM 43 is initialized. On the other hand, when power supply is resumed with the clear button 46 not operated, the credit information stored and held in the main RWM 43 is not initialized, and is maintained.
[0149] In this way, when power supply is started when both the set value switch 45 and the clear button 46 are operated, both the credit information and the multiplication number information are initialized. That is, in this embodiment, when power supply is started when both the first operation means and the second operation means are operated, both the owned game medium number information and the multiplication number information are initialized. Also, when power supply is started when only the set value switch 45 of the set value switch 45 and the clear button 46 is operated, at least the multiplication number information of the credit information and the multiplication number information is initialized. That is, in this embodiment, when power supply is started when only the first operation means of the first operation means and the second operation means is operated, at least the multiplication number information of the owned game medium number information and the multiplication number information is initialized. Also, when power supply is started when only the clear button 46 of the set value switch 45 and the clear button 46 is operated, at least the credit information of the credit information and the multiplication number information is initialized. That is, in this embodiment, when power supply is started when only the second operating means of the first operating means and the second operating means is being operated, at least the possessed gaming media number information of the possessed gaming media number information and the multiplier number information is initialized.
[0150] After the power supply is stopped when the MAXBET button 18b is not operated, the game does not return to a state in which the variable game can be executed without performing a setting operation, regardless of whether the set value switch 45 is operated when the power supply is started. Similarly, after the power supply is stopped when the MAXBET button 18b is not operated, the game does not return to a state in which the variable game can be executed without performing a setting operation, regardless of whether the clear button 46 is operated when the power supply is started. On the other hand, after the power supply is stopped when the MAXBET button 18b is operated, the game may return to a state in which the variable game can be executed without performing a setting operation, depending on whether the set value switch 45 is operated and whether the clear button 46 is operated when the power supply is started. In this way, when the power supply is stopped while the MAXBET button 18b is operated, the game can return to a state in which the variable game can be executed without performing a setting operation. In this embodiment, when the power supply is stopped while the specific operation means is operated, a predetermined condition is established.
[0151] In the slot machine 10, if the power supply is stopped when the MAXBET button 18b is operated, and then the power supply is started when only the clear button 46 of the set value switch 45 and the clear button 46 is operated, the slot machine 10 returns to a state in which the variable game can be executed without performing a setting operation. In other words, in the slot machine 10, if the power supply is started when only the clear button 46 of the set value switch 45 and the clear button 46 is operated, the slot machine 10 can return to a state in which the variable game can be executed without performing a setting operation. In other words, in this embodiment, if the power supply is started when only the second operation means of the first operation means and the second operation means is operated, the slot machine 10 can return to a state in which the variable game can be executed without performing a setting operation.
[0152] In addition, in the slot machine 10, even after the power supply is stopped when the MAXBET button 18b is operated, if the power supply is started when both the set value switch 45 and the clear button 46 are operated, the slot machine 10 does not return to a state in which the variable game can be executed without performing a setting operation. In other words, in the slot machine 10, if the power supply is started when both the set value switch 45 and the clear button 46 are operated, the slot machine 10 does not return to a state in which the variable game can be executed without performing a setting operation. At this time, since both the multiplication number information and the credit information are initialized in the slot machine 10, the slot machine 10 returns to a state in which the variable game cannot be executed without performing a setting operation. Here, the "state in which the variable game cannot be executed without performing a setting operation" means a state in which the variable game cannot be executed unless the multiplication number is set by inserting a medal into the medal insertion slot 17. In other words, in the slot machine 10, if the power supply is started when both the set value switch 45 and the clear button 46 are operated, the slot machine 10 returns to a state in which the variable game cannot be executed unless the multiplication number is set. In other words, in this embodiment, when power supply is started while both the first operating means and the second operating means are being operated, the state returns to one in which the variable game cannot be played unless a setting operation is performed.
