Gaming Machines

The gaming machine addresses the issue of unclear recovery status by using a backup mechanism to control display and sound during power restoration, ensuring clear communication and smooth operation.

JP7680920B2Active Publication Date: 2025-05-21SANKYO CO LTD
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Patent Information

Application Number
JP2021146912
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-09
Publication Date
2025-05-21
Estimated Expiration
2041-09-09

AI Technical Summary

Technical Problem

Existing gaming machines fail to effectively manage the display and sound output during power recovery, potentially misleading players about the machine's status and disrupting the recovery process.

Method used

A gaming machine with a backup mechanism to retain the game state during power loss, allowing controlled display of recovery images and sound management to ensure proper operation upon power restoration, including a RAM for state retention and a display means to show recovery images without sound in specific states.

Benefits of technology

Ensures clear communication of the machine's recovery status to players, preventing confusion and ensuring seamless operation by managing display and sound output during power restoration.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine in which control when displaying a recovering image is improved.SOLUTION: A game machine capable of performing a game includes operation means operated so as to progress a game, sound output means, backup means, and display means. The display means displays a recovering image when power supply is resumed after the power supply is stopped and the game is resumed in a game state retained by the backup means. The sound output means can output a specific music piece sound corresponding to a specific state in the specific state, and outputs an effect sound on the basis of operation of the operation means while outputting no specific music piece sound corresponding to a specific state even if a game state retained by the backup means is the specific state during display of a recovering image.SELECTED DRAWING: Figure 30
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Description

[Technical field]

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

[0002] Conventionally, there exists a gaming machine that can be controlled to a jackpot gaming state advantageous to a player, in which, after a power supply is cut off, the gaming state before the power supply is cut off is maintained, and when the power supply is resumed, the gaming machine resumes in the maintained gaming state.

[0003] Among such gaming machines, there is known a gaming machine that displays a preparation image indicating that preparation for display control is being made when the power supply is resumed (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-092833 A Summary of the Invention [Problem to be solved by the invention]

[0005] According to the gaming machine of Patent Document 1, it is possible to restore the gaming machine from a state where the power supply is cut off based on the gaming state before the power supply was cut off. However, for example, depending on the gaming state, music may be output, and it is anticipated that the music may continue to play even when the machine is in the process of recovery, which may prevent the outside world from recognizing that the machine is in the process of recovery, leaving room for further improvement.

[0006] The present invention has been devised in view of the above circumstances, and an object of the present invention is to provide a gaming machine with improved control over the display of the recovery image. [Means for solving the problem]

[0007] A gaming machine (e.g., a slot machine 1) capable of playing a game, Operated to progress the game Game progress An operating means; a return operation means, which is different from the game progress operation means and is operated to return the game value to the player; a sound output means (for example, a speaker 53) capable of outputting sound; A backup means (e.g., a RAM 41c) capable of retaining a game state before the power supply to the gaming machine is stopped when the power supply to the gaming machine is stopped; A display means (for example, a liquid crystal display 51) capable of displaying an image, The game state includes a normal state (for example, a normal advantageous zone) and a specific state different from the normal state (for example, an AT state), The sound output means is capable of outputting a specific musical sound corresponding to the specific state in the specific state (for example, outputting a musical sound during AT in FIG. 30(f)); The backup means holds the gaming state when the power supply to the gaming machine is stopped (for example, the RAM 41c holds that the gaming state when the power supply is stopped is the AT state), The display means is before When the power supply to the gaming machine is stopped and then resumed, and the game is resumed in the game state held by the backup means, a recovery image (for example, a recovery screen including a recovery preparation screen and a game recovery screen) is displayed (for example, the sub-control unit 91 displays the recovery screen as shown in FIG. 30 ); When the return image is not being displayed, a demonstration image can be displayed based on the return operation means being operated, When the image during recovery is being displayed, even if the return operation means is operated, the image during recovery is continuously displayed without displaying the demonstration image; The sound output means, while the recovery image is being displayed, Even if the game state held by the backup means is the specific state, the specific musical sound (for example, a musical sound during AT) is not output, The above Game progress Sound effects are output based on the operation of the operating means (for example, as shown in Figures 30(c) to (e), no music is output during AT). [Brief description of the drawings]

[0008] [Figure 1] 1A and 1B are a front view and a diagram showing an example of a main internal configuration of a slot machine. [Diagram 2] FIG. 2 is a perspective view showing the internal structure of the slot machine. [Diagram 3] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 4] 13 is a diagram for explaining the transition of the game state. FIG. [Diagram 5] 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when a prize is won. FIG. [Figure 6] 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when a prize is won. FIG. [Figure 7] 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when a prize is won. FIG. [Figure 8] 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when a prize is won. FIG. [Figure 9] 13 is a diagram for explaining combinations of winning roles that are read out as roles to be selected for each game state. FIG. [Figure 10] FIG. 13 is a diagram showing the lottery target roles arranged for each flag category. [Figure 11] This is a diagram to explain reel control when the push order role is won. [Figure 12] 13 is a diagram showing a game start command transmitted from the main control unit to the sub-control unit when the start switch is operated. FIG. [Figure 13] 13 shows the game end command that the main control unit sends to the sub-control unit at the third stop. [Figure 14] 4 is a flowchart showing the control content of a main process performed by a main control unit. [Figure 15] 13 is a flowchart showing a process in which the main control unit increments a lottery counter value. [Figure 16]13 is a flowchart showing a process in which a sub-control unit adds a value of a prompting counter and a value of a display counter. [Figure 17] A diagram showing the screen transition of the LCD display during the normal advantageous zone. [Figure 18] 11A to 11C are diagrams illustrating an example of a screen transition on a liquid crystal display after power is turned on. [Figure 19] 11A to 11C are diagrams illustrating an example of a screen transition on a liquid crystal display after power is turned on. [Figure 20] 13A to 13C are diagrams illustrating an example of a screen transition on the liquid crystal display after a setting change is made. [Figure 21] 11A to 11C are diagrams illustrating an example of a screen transition on a liquid crystal display after power is turned on. [Figure 22] FIG. 4 is a diagram for explaining volume settings and a menu screen. [Diagram 23] 11 is a diagram for explaining a specific sound that is output when a setting is changed. FIG. [Figure 24] 11A and 11B are diagrams illustrating a door-opening sound output when the front door is open. [Diagram 25] 13A and 13B are diagrams showing screen transitions when the front door is opened while the volume setting display is being displayed. [Figure 26] A figure showing an example in which the display of the menu screen is terminated based on a first termination condition while a song is being output during a first AT. [Figure 27] A figure showing an example in which the display of the menu screen is terminated based on a second termination condition while a song is being output during the first AT. [Figure 28] A figure showing an example of displaying a menu screen in the second state of the advantageous zone. [Figure 29] 13 is a flowchart showing a return process performed by a sub-control unit. [Diagram 30] A diagram showing the screen transition of the liquid crystal display when power supply is stopped during the AT state. [Diagram 31] 13A to 13C are diagrams showing the screen transition on the liquid crystal display after the power supply is stopped during a game in which a navigation notification is being provided. [Diagram 32] FIG. 13 is a diagram for explaining a screen transition to a demo screen. [Diagram 33] A diagram to explain the return operation in the AT state. [Diagram 34] This is a screen transition diagram when the settlement switch is pressed during recovery. [Diagram 35] FIG. 13 is a diagram showing a screen transition when an error occurs during recovery. [Diagram 36] 13 is an example of a screen transition when a condition for ending the display of the returning screen is based on the passage of a predetermined period of time. [Figure 37] 37 is a diagram showing an example of a screen transition when the settlement switch 10 is operated in a case where the display termination condition of the recovery screen shown in FIG. 36 is applied. FIG. [Figure 38] This figure shows an example of a screen transition when returning from an AT state when the display termination condition for the returning screen shown in Figure 36 is applied. [Figure 39] FIG. 13 is a conceptual diagram showing the sequence of start-up modes of a slot machine. [Diagram 40] FIG. 1 is a first diagram for explaining the start-up mode of the slot machine. [Diagram 41] FIG. 2 is a second diagram for explaining the startup mode of the slot machine. [Diagram 42] FIG. 3 is a third diagram for explaining the start-up mode of the slot machine. [Diagram 43] FIG. 2 is a diagram showing a configuration of a reel motor. [Diagram 44] 4 is a timing chart showing a method of controlling a reel motor. [Diagram 45] FIG. 13 is a diagram for explaining a set value L. [Figure 46] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of the AT to the end of the AT when the setting value L is set. [Figure 47] A diagram to explain the variation in the number of balls dispensed over the entire period when the setting value L is set. [Figure 48] A figure showing an example of special suggestion control that suggests that a setting value L is set in a non-play state. [Figure 49]FIG. 13 is a diagram showing a slot machine 1 in which normal setting values ​​other than the setting value L in a non-play state are set. [Figure 50] FIG. 11 is a diagram for explaining the order in which setting values ​​are stored. [Figure 51] FIG. 13 is a diagram for explaining a shutter effect. [Figure 52] FIG. 13 is a diagram showing the rate at which the shutter effect is executed. [Diagram 53] A figure showing an example of special suggestion control using shutter effects. [Figure 54] A diagram to explain an example of a setting value suggestion presentation. [Figure 55] FIG. 13 is a diagram showing the execution rate of the result screen for each setting value. [Figure 56] FIG. 4 is a flowchart showing the control contents of an initial setting process performed by a main control unit. [Figure 57] FIG. 4 is a flowchart showing the control contents of a setting change process performed by a main control unit. [Figure 58] 13 is a flowchart showing the control content of a payout process executed by a main control unit in the game process. [Figure 59] 13 is a flowchart showing the control content of a payout number subtraction process executed by a main control unit. [Figure 60] 10 is a flowchart showing the control content of a time counter update process executed by a main control unit. [Figure 61] 13 is a flowchart showing the control contents of a gaming machine information calculation process executed by a main control unit. [Figure 62] 13 is a flowchart showing the control contents of the ceiling game number counting process executed by the main control unit. [Figure 63] FIG. 13 is a diagram for explaining that the lighting state of the BET LED changes every time the 1BET switch is pressed. [Figure 64] 13 is a flowchart showing the control contents of a bet amount setting process executed by a main control unit. [Figure 65] FIG. 11 is a diagram for explaining an example of a point map. [Figure 66]FIG. 13 is a diagram illustrating an example of a point update presentation. [Figure 67] FIG. 13 is a diagram illustrating an example of a point acquisition lottery process. [Figure 68] FIG. 13 is a diagram showing a table for the privilege lottery process. [Figure 69] A figure showing an example in which a point update effect is executed based on normal operations. [Figure 70] A figure showing an example in which a point update effect is not executed based on an irregular operation. [Figure 71] This is a diagram illustrating an example of a point suggestion presentation when a strong cherry is won. [Figure 72] A diagram illustrating an example of a point suggestion presentation when a watermelon is won. [Figure 73] A figure showing a table of life gain lottery in the first state of the advantageous zone and the specialized zone. [Figure 74] A figure showing tables for the life number lottery, specialized zone lottery, and one-hit victory lottery in the first and second states of the advantageous zone. [Figure 75] A figure showing an example of a bonus lottery process during AT. [Figure 76] FIG. 13 is a diagram illustrating an example of a life-granting suggestion display when a watermelon is won. [Figure 77] This is a diagram illustrating an example of a life-granting suggestion display when a strong cherry is won. [Figure 78] A diagram showing the process in which a sub-control unit executes navigation performance. [Figure 79] A diagram showing the command transmission process at the start of a game in the main control unit. [Figure 80] A diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. [Figure 81] FIG. 13 is a diagram showing a liquid crystal display in a state where error notification control is performed. [Figure 82] A diagram showing the timing for canceling an error notification based on receiving a game end command. [Figure 83]FIG. 13 is a diagram showing an example of canceling an error notification in the next game. [Figure 84] FIG. 13 is a diagram illustrating the processing executed in the game state. [Figure 85] FIG. 13 is a diagram for explaining a set value H. [Figure 86] This is a diagram to explain the variation in the number of balls dispensed during the period from the start of the AT to the end of the AT when the setting value H is set. [Figure 87] A diagram to explain the variation in the number of balls dispensed over the entire period when the setting value H is set. [Figure 88] FIG. 13 is a diagram for explaining a modified example of the shutter effect. [Figure 89] 13A and 13B are diagrams showing modified examples of the volume setting display when the front door is open. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment Mode] As a gaming machine according to the present embodiment, a slot machine will be described based on the following examples. The slot machine according to the embodiment will be described with reference to Figs.

[0010] [Slot machine configuration] FIG. 1 is a front view of a slot machine 1 according to this embodiment. FIG. 2 is a perspective view showing the internal structure of the slot machine. FIG. 3 is a diagram showing the arrangement of symbols on each reel. As shown in FIG. 1, the slot machine 1 has a front door 1b pivotally supported on the side end of a housing 1a whose front is open. Inside the slot machine 1, reels 2L, 2C, and 2R (hereinafter, left reel, center reel, and right reel) on which the same number of different types of symbols that can be distinguished from one another are arranged in a predetermined order are arranged in a horizontal direction. As shown in FIG. 3, three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are displayed in three rows, top, middle, and bottom, respectively, through a transparent area 3 that constitutes a part of the liquid crystal display of the liquid crystal display 51, and are arranged so that they can be seen from the player side. That is, the liquid crystal display 51 can be made transparent or non-transparent. The transparent area 3 that is a part of the liquid crystal display 51 can be made transparent or non-transparent. Further, the image display area 72 other than the transparent area 3 in the liquid crystal display is not transparent during a game, and is used as an area for displaying images such as images for presentation purposes and images displayed when an error occurs.

[0011] The reels 2L, 2C, and 2R are disposed inside the slot machine 1, and the liquid crystal display 51 is disposed so as to be exposed to the outside of the slot machine 1. In other words, the liquid crystal display 51 is provided on the player side of the reels 2L, 2C, and 2R. The liquid crystal display 51 has a liquid crystal display having a polarizing plate and a liquid crystal layer, and a liquid crystal backlight. The liquid crystal backlight irradiates light onto the liquid crystal display. The liquid crystal display includes a liquid crystal layer constituted by liquid crystal molecules.

[0012] The liquid crystal display 51 can change the orientation of the liquid crystal molecules by applying a voltage to the liquid crystal display, making the liquid crystal display transparent or opaque. This allows the slot machine 1 to make the transparent region 3 constituting part of the liquid crystal display transparent, allowing the player to see the reels 2L, 2C, and 2R arranged on the back side of the liquid crystal display 51. On the other hand, when power is not supplied to the slot machine 1, the liquid crystal display 51 is in a state in which the player cannot or has difficulty seeing the reels 2L, 2C, and 2R through the transparent region 3.

[0013] In this embodiment, a configuration using three reels is illustrated, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may be used. In this embodiment, the variable display unit is configured to variably display the symbols displayed in the transparent area 3 by rotating the reels 2L, 2C, and 2R, but it is not limited to reels, and may be configured to variably display the symbols by moving a belt on the outer circumferential surface. In this embodiment, the variable display unit is configured by physical reels, but the variable display unit may be configured by an image display device such as a liquid crystal display.

[0014] 1, on the front of the slot machine 1, there are provided a medal insertion section 4 into which medals can be inserted, a medal payout outlet 9 from which medals are paid out, a MAXBET switch 6 operated when setting the maximum bet number among the prescribed number (3 in this embodiment) determined according to the game state within the range of credits (the number of medals stored as the game value owned by the player), a 1BET switch 65 operated when setting the bet number to one medal, a start switch 7 operated when starting a game, stop switches 8L, 8C, and 8R operated when stopping the rotation of the reels 2L, 2C, and 2R, respectively, a performance switch 56 operated by the player during performance, a cross key 70, and a settlement switch 10, each of which is operable by the player. The cross key 70 includes a left switch 70L, a right switch 70R, an up switch 70U, and a down switch 70D, and is a switch operated to display a volume setting image (described later) on the liquid crystal display 51 and to select each selection item on the menu screen. The left switch 70L and the right switch 70R are also collectively referred to as left and right keys, and the up switch 70U and the down switch 70D are also collectively referred to as up and down keys.

[0015] In the following, the operation of the start switch 7 (for example, pressing the start switch 7 by hand) will be referred to as the "start operation," the operation of the stop switch to stop the rotation of the first reel (for example, pressing the stop switch by hand) will be referred to as the "first stop operation," the operation of the stop switch to stop the rotation of the second reel (for example, pressing the stop switch by hand) will be referred to as the "second stop operation," and the operation of the stop switch to stop the rotation of the third reel (for example, pressing the stop switch by hand) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, second stop operation, and third stop operation will also be collectively referred to as the "stop operations." Furthermore, the release of the press of the first stop switch (first stop operation) (e.g., releasing the hand from the stop switch) is called the "first stop release", the release of the press of the second stop switch (second stop operation) (i.e., releasing the hand from the stop switch) is called the "second stop release", and the release of the press of the third stop switch (third stop operation) (i.e., releasing the hand from the stop switch) is called the "third stop release" or "final stop release". The order in which the player operates the reels 2L, 2C, and 2R is also called the "operation procedure". Each of the stop switches 8L, 8C, and 8R has a stop switch lamp inside that indicates that the stop switches 8L, 8C, and 8R can be operated.

[0016] On the front side of the slot machine 1, a side lamp 27 consisting of a plurality of LEDs is provided beside the reels 2L, 2C, and 2R. In addition, reel backlights 28L, 28C, and 28R (hereinafter simply referred to as "reel backlights 28") are provided in the vicinity of the reels 2L, 2C, and 2R, respectively, corresponding to the reels 2L, 2C, and 2R, and irradiate the reels 2L, 2C, and 2R with light from the back or side of the reels. Furthermore, a speaker 53 that outputs sound is provided above the liquid crystal display 51. In addition, a lower panel 55 is provided below the stop switches 8L, 8C, and 8R. The lower panel 55 is configured to be able to light up or blink. The lower panel 55 is a notification means that uses the largest area among the notification means provided in the slot machine 1 to notify predetermined information. For example, the notification means of the slot machine 1 include the liquid crystal display 51, the speaker 53, the side lamps 27, and the reel backlights 28, but the lower panel 55 can notify predetermined information using a larger area than any of these notification means. The lower panel 55 is configured so that the entire area constituting the lower panel 55 emits light. The manner of the light emission includes flashing and lighting.

[0017] 1, the slot machine 1 is provided with a game display unit 13 on the front of the slot machine 1, which includes a credit indicator 11 that displays the number of medals stored as credits, a game support indicator 12 that displays the number of medals paid out when a winning prize is won and an error code indicating the content of the error, a 1BET LED 14 that lights up to indicate that the bet number is set to 1, a 2BET LED 15 that lights up to indicate that the bet number is set to 2, a 3BET LED 16 that lights up to indicate that the bet number is set to 3, an insertion request LED 17 that lights up to indicate that insertion of medals is possible, a start valid LED 18 that lights up to indicate that the start operation of the game by operating the start switch 7 is valid, a status LED 19 that lights up to indicate that the game is controlled to a state such as an advantageous zone AT, which will be described later, and a replay LED 20 that lights up to indicate that a replay game is being performed. When an error is detected, the slot machine 1 displays an error occurrence screen on which an error code indicating the content of the error that has occurred is displayed. In the slot machine 1 of this embodiment, when the maximum bet number (3 coins) is set and the 1-BET switch 65 is pressed, the bet number of 2 coins is cancelled. In other words, the bet number is set to 1 medal. Hereinafter, the process of cancelling the bet number of 2 coins in this way is referred to as the "bet number cancellation process."

[0018] Fig. 2(a) is a perspective view showing the internal structure of a slot machine, and Fig. 2(b) is a block diagram of an example of the main internal structure of a slot machine. On the inside of the front door 1b, as shown in Fig. 2(a), there are a reset switch 23 for detecting a reset operation for releasing an error state and a stop state without opening the front door 1b by a predetermined key operation, a setting value display 24 for displaying the setting value at the time when the setting value is being changed or confirmed, which will be described later, a stop switch 36a for selecting whether to enable or disable a stop function that controls the game to a stop state (a state in which the progress of the game is restricted until a reset operation is performed) at a predetermined opportunity, and an automatic settlement process (settlement (return) of medals stored as credits without the player's operation) at a predetermined opportunity. the medal insertion port 4 to either the hopper tank 34a side or the medal payout outlet 9 side provided inside the housing 1a; an inserted medal sensor that detects medals inserted from the medal insertion port 4 and flowing down to the hopper tank 34a side; a medal selector 29 having an insertion port sensor that detects the insertion of foreign objects upstream of the inserted medal sensor; and a door open detection switch that detects the open state of the front door 1b.

[0019] Inside the housing 1a are provided a reel unit 2 consisting of the aforementioned reels 2L, 2C, 2R, reel motors, reel sensors capable of detecting the reel reference positions of each of the reels 2L, 2C, 2R, an external output board for outputting external output signals, a hopper tank 34a for storing medals inserted from the medal insertion portion 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal payout outlet 9, a hopper unit 34 consisting of a payout sensor that detects medals paid out by driving the hopper motor, and a power supply box 100.

[0020] An overflow tank 35 that stores medals that overflow from the hopper tank 34a is provided on the hopper unit 34 side. A full tank sensor is provided inside the overflow tank 35 to detect when the stored medals become full.

[0021] On the front of the power supply box 100, as shown in FIG. 2(a), there are provided a setting key switch 37 for switching to a setting change state or a setting confirmation state, a reset / setting switch 38 which functions as a reset switch for releasing an error state or a play stop state under normal circumstances and functions as a setting switch for changing the set value of the medal payout rate (also called the award rate or payout rate) such as the winning probability of the internal lottery in the setting change state, and a power switch 39 which is operated when turning the power ON / OFF. Hereinafter, changing the setting is also referred to as a setting change process. The setting change process is a process that involves restarting the slot machine 1 by stopping the supply of power to the slot machine 1 and turning the power on again. The slot machine 1 executes an initial setting process after the power is turned on. The main control unit 41 judges whether the setting key switch is on or not when executing the initial setting process. If the setting key switch is on, the main control unit 41 executes the setting change process. During the setting change process, the main control unit 41 changes the setting value based on the operation of the reset / setting switch. Furthermore, during the setting change process, when the start switch 7 is operated with the setting key switch in the OFF state, the main control unit 41 ends the setting change process. Note that the setting change process also includes a case where the same setting value as the already set setting value is set (i.e., the setting value is not changed).

[0022] The power supply box 100 is provided inside the housing 1a, and the front door 1b can be opened by a predetermined key operation carried by a store clerk or the like. Therefore, the setting key switch 37, the reset / setting switch 38, and the power switch 39 provided on the front of the power supply box 100 can only be operated by store clerks or the like who have the keys, and cannot be operated by players. The same is true for the reset switch 23, which is detected by a predetermined key operation. In particular, the setting key switch 37 requires a further key operation after the front door 1b is opened by a key operation, and therefore can only be operated by store clerks who have the key to operate the setting key switch 37.

[0023] As shown in Fig. 2(a), a board case 200 containing a game control board is provided on the upper inner surface of the cabinet 1a. The game control board is provided with a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in Fig. 2(b), the main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game, and a ROM 41b and a RAM 41c that store various data related to the progress of the game.

[0024] In the front door 1b, a performance control board 90 is provided above the transparent area 3. A performance switch 56 is connected to the performance control board 90, and a detection signal of the performance switch 56 is input. In addition, performance devices such as a liquid crystal display 51 and a speaker 53 are connected, and these performance devices are driven based on the control of a sub-controller 91 mounted on the performance control board 90. As shown in FIG. 2(b), the sub-controller 91 controls the performance in response to a command from the main control unit 41. The sub-controller 91 includes a sub-CPU 91a that performs various controls related to the performance, and a ROM 91b and a RAM 91c that store various data related to the performance. The sub-controller 91 controls the display of images on the liquid crystal display 51, the sound output from the speaker 53, and the lighting / extinguishing of the side lamps 27 and the reel backlights 28, based on a command from the main control unit 41. Performance data used for the image display on the liquid crystal display 51, the lighting and blinking of the lower panel 55, and the sound output from the speaker 53 is stored in the RAM 91c. Furthermore, the sub-controller 91 detects operation of the performance switch 56, and controls the image display on the liquid crystal display 51, the lighting and blinking of the lower panel 55, and the sound output from the speaker 53 according to the detected operation.

[0025] The main control unit 41 detects operations of the MAXBET switch 6, 1BET switch 65, start switch 7, and stop switches 8L, 8C, 8R, etc., as well as the insertion of medals into the medal insertion unit 4, and, depending on the detected operations, performs control related to the progress of the game, such as spinning / stopping the reels 2L, 2C, 2R, operating the settlement switch 10, and turning on / off each LED in the game display unit 13.

[0026] Operations on the MAXBET switch 6, 1BET switch 65, start switch 7, and stop switches 8L, 8C, 8R, etc., and the operation of inserting medals into the medal insertion port 4 are operations for progressing the game. Operations on the MAXBET switch 6 and 1BET switch 65 are called bet number setting operations, operations on the start switch 7 are called start operations, operations on the stop switches 8L, 8C, 8R are called stop operations, operations to insert medals into the medal insertion port 4 are called insertion operations, and operations on the settlement switch 10 are called return operations.

[0027] The main control unit 41 transmits a BET operation command to the sub-control unit 91 when the MAXBET switch 6 and the 1BET switch 65 are pressed. The main control unit 41 transmits a medal insertion command to the sub-control unit 91 when it detects the insertion of a medal into the medal insertion unit 4. The main control unit 41 transmits a stop switch command to the sub-control unit 91 when the stop switches 8L, 8C, 8R are pressed. The main control unit 41 transmits a settlement start command to the sub-control unit 91 when the settlement switch 10 is pressed. The main control unit 41 transmits a game start command to the sub-control unit 91 when the start switch 7 is pressed.

[0028] The main CPU 41a includes a plurality of registers used for performing various calculations. The plurality of registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), interrupt register, refresh register, program counter, etc. The main CPU 41a executes various instructions, such as calculation instructions and read instructions, included in a program, to update the value of a specified register, or to update a value (data) stored in a storage area of ​​the RAM 41c designated by the value (address) of the specified register.

[0029] Among the registers, the flag register is configured so that its state changes to indicate the result of an operation performed by an instruction executed by the main CPU 41a, and the change in the state of the flag register can be used to cause the main CPU 41a to perform processing according to the result of an operation performed by the previous instruction.

[0030] In addition, the main control unit 41 can store information related to the game state and the game in the RAM 41c as backup data. Specifically, even when the power supply to the slot machine 1 is stopped (power interruption occurs) and the power is turned on again, the RAM 41c stores the backup data.