[0153] In addition, in the slot machine 10, even after the power supply is stopped when the MAXBET button 18b is operated, if the power supply is started when only the set value switch 45 of the set value switch 45 and the clear button 46 is operated, the slot machine 10 does not return to a state in which the variable game can be executed without performing a setting operation. In other words, in the slot machine 10, if the power supply is started when only the set value switch 45 of the set value switch 45 and the clear button 46 is operated, the slot machine 10 does not return to a state in which the variable game can be executed without performing a setting operation. At this time, the multiplication number information is initialized in the slot machine 10, so that the slot machine 10 returns to a state in which the variable game cannot be executed without performing a setting operation. The "state in which the variable game cannot be executed without performing a setting operation" here includes a state in which the variable game cannot be executed unless the multiplication number is set by inserting a medal into the medal insertion slot 17. In other words, in the slot machine 10, if the power supply is started when only the set value switch 45 of the set value switch 45 and the clear button 46 is operated, the slot machine 10 returns to a state in which the variable game cannot be executed unless the multiplication number is set. In other words, in this embodiment, when power supply is started when only the first operating means of the first operating means and the second operating means is being operated, the state returns to one in which the variable game cannot be played unless a setting operation is performed.
[0154] As described above, in the slot machine 10, when the number of game media is initialized and the power supply is stopped while the MAXBET button 18b is being operated, the slot machine 10 may return to a state in which a variable game can be executed without performing a setting operation. That is, in this embodiment, when the number of game media is initialized and a predetermined condition is met, the slot machine 10 may return to a state in which a variable game can be executed without performing a setting operation.
[0155] The effects of this embodiment will be described below. (1) When a predetermined condition is met, if a game medium number initialization process that initializes credit information is executed, the game may become in a state in which a variable game can be executed without performing a setting operation. By returning to a state in which a variable game can be executed without performing a setting operation, various checks can be performed, such as whether a variable game can be executed, after power supply is started, without setting a multiplier. Note that when the game medium number initialization process is executed, the credit information is initialized, and there is no benefit for the player. In other words, it is difficult to imagine that a state in which a variable game can be executed without performing a setting operation due to the intentional start of power supply by the player.
[0156] In this way, for example, an administrator who wishes to perform various confirmation operations such as whether a variable game can be played without setting a bet number can set the variable game to a state in which it can be played without performing a setting operation, while it is possible to prevent a player from intentionally setting such a state. By configuring in this way, it is possible to properly return to the normal state when power supply is started.
[0157] (2) In the effect display device 15, when the state in which the variable game can be executed without performing a setting operation is reached, a game possible notification effect is executed, and it is notified that the variable game can be executed without performing a setting operation. This allows the player to notice that the variable game can be executed without performing a setting operation even if the state in which the variable game can be executed without performing a setting operation has been reached unintentionally, and allows the player to respond appropriately and return to the normal state.
[0158] (3) When the power supply is stopped while the MAXBET button 18b is being operated, a predetermined condition is established. In other words, by operating the MAXBET button 18b in advance when the power supply is stopped, when the power supply is started, the variable game can be executed without performing any setting operation. In this way, in order to make the variable game executable without performing any setting operation, the relevant MAXBET button 18b is operated when the power supply is stopped, making it easier to perform the operation to make the variable game executable without performing any setting operation.
[0159] (4) When power supply is started while both the setting value switch 45 and the clear button 46 are operated, the state in which the variable game cannot be executed without a setting operation is restored. On the other hand, when power supply is started while only the clear button 46 of the setting value switch 45 and the clear button 46 is operated, the state in which the variable game can be executed without a setting operation can be restored. In other words, when power supply is started, depending on whether the clear button 46 and the setting value switch 45 are operated, it is possible to select whether to return to a state in which the variable game cannot be executed without a setting operation or a state in which the variable game can be executed without a setting operation, and appropriate restoration can be performed.
[0160] (5) When power supply is started while the clear button 46 is being operated, at least the credit information is initialized. For this reason, there is no advantage for the player in starting power supply when only the clear button 46 of the set value switch 45 and the clear button 46 is being operated, and returning to a state in which the variable game can be played without performing any setting operation. In other words, it is difficult to imagine that the variable game can be played without performing any setting operation as a result of the power supply being started intentionally by the player, and for example, it is difficult to commit a fraudulent act of starting the power supply for the purpose of obtaining an illegal advantage and thereby making it possible to play the variable game without performing any setting operation, and thus it is possible to return to an appropriate state.