[0031] When power supply to the slot machine 1 is started, the main control unit 41 judges whether control of the progress of the game can be resumed based on the backup data stored in the RAM 41c before the power supply was stopped. When the main control unit 41 judges that control of the progress of the game can be resumed based on the backup data, the main control unit 41 transmits a return command including backup information to the sub-control unit 91. The return command is a command indicating that the main control unit 41 has returned to the state before the power interruption, and the sub-control unit 91 can judge that the main control unit 41 has returned to the state before the power interruption by receiving the return command. The return command includes information regarding the game state and the game.

[0032] When playing a game on the slot machine 1, the player inserts a medal into the medal insertion section 4 or operates the 1BET switch 65 or the MAXBET switch 6 to set a prescribed number of bets. This enables the winning line LN, and the operation of the start switch 7 becomes valid, making it possible to start the game. The winning line LN is a line for determining whether the combination of symbols on the reels 2L, 2C, and 2R displayed in the transparent area 3 matches the winning combination of symbols. In this embodiment, so-called small hill lines such as the lower row of the reel 2L, the middle row of the reel 2C, and the lower row of the reel 2R are determined as the winning lines. Note that the winning lines are not limited to small hills, and may be provided horizontally in the middle row, such as the middle row of the reel 2L, the middle row of the reel 2C, and the middle row of the reel 2R, and may be provided in multiple winning lines instead of a single line. In addition, an invalid line may be provided to make it easier to recognize that the combination of symbols constituting a winning prize is aligned on the winning line LN.

[0033] The main control unit 41 stores the gaming value in a predetermined area of ​​the RAM 41c. The main control unit 41 also settles the gaming value stored in the predetermined area of ​​the RAM 41c based on the operation of the settlement switch 10. The operation of the settlement switch 10 is also referred to as a "return operation."

[0034] Specifically, the gaming value is settled by the player operating the settlement switch 10. By the return operation, the gaming value stored in a predetermined area of ​​the RAM 41c is cleared (set to 0), and the gaming value is paid back to the player.

[0035] When the settlement switch 10 is operated, the main control unit 41 transmits a settlement start command to the sub-control unit 91. The settlement start command is a command that can specify that settlement has started. When the credits reach the upper limit (50), medals are paid out from the medal payout outlet 9. When the settlement switch 10 is operated, the medals stored as credits and the medals used to set the bet amount are settled (the medals used to set the credits and the bet amount are returned).

[0036] When the start switch 7 is operated in a state in which the game can be started, the reels 2L, 2C, and 2R spin. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process for determining a symbol combination (display result combination) that is allowed to be derived.

[0037] Specifically, the main control unit 41 judges whether each lottery target role has won in a predetermined order in the internal lottery process. For example, in the internal lottery process, the main control unit 41 acquires a random number from integers within a predetermined range (0 to 65535). Each lottery target role is assigned a judgment value number according to the game state from integers within a predetermined range (0 to 65535). The main control unit 41 adds the judgment value number of each lottery target role to the acquired random number in a predetermined order, and when the addition result overflows (exceeds 65535), the main control unit 41 determines the lottery target role that was the object of addition at that time as the winning role. When the lottery target role wins by the internal lottery, the derivation of the symbol combination corresponding to the lottery target role is permitted.

[0038] The administrator can change the probability of winning the hand in the internal lottery by changing the settings. Specifically, the payout rate of medals is changed by determining the winning probability used in the internal lottery according to the setting value set by the administrator. The setting values ​​are 1, 2, 4, 5, 6, and L, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, 1, and L. In other words, when the setting value is set to 6, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 5, 4, 3, 2, 1, and L. The setting value L is set to comply with the type test, and will be described in detail later. Hereinafter, the setting value L is referred to as the "special setting value." Furthermore, the setting values ​​1, 2, 4, 5, and 6 are collectively referred to as the "normal setting values."

[0039] When the stop switch 8L, 8C, or 8R is operated, the reel corresponding to the operated stop switch stops spinning. This causes a symbol combination to be derived and displayed in the transparent area 3. When a symbol combination matching a winning combination stops on the winning line LN, a prize corresponding to the winning combination is generated.

[0040] The roles that can generate a win include a special role (bonus), a small role, and a replay role. A special role (bonus) is a role that controls the game state to a bonus state in which the probability of winning a small role is higher than in a non-bonus state by winning. Special roles (bonuses) include first-class special roles such as RB (regular bonus) and BB (big bonus), and second-class special roles such as CB (challenge bonus). In this embodiment, BB is provided as a special role. A small role is a role that is awarded with a medal by winning. A replay role (replay) is a role that is awarded with a win, allowing the player to start the next game without consuming medals owned by the player.

[0041] In order for each combination determined according to the game state to win, it is necessary to win the internal lottery and set the winning flag for that combination. The internal lottery is determined by the main control unit 41 using random numbers before the display results of all the reels 2L, 2C, and 2R are derived (specifically, when the start switch 7 is detected) to determine whether or not to allow each combination to win.

[0042] Among the winning flags for each role, the winning flags for the small role and the replay role are only valid in the game in which the flag is set and are invalid in the next game, but the winning flag for the special role is valid until the combination of roles permitted by the flag is completed and is invalid in the game in which the combination of roles permitted by the flag is completed. In other words, once the winning flag for the special role is won, even if the combination of roles permitted by the flag cannot be completed, the winning flag is not invalidated and is carried over to the next game.

[0043] In addition, in the internal lottery, a small role or a replay role (hereinafter also referred to as a "push order role") that is more advantageous when a stop operation is performed in a predetermined operation mode (for example, operation procedure (push order), operation timing) than when a stop operation is performed in another operation mode can be won. Push order roles include, for example, roles that result in a stop mode that is more advantageous when a stop operation is performed in a predetermined operation mode than a stop mode that stops when a stop operation is performed in another operation mode, roles that result in a higher rate of advantageous stop modes when a stop operation is performed in a predetermined operation mode than when a stop operation is performed in another operation mode, and the like. In addition, advantageous stop modes include not only stop modes that involve the awarding of medals, but also stop modes that involve a transition to an advantageous game state, stop modes that avoid a transition to an unfavorable game state, and the like.

[0044] In the slot machine 1, the procedure of operating the stop switch 8L first in one game is also called the "normal procedure," and the procedure of operating the stop switch 8C or the stop switch 8R first is also called the "irregular procedure." In other words, the "normal procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8L, the stop switch 8C, and the stop switch 8R (in the order of left, center, and right), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8L, the stop switch 8R, and the stop switch 8C (in the order of left, center, and right). The "irregular procedure" includes a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8C, the stop switch 8L, and the stop switch 8R (in the order of the center, left, and right), a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8C, the stop switch 8R, and the stop switch 8L (in the order of the center, right, left, and right), a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8R, the stop switch 8L, and the stop switch 8C (in the order of the center, left, right, and center), and a procedure of operating the stop switches 8L, 8C, and 8R in the order of the stop switch 8R, the stop switch 8C, and the stop switch 8L (in the order of the center, right, left, and right). Furthermore, in the slot machine 1 of this embodiment, operating the stop switches 8L, 8C, and 8R in the "normal procedure" is also referred to as the "normal operation", and operating the stop switches 8L, 8C, and 8R in the "irregular procedure" is also referred to as the "irregular operation".

[0045] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Hereinafter, the notification of navigation information may be referred to as "navigation notification" or "navigation performance." Specifically, the main control unit 41 can control the assist time (advantageous section) that is a notification period during which navigation notification can be executed to notify the player of the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player according to the internal lottery result by the lighting mode of the game assist display 12.

[0046] When a predetermined lottery condition is established in the normal zone, the main control unit 41 performs a lottery for shifting to a favorable zone to determine whether or not to control to the favorable zone, and starts control in the favorable zone by winning the lottery for shifting to the favorable zone. Winning the lottery for shifting to the favorable zone is also called "winning the favorable zone." In the favorable zone, when the push order role is won, the main control unit 41 executes navigation notification, notifies the player of the operation mode (for example, operation procedure, operation timing, etc.) of the stop switches 8L, 8C, 8R that is favorable to the player using the game auxiliary display 12, and transmits a command (a command "instruction number" to be described later) that can specify the operation mode that is favorable to the player to the sub-control unit 91, thereby executing a navigation performance that notifies the operation mode using the liquid crystal display 51, the speaker 53, etc. On the other hand, a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc. is hereinafter referred to as a "game in which navigation performance is not executed." In other words, a game in which the navigation effect is not executed is a game in which the operation mode is not notified using the LCD display 51, speaker 53, etc., regardless of whether the advantageous zone is normal or in the AT state.

[0047] In a game in which a push order role is won, when the player's operating manner matches the operating manner corresponding to the winning push order role (hereinafter also referred to as the "correct procedure"), the player will win a role advantageous to the player (in this embodiment, the plum role).

[0048] By operating the stop switches 8L, 8C, and 8R in the correct sequence according to the navigation, the player can win the role that pays out the most medals among the roles included in the push order role. Alternatively, by operating the stop switches 8L, 8C, and 8R in the correct sequence according to the navigation, the player can win the role that has no chance of missing out on a win among the roles included in the push order role. Note that, among the roles included in the push order role, the role that can win when the stop switches 8L, 8C, and 8R are operated in the correct sequence is called the "main role," and the role that can win when the stop switches 8L, 8C, and 8R are operated in an incorrect sequence different from the correct sequence is called the "sub-role."

[0049] By operating the stop switches 8L, 8C, and 8R in the manner notified by the navigation notification and navigation performance, it is possible to ensure that the main role included in the push order role won by the internal lottery is won.

[0050] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 41 include game states related to the ball payout rate.

[0051] The game states include non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In the slot machine 1 of this embodiment, most games are played by the player in the internal state.

[0052] On the other hand, during the non-internal period, the player does not play, or even if he / she does play, the time is extremely short. During the non-internal period, when the BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.

[0053] In both non-internal and internal play, a game in which the BB can be won (hereinafter also referred to as a "BB winning game") may be played. Specifically, in non-internal play, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal play, the game in which the BB is won becomes a BB winning game.

[0054] In the internal state, the BB win is carried over. Here, when the BB and the small role are won at the same time, the reel control is performed so that the symbol combination of the small role is preferentially derived. Furthermore, if the small role is a role with no misses, in a game in which the BB and the small role are won at the same time, the small role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Similarly, when the BB and the replay role are won at the same time, the replay role is controlled so that the symbol combination of the replay role is preferentially derived. Since the replay role is generally a role with no misses, in a game in which the BB and the replay role are won at the same time, the replay role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Therefore, in the internal state, only in a game that is a miss in the internal lottery (a game in which no role is won), if the symbol combination of the BB can be derived in response to the operation of the stop switches 8L, 8C, and 8R, the BB will win. In this case, the game state is controlled to BB from the next game. In other words, during the internal game, the game that is a loss in the internal lottery becomes a BB winning game.

[0055] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is about 101%, the net increase in number of coins hardly increases. Therefore, for the player, the BB is merely a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.

[0056] The state in the interior includes a normal section and an advantageous section. The normal section is a state in which navigation is not executed, and is a non-notification state in which navigation information cannot be notified. The advantageous section is a state in which navigation can be executed, and is a notification state in which navigation information can be notified. In this embodiment, among the advantageous sections, navigation is not executed in the advantageous section normal, but navigation can be executed in the first state, the second state, and the ending state. Note that navigation may also be executed in the advantageous section normal, but in the first state, the second state, and the ending state, the execution probability of navigation for making the main character win when the push order role is won is higher than in the advantageous section normal. Thus, in the AT state in the advantageous section such as the first state, the second state, and the ending state, navigation is performed with a higher probability than when it is an advantageous section or an advantageous section normal.

[0057] In the normal zone, when the lottery for shifting to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, the condition for winning the advantageous zone is the winning of most of the roles that can be won during normal play, so the duration of play during normal play is about 1G. The condition for winning the advantageous zone may be met when any of all roles that can be won during normal play is won.

[0058] In the normal section, since navigation is not executed in the game in which the push order role is won, the net increase in the number of medals per game that the player can acquire is 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of medals per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0059] The advantageous zone includes the normal advantageous zone, the first state, the second state, and the ending state. Hereinafter, the first state, the second state, and the ending state will be collectively referred to as the "AT state." In the normal advantageous zone, since navigation is not executed in the game in which the push order role is won, the net increase in the number of coins that the player can acquire per game will be 0 or negative, taking into account the number of medals used to set the number of bets. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0060] In the normal advantageous zone, an AT consecutive performance is executed, which suggests a transition to the first state. The AT consecutive performance is a performance that continues for 3 to 5 games from the start, and is a performance that notifies the player whether or not the final game will transition to the first state.

[0061] In the first state of the advantageous zone, the number of games (hereinafter also referred to as the number of AT games) is fixed. For example, in this embodiment, the number of AT games in the first state is preset to 30G or 50G. In the first state of the advantageous zone, a life-specialized continuous performance is executed, which suggests a transition to a life-specialized zone. The life-specialized continuous performance is a performance that continues for 3 to 5 games from the start, and is a performance that notifies the player whether or not to transition to the life-specialized zone in the final game. The life-specialized zone indicates a state in which there is a high possibility of acquiring a life, which will be described later. The 3 to 5 games of the life-specialized continuous performance in the first state are included in the number of AT games that is preset when transitioning to the first state. That is, the life-specialized continuous performance is executed within the number of AT games of 30 games or 50 games. Hereinafter, the AT continuous performance and the life-specialized continuous performance may be collectively referred to simply as "continuous performance".

[0062] When a predetermined number of AT games are played in the first state, the state transitions from the first state to the second state (hereinafter also referred to as the AT second state). In the second state, the number of AT games is indefinite. Specifically, in the second state, an ally character battles an enemy character, and when the ally character wins the battle, the state transitions to the first state, whereas when the ally character loses the battle, the AT state ends and the state transitions to a non-AT state.

[0063] In order for an ally character to battle an enemy character in the second state, a life is required as a right to battle. In this embodiment, a life can be acquired in the first state, but a life cannot be acquired in the second state. That is, the player acquires a life while staying in the first state, and consumes the life acquired in the first state in the second state, so that the ally character can battle the enemy character. In the second state, a battle can be conducted as many times as the number of lives possessed, and even if the ally character is defeated by the enemy character in a battle, if the ally character has remaining lives, the ally character can battle the enemy character again. If the ally character has no remaining lives at the time of defeat by the enemy character, the AT state ends and the state transitions to a non-AT state. In this embodiment, a life acquisition lottery is executed to determine whether or not a life is granted. The AT state is extended by granting a life through the life acquisition lottery.

[0064] If the ally character defeats the enemy character in the second state and the state transitions to the first state, the player can gain life again in the first state. Therefore, as long as there is life remaining, it is possible to continue to repeatedly transition between the first state and the second state, and during that time, navigation is performed when the push order bell (such as the 213-choice role A described later) is won, and the player can increase the net increase in the number of medals by operating the stop switches 8L, 8C, and 8R according to the navigation.

[0065] The first state also includes a first section and a second section, which are sections with different net increases in the number of medals. The first section is the first half of the first state in which the number of AT games is fixed (for example, 1G to 15G if the first state is 30G). The first section is a section in which navigation is performed less frequently than the second section, and in which the net increases in the number of medals are lower than the second section. For example, the net increases in the number of medals per 1G in the first section is 1 medal.

[0066] On the other hand, the second section is the latter section in the first state where the number of AT games is fixed (for example, 16G to 30G if the first state is 30G). The second section is a section where navigation is performed more frequently than the first section, and the net increase in the number of medals is higher than the first section. For example, the net increase in the number of medals per 1G in the second section is 5 medals. Thus, even in the AT state, navigation is performed with a higher probability in the second section than in the first section.

[0067] In this way, the net increase in the number of medals in the first zone in the first state is lower than that in the second zone, so it is more advantageous for the player to stay in the second zone in that more medals can be acquired.

[0068] In the second state, as in the second section, navigation is performed more frequently than in the first section, and the net increase in medals is higher. For example, the net increase in medals per game in the second state is 5 medals, as in the second section in the first state. Therefore, the player can win more medals during the battle in the second state. Thus, even in the AT state, navigation is performed with a higher probability in the second state than in the first section in the first state.

[0069] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is drawn. Specifically, in the first section of the first state, if a strong cherry is drawn, the player is guaranteed to receive a life, and in the second state, if a strong cherry is drawn, the player's ally character is guaranteed to win the battle.

[0070] In the normal advantageous zone, processing such as a lottery related to control to the first state is carried out. Specifically, in the normal advantageous zone, the main control unit 41 carries out a point acquisition lottery, which will be described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 includes an internal point counter (not shown) for counting points. Furthermore, when the value of the point counter reaches a specified value, the main control unit 41 executes an AT lottery, which will be described later.

[0071] In the advantageous zone, the ending state is controlled when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number. The ED transition number is updated during the advantageous zone, and is not updated during the normal zone or BB. The ending state is a state in which it is determined that control to the advantageous zone will continue until the total value of the net increase in the number of medals reaches the upper limit number (for example, 2400 medals) or the number of games played during the advantageous zone reaches the upper limit number of games (for example, 1500G). In the ending state, as in the second state and the second zone, navigation is performed more frequently than in the first zone, and the net increase in the number of medals is high. Thus, even in the AT state, when the game is in the ending state, navigation is performed with a higher probability than when the game is in the first zone in the first state. The ED transition number is set when the game transitions from the normal zone to the advantageous zone. The ED transition number may be determined by lottery or may be determined in advance. The ED transition number is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the ED transition number. The main control unit 41 cumulatively counts the ED transition number, and ends the advantageous zone according to the counting process.

[0072] When the limiter condition is satisfied in the favorable zone, the favorable zone is controlled to the normal zone. Specifically, when the number of sheets in the favorable zone (the number of sheets with a net increase during the favorable zone) reaches 2400 sheets, the favorable zone ends and the zone is controlled to the normal zone. The number of sheets in the favorable zone is counted by a favorable zone number counter stored in the RAM 41c. In other words, when the number of sheets in the favorable zone reaches the upper limit number, it is said that the "limiter condition" is satisfied. Alternatively, in the favorable zone, when the total number of games played (number of favorable zone Gs) updated based on the progress of the game reaches a predetermined upper limit G number (for example, 1500 G), the favorable zone ends and the zone is controlled to the normal zone. The number of sheets in the favorable zone is counted by a net increase number counter stored in the RAM 41c.

[0073] When the game is controlled from the favorable zone to the normal zone, the total number of games played and the net increase in the number of coins counted in the favorable zone, as well as the points that can be acquired during play, are initialized. The number of Gs in the favorable zone and the net increase in the number of coins during the favorable zone are updated not only during the favorable zone but also during the BB, but are not updated during the normal zone.

[0074] If the setting is changed during the advantageous zone, it will be controlled to the normal zone. At this time, the total number of games played and the net increase in number of coins counted during the advantageous zone, as well as the points that can be acquired during play, are also reset. In the slot machine 1 of this embodiment, the medal payout rate changes according to the setting value. In detail, the medal payout rate is changed by changing the probability of winning in a predetermined lottery, such as the point acquisition lottery described below, according to the setting value (for example, 1, 2, 4, 5, 6, L). A staff member at the game store can change this setting value by changing the setting.

[0075] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional ending conditions that are established based on the progress of the game, and a condition that a setting change is made.

[0076] In addition, in the slot machine 1 of this embodiment, an upper limit of the number of games is set in the normal advantageous zone. When the upper limit of the number of games set in advance is reached in the normal advantageous zone, an AT right is granted to forcibly transition to the AT state regardless of the reached point. The upper limit of the number of games in the normal advantageous zone is, for example, 1280 games. The upper limit of the number of games is called the "ceiling". The main control unit 41 has a lottery counter in the RAM 41c to determine whether the ceiling has been reached. That is, the main control unit 41 stores the number of games executed in the normal advantageous zone in the lottery counter in the RAM 41c. The main control unit 41 adds the value of the lottery counter every time a game is executed in the normal advantageous zone. For example, if the upper limit of the number of games in the normal advantageous zone is set to 700 games, when the value of the lottery counter reaches 700, the main control unit 41 grants the AT right. The upper limit of the number of games in the normal advantageous zone is not limited to 700 games, and may be, for example, 1280 games.

[0077] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, winning combinations, and the awarding of prizes. The name column of Fig. 5 to Fig. 8 shows the name of the winning combination, and the combination of symbols that will win the winning combination is shown in the symbol combination column. The award column shows the value (number of medals paid out, replay award, etc.) that will be awarded when the winning combination is won.

[0078] As shown in FIG. 5, RIP1 to RIP6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIG. 6 to FIG. 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when the push order role is won, and when they are won, 9 medals, which is more than the number of medals used in the bet (3 medals), are paid out. Plums 1 to 6 are also collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when the push order role is won, and when they are won, 1 medal, which is less than the number of medals used in the bet (3 medals), is paid out. 1-coin roles 1 to 33 are also collectively referred to as "1-coin roles."

[0079] As shown in FIG. 7, among the symbol combinations that result in the winning of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, character symbols are derived on the bottom row of the left reel 2L, the middle row of the middle reel 2C, and the top row of the right reel 2R, and the character symbols are arranged in a row from top to bottom to the right. The arrangement of character symbols in a row is also called "character alignment."

[0080] As shown in FIG. 8, among the symbol combinations that result in the winning of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."

[0081] [Role to be selected] FIG. 9 is a diagram for explaining combinations of winning roles read out as the lottery target roles for each game state. FIG. 10 is a diagram showing the lottery target roles arranged by flag category. The role number column in FIG. 9 and FIG. 10 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows the name, the game state column shows that the lottery target role is a lottery target role with a circle for each game state, and the advantageous zone winning column shows whether or not the advantageous zone has been won. Also, the winning role combination column in FIG. 9 shows the combination of winning roles included in each lottery target role.

[0082] As shown in FIG. 9, BB is provided as a special role to be selected. As replay roles to be selected, normal lip, 7-match lip, 7-discrepancy lip, character match lip, and character-discrepancy lip are provided. As small roles to be selected, common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1, 2, character match 1, weak cherry, strong cherry, and chance eye A, B are provided. As small roles in BB, BB medium small role and BB medium 1 are provided. In addition, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when they are won, so they are types of push order roles. 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are collectively called "push order bells." In addition, 7-match 1, 2 are collectively called "7-match 1."

[0083] During non-internal play, all roles except for the BB small / medium-sized role and one BB in-game card can be won, but during internal play, since the BB win has already been carried over, the BB, BB small / medium-sized role, and one BB in-game card cannot be won.

[0084] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while a role number is determined for each role to be drawn, a flag category is assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter, these are collectively referred to as "lotteries related to AT control") are both conducted based on the flag category. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on the role number.

[0085] In this embodiment, a flag category is also assigned to the miss and BB, and the BB is assigned the same FC1 as other roles such as normal lip. Also, the common plum is assigned the same FC4 as the watermelon.

[0086] [Reel control of push order] FIG. 11 is a diagram for explaining reel control when the push order role is won. As described above, in this embodiment, in a game in which the push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.

[0087] For example, as shown in Fig. 11, in a game in which any of 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D is won, when the stop switches 8L, 8C, and 8R are operated in the correct answer sequence, the main role of plum wins, while when the stop switches 8L, 8C, and 8R are operated in the incorrect answer sequence, the sub-role of 1 coin wins. Note that if the sub-role of 1 coin wins when the stop switches 8L, 8C, and 8R are operated in the incorrect answer sequence, no win may occur.

[0088] As shown in FIG. 11, the "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game in which the player wins any of the 213-choice roles A to D, the 231-choice roles A to D, the 312-choice roles A to D, and the 321-choice roles A to D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player cannot win the plum role, which is the main role. This may be a factor that induces the player to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but as will be described later, in this embodiment, if the player operates the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed, a penalty that is disadvantageous to the player is imposed on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.

[0089] FIG. 12 is a diagram showing game start commands that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process, and transmits a group of commands including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game start commands." The main control unit 41 transmits each command in the order of No. 1 to No. 13 as a game start command. A serial number is set for each command as a "setting serial number" with the same number as No. Each command stores various information managed by the main control unit 41.

[0090] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the pressing order in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the sub-control unit 91 receives the command No. 2 "instruction number", it executes a navigation effect on the liquid crystal display 51 based on the operation procedure that can be identified from the command "instruction number". In addition, the sub-control unit 91 causes the speaker 53 to output a sound that notifies the player of the operation procedure that can be identified from the command "instruction number".

[0091] For example, the command No. 3 "small role type" stores information that can specify whether the role won by the internal lottery is a small role, a replay role, or a special role. Also, the command No. 6 "section state" stores information that can specify which of the internal states shown in FIG. 4 the game in which the start switch 7 is operated is in. Specifically, the command No. 6 "section state" stores information that indicates whether the currently controlled state is a normal section, an advantageous section, and further whether the advantageous section is a normal advantageous section, a first section of the first state, a second section of the first state, a second state, or an ending state. The sub-control unit 91 can specify which section state the game in which the start switch 7 is operated is in based on receiving the command No. 6 "section state". Also, the command No. 4 "ball output state" can store information that can specify the game state of the game in which the start switch 7 is operated. The number of games in the AT consecutive performance is stored in the command No. 9 "ART Precursor G Count". The number of points acquired in the previous game is stored in the command No. 10 "Points" in the game start command. In addition, the information that can identify the role number of the role that was won by the internal lottery is stored in the command No. 11 "Winning Number".

[0092] Furthermore, when the main control unit 41 transmits a game start command, it stores information indicating that a medal has been bet in the command "insert medal" of No. 12. When information indicating that a medal has been bet is stored in the command "insert medal" of No. 12, the sub-control unit 91 can determine that the game start command has been received.

[0093] FIG. 13 shows game end commands that the main control unit 41 transmits to the sub-control unit 91 at the third stop. The main control unit 41 transmits the command group No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also at the third stop of the stop switch. Hereinafter, the command group No. 1 to No. 13 shown in FIG. 13 will be simply referred to as "game end commands". Note that, among the commands transmitted at the third stop, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information regarding winning. That is, at the third stop, the main control unit 41 transmits information regarding winning, not information regarding the winning number.

[0094] The number of points acquired in the point acquisition lottery process at the third stop, which will be described later, is stored in the command No. 10 "point" in the game end command. When the main control unit 41 transmits a game end command, it stores information indicating that the reel is stopped in the command No. 13 "reel stop". When information indicating that the reel is stopped is stored in the command No. 13 "reel stop", the sub-control unit 91 can determine that the game end command has been received. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the command No. 12 "medal insertion" and the command No. 13 "reel stop". When the main control unit 41 transmits a game start command, it does not need to transmit the command No. 13 "reel stop", and when it transmits a game end command, it does not need to transmit the command No. 12 "medal insertion".

[0095] [About the main process] The control contents of the main processing performed by the main control unit 41 will be described with reference to Fig. 14. Fig. 14 is a flow chart showing the control contents of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of play. One cycle of the main processing corresponds to one unit of a game. In this embodiment, the main processing is also referred to as basic processing.

[0096] 14, the main control unit 41 first performs a game start waiting process (S1) to perform a process from the end of control of the previous game to starting the next game. In the game start waiting process, a process of setting the number of bets in response to insertion of medals, etc. is performed, and when the operation of the start switch 7 is detected with the specified number of bets set, a process of starting the next game is performed.

[0097] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not a winning is allowed to occur (internal lottery). In the internal lottery process, an internal lottery is performed to determine whether or not a winning is allowed to occur (i.e., whether or not derivation of a display result is allowed) based on a preset setting value (1 to 6) in the slot machine 1 and a random number value for the internal lottery acquired at the same time as the game starts due to the detection of the start switch 7. Then, a winning number (general role) corresponding to the winning role that has been won is stored in a winning number setting area of ​​the RAM 41c so that the winning result of the internal lottery can be specified. In addition, when a special role is won, a winning number (special role) corresponding to the winning special role is stored in a winning number setting area of ​​the RAM 41c.

[0098] Next, a favorable zone transition flag generation process (S3) is performed to convert the winning number (general role) into a favorable zone transition flag, and a lottery flag generation process (S4) is performed to convert the winning number (general role) into a lottery flag. In the favorable zone transition flag generation process, the favorable zone transition flag conversion table is used to obtain the value of the favorable zone transition flag corresponding to the winning number (general role), and the value is stored in a predetermined area of ​​the RAM 41c. In addition, in the lottery flag generation process, the lottery flag conversion table is used to obtain the values ​​of the lottery flags 1 to 3 corresponding to the winning number (general role), and the value is stored in a predetermined area of ​​the RAM 41c.

[0099] Next, a game start ball output control process (S5) is performed to perform a process related to the advantageous zone, a process related to the navigation notification, and a process related to the AT state at the timing when the game is started. In the process related to the advantageous zone, a process to transition to the advantageous zone is performed when a role that transitions to the advantageous zone is won in the normal zone, a process related to the navigation notification is performed to set the navigation number and a process related to the management of the advantageous zone state, and a process related to the AT state is performed to transition to the AT state according to the winning role in the normal advantageous zone. In the process of setting the navigation number, when a role that is the target of the navigation notification is won and the navigation notification is performed, a navigation number of "1" to "13" is set in the navigation number setting area of ​​the RAM 41c according to the operation mode to be notified, and when a role that is the target of the navigation notification is won and the navigation notification is not performed, or when a role that is not the target of the navigation notification is won, "0" is set in the navigation number setting area of ​​the RAM 41c.

[0100] Next, interruption is prohibited (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process is performed to transmit an operation signal capable of identifying a recommended stop operation mode to the test device.

[0101] Next, after the operation signal setting process, the interrupt is set to permitted (S8), and the game start command transmission process (S9) shown in FIG. 12 is performed to identify that a game has started. A control state command group including a plurality of commands that can identify various control states at the start of a game is set in a command queue and transmitted sequentially to the sub-control unit 91.

[0102] Next, after the game start command transmission process, a freeze process (S10) is performed to control the freeze state in which the progress of the game is delayed for a predetermined period of time. In the freeze process, it is determined whether or not it has been decided to control the game to the freeze state when the start switch 7 is operated to start the game, and if it is determined that it has been decided to control the game to the freeze state, the progress of the game is delayed for a predetermined period of time. In addition, when a reel effect is performed in which the reels are changed in the freeze state, a process is performed to change the reels in a change mode according to the type of reel effect.

[0103] Next, after the freeze process is completed, interruption is prohibited (S11), and a game start setting process (S12) is performed to set a predetermined time when the reels start spinning. In the game start setting process, a reel spin start process is performed in response to the start of a game, and the reels start spinning toward a constant speed.

[0104] Next, after the game start setting process, an interrupt is permitted (S13), and a rotation start external signal process (S14) is performed to output an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) from a specified output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the start of rotation may be referred to as a "start external signal."

[0105] Next, after external signal processing at the start of rotation, a reel stop process (S15) is performed to control the reels to stop. In the reel stop process, when a navigation notification is performed, the game aid display 12 displays the navigation number set in the navigation number setting area to notify the operation mode. In addition, when all reels are rotating at a constant speed, the reception of a stop operation for the rotating reels is enabled, and the game waits until the player performs a reel stop operation. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled, reel stop control is performed to stop the reel for which a valid stop operation has been performed. This reel stop control is repeatedly performed for the rotating reels to stop the rotation of all reels, and the reel stop process is terminated.

[0106] Next, after the reel stop process, a winning search process (S16) is performed. In the winning search process, a winning symbol combination is searched for based on the symbol combination stopped on the reels 2L, 2C, and 2R, and a winning flag indicating whether or not a winning has been achieved and the number of medals to be paid out in response to the winning are set in a predetermined area of ​​the RAM 41c.

[0107] Next, interruption is prohibited (S17), and a gaming machine information calculation process (S18) is performed to calculate a gaming history used when calculating gaming machine information to be displayed on the gaming machine information display 50.

[0108] Next, after the gaming machine information calculation process, the interrupt is set to be permitted (S19), and a special gaming state end check process (S20) is performed. In the special gaming state end check process, it is determined whether or not an end condition is met when the special gaming state is controlled. Next, a gaming state setting process (S21) is performed. In the gaming state setting process, the gaming state of the next game is set based on the winning data set by the winning search process and the result of the special gaming state end check process.

[0109] Next, at the timing when the game ends, a process related to the advantageous zone and a process related to the navigation notification are performed, and a ball output control process at the end of the game (S22) is performed in which a lottery process for winning points, a lottery process for winning lives, and a lottery process for winning one hit are performed based on predetermined conditions. In the process related to the advantageous zone, it is determined whether or not the end condition of the advantageous zone is satisfied in the advantageous zone, and if the end condition of the advantageous zone is satisfied, a process for setting an advantageous zone end flag is performed, and in the process related to the navigation notification, a process related to management of the advantageous zone state is performed. The lottery process for winning points, the lottery process for winning lives, and the lottery process for winning one hit are described in detail below.

[0110] Next, the end-of-game command sending process (S23) shown in FIG. 12 is performed to set a group of control state commands including a plurality of commands capable of identifying various control states at the end of one game in a command queue, and have them sent sequentially to the sub-control unit 91.

[0111] Next, after the game end command transmission process, a payout process is performed (S24) to award a number of medals according to the winnings that have occurred as a result of the game, based on the number of medals to be paid out set in a predetermined area of ​​the RAM 41c by the winning search process (S16). In the payout process, a predetermined number of medals is awarded to the player for each winning that has occurred, and the number of medals awarded is added to the credits. When the credits reach the upper limit (50 in this embodiment), the medals that have not been added to the credits are paid out from the medal payout opening 9.

[0112] Next, after the payout process, an external signal process at the end of the game (S25) is performed to output an external output signal at the end of the game (such as a medal OUT signal indicating the number of medals awarded) from a specified output port to external devices such as a call lamp, hall computer, test device, etc. Hereinafter, the external output signal at the end of the game may be referred to as the "external signal at the end."

[0113] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the replay symbol combination is stopped on reels 2L, 2C, and 2R, and if the replay symbol combination is stopped, a process of setting the number of bets for replaying in the next game, a process of setting a replay flag in a predetermined area of ​​the RAM 41c, a process of controlling the replay LED 20 to the ON state (lighting state), and the like are performed.

[0114] Next, advantageous zone end processing is performed (S27). In the advantageous zone end processing, it is determined whether or not an advantageous zone end flag indicating that the advantageous zone is to be ended is set in a predetermined area of ​​the RAM 41c, and if it is determined that the advantageous zone end flag is set, advantageous zone data initialization processing is performed to initialize an advantageous zone related area in the storage area of ​​the RAM 41c in which data related to the control of the advantageous zone is stored, and to end the advantageous zone. In the advantageous zone data initialization processing, an advantageous zone flag indicating that the advantageous zone is in the advantageous zone and a navigation number set in a navigation number setting area are initialized, and an advantageous zone signal buffer for outputting the fact that the advantageous zone is in the advantageous zone to an external device such as a test device is turned off.

[0115] Next, after the favorable zone end process, the favorable zone signal control process (S28) is performed. In the favorable zone signal control process, when the favorable zone flag is set in the RAM 41c, the favorable zone signal buffer of the RAM 41c is controlled to be ON.

[0116] Next, after the favorable zone signal control process, the favorable zone notification end process (S29) is performed. In the favorable zone notification end process, it is determined whether the favorable zone signal buffer of the RAM 41c is OFF or not, and when it is determined that the favorable zone signal buffer is OFF, the zone display LED 19 is controlled to be in an off state.

[0117] Next, after the advantageous zone notification end process, a game end initialization setting process (S30) is performed. In the game end initialization setting process, an area of ​​the RAM 41c to be initialized in the game is set in the initialization process described later. Except at the end of the special game state, the size of the area to be initialized at the end of every game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.

[0118] Next, interrupts are prohibited (S31), and initialization processing (S32) is performed. In the initialization processing, an area of ​​the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to the RAM 41c, so that the area initialized at the end of every game is initialized except at the end of the special game state, and the area initialized at the end of the special game state is initialized at the end of the special game state. Then, after the initialization processing, interrupts are permitted (S33), and the processing returns to the initialization processing described later.

[0119] Thereafter, the processes of S1 to S33 are repeated. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0120] [Counters related to game numbers] The counter related to the number of games will be described below. Each of the main control unit 41 and the sub control unit 91 has a counter related to the number of games. The main control unit 41 has a lottery counter. The lottery counter is realized using a part of the area in the RAM 41c. The sub control unit 91 has a display counter and a provocation counter. The display counter and the provocation counter are realized using a part of the area in the RAM 91c. The lottery counter is a counter for determining whether or not the ceiling has been reached. The display counter is a counter for displaying the number of games played on the liquid crystal display 51. The provocation counter is a counter for executing a provocation effect suggesting that an AT right will be granted in a game before the ceiling is reached.

[0121] The lottery counter of the main control unit 41 will be described below. In the slot machine 1 of this embodiment, an upper limit is set for the number of games in the normal advantageous zone. The upper limit of the number of games is called the "ceiling." The main control unit 41 counts the value of the lottery counter each time a game is executed in the normal advantageous zone to determine whether the ceiling has been reached.

[0122] The main control unit 41 controls the game to enter the AT state based on the fact that the value of the lottery counter has reached a specific value (for example, 700). That is, the main control unit 41 increments the value of the lottery counter as the game is played, and grants the AT right based on the fact that the value of the lottery counter has reached a specific value. This allows the player to focus on the number of games played, and increases the interest in the game. That is, the main control unit 41 counts the number of games played during the normal advantageous zone using the lottery counter, and judges whether the ceiling has been reached. The lottery counter does not count the number of games played in the normal zone. Also, the value of the lottery counter is returned to the initial value (0) when the game state transitions to the normal zone.

[0123] Next, the display counter and the incentive counter of the sub-control unit 91 will be described. First, the incentive counter related to the lottery counter of the main control unit 41 will be described. The incentive counter is a counter for executing incentive performance that suggests that the AT right will be granted in the game before the ceiling is reached.

[0124] When the ceiling is reached, the main control unit 41 grants the AT right. At this time, the sub-control unit 91 executes a provocative effect such as a continuous effect in the game before the AT right is granted. In order to execute the provocative effect at the appropriate timing, the sub-control unit 91 needs to know the timing of reaching the ceiling. The sub-control unit 91 acquires the timing of reaching the ceiling by synchronizing the provocative counter with the lottery counter of the main control unit 41.

[0125] Specifically, the main control unit 41 includes the value of the lottery counter in the start command described in FIG. 12 and transmits it to the sub-control unit 91. The sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter based on the received start command. This allows the sub-control unit 91 to obtain the timing of reaching the ceiling game number, i.e., the timing of granting the AT right, based on the value of the provocation counter, and execute the provocation performance at the appropriate timing. That is, since the provocation counter is synchronized with the lottery counter, the provocation counter counts the number of games during the normal advantageous zone, and does not count the number of games executed in the normal zone. In addition, the value of the provocation counter is returned to the initial value (0) when the game state transitions to the normal zone.

[0126] Next, the display counter of the sub-control unit 91 will be described. The display counter is a counter for displaying the number of games played on the liquid crystal display 51. In the slot machine 1 of this embodiment, the sub-control unit 91 counts the value of the display counter except for a predetermined period. The predetermined period is a period during which a store clerk or the like of a gaming establishment checks the operation, and will be described in detail later. The value of the display counter is returned to the initial value (0) when the power supply to the slot machine 1 is stopped and then resumed. The value of the display counter is also returned to the initial value (0) when the gaming state transitions to the normal section.

[0127] [Lottery counter increment process flow in the main control unit] FIG. 15 is a flowchart showing the process in which the main control unit 41 adds the value of the lottery counter. The main control unit 41 executes the flowchart shown in FIG. 15 based on the operation of the start switch 7. The main control unit 41 judges whether or not the advantageous zone is normal (step SM1). If the advantageous zone is not normal (NO in step SM1), the main control unit 41 ends the process without adding the value of the lottery counter. If the advantageous zone is normal (YES in step SM1), the main control unit 41 adds the value of the lottery counter (step SM2). After that, the main control unit 41 transmits the value of the lottery counter after the addition to the sub-control unit 91 (step SM3). That is, in order to synchronize the incentive counter and the lottery counter, the main control unit 41 transmits the value of the lottery counter to the sub-control unit 91 by including it in the game start command shown in FIG. 12. Thereby, the main control unit 41 can count the number of games executed in the advantageous zone normal, manage the ceiling game number, and synchronize the value of the lottery counter with the incentive counter.

[0128] [Increment process flow of the sub-controller's tilt counter and display counter] FIG. 16 is a flowchart showing the process in which the sub-control unit 91 adds the value of the provocation counter and the value of the display counter. The sub-control unit 91 executes the flowchart of FIG. 16 based on the operation of the start switch 7. The sub-control unit 91 judges whether the game state is in the normal advantageous zone (step SS1). If the game state is in the normal advantageous zone (YES in step SS1), the sub-control unit 91 synchronizes the value of the provocation counter with the value of the lottery counter (step SS2). Next, the sub-control unit 91 judges whether the game state is in the predetermined period (step SS3). If the game state is not in the predetermined period (NO in step SS3), the sub-control unit 91 adds the value of the display counter (step SS4) and ends the process. If the game state is in the predetermined period (YES in step SS3), the sub-control unit 91 does not add the value of the display counter and ends the process. The predetermined period will be described in detail later.

[0129] In this way, the lottery counter, the display counter, and the incentive counter are incremented based on the operation of the start switch 7, but the lottery counter and the incentive counter are not incremented unless the player is in the normal advantageous zone, and the display counter is not incremented if it is within a specified period. In other words, if the period during which the lottery counter value is not counted and the period during which the display counter value is not counted are the same, the lottery counter value and the display counter value will be the same. Figure 17 shown below shows an example in which the display counter value and the lottery counter value become the same value and the game progresses.

[0130] [Screen transition showing the number of games played] FIG. 17 is a diagram showing the screen transitions on the LCD display 51 in the normal advantageous zone. In FIG. 17, the screen transitions on the LCD display 51 in the normal advantageous zone are shown together with the actions of the player. The screen transitions on the LCD display 51 are controlled by the sub-control unit 91, which controls the presentation. FIG. 17 shows the progress of the game when the advantageous zone is normal and not within a specified period. That is, in FIG. 17, when the start switch 7 is operated, the values ​​of the lottery counter, the display counter, and the incentive counter are incremented.

[0131] In FIG. 17(a), the number of games displayed 54, the character 57, and the background image 58 are displayed on the liquid crystal display 51. The background image 58 is an image including clouds, mountains, and the sun. The character 57 is displayed superimposed on the background image 58. The background image 58 and the character 57 are images used for effects. Hereinafter, the background image 58 and the character 57 are collectively referred to as "effect images". Also, a screen in which the effect images are displayed is also referred to as effect screen. The sub-control unit 91 displays the number of games displayed 54 on the liquid crystal display 51 by superimposing the image for effect. The number of games displayed 54 is a display for informing the player of the number of games that have been executed. The sub-control unit 91 causes the number of games displayed 54 to be displayed.

[0132] FIG. 17(a) shows the display screen of the liquid crystal display 51 after 21 games have already been played in the normal advantageous zone. Therefore, the game count display unit 54 displays "21G", which means the 21 games that have been played. The sub-control unit 91 transitions the display screen of the liquid crystal display 51 from FIG. 17(a) to FIG. 17(b) based on the start switch 7 being operated. As shown in FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 based on the start switch 7 being operated, and adds 1 to the number of games displayed by the game count display unit 54. That is, the number of games displayed by the game count display unit 54 is updated from "21G" to "22G".

[0133] In this way, the sub-control unit 91 counts the number of games displayed on the game number display unit 54 based on the operation of the start switch 7. In this way, the slot machine 1 of this embodiment can inform the player of the games executed in the normal advantageous zone. As described above, FIG. 17 shows an example in which the display counter value and the lottery counter value are the same value. Therefore, when the start switch 7 is operated from the state of FIG. 17(a), the values ​​of all the counters, the lottery counter, the display counter, and the provocation counter, are updated from "22 games" to "23 games."

[0134] Furthermore, the main control unit 41 transmits a start external signal based on the operation of the start switch 7. The start external signal is an external output signal (such as a medal IN signal indicating the number of medals used in the game) at the start of rotation that is transmitted from a predetermined output port to external devices such as a call lamp, hall computer, or test device. The start external signal corresponds to the signal output in the start of rotation external signal processing (S14) in FIG.

[0135] Fig. 17(c) shows the display screen of the liquid crystal display 51 after a first stop operation is performed from the state shown in Fig. 17(b). Fig. 17(d) shows the display screen of the liquid crystal display 51 after a second stop operation is performed from the state shown in Fig. 17(c). In the example of Fig. 17, the sub-control unit 91 does not change the display mode of the image for performance even when the first stop operation and the second stop operation are performed, but the display mode of the image for performance may be changed each time a stop operation is performed.

[0136] FIG. 17(e) is a display screen of the liquid crystal display 51 after the third stop operation is performed. As shown in FIG. 17(e), the sub-control unit 91 changes the display mode of the performance image based on the third stop operation being performed. In addition, the main control unit 41 transmits an end external signal based on the third stop operation being performed. The end external signal is an external output signal (such as a medal OUT signal indicating the number of medals awarded) at the end of a game that is output from a predetermined output port to an external device such as a call lamp, hall computer, or test device after a payout process. The end external signal corresponds to the signal output in the game end external signal process (S25) in FIG. 14.

[0137] In this way, in the slot machine 1, one game is started by operating the start switch 7, and the one game is ended by performing the third stop operation. That is, the period of one game in the slot machine 1 is the period from when the start switch 7 is operated to when the third stop operation is performed. One game is also called a "unit game". The player plays the slot machine 1 by repeating the unit game. As shown in FIG. 17(f), the sub-control unit 91 switches the display screen of the liquid crystal display 51 again based on the player's operation of the start switch 7 again. In FIG. 17(f), similarly to FIG. 17(b), the sub-control unit 91 changes the display mode of the character 57 and updates the number of games displayed by the game number display unit 54 from "22G" to "23G". In addition, the main control unit 41 transmits a start external output signal based on the operation of the start switch 7. In addition, the values ​​of all counters, including the lottery counter, the display counter, and the teasing counter, will be updated from "23 games" to "24 games."

[0138] [Regarding the specified period] The following describes the predetermined period during which the value of the display counter is not counted. The predetermined period is a period provided for a store clerk or the like to check the operation. The sub-control unit 91 does not count the value of the display counter even if a game is executed until the predetermined period has elapsed since the slot machine 1 was powered on.

[0139] In the slot machine 1, even if a store clerk operates the start switch 7 to check the operation after the slot machine 1 is powered on after the opening of the game arcade, the number of games played from when the slot machine 1 is powered on until a predetermined period of time has elapsed is not counted in the display counter and is not reflected in the game number display unit 54. If the number of games played by the store clerk is displayed to check the operation after the opening of the game arcade, it would be displayed that a game has already been played on the slot machine 1, which should not have been played by anyone just after the opening of the game arcade, and this could confuse the player. Therefore, by not counting the value of the display counter even if the store clerk checks the operation during the predetermined period of time, it is possible to prevent the player from becoming confused.

[0140] The start and end of the predetermined period can be determined at various times by the sub-control unit 91. Below, two examples are shown: an example in which the end of the predetermined period is based on the end of the game, and an example in which the end of the predetermined period is based on completion of preparations for controlling the presentation.

[0141] An example of a predetermined period during which the value of the display counter is not counted will be described with reference to FIG. 18. FIG. 18 is a diagram showing an example of a screen transition of the liquid crystal display 51 after the power is turned on. In the example of FIG. 18, the predetermined period is a period from when the power of the slot machine 1 is turned on until one game is executed. That is, the predetermined period ends when the game ends. Note that the predetermined period is not limited to a period from when the power is turned on until one game is executed, but may be a period until two or three games are executed, for example. In this way, the period during which the number of times the game is executed is not counted for display purposes can be a period from when the power of the slot machine 1 is turned on until a unit game is executed a predetermined number of times.

[0142] Fig. 18 shows an example in which the power supply is cut off after the first to third stop operations are performed from the state shown in Fig. 17(f) and the 23rd game is completed. Fig. 18 shows an example in which the setting change process is not performed when the power is turned on. After the power of the slot machine 1 is restored, the store clerk plays one game to check the operation.

[0143] In FIG. 18(a), the power supply to the slot machine 1 is stopped, and no image is displayed on the liquid crystal display 51. The slot machine 1 in the state shown in FIG. 18(a) is turned on by a store clerk, and transitions to the state shown in FIG. 18(b). When the power is turned on to the slot machine 1, the sub-control unit 91 displays a return preparation image indicating that display data to be used in the performance is being loaded in preparation for performance control. As shown in FIG. 18(b), the return preparation image is an image including the words "preparing for return". Hereinafter, the screen of the liquid crystal display 51 in the state in which the return preparation image is displayed is referred to as the "return preparation screen".

[0144] The sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on. This allows the sub-control unit 91 to display the number of games that have been played, which is counted after the power is turned on to the slot machine 1. The sub-control unit 91 starts a predetermined period when the power is turned on.

[0145] After that, the sub-control unit 91 switches the display of the liquid crystal display 51 from the return preparation screen to a game return image based on receiving a return command from the main control unit 41. As shown in FIG. 17(c), the game return image is an image including the text "game return in progress". In the following, the screen of the liquid crystal display 51 in a state where the game return image is displayed is referred to as a "game return screen". In the following, the "return preparation image" and the "game return image" are collectively referred to as a "returning image", and the screen of the liquid crystal display 51 in a state where the returning image is displayed is referred to as a "returning screen". As shown in FIG. 17(f), the game state before the power supply is stopped is the normal advantageous zone, so the return command includes information indicating that the game state has returned to the normal advantageous zone.

[0146] Next, after the game return screen is displayed in FIG. 17(c), the store clerk operates the start switch 7 to check the operation. When the start switch 7 is operated after receiving the return command, the sub-control unit 91 ends the display of the return screen. That is, the sub-control unit 91 switches from the game return screen to a screen displaying an image for presentation. In FIG. 18(c), the value of the lottery counter held by the main control unit 41 does not return to the initial value even when the power is turned on, but retains the value in FIG. 17(f), so it remains at "23". The value of the incentive counter, which is synchronized with the lottery counter value, also remains at "23".

[0147] In FIG. 17(c), the image for presentation and the game number display unit 54 are displayed on the liquid crystal display 51. Since the value of the display counter has been returned to the initial value (0), "0G" is displayed on the game number display unit 54. At this time, since the sub-control unit 91 is in a predetermined period, it does not update the number of games displayed by the game number display unit 54 from "0G" to "1G". In other words, the number of games displayed by the game number display unit 54 is maintained at the initial value "0G". Meanwhile, the main control unit 41 updates the value of the lottery counter from "23" to "24" based on the start switch 7 being operated during the normal advantageous zone. Based on the increment of the lottery counter value, the sub-control unit 91 synchronizes the value of the provocation counter with the lottery counter value "24". Therefore, as shown in FIG. 18, after the power is turned on and the start switch 7 is operated, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incentive counter becomes "24G".

[0148] The main control unit 41 also transmits a start external output signal even if the start switch 7 is operated within a predetermined period. That is, the main control unit 41 outputs a start external output signal when a unit game is executed, regardless of whether a predetermined period has passed since the slot machine 1 was powered on. This allows the main control unit 41 to cause an external device or the like to count the number of times the unit game has been executed based on the output signal, regardless of whether a predetermined period has passed since the slot machine 1 was powered on.

[0149] After the start switch 7 is operated by the store clerk, the first stop operation to the third stop operation are performed as operation checks, as shown in FIG. 18(d). Based on the fact that the third stop operation has been performed, the sub-controller 91 changes the display mode of the performance image, as shown in FIG. 18(e). Furthermore, based on the fact that the third stop operation has been performed within a predetermined period, the main controller 41 transmits an end external signal. Based on the fact that the third stop operation has been performed and the game has ended, the sub-controller 91 ends the predetermined period during which the value of the display counter is not counted.

[0150] 18, after the power is turned on, a game played by a store clerk to check operation is not displayed as the number of times played by the game count display unit 54. In this way, in the slot machine 1 of this embodiment, even if a store clerk plays a game to check operation before the opening of the gaming arcade, the sub-control unit 91 does not display the game played to check operation on the game count display unit 54, thereby preventing confusion for the player.

[0151] Next, FIG. 18 shows an example in which a game is started by a player, not by a store clerk. After the operation check is completed in FIG. 18(e), the player operates the start switch 7 in the slot machine 1. At this time, as shown in FIG. 18, the predetermined period ends when the third stop operation is performed in FIG. 18(d). Therefore, the sub-control unit 91 updates the value of the display counter from "0" to "1" based on the start switch 7 being operated by the player. As a result, as shown in FIG. 18(f), the game count display unit 54 displays "1G". In this way, in the slot machine 1, the game count display unit 54 displays the number of games played since the game started by the player, and a game count display that is natural to the player can be performed.