[0161] (6) The set value switch 45 is configured to be able to maintain the operated state of the set value switch 45 even after the operation of the set value switch 45 is ended after the set value switch 45 is operated. For this reason, even if the clear button 46 is configured such that the operated state of the clear button 46 is not maintained and the clear button 46 is not operated when the operation of the clear button 46 is ended after the clear button 46 is operated, the difficulty of operating both the set value switch 45 and the clear button 46 can be reduced.
[0162] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. In some or all of the processes in steps S101 to S103, some or all of the controls executed when the special multiplier information is stored in the main RWM 43 may be different from those executed when the special multiplier information is not stored in the main RWM 43. In the process of step S107, some or all of the controls executed when the special multiplier information is stored may be different from those executed when the special multiplier information is not stored. Even if the special multiplier information is stored in the main RWM 43, the main CPU 41 may be configured to wait until the wait time has elapsed in the process of step S113. In some or all of the processes in steps S114 to S116, some or all of the controls executed when the special multiplier information is stored may be different from those executed when the special multiplier information is not stored.
[0163] When the special multiplier information is stored in the main RWM 43, the main CPU 41 may be configured to determine the negative result of the determination in step S104 and execute step S105. The control executed in step S105 may be the same or different between the case where the special multiplier information is stored in the main RWM 43 and the case where the special multiplier information is not stored in the main RWM 43.
[0164] When special multiplier information is stored in the main RWM 43, the main CPU 41 may be configured to repeatedly execute the process of step S107 until the determination result of step S107 becomes positive.
[0165] Even if special multiplication number information is stored in the main RWM 43, a part or all of the processes in steps S108 to S112 may be performed. For example, the main CPU 41 may be configured to perform a role selection in step S109 even if special multiplication number information is stored in the main RWM 43. That is, after returning to a state in which the variable game can be executed without performing a setting operation, a role selection may be performed in association with the execution of the variable game.
[0166] In the process of step S117, even if special multiplier information is stored in the main RWM 43, the same control as that in the case where special multiplier information is not stored in the main RWM 43 may be performed. For example, even if special multiplier information is stored in the main RWM 43, a role selection may be performed, and the main CPU 41 may search for a symbol that can be stopped on the pay line YL from among symbols located within a predetermined pull-in range based on the result of the role selection and the operation state of the stop buttons 21 to 23.
[0167] ·Even if the special multiplier information is stored in the main RWM 43, the process of step S119 may be performed. For example, even if the special multiplier information is stored in the main RWM 43, the process of step S119 may be performed. Similarly, even if the special multiplier information is stored in the main RWM 43, the same control as when the special multiplier information is not stored in the main RWM 43 may be performed in the process of step S120. And, even if the special multiplier information is stored in the main RWM 43, the process of step S121 may be performed. In the above configuration, for example, even if the special multiplier information is stored in the main RWM 43, a prize may be awarded. That is, when a symbol combination for which a prize is determined is derived in a variable game executed after returning to a state in which the variable game can be executed without performing a setting operation, a prize may be awarded.
[0168] Even if special multiplier information is stored in the main RWM 43, in step S122, the main CPU 41 may be configured to perform some or all of the following processes: winning number counting process, game state transition process, and presentation state transition process.
[0169] After the state in which the variable game can be executed without performing any setting operation is reached, and multiple variable games have been executed, the special multiplier information may be erased. In this case, after the state in which the variable game can be executed without performing any setting operation is reached, multiple variable games can be executed without performing any setting operation.
[0170] The system may be configured to prohibit the interruption of the settlement process if special multiplier information is stored during a period during which the game progress process is being performed and the interruption of the settlement process is permitted (for example, the period from when the processing of step S101 is performed until the judgment result of step S107 becomes positive). For example, the system may be configured to not execute settlement control when special multiplier information is stored. Also, the system may be configured to allow the interruption of the settlement process during a period during which the game progress process is being performed and the interruption of the settlement process is permitted even if special multiplier information is stored. For example, the system may be configured to allow settlement control to be executed even if special multiplier information is stored.