[0152] In addition, since the start switch 7 is operated by the player during the normal advantageous period, the main control unit 41 updates the value of the lottery counter from "24" to "25", and the sub-control unit 91 synchronizes the value of the incentive counter with the value of the lottery counter.

[0153] In addition, the sub-control unit 91 displays the same presentation mode including presentation images between the time when the slot machine 1 is powered on and the time when the predetermined period has elapsed, and after the predetermined period has elapsed. This prevents the player from feeling uncomfortable because the presentation mode does not change before and after the predetermined period has elapsed, even if the player plays within the predetermined period.

[0154] Next, an example in which the end of a predetermined period is based on the receipt of a recovery command will be described with reference to FIG. 19. FIG. 19 is a diagram showing an example of a screen transition on the liquid crystal display 51 after the power is turned on. Similarly to FIG. 18, FIG. 19 shows an example in which the power is turned off after the first stop operation to the third stop operation are performed from the state shown in FIG. 17(f) and the 23rd game is completed. In FIG. 19 as well, after the power is restored to the slot machine 1, a store clerk plays a game to check the operation.

[0155] In FIG. 19(a), the supply of power to the slot machine 1 is stopped, and no image is displayed on the LCD 51. The sub-control unit 91 resets the display counter value to the initial value (0) when the power is turned on. As explained above, when the power is turned on to the slot machine 1, the sub-control unit 91 reads display data and the like in order to control the presentation. As shown in FIG. 19(b)-(d), while preparing for presentation control, the sub-control unit 91 displays the words "Preparing for return" on the LCD 51.

[0156] In the example shown in Fig. 19, the predetermined period is the period until the return command is received. In other words, the predetermined period is the period from when the slot machine 1 is powered on to when the return command is received. The period from when the slot machine 1 is powered on to when the return command is received may be, for example, 1 to 2 seconds, or 10 to 20 seconds.

[0157] As shown in FIG. 19, even if the start switch 7 is operated by the store clerk between FIG. 19(b) and FIG. 19(c), the value of the display counter is not incremented and remains at the initial value "0". On the other hand, since the start switch 7 is operated during the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "23" to "24", and the sub-control unit 91 synchronizes the value of the incentive counter. Therefore, as shown in FIG. 19, after the start switch 7 is operated after power is turned on, the value of the lottery counter becomes "24G", the value of the display counter becomes "0G", and the value of the incentive counter becomes "24G".

[0158] At this time, the main control unit 41 transmits a start external signal based on the start switch 7 being operated within a predetermined period. Also, as shown in FIG. 19(d), the main control unit 41 transmits an end external signal based on the third stop operation being performed within a predetermined period. That is, the main control unit 41 outputs an end external signal when a unit game ends, regardless of whether a predetermined period has passed since the slot machine 1 was powered on. This allows an external device or the like to tally up data related to game results based on the output signal, regardless of whether a predetermined period has passed since the slot machine 1 was powered on.

[0159] As shown in FIG. 19(e), the sub-control unit 91 ends the display of the return preparation screen when the predetermined period ends, and displays the game return screen. The sub-control unit 91 ends the game return screen of FIG. 19(e) and switches to the performance image shown in FIG. 19(f) based on the start switch 7 being operated after the game return screen is displayed. As shown in FIG. 19(f), the value of the display counter is updated from "0" to "1" by the player operating the start switch 7. That is, the game number display unit 54 displays "1G". Thus, in the example of FIG. 19, the predetermined period is the period from when the slot machine 1 is powered on until a specific time has elapsed during which the sub-control unit 91 reads display data, etc. This allows the period during which the number of games executed is not counted for display to be the period from when the slot machine 1 is powered on until the sub-control unit 91 reads display data, etc. In the example of FIG. 19, unlike the example of FIG. 18, the number of games for operation check is not limited to a predetermined number of games (for example, one game as in the example shown in FIG. 18). Therefore, if the start switch 7 is operated within the period until the specific time has elapsed, the store clerk can play any number of games as operation check. In this way, in the slot machine 1 of this embodiment, the end of the predetermined period may be based on the end of the game as in FIG. 18, or it may be based on the completion of preparations for controlling the presentation, or both may be adopted, and the end of the predetermined period may be the earlier of the two.

[0160] [Settings change processing] Fig. 20 is a diagram showing an example of a screen transition on the liquid crystal display 51 after a setting change has been made. In the example shown in Fig. 20, an example will be described in which a predetermined period of time starts based on the setting of a setting change process. In the example shown in Fig. 20, the predetermined period of time is a period from when the setting change has been made until one game has been played. Note that the predetermined period of time in Fig. 20 may be a period from when the setting change has been made until a specific time has elapsed.

[0161] As described above, when the setting is changed, the main control unit 41 transitions the game state to the normal zone. Hereinafter, the transition of the game state to the normal zone is also referred to as "initialization of the game state." After at least one game has been played in the normal zone, the main control unit 41 transitions the game state from the normal state to the advantageous zone (normal). As a result, the game state is initialized when the setting value is set, so that a state advantageous to the player does not continue and it is possible to prevent the player from becoming overly advantageous.

[0162] After the setting change, the sub-control unit 91 displays the words "Setting Change in Progress" on the liquid crystal display 51 as shown in Fig. 20(a). After the setting change process is completed, the sub-control unit 91 starts a predetermined period during which the display counter value is not counted. After the setting change is completed, the sub-control unit 91 also displays an image for presentation and the game count display unit 54.

[0163] Since the setting has been changed, the main control unit 41 shifts the game state to the normal zone. Based on the shift of the game state to the normal zone, the main control unit 41 returns the value of the lottery counter to the initial value (0). As a result, the value of the instigation counter of the sub-control unit 91 is also synchronized with the initial value. As described above, the setting change process is a process that involves restarting by stopping the supply of power and turning the power on again. Therefore, the sub-control unit 91 returns the value of the display counter to the initial value (0). Therefore, in FIG. 20(b), the game number display unit 54 displays "0G". That is, after being controlled to the advantageous zone, the sub-control unit 91 counts the value of the display counter from the initial value. As a result, in the slot machine 1, the game number display unit 54 can display the number of times the game counted during the advantageous zone has been executed.

[0164] After the screen shown in FIG. 20(b) is displayed, the store clerk operates the start switch 7 to check the operation. At this time, since the sub-control unit 91 is in a predetermined period, it does not increment the display counter value and keeps it at the initial value "0". Also, since the start switch 7 is operated in a normal zone that is not a normal advantageous zone, the main control unit 41 does not increment the lottery counter value and keeps it at the initial value "0". Also, the value of the provocation counter is synchronized with the initial value "0". Therefore, as shown in FIG. 20(c), after the setting change process is performed and the start switch 7 is operated, the value of the lottery counter becomes "0G", the value of the display counter becomes "0G", and the value of the provocation counter becomes "0G".

[0165] As shown in Fig. 20(c), the predetermined period ends when the start switch 7 is operated and then the third stop operation is performed. The main control unit 41 sets a flag for transitioning to the advantageous zone from the next game depending on the winning result. Fig. 20 shows an example in which a winning result for transitioning to the advantageous zone is derived and a flag for transitioning to the advantageous zone from the next game is set in the third stop operation after the screen shown in Fig. 20(c).

[0166] The player operates the start switch 7 from the screen state shown in FIG. 20(d). Since the flag for transitioning to the advantageous zone is set, when the player operates the start switch 7, the main control unit 41 controls the game state from the normal zone to the normal advantageous zone. Since the predetermined period has already ended in the screen state shown in FIG. 20(d), the sub-control unit 91 updates the value of the display counter from "0" to "1" and displays "1G" on the game number display unit 54. In addition, since the advantageous zone is being controlled to be the normal advantageous zone, the main control unit 41 updates the value of the lottery counter from "0" to "1", and the incentive counter is synchronized with the value of the lottery counter.

[0167] 20, the sub-control unit 91 does not count the value of the display counter until a predetermined period of time has elapsed since the setting change process was performed. This prevents players from becoming confused because the game for the store clerk to check the operation is not counted even after the setting change process.

[0168] [Power supply cut during gameplay] FIG. 21 is a diagram showing an example of a screen transition of the liquid crystal display 51 after the power is turned on. FIG. 21 shows an example in which the power supply is cut off before the first and second stop operations are performed from the state shown in FIG. 17(f) and the 23rd game is completed. FIG. 21(a) differs from FIG. 18(a) in that the power supply is cut off before the third stop operation is performed in FIG. 21 and the power supply is cut off after the third stop operation is performed in FIG. 18. That is, the example in FIG. 21 shows a state after the power supply is stopped midway without completing the 23rd game. In FIG. 21 as well, after the power of the slot machine 1 is restored, the clerk plays a game to check the operation.

[0169] The slot machine 1 in the state shown in FIG. 21(a) is powered on by a store clerk, and transitions to the state shown in FIG. 21(b). When the power is turned on, the reels corresponding to the stop switches for which the third stop operation has not yet been performed start to spin. The sub-control unit 91 reads display data and the like used for the performance, and displays a return preparation screen on the LCD display 51. As shown in FIG. 17(f), the gaming state before the power supply is stopped is the normal advantageous zone, so in FIG. 21 as well, the main control unit 41 starts the gaming state from the normal advantageous zone.

[0170] Furthermore, if the power supply to the slot machine 1 is stopped after a unit game has started but before the unit game ends, the sub-control unit 91 counts the number of unit games following the unit game from the initial value. That is, the sub-control unit 91 resets the value of the display counter to the initial value (0) when the power is turned on, as shown in Fig. 17(b). This allows the number of executions counted by the display counter to be reset to the initial value when the power supply to the slot machine 1 is stopped during a unit game and the unit game is not normally performed.

[0171] When the sub-control unit 91 finishes reading the display data and receives a return command, it displays a game return screen as shown in Fig. 21(c) and (d). As described above, the return command includes information such as the game state before the power supply was stopped. Specifically, the main control unit 41 includes in the return command the contents of the 23rd game shown in Fig. 17(f).

[0172] In this way, the sub-control unit 91 displays the game return screen when the power supply to the slot machine 1 is started again and a return command is received after the power supply to the slot machine 1 is stopped before the unit game ends. This allows the outside to recognize that the power supply to the gaming machine has stopped during the unit game and the unit game is not being played normally.

[0173] The clerk stops the reels that started spinning when the power was turned on by the third stop operation to check the operation. If the power supply to the slot machine 1 is stopped after the unit game shown in FIG. 17(f) starts but before the unit game is finished, the sub-control unit 91 does not count the value of the display counter even if the unit game is finished. That is, even if the performance image and the game number display unit 54 are displayed after the game return screen is finished, the game number display unit 54 becomes "1G" as shown in FIG. 21(f). In other words, the sub-control unit 91 does not update the value of the display counter from the initial value "0" to "1" because the previous game is continued after the power supply is resumed. As a result, when the power supply to the slot machine 1 is stopped during the unit game, the sub-control unit 91 can set the display of the game number display unit 54 to "1G" based on the first operation of the start switch 7 after the power is turned on, as shown in FIG. 21(f), not including the unit game that was not normally played.

[0174] [Volume settings and menu screen] Fig. 22 is a diagram for explaining the volume setting and menu screen. Fig. 22(a) is a screen showing a display example of the setting operation display 330. Fig. 22(b) is a screen showing a display example of the volume setting display 340. Fig. 22(c) is a screen showing a display example of the menu screen 350.

[0175] In the slot machine 1 of this embodiment, the player can set the volume for the performance. As shown in FIG. 22(a), the sub-control unit 91 notifies the player that the volume can be set by displaying the setting operation display 330 on the liquid crystal display 51. As shown in FIG. 22, the upper part of the setting operation display 330 displays the words "Go to volume setting" together with an image showing the cross key 70. In addition, the lower part of the setting operation display 330 displays the words "Go to menu screen" together with an image showing the performance switch 56. In the slot machine 1, the setting operation display 330 is displayed to allow the player to recognize that the volume can be set by operating the cross key 70, and that the menu screen 350 can be displayed by operating the performance switch 56.

[0176] The sub-control unit 91 displays the setting operation display 330 based on the establishment of a specific condition. The specific condition is, for example, a condition such as a period during which no operation from the player is accepted continuing for a predetermined time. Alternatively, the specific condition may be the sub-control unit 91 accepting an instruction to display the setting operation display 330 from the player. In the example of FIG. 22, an example in which the setting operation display 330 is displayed in the normal advantageous zone is shown, but the setting operation display 330 may be displayed during the AT state.

[0177] When the cross key 70 is operated, the sub-control unit 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(b). In FIG. 22(b), the liquid crystal display 51 displays a volume setting display 340 instead of the setting operation display 330. The volume setting display 340 is an image including a volume bar 341. The sub-control unit 91 displays the volume setting display 340 for, for example, five seconds. In the example of FIG. 22, a volume bar that allows the volume to be set to up to six levels is displayed. The sub-control unit 91 executes performance control with a volume that corresponds to the volume level that has been set. Note that the number of levels at which the volume can be set on the volume bar is not limited to six levels.

[0178] The sub-control unit 91 lowers the set volume by one step in response to receiving operation of the left switch 70L or the down switch 70D of the cross key. The sub-control unit 91 raises the set volume by one step in response to receiving operation of the right switch 70R or the up switch 70U of the cross key. In addition, even when the setting operation display 330 is not displayed, the sub-control unit 91 can display the volume setting display 340 by operating the cross key 70.

[0179] In response to the operation of the performance switch 56, the sub-control unit 91 switches the screen of the liquid crystal display 51 from FIG. 22(a) to FIG. 22(c). In FIG. 22(c), the liquid crystal display 51 displays a menu screen 350 instead of the setting operation display 330. The menu screen 350 is a screen including a plurality of selection items. In the example of FIG. 22, the menu screen 350 includes a payout table 351, a game history 352, a login 353, and an end 354 as selection items. The player can select one of the selection items by operating the cross key 70 while the menu screen 350 is displayed.

[0180] When the payout table 351 is selected, the sub-control unit 91 displays a table showing the correspondence between game results and the provision of game value. When the game history 352 is selected, the sub-control unit 91 displays the game history, such as the number of times an advantageous state was controlled and the total number of provided game values. When the login 353 is selected, the sub-control unit 91 displays a screen that prompts the player to log in. When the end 354 is selected, the sub-control unit 91 ends the display of the menu screen 350. Furthermore, even when the setting operation display 330 is not displayed, the sub-control unit 91 displays the menu screen 350 when the performance switch 56 is operated.

[0181] In the example of Figure 22, an example has been described in which the menu screen 350 is displayed by operating the performance switch 56, and the volume setting display 340 is displayed by operating the cross key 70. However, it is also possible for the volume setting display 340 to be displayed by operating the performance switch 56 and the menu screen 350 to be displayed by operating the cross key 70, or the volume setting display 340 and the menu screen 350 may be displayed based on another operation.

[0182] [About the setting change sound] Fig. 23 is a diagram for explaining a specific sound outputted when changing settings. In Fig. 23, the setting change sound is displayed together with a screen transition after the setting change process. The main control unit 41 causes the speaker 53 to output the setting change sound as a specific sound during the setting change process and for a specific period of time after the setting change process is completed.

[0183] The setting change sound is a specific sound that indicates that a setting change is being made. In the slot machine 1, the setting change sound is output to let the staff know that there is a slot machine in the gaming parlor whose setting has been changed, and it is possible to prevent unauthorized setting changes. The main control unit 41 outputs the setting change sound for, for example, 10 seconds after the setting change is completed.

[0184] 23(c), when a setting change sound, which is a specific sound, is being output, the sub-controller 91 does not set the volume even if it accepts an operation of the cross key 70. Also, when a setting change sound is being output, the sub-controller 91 does not display the setting operation display 330. Furthermore, the main control unit 41 does not change the volume of the setting change sound when outputting the setting change sound.

[0185] After the state shown in Fig. 23(c), the output of the setting change sound stops. After that, the sub-control unit 91 displays the setting operation display 330 as shown in Fig. 23(d) based on the fact that a period during which no operation from the player is accepted has continued for a predetermined time. Furthermore, the sub-control unit 91 displays the volume setting display 340 as shown in Fig. 23(e) in response to the player operating the cross key 70. Furthermore, the sub-control unit 91 changes the display of the volume bar 341 as shown in Fig. 23(f) in response to the player operating the right switch 70R of the cross key 70. At this time, the sub-control unit 91 outputs a volume confirmation sound.

[0186] In this way, the main control unit 41 can output the setting change sound as the specific sound. This allows the specific sound to be output according to the situation, and makes it possible to conveniently recognize that the setting has been changed. That is, in the slot machine 1, the clerk can recognize the state of the slot machine 1 depending on which specific sound is being output.

[0187] [About the door opening sound] FIG. 24 is a diagram for explaining the door-opening sound output when the front door 1b is open. FIG. 24(a) shows the display screen of the liquid crystal display 51 when the game state is in the normal advantageous zone. FIG. 24(a) shows the setting operation display 330. From FIG. 24(a), the front door 1b of the slot machine 1 is in the open state. The main control unit 41 outputs the door-opening sound based on the fact that the front door 1b is open. Also, the main control unit 41 can proceed with the game even while the door-opening sound is being output.

[0188] As shown in FIG. 24(b) and (c), when the sub-control unit 91 accepts an operation of the cross key 70 while the door-opening sound is being output, the sub-control unit 91 does not set the volume. This prevents the volume of the door-opening sound from being changed when the door-opening sound is being output in the slot machine 1. Furthermore, even if the period during which no operation from the player is accepted continues for a predetermined time while the door-opening sound is being output, the sub-control unit 91 does not display the setting operation display 330. This prevents the player from misunderstanding that the volume can be set while the door-opening sound is being output in the slot machine 1. Furthermore, the main control unit 41 does not change the volume of the door-opening sound when outputting the door-opening sound. This allows the door-opening sound to be appropriately notified at a constant volume.

[0189] In addition, when the sub-control unit 91 receives an operation of the cross key 70 while the door-opening sound is being output, the sub-control unit 91 does not output the volume confirmation sound. This makes it possible to prevent the output of the door-opening sound from being hindered by the volume confirmation sound being output while the door-opening sound is being output in the slot machine 1.

[0190] FIG. 25 is a diagram showing a screen transition when the front door 1b is opened while the volume setting display 340 is displayed. In FIG. 25(a), the setting operation display 330 is displayed. In FIG. 25(b), the volume setting display 340 is displayed based on the operation of the cross key 70. As described above, the sub-control unit 91 displays the volume setting display 340 for 5 seconds. Based on the fact that the front door 1b is opened while the volume setting display 340 is displayed, the main control unit 41 causes the speaker 53 to output a door opening sound. As shown in FIG. 25(c), the sub-control unit 91 ends the display of the volume setting display 340 based on the fact that the output of the door opening sound is started while the volume setting display 340 is displayed. As a result, in the slot machine 1, even if the volume setting display 340 is displayed before the output of the door opening sound, the display of the volume setting display 340 is ended, so that the player is not misled into thinking that the volume setting can be performed.

[0191] Also, the sub-controller 91 displays the words "Door Open" based on the fact that the front door 1b is open. This allows the slot machine 1 to easily recognize that the door is open. Also, as shown in Figs. 25(e) and (f), when the front door 1b is closed after the output of the door-opening sound has started and the display of the volume setting display 340 has ended, the liquid crystal display 51 displays the volume setting display 340 based on the operation of the cross key 70. This allows the volume setting display 340 to be displayed by operating the cross key 70 again after the front door 1b is closed.

[0192] [About specific songs (AT songs)] FIG. 26 is a diagram showing an example in which the display of the menu screen 350 ends based on the first end condition during the output of the first AT music. FIG. 26 shows the display screen of the liquid crystal display 51 when the game state is the first state of the advantageous zone. In the slot machine 1 of this embodiment, the sub-control unit 91 outputs a specific music corresponding to a specific game state to the speaker 53 during a specific game state. The specific music is, for example, an AT music (BGM) that flows only during the AT state. For example, the sub-control unit 91 outputs a first AT music corresponding to the first state in the first state of the advantageous zone shown in FIG. 26 to the speaker 53. The sub-control unit 91 outputs the first AT music in the first output mode when the performance image is displayed. The performance image in the first state is an image including a character 57 and a background image 58 including planets and stars. The first output mode is a mode in which the sound is output at a louder volume than the volume of the performance sound output in the normal advantageous zone.

[0193] As shown in FIG. 26(a), the sub-control unit 91 displays the setting operation display 330. As shown in FIG. 26(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the performance switch 56. The sub-control unit 91 changes the output mode of the music during the first AT based on the display of the menu screen 350. Specifically, the sub-control unit 91 changes from the first output mode to the second output mode. The second output mode is a mode in which the music is output at a lower volume than the volume when the music is output in the first output mode. In this way, by outputting the music at a lower volume when the menu screen 350 is displayed, the player's operation of the menu screen 350 is not hindered.

[0194] 22, when End 354 is selected from among the selection items included in the menu screen 350, the sub-control unit 91 ends the display of the menu screen 350. Hereinafter, the selection of End 354 is referred to as an "end operation."

[0195] In addition, in response to the operation of the start switch 7 while the menu screen 350 is being displayed, the sub-control unit 91 ends the display of the menu screen 350. This allows the slot machine 1 to skip the end operation and directly start spinning the reels while the menu screen 350 is being displayed.

[0196] Furthermore, the sub-control unit 91 ends the display of the menu screen 350 when a predetermined time has elapsed since the display of the menu screen 350 started. In this way, in the slot machine 1, for example, if the player leaves his / her seat while the menu screen 350 is displayed, the display screen of the liquid crystal display 51 can be returned to a playable screen after the predetermined time has elapsed. The predetermined time is, for example, three minutes.

[0197] In this way, in the slot machine 1 of this embodiment, the display of the menu screen 350 is terminated based on the fact that a termination operation is performed, a progress operation is performed, and a predetermined time has elapsed. When a termination operation or a progress operation is performed, the slot machine 1 is accepting some operation, and therefore the player has intentionally terminated the display of the menu screen 350. On the other hand, when the display of the menu screen 350 is terminated based on the fact that a predetermined time has elapsed, the display of the menu screen 350 may end against the player's intention.

[0198] Hereinafter, the condition that the player intentionally performs an ending operation or a progress operation for ending the display of the menu screen 350 is referred to as a "first ending condition." On the other hand, the condition that a predetermined time has elapsed, which ends the display of the menu screen 350 regardless of the player's intention, is referred to as a "second ending condition."

[0199] 26 shows an example in which the display of the menu screen 350 is terminated due to the first termination condition. When the display of the menu screen 350 is terminated due to the first termination condition, which is a condition that a termination operation or a progress operation is performed, the sub-control unit 91 changes the output mode of the music during the first AT to the compensated dating mode. Specifically, the sub-control unit 91 changes the output mode from the second output mode to the first output mode.

[0200] FIG. 27 is a diagram showing an example in which the display of the menu screen 350 ends based on the second end condition during the output of the music during the 1st AT. The example shown in FIG. 27 is different from the example shown in FIG. 26 in that the display of the menu screen 350 ends due to the passage of a predetermined time. When the display of the menu screen 350 ends based on the second end condition that is unrelated to the player's intention, the sub-control unit 91 does not change the output mode of the music during the 1st AT. In other words, the sub-control unit 91 holds the second output mode and outputs the music during the 1st AT. This prevents the player from being surprised even if the display of the menu screen 350 ends unintentionally by the player, since the output mode of the music during the 1st AT is not changed.

[0201] 26(c) and 27(c), when the sub-control unit 91 ends the display of the menu screen 350, the effect images shown in Fig. 26(a) and 27(a) that were displayed before the menu screen 350 was displayed are displayed. This allows the slot machine 1 to conveniently recognize that the display of the menu screen 350 has ended.

[0202] FIG. 28 is a diagram showing an example of displaying the menu screen 350 in the second state of the advantageous zone. FIG. 28 shows the display screen of the liquid crystal display 51 when the game state is the second state of the advantageous zone. The sub-control unit 91 outputs the second AT music corresponding to the second state in the second state of the advantageous zone shown in FIG. 28(a). That is, the specific music includes the first AT music and the second AT music. Hereinafter, the specific music may be simply referred to as "AT music". The sub-control unit 91 outputs the second AT music in the first output mode in a state in which a performance image is displayed. As shown in FIG. 28(a), the performance image in the second state is an image in which the character 57 and the character 59 face each other.

[0203] As shown in Fig. 28(b), the sub-control unit 91 displays the menu screen 350 in response to the operation of the performance switch 56. The sub-control unit 91 changes the output mode of the music during the second AT from the first output mode to the second output mode based on the display of the menu screen 350. As a result, in the slot machine 1, in either the first state or the second state, if the menu screen 350 screen is displayed, the output mode of the music during the second AT can be changed.

[0204] Next, in the slot machine 1, login 353 is selected from the selection items on the menu screen 350. In response to the selection of login 353, the sub-control unit 91 outputs a response sound. That is, when the menu screen 350 is displayed and a specific operation, such as an operation for selecting login 353 different from the end operation, is received, the sub-control unit 91 outputs the response sound. This allows the slot machine 1 to conveniently notify the player that the operation has been normally received.

[0205] In FIG. 28(c), the sub-control unit 91 displays a login screen 355. The login screen 355 prompts the player to input a login ID. The specific operation may include an operation of inputting a login ID. In other words, the sub-control unit 91 outputs a response sound every time the player inputs one character of the login ID.

[0206] [About music and sound effects during AT during recovery] As described above, the slot machine 1 of this embodiment displays the recovery screen after the power supply is resumed. The slot machine 1 of this embodiment outputs the AT music at a volume higher than the performance volume in the normal advantageous zone during the AT state. The slot machine 1 of this embodiment outputs sound effects based on an operation for progressing the game. For example, a start sound is output in response to the operation of the start switch 7. The following describes the output of the AT music and sound effects when the recovery screen is displayed in the slot machine 1 of this embodiment. Figure 29 is a flowchart showing the recovery process by the sub-control unit 91. The sub-control unit 91 executes the flowchart shown in Figure 29 based on the start of the power supply. The sub-control unit 91 displays the recovery preparation screen on the liquid crystal display 51 (step SP1). As described above, the recovery preparation screen is a screen indicating that display data, etc. used for the performance are being read.

[0207] The sub-control unit 91 determines whether or not a return command has been received (step SP2). As described above, a return command is a command indicating that the main control unit 41 has returned to the state before the power failure. The return command includes information regarding the game state and gameplay in the state before the power failure. In other words, if the power supply is stopped during the AT state, the return command includes information indicating the AT state. If the sub-control unit 91 does not receive a return command (NO in step SP2), it repeats the processing of step SP2.

[0208] When the sub-control unit 91 receives a return command (YES in step SP2), it causes the LCD 51 to display a game return screen (step SP3). That is, the sub-control unit 91 switches the display screen of the LCD 51 from the return preparation screen to the game return screen. Next, the sub-control unit 91 judges whether or not a BET operation command has been received (step SP4). As described above, the BET operation command is a command transmitted from the main control unit 41 to the sub-control unit 91 when the MAXBET switch 6 and the 1BET switch 65 are operated.

[0209] When a BET operation command is received (YES in step SP4), the sub-control unit 91 outputs a BET sound from the speaker 53 (step SP5). The BET sound is a sound effect indicating that the 1BET switch 65 or the MAXBET switch 6 has been operated validly, and is, for example, an electronic sound lasting 0.5 seconds. After outputting the BET sound, or when the sub-control unit 91 does not receive a BET operation command (NO in step SP4), it determines whether or not a medal insertion command has been received (step SP6).

[0210] As described above, the medal insertion command is a command transmitted from the main control unit 41 to the sub-control unit 91 based on the insertion of a medal into the medal insertion unit 4. When the medal insertion command is received (YES in step SP6), the sub-control unit 91 outputs a medal insertion sound from the speaker 53 (step SP7). The medal insertion sound is a sound effect indicating that the medal inserted into the medal insertion unit 4 has been validly accepted, and is, for example, an electronic sound lasting 0.5 seconds. The medal insertion sound may be a sound effect similar to the BET sound. After outputting the medal insertion sound, or when the sub-control unit 91 does not receive the medal insertion command (NO in step SP6), it determines whether or not a stop switch command has been received (step SP8).

[0211] As described above, the stop switch command is a command transmitted from the main control unit 41 to the sub-control unit 91 based on the operation of the stop switches 8L, 8C, and 8R. When the stop switch command is received (YES in step SP8), the sub-control unit 91 outputs a stop sound from the speaker 53 (step SP9). The stop sound is a sound effect indicating that any of the stop switches 8L, 8C, and 8R has been effectively operated, and is, for example, an electronic sound for 0.5 seconds. The sub-control unit 91 may output the stop sound immediately after receiving the stop switch command, or may output the stop sound when receiving a command including information indicating that the rotation of the reels has stopped. After outputting the stop sound, or when the sub-control unit 91 does not receive the stop switch command (NO in step SP8), it determines whether or not the settlement start command has been received (step SP10).

[0212] As described above, the settlement start command is a command sent from the main control unit 41 to the sub-control unit 91 based on the operation of the settlement switch 10. When the settlement start command is received (YES in step SP10), the sub-control unit 91 outputs a return sound from the speaker 53 (step SP11). The return sound is a sound effect indicating that the settlement switch 10 has been operated validly. The return sound includes a settlement start sound, a dispensing sound, and a settlement completion sound. The settlement start sound is, for example, an electronic sound lasting one second.

[0213] The payout sound is a sound effect output while the gaming value is being paid out from the medal payout outlet 9. The settlement completion sound is a sound indicating that all gaming values ​​stored in a predetermined area of ​​the RAM 41c have been paid out as medals from the medal payout outlet 9 by the return operation. The settlement completion sound may be, for example, a sound saying "Settlement has been completed." The sub-control unit 91 may output the settlement start sound, the payout sound, and the settlement completion sound consecutively. Alternatively, the sub-control unit 91 may start outputting the payout sound after a predetermined period has elapsed since the output of the settlement start sound has ended, or may start outputting the settlement completion sound after a predetermined period has elapsed since the output of the payout sound has ended. After outputting the return sound, or if the settlement start command has not been received (NO in step SP10), the sub-control unit 91 determines whether or not a game start command has been received (step SP12).

[0214] As described above, the game start command is a command transmitted from the main control unit 41 to the sub-control unit 91 based on the operation of the start switch 7. When the sub-control unit 91 has not received the game start command (NO in step SP12), the sub-control unit 91 returns the process to step SP2. That is, after displaying the game return screen (step SP3), the sub-control unit 91 repeats steps SP4 to SP11 until it receives the game start command (step SP12). Note that the order in which the process for outputting the BET sound in step SP4 and step SP5, the process for outputting the coin insertion sound in step SP6 and step SP7, the process for outputting the stop sound in step SP8 and step SP9, and the process for outputting the return sound in step SP10 and step SP11 are executed is not limited to the order shown in FIG. 29, and may be executed in any order.

[0215] When a game start command is received (YES in step SP12), the sub-control unit 91 outputs a start sound from the speaker 53 (step SP13). The start sound is a sound effect indicating that the start switch 7 has been effectively operated. The start sound is, for example, a one-second electronic sound that is output when the reels start to spin. After outputting the start sound, the sub-control unit 91 ends the display of the game return screen (step SP14). That is, the sub-control unit 91 switches from the game return screen to a presentation screen corresponding to the game state included in the return command. The sub-control unit 91 determines whether the game state included in the return command is an AT state or not (step SP14).

[0216] If the game state included in the return command is the AT state (YES in step SP15), the sub-control unit 91 outputs music during the AT (step SP16) and ends the process. If the game state included in the return command is not the AT state (NO in step SP15), the sub-control unit 91 outputs music corresponding to the game state (step SP17) and ends the process. For example, if the game state to be returned to is the normal advantageous zone, the sub-control unit 91 outputs music during the normal advantageous zone that is output during the normal advantageous zone.

[0217] In this way, after the power supply is resumed, the sub-control unit 91 does not output the AT music or other music until it receives the game start command in step SP12 and ends the display of the recovery screen. In other words, while the recovery screen is being displayed, the sub-control unit 91 does not output the AT music from the speaker 53 even if the game state held by the RAM 41c is the AT state.

[0218] On the other hand, sound effects based on operations for progressing the game, such as inserting a medal into the medal insertion portion 4, operating the 1BET switch 65 or the MAXBET switch 6 to set the number of bets, operating the stop switches 8L, 8C, and 8R to stop, operating the settlement switch 10 to return, and operating the start switch 7 to start, are output even during the return period. Operations for progressing the game are not limited to the examples shown in FIG. 29, and may include other operations.

[0219] As a result, when the power supply to the slot machine 1 is resumed and the recovery screen is displayed, the specific music is not outputted, so that it is possible to easily inform the outside that the game is being recovered. Furthermore, even during recovery, when an operation is performed to advance the game, a sound effect based on the operation is outputted, so that it is possible to easily inform the outside that the game is being played. The recovery process of the sub-control unit 91 will be described in more detail below with reference to Figs. 30 and 31.

[0220] [Screen transition when power supply is stopped during AT state] Fig. 30 is a diagram showing the screen transition of the liquid crystal display 51 when the power supply is stopped during the AT state. Fig. 30 shows the screen transition when the power supply is restarted after the power supply is stopped during the AT state. The screen transition of the liquid crystal display 51 is controlled by the sub-control unit 91 that controls the presentation.

[0221] As shown in Fig. 30(a), a screen for presentation when the game state is the first state in the AT state is displayed on the liquid crystal display 51. As shown in Fig. 30(a), an AT music corresponding to the AT state is output from the speaker 53.

[0222] As shown in FIG. 30(b), since the power supply has been stopped, no images are displayed on the liquid crystal display 51, and no music or sound effects are output from the speaker 53.

[0223] As shown in Fig. 30(c), the sub-control unit 91 displays a return preparation screen based on the resumption of power supply to the slot machine 1. At this time, the sub-control unit 91 does not output music during the AT in Fig. 30(c).

[0224] As shown in Fig. 30(d), after displaying a return preparation screen, the sub-control unit 91 receives a return command and switches to a game return screen. Next, in Fig. 30(d), a medal is inserted into the medal insertion unit 4 by the player. The main control unit 41 transmits a medal insertion command to the sub-control unit 91 based on the insertion of a medal into the medal insertion unit 4. Based on receiving the medal insertion command, the sub-control unit 91 outputs a medal insertion sound to the speaker 53. At this time, no music is output during the AT, and only the medal insertion sound is output from the speaker 53. The medal insertion sound is output at the volume that was set before the power supply was stopped.

[0225] Next, as shown in Fig. 30(e), the main control unit 41 transmits a game start command based on the operation of the start switch 7. The main control unit 41 also transmits a start external signal based on the operation of the start switch 7. The sub-control unit 91 outputs a start sound from the speaker 53 based on receiving the game start command. At this time, no music is output during the AT, and only the start sound is output from the speaker 53. The start sound is output at the volume that was set before the power supply was stopped.

[0226] Next, the sub-control unit 91 ends the display of the screen during recovery, and causes the liquid crystal display 51 to display a presentation screen corresponding to the game state included in the recovery command. As shown in Fig. 30(a), since the game state before the power supply is the first state in the AT state, the sub-control unit 91 displays a presentation screen corresponding to the first state. At this time, the sub-control unit 91 starts outputting music during the AT in Fig. 30(f). The music during the AT may be output from the beginning of the music, or may be output from the point that was being output when the power supply was stopped.

[0227] As described above, the music during AT is usually output at a louder volume than the sound effects output during the normal advantageous zone. Therefore, if the power supply to the slot machine 1 is stopped due to fraud or an error, and the music during AT is played during recovery, it may be difficult for the store clerk to recognize that the slot machine 1 is recovering. In the slot machine 1 of this embodiment, the music during AT is not played during recovery, so that it is possible to easily convey to the outside that the slot machine 1 is recovering. Furthermore, sound effects based on operations related to the progress of the game are output even during recovery. Therefore, it is easy for the store clerk to recognize that the game is progressing during recovery.

[0228] In this way, in the slot machine 1 of the present embodiment, even if the power supply to the slot machine 1 is resumed and the AT state stored in the RAM 41c is controlled while the recovery screen is displayed, the AT music corresponding to the AT state is not output, so that it is possible to easily inform the outside that the recovery is in progress. Also, in the slot machine 1, even during recovery, when an operation is performed to proceed with the game, including inserting a medal, a sound effect based on the operation is output, so that it is possible to easily inform the outside that the game is being played.

[0229] Furthermore, in the slot machine 1, even during a return, when a bet number is set by inserting medals into the medal insertion unit 4, a medal insertion sound based on the insertion of medals into the medal insertion unit 4 is output, so that it is possible to inform the outside that the bet number is being set in an easily understandable manner. Also, in the slot machine 1, even during a return, when a start operation is performed to start the rotation of the reels, a start sound based on the operation of the start switch 7 is output, so that it is possible to inform the outside that a start operation is being performed to start the rotation of the reels in an easily understandable manner.

[0230] The sub-control unit 91 may output a recovery sound indicating that a recovery is in progress while the recovery screen shown in Fig. 30(c)-(d) is being displayed. The recovery sound is a recovery tune that is output only while the recovery screen is being displayed. By outputting the recovery sound, the slot machine 1 can notify the outside that a recovery is in progress in an easily understandable manner. The recovery sound may be an electronic sound instead of a tune.

[0231] [Screen transition after power supply is cut off during a game where a navigation alert is given] An example will be described in which a navigation notification is given in a game being played when the power supply is stopped. As described above, the navigation effect is an effect in which the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player is notified using the liquid crystal display 51 and the speaker 53, etc. FIG. 31 is a diagram showing the screen transition of the liquid crystal display 51 when the power supply is stopped after the start of a game in which a navigation notification is given. FIG. 31 shows an example in which the power supply is stopped in a game in which a navigation notification is given, after the start switch 7 is operated, without any of the stop switches 8L, 8C, and 8R being operated.

[0232] Fig. 31(a) shows the screen of the liquid crystal display 51 in a state after the power supply is stopped during a game in which a navigation notification is being made. As shown in Fig. 31(b), when the power supply is resumed, the sub-control unit 91 displays a return preparation screen. Next, in Fig. 31(c), the sub-control unit 91 switches to a game return screen upon receiving a return command.

[0233] The return command received by the sub-control unit 91 includes information for returning to the game in which the navigation performance is being performed. Therefore, the sub-control unit 91 executes the navigation performance as shown in Fig. 31(c). That is, the sub-control unit 91 outputs the navigation sound from the speaker 53 and displays the navigation image 71.

[0234] The navigation sound is a sound effect for notifying an operating procedure, such as a sound such as "go right," "go in the middle," or "go left." In the example of FIG. 31(c), a navigation notification is executed to prompt the operation of the stop switch 8C, the stop switch 8L, and the stop switch 8R in that order. When the sub-control unit 91 receives a return command, it outputs a sound such as "go in the middle," which prompts the operation of the stop switch 8C, from the speaker 53 as the navigation sound. The output mode of the navigation sound may be changed to indicate whether or not the vehicle is controlled to an advantageous state, or may be output in a fixed output mode during return.

[0235] Furthermore, as shown in Fig. 31(c), the sub-control unit 91 displays a navigation image 71 superimposed on the game return screen. The navigation image 71 is an image that displays numbers 1 to 3 at positions corresponding to each of the stop switches 8L, 8C, and 8R. By displaying the navigation image, the player can recognize the operation procedure of the stop switches 8L, 8C, and 8R.

[0236] Next, based on the operation of the stop switch 8C as the first stop operation, the sub-controller 91 causes the speaker 53 to output a stop sound and a voice such as "turn left" as a navigation sound. In the example of FIG. 31, the sub-controller 91 simultaneously outputs the navigation sound and the stop sound, but for example, the navigation sound may be output after the output of the stop sound is completed. Also, based on the operation of the stop switch 8C as the first stop operation, the sub-controller 91 changes the display mode of the navigation image 71.

[0237] That is, the sub-control unit 91 hides the image showing "1" corresponding to the stop switch 8C from the navigation image 71 shown in Fig. 31(c). The navigation image 71 becomes an image showing only "2" and "3" which correspond to the stop switches 8L and 8R. In Fig. 31, the liquid crystal display 51 after the first stop operation is performed is omitted from the illustration.

[0238] Next, based on the operation of the stop switch 8L as the second stop operation, the sub-controller 91 causes the speaker 53 to output a stop sound and a voice such as "turn right" as a navigation sound. Also, based on the operation of the stop switch 8L as the second stop operation, the sub-controller 91 changes the display mode of the navigation image 71 as shown in Fig. 31(d).

[0239] Next, the sub-control unit 91 outputs a payout sound, a winning sound, and a stop sound based on the operation of the stop switch 8R as the third stop operation. The winning sound is a sound effect indicating that a winning combination has occurred. The main control unit 41 transmits an end external signal based on the operation of the stop switch 8R as the third stop operation. The sub-control unit 91 ends the display of the navigation image 71 based on the operation of the stop switch 8R. That is, as shown in FIG. 31(e), only the game return screen is displayed on the liquid crystal display 51.

[0240] Next, the sub-control unit 91 outputs a BET sound to the speaker 53 based on the player operating the MAXBET switch 6 as a bet amount setting operation. Furthermore, the sub-control unit 91 outputs a start sound to the speaker 53 based on the start switch 7 being operated as a start operation. The main control unit 41 transmits a start time external signal based on the start switch 7 being operated. Furthermore, the sub-control unit 91 switches to a performance screen corresponding to the AT state, and starts outputting AT music from the speaker 53.

[0241] In this way, in the slot machine 1 of this embodiment, even during recovery, when any of the stop switches 8L, 8C, and 8R is operated to stop the rotation of the reels, a stop sound based on the stop operation is output, so that it is possible to easily inform the outside that a stop operation is being performed to stop the rotation of the reels. Also, in the slot machine 1, even during recovery, a navigation image 71 suggesting the operation procedure of the stop switches 8L, 8C, and 8R is displayed, so that the player can recognize the operation procedure of the stop switches 8L, 8C, and 8R, and it is possible to ensure that the operation mode is suggested.

[0242] Furthermore, in the slot machine 1, even during recovery, when a stop operation is performed to stop the rotation of the reels, a navigation sound based on the stop operation is output, so that the player can recognize the operation mode of the stop switches 8L, 8C, and 8R, and it is possible to ensure that the operation mode is suggested. Also, in the slot machine 1, regardless of whether the recovery screen is displayed or not, a finish external signal is transmitted based on a stop operation, and a start external signal is transmitted based on a start operation, so that it is possible to output to the outside that a game is being played.

[0243] [About the demonstration screen] The following describes the demonstration screen displayed based on the return operation. The demonstration screen is a screen displayed during the period when no game is being played. Below, the demonstration screen may be simply referred to as a "demo screen." Figure 32 is a diagram for explaining the screen transition to the demo screen.

[0244] FIG. 32(a) shows a presentation screen corresponding to the normal advantageous zone. During the normal advantageous zone, the sub-control unit 91 causes the speaker 53 to output music during the normal advantageous zone. Thereafter, the settlement switch 10 is operated as a return operation. As a return process, the main control unit 41 pays out medals corresponding to the gaming value from the medal payout opening 9. The sub-control unit 91 determines that the game has ended due to the return process being performed, and displays a demo screen as shown in FIG. 32(b).

[0245] In addition, the sub-control unit 91 outputs a return sound to the speaker 53 based on the operation of the settlement switch 10. The return sound includes a settlement start sound, a payout sound, and a settlement end sound. The sub-control unit 91 stops output of music during the normal advantageous period based on the switching to the demo screen.

[0246] In this way, in the slot machine 1, the demo screen is displayed based on the operation of the settlement switch 10 in the normal advantageous zone. The slot machine 1 may display the demo screen not only based on the return operation, but also based on the fact that no operation from the player is accepted for a predetermined period of time.

[0247] Fig. 33 is a diagram for explaining the return operation in the AT state. Fig. 33(a) shows a screen corresponding to the AT state. In the AT state, the sub-control unit 91 outputs AT music to the speaker 53. In Fig. 33, the settlement switch 10 is operated as a return operation, as in Fig. 32. The main control unit 41 pays out medals corresponding to the gaming value from the medal payout opening 9.

[0248] In FIG. 33, the sub-control unit 91 outputs a return sound as in FIG. 32. On the other hand, the sub-control unit 91 does not switch from the presentation screen corresponding to the AT state to the demo screen. The AT state is a state that is more advantageous to the player than the normal advantageous zone. Therefore, even if a return operation is performed in the AT state, the player is more likely to continue playing than if the return operation is performed in the normal advantageous zone. Therefore, even after the settlement switch 10 is operated, the sub-control unit 91 does not switch to the demo screen, but continues to display the presentation screen corresponding to the AT state, and also continues to output the AT music. While the return sound is being output, the AT music may be output in the second output mode.

[0249] [About returning during recovery] FIG. 34 is a screen transition diagram when the settlement switch 10 is pressed during recovery. As shown in FIG. 34(a), a presentation screen corresponding to the normal advantageous zone is displayed on the liquid crystal display 51. In FIG. 34(a), the sub-control unit 91 outputs music to the speaker 53 during the normal advantageous zone. From the state shown in FIG. 34(a), the power supply to the slot machine 1 is stopped. Accordingly, as shown in FIG. 34(b), no image is displayed on the liquid crystal display 51, and no sound effects, music (BGM), or voices are output from the speaker 53.

[0250] Thereafter, the power supply to the slot machine 1 is resumed, and a return preparation screen is displayed on the liquid crystal display 51 as shown in FIG. 34(c). Then, as shown in FIG. 34(d), the settlement switch 10 is operated after switching to a game return screen. The sub-control unit 91 outputs a return sound to the speaker 53 while continuing to display the game return screen without switching to a demo screen. Then, as shown in FIG. 34(e), the cross key 70 is operated. The sub-control unit 91 does not display the volume setting display 340 shown in FIG. 22.

[0251] Based on the operation of the start switch 7, as shown in Fig. 34(f), the sub-control unit 91 displays a performance screen corresponding to the AT state. Also, based on the operation of the start switch 7, the sub-control unit 91 outputs the start sound and the music during the normal advantageous zone to the speaker 53. The main control unit 41 transmits an external signal at the start.

[0252] In addition, in Figure 34 (f), the sub-control unit 91 may not switch from the game return screen to a presentation screen corresponding to the normal advantageous zone, but may switch from the game return screen to a demo screen if a return operation is performed during the return.

[0253] In this way, in the slot machine 1 of the present embodiment, even if a return operation is performed during recovery, the demo screen is not displayed, so that it is possible to easily inform the outside that a recovery is in progress. Also, in the slot machine 1, even if a return operation is performed during recovery, a return sound based on the return operation is output, so that it is possible to easily inform the outside that a return operation is being performed. Furthermore, in the slot machine 1, even if the cross key 70 is operated while the recovery screen is being displayed, the volume setting display 340 is not displayed, so that it is possible to prevent a user from misunderstanding that the volume can be set during recovery.

[0254] [About errors occurring during recovery] Below, using Fig. 35, a screen transition when an error occurs during recovery will be described. Fig. 35 is a diagram showing the screen transition when an error occurs during recovery. The main control unit 41 detects various errors such as a medal jam error at the payout outlet, an error indicating that the hopper tank is full, and an error indicating an abnormality in reel rotation. When the main control unit 41 detects an error, it causes the liquid crystal display 51 to display an error occurrence screen together with an error code corresponding to each type of error.

[0255] Fig. 35(a) shows a presentation screen corresponding to the AT state. As shown in Fig. 35(a)-(c), the power supply to the slot machine 1 is stopped, and after transitioning to the screen shown in Fig. 35(b), the power supply is resumed. As shown in Fig. 35(c) and (d), the sub-control unit 91 switches from the return preparation screen to the game return screen based on receiving a return command.

[0256] As shown in FIG. 35(e), an error occurs in the slot machine 1, and the main control unit 41 detects the error. Based on the detection of the error, the main control unit 41 displays an error occurrence screen on the liquid crystal display 51 and outputs an error sound to the speaker 53. The background color of the error occurrence screen displayed in FIG. 35(e) is a color different from the background color of the recovery screen. For example, the background color of the error occurrence screen may be low-luminance black, and the background color of the recovery screen may be high-luminance black. Alternatively, a character such as "CAUTION" or "ERROR" that calls attention may be displayed on the background of the error occurrence screen. Based on the resolution of the error, the main control unit 41 transmits a command to the sub-control unit 91 to display a game recovery screen, as shown in FIG. 35(f).

[0257] In this way, in the slot machine 1, by displaying an error screen in a different color from the recovery screen even during recovery, it is possible to inform the outside that an error has occurred in an easily understandable manner.

[0258] [Conditions for ending the display of the recovery screen] As described in Fig. 29 to Fig. 31, the sub-control unit 91 ends the display of the recovery screen based on the operation of the start switch 7. However, the condition for ending the recovery screen is not limited to the operation of the start switch 7. Below, with reference to Fig. 36 to Fig. 38, an example will be described in which the condition for ending the recovery screen is based on the passage of a predetermined period of time.

[0259] FIG. 36 is an example of a screen transition when the display end condition of the recovery screen is based on the passage of a predetermined period of time. The screens shown in FIG. 36(a) and (b) are similar to the screens shown in FIG. 34(a) and (b), and therefore the description will not be repeated. In FIG. 36(c), the sub-control unit 91 displays a recovery preparation screen based on the resumption of power supply. Thereafter, the sub-control unit 91 continues to display the recovery screen from the time when the power supply is resumed until a predetermined period of time has elapsed, and when it is determined that the predetermined period of time has elapsed, it displays a performance screen corresponding to the advantageous zone normal shown in FIG. 36(f).

[0260] In the example of the slot machine 1 in Fig. 29 to Fig. 35, the display of the recovery screen is terminated based on the operation of the start switch 7, and a performance screen is displayed from the game following the game that was being executed before the power was supplied. In contrast, in the example of the slot machine 1 in Fig. 36, the display of the recovery screen is terminated based on the lapse of a predetermined period, and a screen corresponding to the game that was being executed before the power was supplied is displayed. That is, the game shown in Fig. 31(a) and the game shown in Fig. 31(f) are the same game.

[0261] In the slot machine 1 of the example of FIG. 36, the return command includes information such as the game state before the power supply was stopped and the presence or absence of a navigation notification, as well as the contents of the presentation in the game before the power supply was stopped. This allows the sub-control unit 91 to display a presentation screen corresponding to the game that was being executed before the power supply was stopped. The predetermined period is at least a period sufficient for the sub-control unit 91 to read the contents of the presentation in the game before the power supply was stopped, and is, for example, 20 to 30 seconds. The sub-control unit 91 may also determine that the predetermined period has ended when it has finished reading the contents of the presentation in the game before the power supply was stopped.

[0262] FIG. 37 is a diagram showing an example of a screen transition when the settlement switch 10 is operated in a case where the display end condition of the recovery screen shown in FIG. 36 is applied. The screens shown in FIG. 37(a)-(c) are similar to the screens shown in FIG. 36(a)-(c), and therefore the description will not be repeated. In FIG. 37(d), unlike FIG. 36(d), the settlement switch 10 is operated. In FIG. 37 as well, the sub-control unit 91 outputs a return sound to the speaker 53 based on the operation of the settlement switch 10. Also, as in FIG. 34(d), the sub-control unit 91 does not display a demo screen because recovery is in progress. On the other hand, in FIG. 37, as shown in FIG. 37(f), when the display of the recovery screen is ended based on the lapse of a predetermined period, the sub-control unit 91 switches to a demo screen. At this time, the sub-control unit 91 does not output any music from the speaker 53.

[0263] In this way, when the display end condition of the recovery screen based on the passage of a predetermined period is applied, the sub-control unit 91 memorizes that the settlement switch 10 was operated during recovery, and displays the demo screen when the recovery screen ends. In other words, the sub-control unit 91 internally switches to the demo screen when the settlement switch 10 is operated in Fig. 37(d).

[0264] FIG. 38 is a diagram showing an example of a screen transition when returning from the AT state when the display termination condition of the return screen shown in FIG. 36 is applied. As shown in FIG. 38(a)-(c), power supply to the slot machine 1 is stopped during the AT state and then resumed. As shown in FIG. 38(d), the settlement switch 10 is operated in the same manner as in FIG. 37(d). Also, the sub-control unit 91 outputs a return sound based on the operation of the settlement switch 10 in the same manner as in FIG. 37(d).

[0265] On the other hand, in FIG. 38, which is an example in which the power supply is stopped during the AT state, as shown in FIG. 38(f), when the sub-control unit 91 ends the display of the screen during recovery, it displays a screen for effects corresponding to the AT state, instead of a demo screen. That is, unlike FIG. 37, the sub-control unit 91 does not internally switch to a demo screen even if the settlement switch 10 is operated. As explained in FIG. 33, since the AT state is advantageous for the player, the game may continue even if the power supply is stopped once. Therefore, even after the settlement switch 10 is operated, the sub-control unit 91 does not switch to a demo screen, but starts displaying a screen for effects corresponding to the AT state and outputting music during the AT.