[0171] The case where power supply is stopped while the MAXBET button 18b is being operated corresponds to the MAXBET button 18b being operated with the power supply being stopped. Also, the case where power supply is started while the set value switch 45 is being operated corresponds to the set value switch 45 being operated with the power supply being started. Similarly, the case where power supply is started while the clear button 46 is being operated corresponds to the clear button 46 being operated with the power supply being started.
[0172] When a predetermined condition is met, when the game media number initialization process is executed, the game may be configured to be in a state in which the variable game can be executed without performing any setting operation. In addition, when a predetermined condition is met, the game may be configured to be in a state in which the variable game can be executed without performing any setting operation, regardless of whether the game media number initialization process is executed. Also, when a predetermined condition is met, when the setting change initialization process is executed, the game may be configured to be in a state in which the variable game can be executed without performing any setting operation. For example, when a predetermined condition is met, when the game media initialization process and the setting change initialization process are executed, the game may be configured to be in a state in which the variable game can be executed without performing any setting operation.
[0173] The game possible notification effect may be configured to be executed continuously even after the variable game is started, after the variable game is in a state in which it is possible to execute the game without performing a setting operation. For example, the game possible notification effect may be executed from the time the variable game is in a state in which it is possible to execute the variable game without performing a setting operation until the variable game ends. The game possible notification effect may not be executed. For example, the game possible notification effect may be configured to be executable even when the stop promotion notification effect is being executed. The game possible notification effect may be configured to be executed by some or all of the decorative lamp 13, the speaker 14, and the effect display device 15. In this case, the effect device that executes the game possible notification effect realizes the function as an indication means.
[0174] The stop promotion notification effect may be configured to be executed when the variable game can be executed without performing any setting operation. The stop promotion notification effect may be configured to change the execution content (execution mode) each time the reel stops. The stop promotion notification effect may be configured to end when all the reels have stopped. The stop promotion notification effect may not be executed. For example, the stop promotion notification effect may be configured to be executable even when the game possible notification effect is being executed. The stop promotion notification effect may be configured to be executed by some or all of the decorative lamp 13, the speaker 14, and the effect display device 15.
[0175] The predetermined condition is configured to be satisfied when the power supply is stopped while the MAXBET button 18b is operated. However, instead of or in addition to this, the predetermined condition may be configured to be satisfied. For example, the predetermined condition may be satisfied when the power supply is stopped while the 1BET button 18a is operated, or when the power supply is stopped while the start lever 20 is operated. For example, even when the MAXBET button 18b is operated, the predetermined condition may be satisfied only when the credit at that time is equal to or greater than the minimum bet. That is, the predetermined condition may be satisfied when the power supply is stopped while the MAXBET button 18b is operated when the credit is equal to or greater than the minimum bet. For example, the predetermined condition may be satisfied when the power supply is stopped while the MAXBET button 18b is operated when the credit is equal to or greater than 1. The predetermined condition may be satisfied when the power supply is stopped while the MAXBET button 18b is operated when the credit is equal to or greater than 1. The predetermined condition may be satisfied when the power supply is stopped while the replay is in operation. The predetermined condition may be satisfied when the power supply is stopped while the bet is equal to or greater than 1. In addition, the predetermined condition does not have to be established depending on the situation when the power supply is stopped. For example, the predetermined condition may be configured to be established when the power supply is started while the MAXBET button 18b is being operated. For example, the predetermined condition may be configured to be established when the power supply is started while an operating means inside the machine is being operated. The operating means inside the machine may be either one or both of the set value switch 45 and the clear button 46, or may be an operating means different from either the set value switch 45 or the clear button 46.