[0266] [Start-up mode of slot machine 1] Fig. 39 is a conceptual diagram showing the sequence of start-up modes of the slot machine 1. Fig. 39 shows the execution sequence of operations, modes, etc. of the configuration of the slot machine 1 after power is supplied to the slot machine 1.

[0267] After the supply of power is started, the slot machine 1 turns on the LCD backlight of the LCD 51 to display an image on the LCD 51. Then, the slot machine 1 makes the transparent area 3 of the LCD 51 transparent. Then, the slot machine 1 outputs the display data stored in the RAM 41c. Then, the slot machine 1 displays the area of ​​the LCD 51 other than the transparent area 3 with a black background color.

[0268] Next, the slot machine 1 lights up the lower panel 55. Next, the slot machine 1 displays a return preparation screen in an area other than the transparent area 3 of the liquid crystal display 51. Next, the slot machine 1 lights up each LED in the game display unit 13. Next, after the reels start to rotate, the slot machine 1 lights up the stop switch lamps inside the stop switches 8L, 8C, and 8R. In the slot machine 1 of this embodiment, the configuration of the slot machine 1 changes in the order shown in FIG. 39. Moreover, the slot machine 1 starts up in the order shown in FIG. 39, regardless of the game state held by the RAM 41c.

[0269] The start-up mode of the slot machine 1 will be described in more detail below with reference to Figures 40 to 42. Figure 40 is the first diagram for explaining the start-up mode of the slot machine 1. Figure 40(a) shows the state of the slot machine 1 when no power is being supplied. Therefore, in the state of Figure 40(a), all the lamps of the slot machine 1 are turned off.

[0270] 40(b) shows the state of the slot machine 1 immediately after power is supplied. The main control unit 41 turns on the LCD backlight based on the start of power supply to the slot machine 1. This applies a voltage to the liquid crystal layer of the LCD 51 and adjusts the orientation of the liquid crystal molecules so that the LCD backlight is projected onto the LCD display, thereby enabling the LCD 51 to display any image.

[0271] Next, the main control unit 41 applies a voltage so that the liquid crystal display 51 is transparent in the direction of the liquid crystal molecules corresponding to the transparent region 3, as shown in FIG. 40(b). This causes the transparent region 3 to become transparent, and the reels 2L, 2C, and 2R become visible to the player through the transparent region 3. Next, the main control unit 41 displays an image in the image display region 72 using display data stored in the image display data region in the RAM 41c. At this time, regardless of the contents of the data stored in the image display data region in the RAM 41c, the data stored in the image display data region at the time when the power supply started is used. FIG. 40(b) shows the data stored in the data region.

[0272] In FIG. 40(b), the main control unit 41 temporarily displays the data stored in the display data on the liquid crystal display 51 regardless of the contents of the data stored in the display data. In this way, the main control unit 41 can determine whether there is an error in the display process of the liquid crystal display 51 by displaying the data stored in the display data immediately after the power supply is started. Also, in the slot machine 1, the display data can be displayed as soon as possible when the power supply is started. The period for displaying the data stored in the display data at the start of the power supply is, for example, 0.1 seconds.

[0273] In Fig. 40(c), the main control unit 41 rewrites the display data in the RAM 41c to a black image. As a result, as shown in Fig. 40(c), the image displayed in the image display area 72 is switched from the image corresponding to the data stored in the display data at the start of power supply to an image showing black. Next, as shown in Fig. 40(c), the main control unit 41 turns on the lower panel 55.

[0274] FIG. 41 is a second diagram for explaining the start-up mode of the slot machine 1. As shown in FIG. 41(d), the sub-control unit 91 displays a return preparation screen in the image display area 72. Then, as shown in FIG. 41(e), the main control unit 41 lights up the game display unit 13 based on the backup data stored in the RAM 41c. That is, the main control unit 41 lights up the game display unit 13 in the same manner as the manner in which the game display unit 13 was lit in the game before the power supply was stopped.

[0275] In the example of Fig. 41(e), the credit indicator 11 displays "50" as the number of medals, and the game aid indicator 12 displays "00." Also, the 1BET LED 14, 2BET LED 15, 3BET LED 16, status LED 19, and start valid LED 18 are all lit. Since the start valid LED 18 is lit, the start switch 7 shown in Fig. 41(e) is in a valid operable state.

[0276] 41(f) shows a state immediately after the start switch 7 is operated and the reels 2L, 2C, and 2R start to spin. In response to the spinning of the reels 2L, 2C, and 2R, the 1BET LED 14, the 2BET LED 15, the 3BET LED 16, and the start activation LED 18 are turned off.

[0277] FIG. 42 is a third diagram for explaining the start-up mode of the slot machine 1. As shown in FIG. 42(g), the stop switch lamps inside the stop switches 8L, 8C, and 8R are on. The main control unit 41 turns on the stop switch lamps after the reels 2L, 2C, and 2R have rotated. This allows the player to recognize that the stop switches 8L, 8C, and 8R are operable.

[0278] In this manner, in the slot machine 1 of this embodiment, the slot machine 1 is started in the order shown in Figs. 39 to 42. In the slot machine 1, the reels 2L, 2C, and 2R are visible through the transparent area 3 until the return preparation screen shown in Fig. 41(d) is displayed. This allows the states of the reels 2L, 2C, and 2R to be displayed when the power supply to the slot machine 1 is resumed before the return preparation screen is displayed.

[0279] In addition, in the slot machine 1, the reels 2L, 2C, and 2R are visible through the transparent area 3 until the start enable LED 18 shown in Fig. 41(e) lights up. This allows the state of the reels 2L, 2C, and 2R to be recognized from the outside before the operation of the start switch 7 for the progress of the game becomes acceptable when the power supply to the slot machine 1 is resumed.

[0280] Furthermore, in the slot machine 1, by the time the status LED 19 shown in Fig. 41(e) lights up, the reels 2L, 2C, and 2R are visible through the transparent area 3. This allows the status of the reels 2L, 2C, and 2R to be recognized by the outside before the game status is indicated when the power supply to the slot machine 1 is resumed.

[0281] 41(f), before the reels 2L, 2C, and 2R start to rotate, the reels 2L, 2C, and 2R can be seen through the transparent area 3. This allows the state of the reels 2L, 2C, and 2R before they start to rotate to be recognized from the outside when the power supply to the slot machine 1 is resumed.

[0282] Furthermore, in the slot machine 1, regardless of which game state the RAM 41c holds, the start-up sequence shown in Fig. 39 is executed. As a result, when the power supply to the slot machine 1 is started, regardless of which game state the RAM 41c holds, the states of the reels 2L, 2C, and 2R can be externally recognized before the return screen is displayed.

[0283] In addition, in the slot machine 1, when the power supply is resumed, the background color of the image display area is displayed as black, as shown in Figures 40(c) to 42(g). This makes the reels 2L, 2C, and 2R stand out in the slot machine 1, allowing the reels 2L, 2C, and 2R to be easily recognized.

[0284] Furthermore, in the slot machine 1, when the power supply is resumed, the lower panel 55 emits light before the recovery screen is displayed. This allows the slot machine 1 to easily recognize from the outside that the power supply has been resumed.

[0285] [Reel motor configuration] Next, the configuration of the reel motor and the control method for exciting the reel motor will be described with reference to FIGS.

[0286] FIG. 43 is a diagram showing the configuration of the reel motors 32L, 32C, and 32R. FIG. 44 is a timing chart showing a method of controlling the reel motors. The reel motors 32L, 32C, and 32R are, for example, hybrid stepping motors, and are composed of a stator 32b and a rotor 32a facing the stator 32b. The rotor 32a has a number of gear-shaped salient poles (not shown), and a permanent magnet magnetized in the same direction as the rotating shaft is incorporated in the rotor 32a. These reel motors 32L, 32C, and 32R receive a pulse signal output from a motor drive circuit under the control of the main CPU 41a, and each excitation phase φ1 to φ4 of the stator 32b is excited according to a predetermined procedure, thereby rotating the rotor 32a by a predetermined angle (one step) each time one pulse is received.

[0287] FIG. 43(a) is a timing chart showing a control method at the start of the reel motors 32L, 32C, and 32R. In FIG. 43, φ1 to φ4 indicate each excitation phase, "ON" indicates an excited state, and "OFF" indicates a demagnetized state. When starting the reel motors 32L, 32C, and 32R, the main CPU 41a starts excitation in the rotation direction from a state in which only the stopped phase is excited, starting from the stopped phase as a starting point, using a 1-2 phase excitation method described later. In more detail, for example, when the stopped phase is (φ3), from a state in which only (φ3) is excited, φ1 to φ4 are excited alternately in the order of 2 phase, 1 phase, and 2 phase in the order of (φ3, φ4), (φ4), (φ4, φ1)...

[0288] If excitation were to begin from a phase other than the stop phase, the permanent magnet of rotor 32a would be rapidly attracted to the excitation phase, causing the reel to vibrate when rotation began. However, in this embodiment, excitation is begun from the stop phase, so that the reel, which is integrally connected to rotor 32a, starts smoothly.

[0289] FIG. 44(b) is a timing chart showing a method of controlling the reel motors 32L, 32C, and 32R while they are rotating and when they are stopped.

[0290] First, during rotation, i.e., until the condition for stopping the reels is satisfied, the reel motor is driven in a 1-2 phase excitation method to rotate the reels 2L, 2C, and 2R. For example, a pulse signal indicating excitation of φ1 to φ4 is turned ON / OFF at the timing shown in Fig. 44(b), and φ1 to φ4 are excited alternately in each step in the order of (φ4, φ1), (φ1), (φ1, φ2), (φ2, φ3), (φ3), (φ3, φ4), (φ4), (φ4, φ1) ... along the rotation direction of the rotor 32a, thereby rotating the rotor 32a and rotating the reels 2L, 2C, and 2R.

[0291] Next, when the condition for stopping the reel during rotation is satisfied, that is, when the rotor 32a steps out of step by an overshoot amount described later and reaches an angular position (target stop angular position) at which the symbol (target symbol) selected by the stop operation can be derived and displayed, the process shifts from the state in which the two phases are excited to the state in which the reel is stopped. For example, when the condition for stopping the reel is satisfied during the period shown in Fig. 44(b) as the stop condition satisfaction step, the process waits until the time Ta at which the two phases are excited and then shifts to the stop control.

[0292] Reel stop control is performed in two stages, as shown by T1 and T2 in Fig. 44(b). The control performed in T1 is called two-phase excitation stop control, and the control performed in T2 is called three-phase excitation stop control.

[0293] The two-phase excitation stop control is a control that starts at the time Ta when the reel motor is driven in the 1-2 phase excitation mode and transitions from a one-phase excited state to a two-phase excited state, and maintains the two-phase excited state for a predetermined hold time T1. For example, as shown in FIG. 44(b), from the time transitions from a (φ1) excited state to a (φ1, φ2) excited state, the (φ1, φ2) excited state is maintained for the hold time T1. This causes the rotor 32a of each reel motor, which has been rotating at high speed, to be suddenly braked.

[0294] The hold time T1 is determined according to the amount of overshoot that will cause step-out, and varies depending on the magnitude of the holding torque of the reel motor, the inertia of the rotor 32a, the spring constant, etc. In this embodiment, the amount of overshoot is assumed to be four steps of the stepping motor, and the hold time T1 is set as the time required for the reel motor to drive three steps. The target stop angle position of the rotor 32a is set three steps ahead from the stage at which the two-phase excitation stop control is started, in accordance with the hold time T1.

[0295] Therefore, at the time Tb when the hold time T1 has elapsed, the rotor 32a is in a position immediately before the target stop angle position, and its rotation speed is in a braked state. Therefore, at the time Tb, the excitation pattern is switched to start three-phase excitation stop control. That is, φ1 is demagnetized, and the stop phase φ3 corresponding to the target stop angle position and the two brake phases φ2 and φ4 located in opposite positions across the stop phase are excited for a predetermined time T2. As a result, the rotor 32a stops at the holding torque stable point of the stop phase φ3, that is, the target stop angle position, while obtaining the brake by the brake phases φ2 and φ4. As a result, the reel integrally connected to the rotor 32a stops accurately and without vibration at the target stop position where the target pattern can be derived and displayed.

[0296] After the three-phase excitation stop control is executed for T2 (Tc), the brake phases φ2 and φ4 are demagnetized, and the motor voltage is changed from H to L while maintaining the excited state of the stop phase φ3. The reason why the excited state of the stop phase φ3 is maintained even after the rotor 32a stops is to prevent the rotor 32a from deviating from the holding torque stable point of the stop phase φ3 due to deviation caused by the phase difference between the holding torque and the detent torque or the influence of friction. This makes it possible to prevent the reel from moving slightly after it has stopped, and to prevent the angular position of the rotor 32a the next time the reel motor is started from deviating from the angular position at the time of stopping.

[0297] The excited state of the stop phase φ3, which is maintained even after the rotor 32a stops, is released when a predetermined time (30 seconds in this embodiment, the same timing as when the state transitions to a standby state (demo performance)) has elapsed (Td) without the start operation of the next game being performed. That is, when a predetermined time has elapsed without the start operation of the next game being performed after the rotor 32a stops, φ1 to φ4 are all demagnetized. Therefore, for example, the components constituting the stepping motor are not burdened with heat generated by the excitation phase being continuously excited for a long time, and deterioration of these components can be prevented. Also, in this embodiment, the excited state is released at the timing when the state transitions to a standby state (demo performance) after the state where the start operation of the next game is not performed continues for a predetermined time, so that the symbols arranged on the reels can be kept in a state where they are unlikely to shift while the player is playing, while the load on the components of the stepping motor can be reduced in a state where the player is unlikely to be playing.

[0298] As described above, in order to smoothly start rotating the reel, it is necessary to specify the exact stop position of the rotor 32a when the reel motor starts rotating, but in this embodiment, the stop control of the reel motor is performed by combining two-phase excitation stop control and three-phase excitation stop control, so that the rotation of the rotor 32a is rapidly braked by the two-phase excitation stop control and guided to the target stop angle position, and then, while braking is obtained by exciting two brake phases located in opposite positions across the stop phase of the target stop angle position by the three-phase excitation stop control, the rotor 32a is stopped at the target stop angle position by exciting the stop phase, so that the rotor 32a can be stopped at the target stop angle position without vibrating during rotation. Furthermore, since the rotor 32a stops at the target stop angle position, the exact stop position of the rotor 32a is specified, so that the reel can be rotated smoothly when it starts rotating.

[0299] In the slot machine 1 of this embodiment, the medal payout rate changes according to a set value. In detail, the medal payout rate changes by using a winning probability according to a set value in an internal lottery described later.

[0300] In order to change the set value, it is necessary to turn on the power of the slot machine 1 after turning on the setting key switch 37. When the power is turned on with the setting key switch 37 in the ON state, the setting value display 24 displays 1 as the initial setting value, and the slot machine 1 transitions to a setting change mode in which the setting value can be changed by operating the reset / setting switch 38. When the reset / setting switch 38 is operated in the setting change mode, the setting value displayed on the setting value display 24 is updated by 1 (when the reset / setting switch 38 is operated again from setting 6, the setting value returns to setting value L). When the start switch 7 is operated, the setting value is confirmed, and the confirmed setting value is stored in the RAM 41c of the main control unit 41. When the setting key switch 37 is turned off, the slot machine 1 transitions to a state in which the game can proceed.

[0301] Next, a description will be given of the initialization of the RAM 41c of the main control unit 41. The storage area of ​​the RAM 41c of the main control unit 41 is divided into important work, general work (BB work, AT work), special work, setting value work, stop phase work, non-saved work, unused area, and stack area.

[0302] The important work is a work in which display data for various indicators and LEDs, input / output data for the I / O port 41d, a timing counter for game time, etc. are stored. The general work is a work in which a stop control table, stop patterns, number of medals paid out, winning flags (small winnings, replays, single bonuses (1) to (3)) that are initialized at the end of each game, and winning flags are stored. The general work includes BB work and AT work. The BB work includes data that can be initialized at the end of the BB, such as the total number of medals paid out during the BB. That is, the AT work in which data related to the bonus is stored in the BB work includes the number of games played during the AT, the number of lives, etc. That is, data related to the AT state is stored in the AT work. The special work is a work in which data for sending commands to the performance control board 90, various software random numbers, etc., data that is initialized only before the start of the setting, winning flags (big bonuses (1) to (3)) that are not cleared at the end of each game and are initialized when a prize is won, and a game state flag for identifying the game state of the next game is stored. The setting value work is a work in which a setting value used when performing a lottery in the internal lottery process is stored, and after 0 is stored in the initialization before the start of setting (before transition to the setting change mode), it is corrected to 1, and when the setting is completed (when the setting change mode is ended), a newly set setting value is stored. The stop phase work is a work in which data indicating the stop phase of the reel motors 32L, 32C, and 32R is stored, and when the reel motors 32L, 32C, and 32R are in a stopped state, data indicating the stop phase is stored. The non-storage work is a work that holds the state of various switches, and a value is always set at startup regardless of whether the data in the RAM 41c is destroyed or not. The unused area is an unused area of ​​the storage area of ​​the RAM 41c, and is initialized if any one of a plurality of initialization conditions described later is satisfied. The stack area is an area in which data evacuated from the registers of the main CPU 41a is stored. Like the unused area, the unused stack area will be initialized if any one of the initialization conditions described below is met. However, the stack area in use will not be initialized in order for the program to continue.

[0303] In this embodiment, the main CPU 41a performs six types of initialization with different areas initialized depending on the six initialization conditions that are met: at startup with both the setting key switch 37 and the reset / setting switch 38 turned ON, at startup with only the setting key switch 37 turned ON, at the end of a BB, at startup with both the setting key switch 37 and the reset / setting switch 38 turned OFF when data in the RAM 41c is not destroyed, at the end of one game, and when a RAM abnormality error occurs.

[0304] In the initialization 0, both the setting key switch 37 and the reset / setting switch 38 are ON at the time of starting, and the initialization is performed at the end of the setting change mode. In the initialization 0, all areas (including unused areas and unused stack areas) of the storage area of ​​the RAM 41c are initialized except for the setting value work, the stop phase work, and the stack area in use, which are included in the general work. That is, in the initialization 0, both the AT work and the BB work are initialized. In the initialization 1, only the setting key switch 37 is ON at the time of starting, and the initialization is performed at the end of the setting change mode. In the initialization 1, all areas (including unused areas and unused stack areas) of the storage area of ​​the RAM 41c are initialized except for the BB work, the setting value work, the stack area in use, and the stop phase work, which are included in the general work. That is, in the initialization 1, the BB work is not initialized, and the AT work is initialized. In this way, in the slot machine 1, it is possible to suitably select which area of ​​the AT work and the BB work included in the RAM 41c is to be initialized based on the operation state of the setting key switch 37 and the reset / setting switch 38. Initialization 2 is an initialization performed when BB ends, and in initialization 2, the general work, unused area, and unused stack area of ​​the storage area of ​​RAM 41c are initialized. Initialization 3 is an initialization performed when both the setting key switch 37 and the reset / setting switch 38 are OFF at startup and the data of RAM 41c is not destroyed, and in initialization 3, the unsaved work, unused area, and unused stack area are initialized. Initialization 4 is an initialization performed when one game ends, and in initialization 4, the unused area and unused stack area of ​​the storage area of ​​RAM 41c are initialized. Initialization 5 is an initialization performed when a RAM abnormality error occurs, and in initialization 5, all areas of the storage area of ​​RAM 41c except the used stack area (including the unused area and unused stack area) are initialized.

[0305] In this embodiment, initialization 0 and initialization 1 are performed when the setting change mode ends, but they may be performed before the setting change mode is changed.

[0306] As mentioned above, in order to ensure that the reels start to rotate smoothly, it is necessary to determine the exact stopping position of the rotor 32a when the reel motor starts to rotate. However, if the data in RAM 41c, including the data indicating the stopping phase of the reel motor, is initialized when the settings are changed as in the past, it is impossible to determine the exact stopping position of the rotor 32a after the settings are changed. When the reel motor is rotated for the first time, the permanent magnet of the rotor 32a is suddenly attracted to the excitation phase, causing the reel to vibrate when it starts to rotate, resulting in an unsightly rotation pattern of the reel and the problem that the player will be able to tell that the settings have been changed.

[0307] In contrast, in this embodiment, data indicating the stop phases when the reel motors 32L, 32C, and 32R are stopped (0, 1, 2, and 3 indicate φ1, φ2, φ3, and φ4, respectively) are set in the stop phase work assigned to the RAM 41c, so that the exact stop position of the rotor 32a can be specified. At startup, in initialization 1 and initialization 0, the stop phase work is not initialized, and the data indicating the stop phases of the reel motors 32L, 32C, and 32R stored in the stop phase work is maintained even in the game state after the setting is changed. Therefore, even when the reel motors 32L, 32C, and 32R are rotated for the first time after the setting is changed, it is possible to specify the exact stop positions of these rotors 32a, and it is possible to start rotating the reels smoothly even in such a situation. As a result, the reels do not vibrate when the reels are rotated for the first time after the setting is changed, and it is possible to prevent the player from finding out that the setting has been changed.

[0308] [About the setting value L] FIG. 45 is a diagram for explaining the setting value L. As described above, in the slot machine 1 of this embodiment, it is possible to set six levels of values, 1, 2, 4, 5, 6, and L, as the setting value. In a general slot machine, the setting values ​​1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of this embodiment, it is possible to set the setting value L instead of the setting value 3. The setting value that replaces the setting value L is not limited to the setting value 3, and may be any of the setting values ​​1, 2, 4, 5, and 6. In FIG. 45, the expected value of ball payout in the entire period for each of the six setting values, the expected value of ball payout in an advantageous state, and the base and AT winning probability are shown.

[0309] The expected value of balls paid out in the entire period means the expected value of the number of balls (number of medals) paid out when a predetermined number of games (for example, 175,000 games) are played, regardless of the period in which the game is played. More specifically, it is the expected value of the number of medals paid out when a predetermined number of games are played in the non-internal, internal, and BB shown in FIG. 4. The expected value of balls paid out in the advantageous state means the expected value of the number of medals paid out when playing the slot machine 1 in the period from the start of the AT state to the end of the AT state. Note that the expected value of balls paid out in the advantageous state may be the expected value of the number of medals paid out not only in the period from the start of the AT to the end of the AT, but also in the BB period or the period including the AT and the BB. The base means the average number of games that can be played when a predetermined number of medals are inserted in the advantageous zone normal. The probability of winning the AT state is the probability of winning the AT state per game. In the slot machine 1 of this embodiment, a lottery is held to determine whether or not to transition to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by varying the probability of receiving high points according to a set value.

[0310] As shown in FIG. 45, in the slot machine 1 of this embodiment, when the setting value 1 is set, the expected value of balls in the entire period is A1, the expected value of balls in the advantageous state is B1, the base is C1, and the probability of winning the AT is D1. When the setting value 2 is set, the expected value of balls in the entire period is A2, the expected value of balls in the advantageous state is B2, the base is C2, and the probability of winning the AT is D2. When the setting value 4 is set, the expected value of balls in the entire period is A4, the expected value of balls in the advantageous state is B4, the base is C4, and the probability of winning the AT is D4. When the setting value 5 is set, the expected value of balls in the entire period is A5, the expected value of balls in the advantageous state is B5, the base is C5, and the probability of winning the AT is D5. When the setting value 6 is set, the expected value of balls in the entire period is A6, the expected value of balls in the advantageous state is B6, the base is C6, and the probability of winning the AT is D6. When the setting value L is set, the expected number of balls to be paid out during the entire period is AL, the expected number of balls to be paid out in an advantageous state is BL, the base is CL, and the probability of winning the AT is DL.

[0311] The expected value of the number of balls discharged during the entire period of each set value is such that AL is the smallest, A6 is the largest, and the relationship AL < A1 < A2 < A4 < A5 < A6 holds. That is, the set value L is the set value with the smallest expected value of the number of balls that can be given in all games including games in the advantageous state among the set values 1, 2, 4, 5, 6, L. Also, the expected value of the number of balls discharged in the advantageous state of each set value is such that BL is the smallest, B6 is the largest, and the relationship BL << B1 < B2 < B4 < B5 < B6 holds. That is, the set value L is the set value with the smallest expected value of the number of balls that can be given in the advantageous state among the set values 1, 2, 4, 5, 6, L. Further, in the slot machine 1 of the present embodiment, when comparing the difference between BL and B1 and the difference between B1 and B2, it is designed such that the difference between BL and B1 becomes large. For example, when the period from the start of the AT state to the end of the A state is set to 100 games, if the expected value B1 is 900 medals (net increase of 6 medals) and the expected value B2 is 910 medals (net increase of 6.1 medals), the expected value BL may be 310 medals (net increase of 0.1 medal). That is, while the difference between B1 and B2 is 10 medals, the difference between BL and B1 is 590 medals. Similarly, the difference between BL and B1 is larger than any of the differences between B2 and B4, between B4 and B5, and between B5 and B6. In other words, the set value L is the set value for which the number of medals paid out during the period from the start to the end of the AT state is extremely small compared to other set values.

[0312] Furthermore, for the base of each setting value, CL is the smallest, C6 is the largest, and the relationship CL < C1 < C2 < C4 < C5 < C6 holds. That is, the setting value L is the setting value with the smallest base among the setting values 1, 2, 4, 5, 6, and L. Note that for the base, the setting value L does not necessarily have to be the smallest setting value. Also, for the AT winning probability of each setting value, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the AT winning probability, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, and L, and it transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.

[0313] Figure 46 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of AT when the setting value L is set. First, the variation in the number of winning balls during the period from the start to the end of AT will be explained below. In Figure 46, when the setting value 1 and the setting value L are set, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state is illustrated. That is, Figure 46 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls for the setting value 1 paid out during the period from the start to the end of the AT state is B1, the peak of the normal distribution of the setting value 1 indicates the number of winning balls with the expected value B1. Since the expected value of the number of winning balls for the setting value L paid out during the period from the start to the end of the AT state is BL, the peak of the normal distribution of the setting value L indicates the number of winning balls with the expected value BL.

[0314] The width SD1N of the normal distribution of the set value 1 indicates the variation (standard deviation) of the number of medals paid out, and the width SD1L of the normal distribution of the set value L indicates the variation (standard deviation) of the number of medals paid out. In other words, the wider the width SD1N and width SD1L are, the more the number of medals paid out will vary from the start of the AT state to the end of the AT state at each set value. As shown in FIG. 46, the width SD1L is narrower than the width SD1N.