[0176] Even if power supply is started when both the setting value switch 45 and the clear button 46 are operated, it may be possible to return to a state in which the variable game can be executed without performing a setting operation. Conversely, if power supply is started when only the clear button 46 of the setting value switch 45 and the clear button 46 is operated, it may be configured to return to a state in which the variable game cannot be executed without performing a setting operation. Also, if power supply is started when only the setting value switch 45 of the setting value switch 45 and the clear button 46 is operated, it may be possible to return to a state in which the variable game can be executed without performing a setting operation.
[0177] When power supply is started while the clear button 46 is operated, some or all of the information stored in the main RWM 43, other than the credit information, may be initialized. When power supply is started while the set value switch 45 is operated, some or all of the information stored in the main RWM 43, other than the multiplication factor information, may be initialized. For example, when power supply is started while both the set value switch 45 and the clear button 46 are operated, only one of the multiplication factor information and the credit information may be initialized.
[0178] The setting value switch 45 may be configured so that, after the setting value switch 45 is operated and the setting value switch 45 is in an operated state, when the operation of the setting value switch 45 is terminated by releasing the hand, the operated state of the setting value switch 45 is not maintained, and the setting value switch 45 is changed to a not-operated state.
[0179] The clear button 46 may be configured so that, after the clear button 46 is operated and the clear button 46 enters an operated state, the operated state of the clear button 46 is maintained even if the operation of the clear button 46 is terminated by releasing the hand.
[0180] The above embodiment may be applied to a slot machine in which a bonus game is generated (awarded) when a symbol combination (bonus stop) corresponding to a bonus role is derived in a variable game. The period during which the bonus game is generated may be configured to be included in an advantageous zone. Incidentally, in a slot machine capable of generating a bonus game, the state in which the winning of a bonus role is permitted is also called a "carry-over state" or "inside state."
[0181] The storage means in which the credit information is stored (in the above embodiment, the main RWM 43) may be different from the storage means in which the multiplier information is stored (in the above embodiment, the main RWM 43). For example, when the storage means in which the credit information is stored is the first storage means, and the storage means in which the multiplier information is stored is the second storage means, the following configuration may be used. When the power supply is started while the set value switch 45 is in an operated state, at least a part of the information stored in either the first storage means or the second storage means may be initialized. On the other hand, when the power supply is started while the clear button 46 is in an operated state, at least a part of the information stored in either the other of the first storage means or the second storage means may be initialized. For example, when the power supply is started while the set value switch 45 is in an operated state, at least a part of the information stored in the first storage means may be initialized, whereas when the power supply is started while the clear button 46 is in an operated state, at least a part of the information stored in the second storage means may be initialized. For example, the first storage means and the second storage means may be provided on the same substrate, or may be provided on different substrates.
[0182] The slot machine 10 may be a gaming machine that uses gaming media other than medals. For example, the slot machine 10 may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. In addition, the gaming media may be managed by data (information). That is, the slot machine 10 may be a so-called managed gaming machine. That is, the slot machine 10 may be a medalless gaming machine. In the medalless gaming machine, instead of credits or in addition to credits, the number of medals owned, including medals lent from the sand unit SU, may be stored as data (information). The number of medals owned is also called balls owned or medals owned. In the medalless gaming machine, information that can specify the number of medals owned corresponds to information on the number of owned gaming media related to the number of owned gaming media. In addition, in the medalless gaming machine, the means (e.g., storage means) for managing data (information) related to balls owned and the means (e.g., storage means) for managing multiplying number information related to multiplying number may be the same or different. For example, a board (e.g., medal count control board) on which an RWM for storing data (information) on the balls in hand is provided may be provided in addition to the main board 40 on which the main RWM 43 for storing the bet information is provided. For example, the control means for handling the bet information (e.g., main control CPU) and the control means for handling the data (information) on the balls in hand (e.g., medal count control CPU) may be the same or different. In addition, in a medal-less gaming machine, the settlement control in this embodiment may be applied in the control of paying back (transferring) the balls in hand to the sand unit SU. In addition, the settlement control in this embodiment may be applied in the control of returning the number of medals set as the bet to the balls in hand stored as data. The medals in a medal-less gaming machine can be called virtual media. The virtual media corresponds to the game value.