[0315] That is, the variation in the number of medals paid out when the setting value L is set during the period from the start of the AT to the end of the AT is smaller than the variation in the number of medals paid out when the setting value 1 is set during the period from the start of the AT to the end of the AT. In other words, the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value L is set will be close to the expected value BL is higher than the probability that the number of medals paid out from the start of the AT state to the end of the AT when the setting value 1 is set will be close to the expected value B1.

[0316] FIG. 47 is a diagram for explaining the variation in the number of paid balls during the entire period when the setting value L is set. FIG. 47 illustrates a normal distribution showing the variation in the number of paid balls (number of medals) during a predetermined number of games (for example, 17,500 games) when the setting value 1 and the setting value L are set. In other words, when the setting value 1 and the setting value L are set, the probability distribution of the number of medals paid during a predetermined number of games is shown. With reference to FIG. 45, since the expected value of paid balls during a predetermined number of games for the setting value 1 is A1, the peak of the normal distribution for the setting value 1 indicates the number of paid balls of the expected value A1. The width SD2N of the normal distribution for the setting value 1 indicates the variation (standard deviation) of the number of medals paid out when the setting value 1 is set. Since the expected value of paid balls during a predetermined number of games for the setting value L is AL, the peak of the normal distribution for the setting value L indicates the number of paid balls of the expected value AL. The width SD2L of the normal distribution for the setting value L indicates the variation (standard deviation) of the number of medals paid out when the setting value L is set. The width SD2L is narrower than the width SD2N.

[0317] That is, referring to FIG. 47, the variation in the number of medals paid out when the set value L is set is smaller than the variation in the number of medals paid out when the set value 1 is set. In other words, the probability that the number of medals paid out during a predetermined number of games when the set value L is set is close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games when the set value 1 is set is close to the expected value A1. In other words, with the set value L, the variation in the number of medals paid out during a predetermined number of games is small. This is realized by the design of the expected value of paid out balls in an advantageous state and the probability of winning the AT, as described in FIG. 45. That is, the expected value of paid out balls BL in an advantageous state of the set value L is extremely small compared to other set values. Therefore, with the set value L, the number of medals paid out is small even when the AT state is transitioned to. On the other hand, in terms of the probability of winning the AT, the set value L is not designed to be the lowest among the set values ​​1, 2, 4, 5, 6, and L, and transitions to the AT state are made with a relatively high probability.

[0318] At setting value L, since it shifts to the AT state with a high probability, the period of playing the game during the advantageous section does not continue, and it stably shifts to the AT state. However, even when it shifts to the AT state, the expected value of the number of medals paid out is low. As a result, as shown in FIG. 47, in all periods regardless of the advantageous state, when a predetermined number of games are played, the variation in the number of medals paid out can be made smaller compared to other setting values. In FIG. 47, only setting value 1 and setting value L are compared, but setting value L is designed to be the setting value with the smallest variation in the number of medals paid out during the predetermined number of games among setting values 1, 2, 4, 5, 6, and L. Thus, when the type test is executed with setting value L set, since the number of payouts stabilizes, it becomes easier to meet the type test. Note that the expected value of the number of medals paid out in the advantageous state of setting value L does not necessarily have to be extremely small compared to other expected values. In this case, it is designed so that the AT winning probability is the smallest. That is, it may be designed such that the difference between BL and B1 is equal to the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.

[0319] As described above, by adjusting the expected value of the number of balls in the advantageous state and the AT winning probability, setting value L is designed to be the setting value with the smallest variation in the number of payouts during the predetermined number of games. However, the method of reducing the variation in the number of payouts is not limited to this. For example, it is conceivable to adjust the number of payouts per game in the advantageous state. That is, at setting value L, the number of payouts per game in the advantageous state is fixed, and at the normal setting value, the number of payouts per game in the advantageous state is variable.

[0320] More specifically, when the set value L is set, when one game is played in an advantageous state, 7 coins are paid out with a 100% probability. On the other hand, when the normal set value is set, when one game is played in an advantageous state, the payout number is 0 with a 50% probability, and 15 coins are paid out with a 50% probability. This allows a difference in the variation in the payout number per game in an advantageous state between the set value L and the normal set value, so the set value L can be set to a setting value that has a smaller variation in the payout number for all games, including games in an advantageous state, than any of the normal set values. Note that the payout number for one game in an advantageous state when the set value L is set is not fixed, and may be smaller than the variation in the payout number for one game in an advantageous state when the normal set value is set. For example, at setting value L, it is designed to have a 50% probability of 7 coins being dispensed and a 50% probability of 8 coins being dispensed, while at setting value normal, it is designed to have a 50% probability of 0 coins being dispensed and a 50% probability of 15 coins being dispensed.

[0321] The length of the period controlled to the advantageous state may also be adjusted. The period controlled to the advantageous state is, for example, the number of games from the start to the end of the AT state. At the setting value L, the period controlled to the advantageous state is fixed, and at the normal setting value, the period controlled to the advantageous state is variable.

[0322] More specifically, when the set value L is set, the number of games from the start of the AT state to the end is fixed to 200 games. On the other hand, when the normal set value is set, the period from the start of the AT state to the end is designed to be variable, for example, 100 games or 1000 games, based on an internal lottery. This allows a difference in the length of the period controlled to the advantageous state to be generated between the set value L and the normal set value, and the set value L can be set to a set value in which the variation in the payout number of all games, including games in the advantageous state, is smaller than any of the normal set values. Note that the period controlled to the advantageous state when the set value L is set is not fixed, and it is sufficient that the variation in the length of the period controlled to the advantageous state is smaller than the variation in the length of the period played in the advantageous state when the normal set value is set.

[0323] In this way, the set value L can be set to the set value with the smallest variation in the payout number of all games, including games in an advantageous state, among the set values ​​1, 2, 4, 5, 6, and L, by adjusting various conditions. These conditions can be used in combination. For example, by adjusting both the payout number of one game in an advantageous state and the period during which the game is played in the advantageous state, the variation in the payout number of the set value L can be set to the smallest among the set values ​​1, 2, 4, 5, 6, and L. Furthermore, the expected value of payout balls in an advantageous state, the probability of winning the AT, the payout number of one game in an advantageous state, and the period during which the game is played in the advantageous state may be adjusted to design the set value L so that the variation in the payout number is the smallest among the set values ​​1, 2, 4, 5, 6, and L.

[0324] An example of special suggestion control suggesting that the setting value L is set will be described below with reference to Figures 48 and 49. Figure 48 is a diagram showing an example of special suggestion control suggesting that the setting value L is set in a non-play state. Figure 49 is a diagram showing a slot machine 1 in which a normal setting value other than the setting value L in a non-play state is set.

[0325] 48 and 49 show the slot machine 1 in a non-play state. The non-play state means a state in which no bet is placed, the reels are stopped, and no game is being played. If no game is played for a certain period of time after the slot machine enters the non-play state, a demo screen is displayed on the liquid crystal display 51 of the slot machine 1.

[0326] As shown in FIG. 48, when the set value L is set, the telop 120 is displayed superimposed on the demo screen. Also, when the set value L is set, the lower panel 55 blinks. The lower panel 55 may be lit instead of blinking. On the other hand, as shown in FIG. 49, when a set value other than the set value L is set, the telop 120 is not displayed on the liquid crystal display 51. Also, the lower panel 55 does not light up or blink. Thus, in the slot machine 1 of this embodiment, when the set value L is set and a game is not being played, the telop 120 is displayed and the lower panel 55 blinks, thereby executing the special suggestion control. The special suggestion control is a control that suggests to the player that the set value L is set.

[0327] The special suggestion control in the example of FIG. 48 is that the telop 120 is displayed and the lower panel 55 is flashing. The special suggestion control may be performed in other manners as long as the suggestion is distinguishable between when a setting value other than the setting value L is set and when the setting value L is set. In this way, in the slot machine 1 of this embodiment, the player can be made aware that the setting value L is set when he is not playing, and it is possible to prevent the player from playing when the setting value L is set. In addition, the special suggestion control is performed using the lower panel 55, which has the largest area used for notification, so that the administrator and the player can be made aware that the setting value L is set in a suitable manner.

[0328] In this way, in the slot machine 1 of this embodiment, it is possible to set any one of the setting values ​​1, 2, 4, 5, 6, and L. The setting value L is the setting value that has the smallest expected value of the number of medals that can be awarded in all games including games in an advantageous state when the setting value L is set among the setting values ​​1, 2, 4, 5, 6, and L, and is the setting value that has the smallest expected value of the number of medals that can be awarded in an advantageous state when the setting value L is set among the setting values ​​1, 2, 4, 5, 6, and L, and is the setting value that has the smallest variation in the gaming value that can be awarded in an advantageous state when the setting value L is set among the setting values ​​1, 2, 4, 5, 6, and L.

[0329] As a result, by performing a type test using the set value L, the variation in the number of medals that can be awarded in an advantageous state is reduced and games are played as designed, making it easier to pass the type test. On the other hand, when the set value L is set in the market, the expected number of medals that can be awarded in all games, including games in an advantageous state, is reduced, or the expected number of medals that can be awarded in an advantageous state is reduced, which is disadvantageous to players, but by suggesting that the set value L has been set, it is possible to make players easily aware that the set value L has been set.

[0330] FIG. 50 is a diagram for explaining the order in which the setting values ​​are stored. As described above, the reset / setting switch 38, which functions as a setting switch for changing the payout rate in the setting change state, is provided inside the slot machine 1. When the power is turned on in the setting change state, the currently set setting value is displayed on the credit indicator 11 or the game auxiliary display 12. For example, when the setting value 1 is set, as shown in FIG. 50(a), the credit indicator 11 or the game auxiliary display 12 displays the number "1" as a 7-segment number indicating that the setting value 1 is set.

[0331] In the state of FIG. 50(a), by operating the reset / set switch 38, the main control unit 41 displays "2" as a 7-segment on the credit indicator 11 or the gaming support indicator 12 as shown in FIG. 50(b). Furthermore, by operating the reset / set switch 38, the main control unit 41 displays the setting values ​​in the order of "4", "5", "6", "L", "1", "2", ... on the credit indicator 11 or the gaming support indicator 12 as shown in FIG. 50(c) to (h). In this way, the main control unit 41 reads out the setting value data stored in the ROM 41b in the order of setting values ​​1, 2, 4, 5, 6, L, and displays them on the credit indicator 11 or the gaming support indicator 12.

[0332] More specifically, the correspondence between the set value and the data stored in ROM 41b or RAM 41c will be described. When "0" is stored as a data value in ROM 41b or RAM 41c, it corresponds to set value 1. When "1" is stored as a data value, it corresponds to set value 2, when "2" is stored as a data value, it corresponds to set value 4, when "3" is stored as a data value, it corresponds to set value 5, when "4" is stored as a data value, it corresponds to set value 5, when "5" is stored as a data value, it corresponds to set value 6, and when "6" is stored as a data value, it corresponds to set value L. In addition, the specific data associated with the set value in ROM 41b or RAM 41c includes not only the data value indicating the set value itself, but also a numerical value for determining a process determined for each set value. For example, the numerical value for determining a process is a winning rate determined for each role.

[0333] That is, the ROM 41b stores a plurality of specific data corresponding to the set values ​​1, 2, 4, 5, 6, and L consecutively in the storage area. Furthermore, among the plurality of specific data corresponding to the set values ​​1, 2, 4, 5, 6, and L, the specific data corresponding to the set value L is stored at the end of the arrangement order in the storage area of ​​the ROM 41b. That is, the arrangement order is "1, 2, 4, 5, 6, L". The specific data corresponding to the set value L may be stored at the beginning of the arrangement order in the storage area of ​​the ROM 41b. When stored at the beginning, the arrangement order is "L, 1, 2, 4, 5, 6". This makes it easier to distinguish the set value L from the set values ​​1, 2, 4, 5, and 6, which are normal set values.

[0334] Also, the set value L, which is provided to comply with the type test, is displayed using the letter "L" other than a number. On the other hand, the normal set value to be set in the market is displayed using a number. This makes it easier for the manager of the slot machine 1 to distinguish between the set value L and the normal set value other than the set value L, and to easily recognize that the set value L has been set.

[0335] [Shutter effect] FIG. 51 is a diagram for explaining a shutter performance. FIG. 51 shows an example of a shutter performance executed using a liquid crystal display 51. A shutter performance is a performance in which the entire area displayed by the liquid crystal display 51 is covered once by closing a shutter, a sliding door, or the like, and then the shutter or sliding door opens, and the area displayed by the liquid crystal display 51 is exposed again. The image displayed on the liquid crystal display 51 before and after the shutter or sliding door is closed may be changed in part or in whole. Also, the image displayed on the liquid crystal display 51 may not be changed before and after the shutter or sliding door is closed. Furthermore, the shutter performance may be used when the stage is changed. This makes it possible to preferably display the change of the stage.

[0336] For example, in the example of FIG. 51(a), the second section stage of the first state is displayed on the liquid crystal display 51. By executing the shutter performance, as shown in FIG. 51(b), the display area of ​​the liquid crystal display 51 is gradually covered with a shutter. The shutter may be a physical shutter provided separately from the liquid crystal display 51, or may be an image displayed by the liquid crystal display 51. When the shutter is an image, the liquid crystal display 51 gradually superimposes the shutter on the image of the second section stage of the first state shown in FIG. 51(a). In FIG. 51(c), the display area of ​​the liquid crystal display 51 is covered with the shutter, and the second section stage of the first state cannot be viewed.

[0337] In Fig. 51(d), the shutter gradually starts to open, and in Fig. 51(e), the shutter finishes opening. As shown in Fig. 51(e), after the shutter effect is performed, an image showing a state in which the player is battling an enemy corresponding to the second state is displayed. Next, a method of using the shutter effect to suggest to the player that the setting value L has been set will be described.

[0338] FIG. 52 is a diagram showing the rate at which the shutter effect is executed. As shown in FIG. 52, the shutter effect is executed at different frequencies depending on the set value and the situation. When the normal setting value is set, the shutter effect is not executed in the first situation. The first situation is a situation that indicates a normal section, a normal advantageous section, and an AT continuous performance. Also, when the normal setting value is set, the shutter effect is executed in the second situation with a probability of 1 / 50. That is, in the second situation when the normal setting value is set, the shutter effect is executed once in 50 games on average. When the setting value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous section and during the AT continuous performance in the first situation. That is, the shutter effect is executed once in 2 games on average. When the setting value L is set, the shutter effect is not executed in the normal section, the first state, and the second state.

[0339] FIG. 53 is a diagram showing an example of special suggestion control using a shutter effect. As shown in FIG. 53, in this embodiment, when the set value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous zone. At this time, effects related to the shutter effect when the stage changes or the shutter opens are not executed. As a result, images of the shutter opening and closing are frequently displayed, which can give the player a sense of incongruity.

[0340] In addition, the second situation is described as an example of the first and second advantageous situations, but the second situation is not limited to during the advantageous situation. For example, the first situation may be the advantageous zone normal state, and the second situation may be the AT continuous performance. In this case, for example, when the setting value L is set, the shutter performance may be executed with a probability of 1 / 2 in the advantageous zone normal state, which is the first situation, and when the normal setting value is set, the shutter performance may be executed at least once during the AT continuous performance, which is the second situation.

[0341] In the slot machine 1 of this embodiment, when the normal setting value is set, the shutter effect is executed at a rate of 1 / 50 in the first and second states, which are advantageous states. On the other hand, when the setting value L is set, the shutter effect is executed at a higher frequency in the advantageous zone normal and during the AT continuous performance, compared to when the normal setting value is set. As a result, in the slot machine 1, the shutter effect, which is executed only in the AT state if the setting value L is not set, is executed at a higher frequency in the advantageous normal zone, making it possible to make the player feel uncomfortable. This suggests to the player that the setting value L is set.

[0342] In this way, the main control unit 41 executes special suggestion control, using the liquid crystal display 51 capable of executing effects used in the game, to suggest that the setting value L has been set. With this configuration, the player can be made aware that the setting value L has been set while playing the game, and it is possible to prevent the player from continuing the game in the state in which the setting value L has been set.

[0343] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and it differentiates the execution rate of the shutter effect as a special suggestion control when the setting value L is set and when the normal setting value is set among the setting values ​​1, 2, 4, 5, 6, and L. This allows the player to recognize that the setting value L is set based on the execution frequency of the shutter effect.

[0344] When the normal setting value is set, the sub-control unit 91 does not execute the shutter effect in the first situation indicating the normal section, the normal advantageous section, or the AT continuous performance, but executes the shutter effect in the second situation indicating the first state and the second state. Also, when the setting value L is set, the main control unit 41 executes the shutter effect in the first situation using the liquid crystal display 51 as a special suggestion control. As a result, the shutter effect is executed in the first situation, so that the player can recognize that the setting value L is set.

[0345] The shutter effect is an effect in which an image of a shutter, a sliding door, or other such obstruction is displayed over the entire display area of ​​the liquid crystal display 51. The area in which the shutter effect is displayed is not limited to the entire display area of ​​the liquid crystal display 51, and may be displayed, for example, only in the effect area 510 described below. This allows the player to easily recognize that the setting value L has been set by displaying an obstruction such as a shutter or a sliding door over the entire display area.

[0346] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Also, the shutter performance is executed in a state where the navigation is not executed. In other words, the shutter performance is not executed in a state where the navigation is executed. This prevents the display of the navigation performance from being hindered by the execution of the shutter performance.

[0347] [Setting value suggestion effect] The following describes the setting value suggestion effect that suggests the set setting value. Figure 54 is a diagram for explaining an example of the setting value suggestion effect. In the slot machine 1 of this embodiment, the setting values ​​1, 2, 4, 5, and 6 can be set as normal setting values, and the setting value L can be set as a special setting value.

[0348] When executing the presentation, the sub-control unit 91 can execute a setting value suggestion presentation that suggests the setting value set in the slot machine 1. The sub-control unit 91 acquires a command indicating the setting value from the main control unit when the design is changed. The sub-control unit 91 executes the setting value presentation based on the acquired setting value. The setting value suggestion presentation can be executed at various times and in various ways. FIG. 54 explains an example in which the setting value suggestion presentation is executed together with a result screen that is displayed when the AT state ends. The result screen is a screen for notifying the number of medals paid out in the AT state, the number of games played, etc.

[0349] In the following, the four types of result screens shown in FIG. 54 will be described with reference to FIG. 55. FIG. 55 is a diagram showing the execution ratio of result screens for each setting value. FIG. 54(a) is the character 1 result screen on which character Ch1 is displayed. Referring to FIG. 55, the character 1 result screen is displayed with a probability of 90% when the normal setting value is set. Also, the character 1 result screen is displayed with a probability of 100% when the setting value L is set. In other words, when the setting value L is set, the character 1 result screen is always displayed when the AT state ends and the result screen is displayed.

[0350] FIG. 54(b) is the character 2 result screen on which character Ch2 is displayed. The character 2 result screen is a result screen that suggests an odd number setting. Referring to FIG. 55, the character 2 result screen is displayed with a 10% probability when setting value 1 or setting value 5 is set. The character 2 result screen is not displayed when setting values ​​2, 4, 6, or L are set. In this way, the slot machine 1 can suggest that either setting value 1 or 5 has been set by displaying the character 2 result screen.

[0351] FIG. 54(c) is a character 3 result screen on which character Ch3 is displayed. The character 3 result screen is a result screen that suggests an even number setting. Referring to FIG. 55, the character 3 result screen is displayed with a probability of 10% when setting value 2 or setting value 4 is set, and with a probability of 8% when setting value 6 is set. The character 3 result screen is not displayed when setting values ​​1, 5, or L are set. In this way, the slot machine 1 can suggest that one of setting values ​​2, 4, or 6 has been set by displaying the character 3 result screen.

[0352] FIG. 54(d) is a character 4 result screen on which the character Ch4 is displayed. The character 4 result screen is a result screen that suggests the so-called setting value 6. Referring to FIG. 55, the character 4 result screen is displayed with a probability of 2% when the setting value 6 is set. The character 4 result screen is not displayed when the setting values ​​1, 2, 4, 5, and L are set. In this way, in the slot machine 1, the character 4 result screen is displayed to suggest that the setting value 6 is set. A setting suggestion that suggests the setting value that is set, rather than suggesting that multiple setting values ​​are set, as in the character 4 result screen, is called an individual setting suggestion. An individual setting suggestion may be performed, for example, for a setting value of 5, but is preferably suggested for a setting with a payout rate of more than 100%.

[0353] In this way, in the slot machine 1 of this embodiment, four types of result screens are displayed. It is easy for a player to guess which of the setting values ​​1, 2, 4, 5, 6, and L has been set by displaying the character 2 result screen, the character 3 result screen, and the character 4 result screen, while it is difficult for a player to guess which setting value has been set when the character 1 result screen is displayed. This is because, as described above, the setting value L is a setting value intended to be used in type testing, and the character 1 result screen is uniformly displayed with a probability of 90% for normal setting values ​​intended for use in the market. Therefore, the character 1 result screen is the result screen in which it is most difficult to recognize which setting value has been set. Hereinafter, the setting suggestion in which the character 1 result screen is displayed is referred to as a normal setting suggestion.

[0354] Using Figures 54 and 55, it has been explained that the setting value is suggested by changing the type of character displayed on the result screen displayed when the AT state ends. The setting value suggestion effect may be suggested not only by changing the type of character displayed, but also by changing the background color or pattern displayed as the result screen, for example. Furthermore, the timing at which the setting value suggestion effect is executed is not limited to the end of the AT state, but may be executed in various states and timings such as the effect during the normal advantageous zone, during the AT continuous effect, and the effect in the ending state.

[0355] In this way, in the slot machine 1 of this embodiment, it is possible to execute a setting suggestion for suggesting which of the setting values ​​has been set. On the other hand, when the setting value L is set, the setting suggestion is not executed. In other words, when the setting value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. In this way, when the setting value L is set, it is only suggested that the setting value L has been set, and it is not suggested that the normal setting value has been set, thereby preventing confusion from occurring to the player.

[0356] In addition, in the slot machine 1 of this embodiment, when the normal setting value is set, on the result screen at the end of the AT state, it is possible to execute the normal setting suggestion, odd setting suggestion, even setting suggestion, and setting value 6 fixed suggestion, which are the most difficult to recognize which setting value is set. When the setting value L is set, the character 2 result screen, character 3 result screen, and character 4 result screen other than the normal setting suggestion are not displayed, while the character 1 result screen is displayed. This makes it possible to prevent confusion for the player caused by setting suggestions other than the normal setting suggestion when the setting value L is set.

[0357] Furthermore, in the slot machine 1 of this embodiment, when the setting value 6 is set among the setting values ​​1, 2, 4, 5, 6, and L, an individual setting suggestion that suggests that the setting value 6 is set can be executed. On the other hand, when the setting value L is set, the individual setting suggestion of the setting value 6 is not executed. This makes it possible to prevent the player from being confused by suggesting that one of the normal setting values ​​is set even when the setting value L is set, and further makes it possible to prevent the player from being confused by the individual setting suggestion that individually suggests that the setting value L is set being displayed on the result screen.

[0358] Fig. 56 is a flow diagram showing the control contents of the initial setting process performed by the main control unit 41. In the following, in order to explain the setting value change process in more detail, the start-up process and the initial setting process performed by the main control unit 41 will be explained with reference to Fig. 56. The start-up process and the initial setting process are subroutines included in the game program.

[0359] When power supply to the slot machine 1 is started, the main control unit 41 starts up in a state where timer interrupts are set to be prohibited due to the occurrence of a reset, and performs various processes according to the programs stored in the ROM 41b. After starting up, the main control unit 41 first performs a startup setting process included in the game program to initialize all output ports 0 to 9, and performs an initial setting process included in the game program to initialize the internal registers of the main control unit 41 based on a built-in register initialization table previously set in a predetermined area of ​​the ROM 41b.

[0360] The initial setting process is started in a state where timer interrupts are prohibited. In the initial setting process, first, a predetermined area of ​​the input port is referenced (Sa1) to determine whether or not the power interruption detection signal output from the power interruption detection circuit is in the ON state (Sa2). If the power interruption detection signal is in the ON state, the process waits until the power interruption detection signal becomes in the OFF state. After that, the power supply voltage of the slot machine 1 becomes normal and the power interruption detection signal becomes in the OFF state, the process calculates the parity of a predetermined area of ​​the RAM 41c (Sa3), and sets a predetermined initial address to the stack pointer (Sa4). Then, the process determines whether or not the parity calculated in the step Sa3 is normal (Sa5). If the parity is normal, the process obtains fixed data for RAM destruction diagnosis set in a predetermined area of ​​the RAM 41c at the time of power interruption (Sa6), and diagnoses whether or not the memory contents of the RAM 41c are destroyed based on the fixed data for RAM destruction diagnosis (Sa7).

[0361] If it is determined in step Sa5 that the parity is normal, or if the contents stored in the RAM 41c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in the RAM 41c based on the RAM parity calculated in step Sa3 and the result of the diagnosis in Sa7 (Sa8). Note that an abnormality in the RAM 41c occurs when the parity is not normal, or when the parity is normal but the stored contents are diagnosed as abnormal.

[0362] If there is an abnormality in the RAM 41c, the values ​​of the flag registers in which the calculation results are stored among the registers provided in the main control unit 41 are saved by storing them in a predetermined order in the game stack area of ​​the game RAM area (Sa9), and then a non-game RAM area initialization process included in the non-game program is called and performed (Sa10). Then, in the non-game RAM area initialization process, the non-game RAM area of ​​the RAM 41c is initialized, and then the process returns to the initial setting process. Then, when the process returns to the initial setting process, the values ​​of the flag registers saved in the game stack area in step Sa9 are sequentially read from the game stack area in the reverse order to when they were saved, and set in the flag registers, thereby restoring the flag registers to the state before the RAM area initialization process was performed (Sa11).

[0363] In the non-game RAM area initialization process, first, the value of the current address of the game stack area indicated by the stack pointer SP used by the calling game program is stored in a predetermined area of ​​the non-game RAM area and saved. After that, the stack pointer SP is set to a predetermined value of the non-game stack area (the value stored in the predetermined area of ​​the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program) as the value of the stack pointer SP, thereby setting the stack pointer SP for the non-game program. Then, the values ​​of all registers provided in the main control unit 41, including the above-mentioned flag register, are saved in a predetermined order in the non-game stack area of ​​the non-game RAM area specified by the stack pointer SP. Then, the start address (first address of the unused area 4) and end address (last address of the non-game RAM area) of the RAM to be initialized are specified, and the start address is used as the initial value of the specified address, and the data of the specified address is cleared, and the specified address is updated to the next address. This process is repeated until the specified address becomes the end address, thereby initializing the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area 4 to the end of the non-game RAM area). Then, the values ​​of the registers that were stored and saved in the non-game stack area when the non-game RAM area initialization process was started are read out from the non-game stack area in the reverse order to the order in which they were saved, and set in the registers corresponding to the order, thereby restoring all registers to the state when the non-game RAM area initialization process was started. Then, the value of the stack pointer SP saved in a predetermined area of ​​the non-game RAM area when the non-game RAM area initialization process was started is set in the stack pointer SP, thereby restoring the stack pointer SP to the state when the non-game RAM area initialization process was started, and the non-game RAM area initialization process is terminated.