[0183] The game machine may be configured so that the credits can be increased even during the execution of a variable game. For example, when the variable game is being executed and the credits have not reached the upper limit, the credits can be increased by 1 by inserting a medal into the medal insertion slot 17. In a medal-less game machine, for example, the game machine may be configured so that a medal lent from the sand unit SU can be added to the balls stored as data even during the execution of a variable game.
[0184] The minimum multiplier may be 1 or more, for example 3. The gaming machine may not have some or all of the insertion possible lamp 31, replay lamp 32, start lamp 33, advantageous zone lamp 34, odds display unit 35, credit display unit 36, and payout display unit 37. For example, the gaming machine may not have the insertion possible lamp 31. In addition, the gaming machine may not have the credit display unit 36. In addition, the various light-emitting units (lamps and displays) of the information panel 30 do not need to be provided in the same member (in the above embodiment, the information panel 30), and for example, some or all of the light-emitting units may be provided in a member different from the other light-emitting units.
[0185] The slot machine 10 may be embodied as a slot machine having only either the 1BET button 18a or the MAXBET button 18b. The type of the setting value may be one type. Even if there are multiple types of setting values, some of the multiple setting values may be configured to use the same role selection table in the role selection. In addition, the setting value does not have to be configured to be changeable.
[0186] The function of the main board 40 in the above embodiment may be divided into multiple boards. The main CPU 41 may be composed of multiple CPUs mounted on a single board. For example, the function of the main board 40 in the above embodiment may be divided into different boards. For example, the control means for executing the process of initializing the credit information (in the above embodiment, the main CPU 41) and the control means for executing the process of initializing the odds information (in the above embodiment, the main CPU 41) may be divided into different control means. At this time, the control means for executing the process of initializing the credit information and the control means for executing the process of initializing the odds information may be provided on different boards. Also, for example, the function of the main board 40 in the above embodiment may be divided into a main board and a medal count control board. For example, the function of the main CPU 41 in the above embodiment may be divided into a main control CPU and a medal count control CPU. The function of the main ROM 42 in the above embodiment may be divided into a main control ROM and a medal count control ROM. For example, the function of the main RWM 43 in the above embodiment may be divided into a main control RWM and a medal count control RWM. Alternatively, the set value switch 45 and the clear button 46 may be provided on different boards. For example, when the storage means for storing credit information and the storage means for storing multiplying number information are different, each storage means may be provided on a different board. In such a configuration, for example, the set value switch 45 may be provided on the board on which the storage means for storing multiplying number information is provided, while the clear button 46 may be provided on the board on which the storage means for storing credit information is provided.
[0187] The functions of the sub-board 50 in the above embodiment may be realized by dividing them into multiple boards. For example, a display board that specializes in controlling the performance display device 15, a sound board that specializes in controlling the speaker 14, and a lamp board that specializes in controlling the decorative lamps 13 may be provided, and a master board that comprehensively controls these boards may also be provided. The sub-CPU 51 may also be composed of multiple CPUs mounted on a single board.
[0188] The slot machine 10 may be embodied as a pachinko game machine. In a pachinko game machine, a jackpot game is generally started after a jackpot lottery is won. In a pachinko game machine, game balls correspond to game value. In a pachinko game machine, for example, when a ball removal button is operated to pay off game balls stored in a storage tray (so-called an upper tray or a lower tray) that stores game balls, the stored game balls are paid off electrically and the settlement may be made. In addition, the pachinko game machine may be a pachinko game machine that can store the number of game balls as data and can execute a variable game by consuming the game balls stored as data by firing them. That is, the above embodiment may be embodied as a pachinko game machine (so-called a managed game machine) that does not pay out physical game media. The game balls stored as data can also be called virtual media. The virtual media corresponds to game value. In a pachinko game machine as a managed game machine, the settlement control in this embodiment may be applied to the control of paying back game balls as held balls to the sand unit SU. As with the slot machine 10, the pachinko game machine may be configured to be able to set a set value. The pachinko game machine may be configured to hold a jackpot lottery according to the set set value. For example, the probability of winning the jackpot lottery may be made different depending on the set value.