[0364] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the starting address and ending address of the RAM to be initialized, and the RAM area of ​​that capacity can be cleared sequentially from the starting address of the RAM to be initialized, thereby initializing the area from the starting address to the ending address of the RAM to be initialized.

[0365] If it is determined in step Sa8 that there is no abnormality in the RAM 41c, and if the register is restored in step Sa11, the fixed data for RAM destruction diagnosis set in the RAM 41c is cleared (Sa12), and an initialization start address at the time of RAM destruction is set (Sa13) to specify the address of the game RAM area that is the target of initialization processing when there is an abnormality in the RAM 41c. After that, it is determined whether the setting key switch 37 is in the ON state by referring to the input port 2 (Sa14).

[0366] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, a setting change process is performed. In the setting change process, the reset / setting switch 38 and the start switch 7 are operated in a predetermined procedure to confirm the setting value, and when it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the game is allowed to proceed. In addition, in the setting change process, when the setting change process is started, a setting command (start) indicating that the setting change process is to be started is sent to the sub-control unit 91, and when the setting change process is ended, a setting command (end) indicating that the setting change process is to be ended is sent. In addition, in the setting change process, when the setting change process is ended, the start address of the RAM area to be initialized at the time of the setting change is specified, and the process returns to the main process step. Then, by performing the RAM initialization process in the main process step, the area from the start address of the RAM area to be initialized at the time of the setting change to the end address of the game RAM area, that is, all game RAM areas, are initialized. Note that it is also possible to configure all game RAM areas except for the stack area in use of the RAM 41c to be initialized.

[0367] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, it is determined whether or not there is an abnormality in the RAM 41c based on the parity of the RAM calculated in step Sa3 and the diagnosis result in Sa7 (Sa15), and if it is determined that there is no abnormality in the RAM 41c, an initialization process is executed (Sa151). The initialization process in Sa151 corresponds to the initialization 3 described in FIG. 44. Then, an output buffer for outputting an external output signal is cleared (Sa16). In addition, a reel error counter that is set in a predetermined area of ​​the RAM 41c and that counts the number of times a reel rotation error is detected in the main process described later is cleared (Sa17). Then, the stack pointer SP is set to the address at the time of power failure based on the memory contents of the RAM 41c, thereby returning the stack pointer to the state at the time of power failure (Sa18), and the port input process is executed twice in succession (Sa19, Sa20).

[0368] The port input process is a process for updating input state data (input data indicating the current input state of various switches, final data indicating that the previous and current input data are the same, and edge data indicating that the final data has changed since the previous) relating to the input state of various switches input to the parallel input port 511. In a predetermined area of ​​the game RAM area of ​​the RAM 41c, port input buffers 0 to 2 for storing the input state data of various switches are provided, and the input state data of various switches updated by the port input process is stored in a predetermined bit of the port input buffer that is predetermined for each type. In the port input process, the detection state (ON state or OFF state) of various switches set to the input ports 0 to 2 of the parallel input port 511 is stored as input data in a predetermined bit of the port input buffer. In addition, the detection state (ON state or OFF state) in the previous and current port input processes is compared, and if the current and previous input data are in the same state, the final data is updated to indicate the detection state of the current input data, while if the current and previous input data are in different states, the previous final data is maintained. Also, by comparing the current and previous confirmed data, if the confirmed data changes from an OFF state to an ON state, ON edge data indicating that the confirmed data has changed from an OFF state to an ON state is stored in a predetermined bit of the port input buffers 0 to 2, and if the confirmed data changes from an ON state to an OFF state, OFF edge data indicating that the confirmed data has changed from an ON state to an OFF state is stored in a predetermined bit of the port input buffers 0 to 2. The input data, confirmed data, and edge data of the various switches stored in the port input buffers can be referenced from game programs and non-game programs.

[0369] In addition, in the initial setting process, by performing the port input process twice in succession, when the port input process is performed thereafter, input state data related to the input state of the detection signals of the various switches is created based on the input state of the various switches after the initial setting process, i.e., the input state of the various switches after the power supply to the slot machine 1 is resumed, so that it is possible to prevent an unintended input situation from being specified. In addition, in the port input process, a configuration may be used in which the final data is created based on input data acquired by three or more port input processes (for example, the current, previous, and previous-previous input data). In such a configuration, by performing the port input process in succession one less number of times than the number of port input processes required to create the final data, when the port input process is performed after the initial setting process, the input state data can be created based on the input state of the various switches after the initial setting process.

[0370] After the port input processing is performed in steps Sa19 and Sa20, a specified input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22). If the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a specified area of ​​RAM 41c (Sa23).

[0371] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a recovery command indicating that the control state before the power outage has been restored is transmitted to the sub-control unit 91 (Sa24), and then in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door opening detection switch 25 is to be transmitted is set in a predetermined area of ​​the RAM 41c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door opening detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of ​​the RAM 41c, a door command indicating the detection state of the door opening detection switch 25 is transmitted regardless of whether the detection state of the door opening detection switch 25 has changed.

[0372] Then, after setting the door command transmission flag in step Sa25, all registers are restored to the state before the power outage stored in RAM 41c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and a transition is made to timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to the slot machine 1 was cut off.

[0373] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM41c, a game RAM initialization process is performed (Sa28) to initialize the area from the RAM destruction initialization start address set in step Sa13 to the end of the game RAM area of ​​RAM41c. The game RAM area initialization process in Sa28 corresponds to the initialization 5 described in FIG. 44. Thereafter, similar to the process in steps Sa9 to Sa11, the value of the flag register in which the flag is set among the registers is saved to the game stack area of ​​the game RAM area (Sa29), and then the non-game RAM area initialization process included in the non-game program is called (Sa30), and all non-game RAM areas of RAM41c are initialized, and then the process returns to the caller and the register saved in step Sa29 is restored (Sa31).

[0374] After the registers are restored in step Sa31, the door command transmission flag is set (Sa32), the timer interrupt is enabled (Sa33), a RAM abnormality error code (E8) indicating that there is an abnormality in the RAM 41c is prepared in a specified register (Sa34), the initial setting process is terminated, and the process transitions to error processing.

[0375] In the error processing, the error state is controlled to disable the progress of the game. Also, an error command capable of identifying an error code (E8) prepared in a specified register is sent to the sub-control unit 91, and the error code (E8) is set in a specified area of ​​the RAM 41c as an error flag that can be referenced in other processing (for example, a sensor monitoring processing to be described later). Also, the error code (E8) is controlled to be displayed on the game auxiliary display 12. After that, the error state is controlled until it is identified that the release condition of the error state corresponding to the error code (E8) prepared in the specified register is established. When the RAM abnormality error code (E8) is prepared in the specified register and the error state is entered, the setting change state is entered by turning on the power switch 39 with the setting key switch 37 turned on, and all the game RAM areas are initialized, so that the abnormality of the data in the RAM 41c can be reliably eliminated and the error state can be entered. On the other hand, when the power switch 39 is turned on without turning on the setting key switch 37, the abnormality of the RAM 41c is detected again, and the error state is entered again.

[0376] In this way, the main control unit 41 performs the initial setting process first after the power supply to the slot machine 1 is started, and in the initial setting process, the main control unit 41 transitions to one of the timer interrupt process (main), the setting change process, and the error process depending on the state of the main control unit 41 when the power supply to the slot machine 1 is started. When transitioning to these processes, a command capable of identifying the type of process to transition is transmitted to the sub-control unit 91. When transitioning to the timer interrupt process (main), that is, when the control state before the power supply to the slot machine 1 is restored, a return command is transmitted to the sub-control unit 91. When starting the setting change process and transitioning to the setting change state, a setting command (start) is transmitted to the sub-control unit 91. When starting the error process and transitioning to the error state due to an abnormality in the RAM 41c, an error command is transmitted to the sub-control unit 91.

[0377] After transitioning from the initial setting process to the setting change process, the main control unit 41 passes through the setting change state and returns to a state in which the game can progress, and when returning to the state in which the game can progress, it transmits a setting command (end) that can specify that the setting change state has ended to the sub-control unit 91, but does not transmit a return command. Also, after transitioning to error processing due to an abnormality in the RAM 41c, transition is made to the setting change process as described above, and the error state is released, thereby returning to a state in which the game can progress, and even when the error processing is terminated and a return to a state in which the game can progress is returned to, a return command is not transmitted to the sub-control unit 91.

[0378] In this way, the main control unit 41 starts up when power supply to the slot machine 1 is started, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through the startup setting process.

[0379] In addition, the main control unit 41 performs the startup setting process, and then performs the initial setting process included in the game program. In the initial setting process, if it is determined that there is an abnormality in the RAM 41c, it calls the non-game RAM area initialization process included in the non-game program to initialize a predetermined area of ​​the non-game RAM area of ​​the RAM 41c. In addition, in the initial setting process, it calls the RAM initialization process included in the game program to initialize a predetermined area of ​​the game RAM area of ​​the RAM 41c, and the game RAM area is initialized by the game program, and the non-game RAM area is initialized by the non-game program.

[0380] [Specific increment processing during setting change processing] 57 is a flow diagram showing the control contents of the setting change processing performed by the main control unit 41. The main control unit 41 transmits a setting command (S112) and transitions to a setting change state (S113). By transitioning to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. Thereafter, the main control unit 41 converts the value of the A register into a display value (S115).

[0381] Specifically, when "0" is stored in the RAM 41c as the set value, it is converted to "1" which is a numeric value for display. When "1" is stored in the RAM 41c as the set value, it is converted to "2" which is a numeric value for display. When "2" is stored in the RAM 41c as the set value, it is converted to "4" which is a numeric value for display. When "3" is stored in the RAM 41c as the set value, it is converted to "5" which is a numeric value for display. When "4" is stored in the RAM 41c as the set value, it is converted to "6" which is a numeric value for display. When "5" is stored in the RAM 41c as the set value, it is converted to "L" which is a character for display. As shown in FIG. 60, the main control unit 41 causes the credit indicator 11, which is the set value indicator, to display the converted set value (S116). Thereafter, it is determined whether the reset / set switch 38 has been operated (S117).

[0382] When the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes a specific increment process. The specific increment process is a process including an addition process, a determination process, and a regression process, and is a process in which an interrupt process is not executed even if an interrupt inhibition process is not executed based on an interrupt inhibition command during the period in which the specific increment process is executed. That is, the main control unit 41 inhibits the execution of a timer interrupt even if a specified time for the timer interrupt to occur is reached or a condition for the interrupt to occur is satisfied during the execution of the specific increment process. The specific increment process is also used for various purposes, and in the example of FIG. 57, it is used for adding a set value.

[0383] Specifically, the main control unit 41 executes an addition process to add a value indicating the set value stored in the A register (S118). After that, the main control unit 41 executes a determination process to determine whether the value indicating the set value stored in the A register is the same as a specific value (S119). The specific value is a value determined according to the application in which the specific increment process is used, and is stored in the ROM 41b. The specific value in the specific increment process used for adding the set value is 6. In addition, in the specific determination process, the specific value 6 is subtracted from the set value after the addition, and by determining whether the subtraction result is 0, it is determined whether the set value after the addition is the same as the specific value. In addition, more specifically, if the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".

[0384] If the result of the determination process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (S120). The regression process is executed when the value stored in the A register is "6". The set values ​​1, 2, 4, 5, 6, and L set in this embodiment are associated with "0, 1, 2, 3, 4, and 5" as data values ​​stored in the RAM 41c or ROM 41b. That is, no set value corresponding to the data value "6" is provided. Therefore, the main control unit 41 executes the regression process to cause the data value stored in the A register to regress to "0". As a result, when the addition process is performed on the data value "5" indicating the set value L, it can be corrected to the data value "0" indicating the set value 1. After executing the regression process, the main control unit 41 returns the process to S116. Also, if the subtraction result is not 0, the main control unit 41 does not execute the regression process and returns the process to S116.

[0385] More specifically, when the value stored in the carry flag C is "1", the main control unit 41 calculates an exclusive OR between all bits contained in the A register and the value stored in each of the bits. In other words, since an exclusive OR is calculated between all bits and the same value, the values ​​of all bits in the A register become "0".

[0386] In this way, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from becoming equal to or greater than the specific value. This allows the credit display 11 to switch the display appropriately as shown in FIG. 60(f) to FIG. 60(g). Furthermore, when executing the specific increment process, the main control unit 41 inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition command is not executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific increment process. This automatically prevents the set value from being updated to an unintended value due to the execution of the interrupt process.

[0387] If the reset / setting switch 38 has not been operated in S117 (NO in S117), the main control unit 41 judges whether the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. If the start switch 7 has been operated (YES in S121), the main control unit 41 judges whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control unit 41 judges whether the reset / setting switch 38 was ON at the start of the setting change process (S1231). That is, the main control unit 41 judges whether the reset / setting switch 38 has been operated in addition to the setting key switch 37 at the time of Sa14 in FIG. 56. When the reset / setting switch 37 is ON (YES in S1231), the main control unit 41 executes the initialization 0 described in FIG. 44 (S1232). That is, when both the setting key switch 37 and the reset / setting switch 38 are operated, both the AT work and the BB work are initialized. On the other hand, when the reset / setting switch 38 is not ON (NO in S1231), the main control unit 41 executes the initialization 1 described in FIG. 44 (S1233). That is, when only the setting key switch 37 is operated, only the BB work is initialized.

[0388] After the initialization process is performed, the main control unit 41 converts the value of the A register into a setting value and stores it (S124), transmits a setting end command (S125), and sets a standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 terminates the setting change state (S127).

[0389] [Specific decrement processing during payout processing] In the above, an example in which a specific increment process is executed in a setting change process is described. Next, an example in which a specific decrement process is executed during a payout process is described. Fig. 58 is a flowchart showing the control contents of the payout process executed by the main control unit in the game process. The payout process in Fig. 58 is a process executed in S18 of the main process.

[0390] As a result of the winning judgment, the number of medals given, which was set when it was judged that a winning had occurred, is compared with the number of medals already paid out, which indicates the number of medals already paid out, to confirm whether or not the payout has been completed (Si1). If the payout has not been completed, it is judged whether or not an insertion error (an error judged when the insertion of a medal is detected outside the period during which the insertion of a medal is permitted) has occurred (Si11), and if it is not judged that an error has occurred in step Si11, it proceeds to step Si2. If it is judged that an insertion error has occurred in step Si11, an error code indicating an insertion error during the payout process is set in a register (Si12), and it proceeds to step Si2.

[0391] In step Si2, it is confirmed whether the credit can be added based on whether the credit has reached the upper limit (Si2), and if the credit can be added, the credit is added by 1 after waiting for the credit payout interval (Si3) (Si4). After the process of Si3, the value of the medal OUT signal output counter indicating the remaining number of medal OUT signal outputs is added by 1 (Si5), and the payout number subtraction process is executed (Si6), and then the process returns to step Si1.

[0392] If the credit cannot be added in step Si2, one medal is paid out (Si7), then the value of the medal OUT signal output counter is incremented by one (Si8), and the process proceeds to step Si9, where the number of medals paid out is subtracted, and the process returns to step Si1.

[0393] In the single medal payout process in step Si7, the hopper motor is driven to control the payout of one medal, and the process proceeds to step Si8 only if the payout sensor detects that one medal has been paid out normally. In addition, the process monitors whether the medal is jammed or out of medals, and when it is determined that the medal is jammed or out of medals, the process stops the hopper motor, sets a payout error in the register, and transitions to error processing. After the payout error is cleared, the process returns to the main process.

[0394] If the payout is completed in step Si1, the driving of the hopper motor is stopped (Si10) and the process proceeds to the end time process. In this manner, in the payout process, the value of the medal OUT output counter is incremented by 1 each time the payout sensor detects the payout of one medal by the one-coin payout process or each time the credit is incremented by 1.

[0395] FIG. 59 is a flow chart showing the control contents of the payout number subtraction process executed by the main control unit. The one-sheet payout process in FIG. 59 is a process executed in Si7 and Si9 in FIG. 58. The payout number subtraction process corresponds to the specific decrement process. The specific decrement process is a process including a subtraction process, a determination process, and an update process, and is a process in which the interruption process is not executed even if the interruption prohibition process is not executed based on an interruption prohibition command during the period in which the specific decrement process is executed. That is, the main control unit 41 prohibits the execution of the timer interrupt even if the timer interruption reaches a specified time during the execution of the specific decrement process or the condition for the interruption is satisfied. In addition, the specific decrement process is used for various purposes, and in the example of FIG. 59, it is used for the process of subtracting the payout number.

[0396] The main control unit 41 stores the address of the RAM 41c stored in the HL register in the A register (SD1). The HL register refers to two registers, the H register and the L register, which are auxiliary registers. In the HL register, when it is determined that a bonus has been won during the winning determination process, the address of the RAM 41c in which the remaining number of medals to be paid out by the bonus is stored is stored. That is, for example, if the prescribed number of medals to be paid out in the BB is 345, data indicating 345 medals is stored in the address of the RAM 41c immediately after the BB win. After that, when 15 medals are paid out, the data stored in the address is subtracted to 310 medals by the method shown below. The data stored in the address is hereinafter referred to as the "remaining payout value". The prescribed number of medals to be paid out is not limited to 345 medals, and may be, for example, 17 medals or the like. The main control unit 41 stores the remaining payout value stored in the address indicated by the HL register in the A register, and then executes a specific decrement process.

[0397] Specifically, the main control unit 41 executes a subtraction process to subtract 1 from the value indicating the remaining payout value stored in the A register (SD1). At this time, if the values ​​of all bits of the A register are "0", the subtraction process causes all bits of the A register to have a value indicating "F". In other words, a borrow occurs, and as a result of the borrow, the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0398] The main control unit 41 executes a determination process to determine whether the value of the carry flag in the flag register is "1" or not (SD3). If the result of the determination process is that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the set value stored in the A register to 0 (SD4). The update process is executed when a borrow occurs and the value stored in all bits of the A register becomes "F". When a borrow occurs, the main control unit 41 can correct the value of the A register to "0" by the update process. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).

[0399] In this way, in the slot machine 1 of this embodiment, the execution of the specific decrement process prevents the value of the A register from being in a state after a carryover occurs. Furthermore, when the main control unit 41 executes the specific decrement process, it inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction is not executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the remaining payout value from being updated to an unintended value by the execution of the interrupt process.

[0400] [Specific decrement process in time counter update process] In the above, an example in which a specific decrement process is executed during a payout process has been described. Next, an example in which a specific decrement process is executed in a time counter update process will be described. A timer counter for measuring a time interval used by the main control unit 41 for controlling the progress of a game will be described.

[0401] The main control unit 41 sets an initial value corresponding to the measured time as the timer value of the timer counter assigned to the RAM 41c, and periodically subtracts the timer value in the timer interrupt process (main) to determine that the measured time has elapsed when the timer value becomes 0. More specifically, when a condition for starting timing is established in the main process, the main control unit 41 sets an initial value of the timer value corresponding to the measured time in an area assigned to a timer counter corresponding to the condition.

[0402] The set timer value is decremented by 1 approximately every 2.24 ms until it becomes 0 in the time counter update process of the timer interrupt process (main). In the main process, the address of the corresponding timer counter is acquired, the acquired value is read, and it is determined whether the read value is not 0 or not, and if it is determined that the read value is 0, it is determined that the measured time has elapsed. In this embodiment, multiple timer counters may be used. For example, a 1-byte timer with an initial value of 1 byte or less, and a 2-byte timer with an initial value of more than 1 byte and 2 bytes or less may be used.

[0403] The timer counters used in this embodiment include 1-byte timer A, 1-byte timer B, and 1-byte timer C, each having an initial value of 1 byte or less, and a 2-byte timer, each having an initial value of more than 1 byte and 2 bytes or less. Note that the timer counter may include multiple 2-byte timers.

[0404] A 1-byte timer is a timer for measuring a relatively short period that can be measured with a timer value of 1 byte or less, and examples of such timers include an external output signal timer that measures the output period of an external output signal, an LED update timer that measures the output update period of an LED, a stop disable timer that measures the period after a stop operation is detected until another stop operation is enabled, a payout wait timer that measures the period after the reels stop until the payout of medals begins, an insertion detection timer that measures the period from when the inserted medal sensor is detected to be ON, an insertion port detection timer that measures the period from when the insertion port sensor is detected to be ON, a payout detection timer that measures the period from when the payout sensor is detected to be ON, and a start-up timer that measures the period from when the reels start to spin until the stop operation becomes enabled.

[0405] A 2-byte timer is a timer for measuring relatively long periods that cannot be measured with timer values ​​of 1 byte or less. Examples of such timers include a 1-game time timer that measures the specified time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among external output signals, a standby time timer that measures the period from the end of a game, and a hopper empty timer that measures the period during which the payout sensor is not detected after the hopper motor is driven.

[0406] The 1-byte timers A, B, and C are assigned one byte each to a continuous 3-byte area of ​​the RAM 41c. The 1-byte timers A, B, and C are assigned to a continuous area of ​​the RAM 41c. The 2-byte timers are assigned to a continuous 2-byte area of ​​the RAM 41c. Hereinafter, the area to which the 1-byte timers are assigned will be referred to as a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are assigned according to a predetermined rule. Note that an area to which consecutive addresses are assigned according to a predetermined rule is, for example, an area to which a start address and addresses that are incremented by N (N is a natural number) from the start address are assigned.

[0407] 60 is a flow chart showing the control contents of the time counter update process executed by the main control unit. In the time counter update process, first, the number of 1-byte timer counters to be updated (3 in this embodiment) is set as the number of 1-byte processing times (ST1), and the head address of the 1-byte timer group is stored in the HL register (ST2). In other words, by storing the head address of the 1-byte timer group in the HL register, a pointer is set to the head address of the 1-byte timer group.

[0408] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the count value stored at the top address of the 1-byte timer group is stored in the A register. The main control unit 41 executes specific decrement processing in ST4, 5, and 7. The specific decrement processing is processing including subtraction processing, determination processing, and update processing, and is processing in which interrupt processing is not executed even if interrupt inhibition processing is not executed based on an interrupt inhibition instruction during the period in which the specific decrement processing is executed.

[0409] The main control unit 41 subtracts 1 from the value of the A register as a subtraction process of the specific decrement process (ST4). At this time, if the values ​​of all bits of the A register are "0", the subtraction process causes all bits of the A register to have a value indicating "F". That is, a borrow occurs, and as a result of the borrow, the value of the carry flag C in the flag register (F register) becomes "1". If a borrow does not occur, the value of the carry flag C in the flag register is "0".

[0410] The main control unit 41 executes a judgment process to judge whether the value of the carry flag in the flag register is "1" or not (ST5). If the result of the judgment process shows that the value stored in the carry flag is "0", the main control unit 41 stores the value of the A register in the address indicated by the HL register (ST6). If the result of the judgment process shows that the value stored in the carry flag is "1", the main control unit 41 executes an update process to correct the setting value stored in the A register to 0 (ST7). After executing the update process, the main control unit 41 stores the value of the A register in the address indicated by the HL register (ST6).

[0411] The main control unit 41 judges whether the processing count after subtraction is 0 or not (ST9). If the processing count after subtraction is not 0 in step ST9, that is, if the updating of all 1-byte timers is not completed, the address indicated by the HL register is incremented by 1 (ST10) and the process returns to step ST4. That is, the pointer is incremented and the address to be referenced is advanced. As a result, the pointer moves to the address of the unprocessed 1-byte timer, and if the value of 1 byte at the specified address is not 0, it is decremented.

[0412] In this way, the specific decrement process can also be used for the time counter update process. This prevents the value of the A register from being in a state after a carryover occurs. Furthermore, when executing the specific decrement process, the main control unit 41 inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction is not executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of the interrupt process.

[0413] Furthermore, as described above, in this embodiment, a plurality of 1-byte timers are provided, and in order to simplify the process, counting (subtraction process) is performed on all of the plurality of 1-byte timers. The main control unit 41 does not necessarily use all of the plurality of 1-byte counters all the time. For example, it may be assumed that the main control unit 41 wants to use only 1-byte counter A among 1-byte counter A, 1-byte counter B, and 1-byte counter C. At this time, if the time counter update process is performed, the subtraction process is also performed on 1-byte counter B and 1-byte counter C.

[0414] However, in the present embodiment, by providing the subtraction process as a specific decrement process, even if the subtraction process is performed on the 1-byte counter B and the 1-byte counter C and the counter becomes "0", no carryover occurs. This makes it possible to prevent the count value of the 1-byte timer from becoming an abnormal value while performing the subtraction process on a plurality of 1-byte timers in the time counter update process.

[0415] [Specific increment processing in ceiling game count processing] In the following, an example in which the specific increment process is used in the ceiling game number count process will be described. As described above, in the slot machine 1 of this embodiment, an upper limit of the number of games is set in the normal advantageous zone. When the upper limit of the number of games set in advance is reached in the normal advantageous zone, the state is forcibly shifted to the AT state regardless of the point reached. A ceiling game number count value for determining whether or not the ceiling has been reached is stored in the RAM 41c. The main control unit 41 adds the ceiling game number count value using the specific increment process each time a game is executed in the normal advantageous zone. The main control unit 41 determines whether or not to shift to th...

Claims

[Claim 1] A gaming machine capable of playing a game, A game progress operation means that is operated to progress a game; a return operation means, which is different from the game progress operation means and is operated to return the game value to the player; A sound output means capable of outputting a sound; a backup means for maintaining a gaming state before the power supply to the gaming machine is stopped when the power supply to the gaming machine is stopped; A display means capable of displaying an image, The game state includes a normal state and a specific state different from the normal state, the sound output means is capable of outputting, in the specific state, a specific musical sound corresponding to the specific state, The display means is displaying a recovery image when power supply to the gaming machine is resumed after the power supply to the gaming machine has been stopped and when a game is resumed in the gaming state maintained by the backup means; When the return image is not being displayed, a demonstration image can be displayed based on the return operation means being operated, When the image during recovery is being displayed, even if the return operation means is operated, the image during recovery is continuously displayed without displaying the demonstration image; The sound output means, while the recovery image is being displayed, Even if the game state held by the backup means is the specific state, the specific musical sound is not output, A gaming machine that outputs sound effects based on the operation of the game progress operation means.

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