[0189] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (A-1) A gaming machine having a storage means capable of storing various types of information and capable of executing a variable game after a setting operation for consuming gaming media has been performed, the gaming machine being characterized in that the gaming machine is equipped with an initialization means capable of executing an initialization process for initializing at least some of the information, the initialization process which can be executed when power supply is started includes a gaming media number initialization process for initializing information on the number of gaming media possessed, the information relating to the number of gaming media possessed, and when the gaming media number initialization process is executed when a predetermined condition is met, the gaming machine may enter a state in which a variable game can be executed without performing a setting operation.
[0190] (A-2) A gaming machine as described in technical idea (A-1) which is equipped with an alarm means, and which, when a state in which a variable game can be played without performing a setting operation is reached, notifies the user that a variable game can be played without performing a setting operation.
[0191] (A-3) A gaming machine as described in technical idea (A-1) or technical idea (A-2), which is equipped with a specific operating means and is configured so that an upper limit number that can be set as a multiplier can be set by a setting operation that operates the specific operating means, and in which the specified condition is met when power supply is stopped while the specific operating means is being operated.
[0192] (B-1) A gaming machine capable of executing a variable game after a setting operation for consuming gaming media has been performed, the gaming machine being equipped with a power switch and an operating means different from the power switch, the operating means including a first operating means and a second operating means, and characterized in that when power supply is started while both the first operating means and the second operating means are in a state in which they are operated, the gaming machine returns to a state in which the variable game cannot be executed without performing a setting operation, whereas when power supply is started while only the second operating means of the first operating means and the second operating means is in a state in which they are operated, the gaming machine can return to a state in which the variable game can be executed without performing a setting operation.
[0193] (B-2) A gaming machine described in technical idea (B-1) that is equipped with a storage means capable of storing various information, the information including possessed gaming media number information regarding the number of possessed gaming media and multiplier information regarding a multiplier, and when power supply is started when both the first operating means and the second operating means are operated, both the possessed gaming media number information and the multiplier information are initialized, whereas when power supply is started when only the second operating means of the first operating means and the second operating means is operated, at least the possessed gaming media number information of the possessed gaming media number information and the multiplier information is initialized.
[0194] (B-3) A gaming machine described in technical idea (B-1) or technical idea (B-2), wherein the first operation means is configured so that, after the first operation means is operated to put the first operation means in an operated state, the first operation means can be maintained in an operated state even if the operation of the first operation means is terminated, while the second operation means is configured so that, after the second operation means is operated to put the second operation means in an operated state, the second operation means is not maintained in an operated state, but is instead placed in a non-operated state when the operation of the second operation means is terminated. [Explanation of symbols]
[0195] 10...Slot machine 13...Decorative lamp 14...Speaker 15...Performance display device 16a-16c...Reels 17...Medal insertion slot 18...BET button 18a...1BET button 18b...MAXBET button 19...Settlement button 20...Start lever 21-23...Stop buttons 30...Information panel 31...Insert possible lamp 32...Replay lamp 33...Start lamp 34...Advantageous zone lamp 35...Multiplication number display section 36...Credit display section 37...Payout display section 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 45...Setting value switch 46...Clear button 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM 60...Power supply unit 61...Power switch 62...Back-up power supply HU...Hopper unit SE1-SE3...Reel sensor
Claims
[Claim 1] In a gaming machine capable of executing a variable game after a setting operation for consuming gaming media is performed, A power switch, An operation means different from the power switch; A game progress control means capable of executing a game progress process, The game progress processing includes a predetermined process for transitioning to an advantageous state, The operating means includes a first operating means and a second operating means, When the power supply is started while both the first operation means and the second operation means are being operated after a predetermined condition is established, a situation occurs in which the variable game cannot be executed unless the setting operation is performed, When the power supply is started while only the second operation means of the first operation means and the second operation means is being operated after the predetermined condition is satisfied, a specific situation is created in which a variable game can be executed without performing the setting operation, A gaming machine characterized in that when a variable game is executed in the specific situation, the predetermined process is not executed in the game progress process.
Citation Information
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