Pachinko machine

The gaming machine addresses the issue of excessive player benefits by implementing a dual-control program system that ensures controlled awarding of game values and fair gaming experiences.

JP7683952B2Active Publication Date: 2025-05-27KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023192914
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-13
Publication Date
2025-05-27
Estimated Expiration
2042-06-29

AI Technical Summary

Technical Problem

Existing gaming machines struggle to adequately suppress excessive player benefits, leading to inconvenient situations.

Method used

The gaming machine incorporates a dual-control program system, where one program handles game progression and another manages specific counter values and stop flag operations, ensuring that these processes cannot run simultaneously. This allows for controlled awarding of game values and transitioning to a non-playable state when predetermined conditions are met.

Benefits of technology

This solution effectively suppresses excessive player benefits by ensuring controlled and balanced awarding of game values, thereby maintaining a fair gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which suppresses an inconvenience that profits imparted to a player at a time are excessive.SOLUTION: A game machine can execute as processing related to the second control program specific counter value update processing that updates specific counter value on the basis of a used game value number and a game value number determined by imparted value determination control, and can execute game stop processing controlling the game machine to an unplayable state as processing related to the first control program. In the specific counter value update processing, a specific number can be counted. The game stop processing is controlled into the unplayable state when the specific counter value satisfies a specific condition.SELECTED DRAWING: Figure 28
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Description

Technical Field

[0001] The present invention relates to a gaming machine that shifts to a stopped state.

Background Art

[0002] Conventionally, there is known a gaming machine that shifts to a non-playable stopped state when a predetermined trigger is satisfied. For example, Patent Document 1 discloses a gaming machine that shifts to a stopped state when a bonus ends.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the prior art, the inconvenience that the benefits given to a player at one time become excessive could not be sufficiently suppressed. In view of the above circumstances, an object of the present invention is to suppress the above inconvenience.

Means for Solving the Problems

[0005] In order to solve the above problems, the gaming machine of the present invention includes a first storage area for storing a first control program that is a game control program for controlling the progress of the game, a second storage area for storing a second control program different from the game control program, a first storage area that is referred to and updated by the first control program and not updated by the second control program, a second storage area that is referred to and updated by the second control program and not updated by the first control program, a first control program, and a main control means capable of executing the second control program. The gaming machine is configured such that, by the processing of the first control program, it is possible to execute symbol stop display control for stopping and displaying a symbol combination according to the winning area of each game, and awarding value determination control for determining the number of game values to be awarded based on the stopped and displayed symbol combination. The processing related to the first control program and the processing related to the second control program are configured to be unable to be processed simultaneously. After performing the symbol stop display control, the processing related to the first control program and the processing related to the second control program can each be executed. As the processing related to the second control program, For each game Based on the number of game values used and the number of game values determined by the awarding value determination control In the second storage area Specific counter value update processing for updating a specific counter value And when the specific counter value satisfies a specific condition, a process of storing a stop flag for controlling to an unplayable state in the second storage area is executed. As the processing related to the first control program, it is possible to execute game stop processing for controlling the gaming machine to a non-gameable state, and predetermined counter value update processing for continuously counting a value in one advantageous section and updating a predetermined counter value based on the number of game values used per game and the number of game values determined by the awarding value determination control. In the predetermined counter value update processing, a predetermined number of counts are possible, and in the specific counter value update processing, a specific number of counts are possible. The game stop processing When the stop flag is stored Controls to a non-gameable state in the case And when a predetermined initialization condition is satisfied, execute the first control program, and then call the second control program stored in the second storage area by the first control program, and initialize the stop flag in the second storage area by the second control program. When the initialization condition is not satisfied at power-on, execute the first control program, and then call the second control program stored in the second storage area by the first control program, and initialize the specific counter value in the second storage area by the second control program, while being capable of maintaining the stop flag.

Advantages of the Invention

[0006] According to the present invention, the inconvenience that the profit given to the player at one time becomes excessive is suppressed.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] <First Embodiment> Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Structure of the Gaming Machine> Using FIG. 1, the structure of the gaming machine 1 in the first embodiment will be described. FIG. 1 is an example of a front view of the gaming machine 1. A player plays a game on the gaming machine 1 using a game medium (for example, a medal or a game ball). In the present embodiment, the gaming machine 1 (pachislot machine) that uses medals as game media will be exemplified. Note that a configuration in which points electrically stored are used as game media (see, for example, Japanese Patent Application Laid-Open No. 2020-116297) may also be used.

[0009] The gaming machine 1 includes a box-shaped cabinet having an opening on the front side (player side) and a front door 3. A hinge mechanism is provided in the cabinet. The front door 3 is pivotally supported by the hinge mechanism so as to be able to open and close the opening of the cabinet.

[0010] As shown in FIG. 1, a plurality (14 in the example of FIG. 1) of cabinet lamps 5 are provided on the peripheral edge side of the front door 3. Each cabinet lamp 5 is composed of, for example, a light emitter such as a light emitting diode (LED) and a light transmissive lens that covers the light emitter. The cabinet lamp 5 emits light in a manner corresponding to each effect in the gaming machine 1.

[0011] As shown in FIG. 1, a waist panel 6 is provided on the front door 3. The name of the gaming machine 1 and the like are drawn on the waist panel 6. Further, a tray unit 7 for storing medals is provided below the waist panel 6. The tray unit 7 is provided so that the player can freely take out the stored medals.

[0012] On the front door 3, there are provided a medal insertion unit 8 having an opening into which medals are inserted, and a medal payout port 9 through which medals from the inside of the gaming machine 1 are discharged. When a specified number (3 medals) of medals are inserted from the medal insertion unit 8, the game can be started. The specified number is set according to the state of the game. The medals discharged from the medal payout port 9 are stored in the tray unit 7.

[0013] On the central side of the front of the front door 3, a panel 10 is provided. In the center of the panel 10, a substantially rectangular display window 11 is formed. Through the display window 11, a plurality of reels 12 (12L, 12C, 12R) inside the cabinet can be visually recognized.

[0014] Each reel 12 is configured to include a substantially cylindrical drum portion and a belt-like sheet member attached to the outer peripheral surface of the drum portion. The sheet member of the reel 12 is light-transmissive and has a plurality of types of patterns drawn thereon. Each reel 12 is rotatably provided and arranged horizontally adjacent to each other. Specifically, each reel 12 is arranged such that the rotation axes are located on the same straight line. Stepping motors 101 (101L, 101C, 101R) are provided for each of the reels 12 (not shown in the figure), and each reel 12 is rotated by each stepping motor 101.

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

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

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

[0018] On the display window 11 of the front door 3 shown in FIG. 1, three symbols are stopped and displayed for each reel 12. That is, when all the reels 12 are stopped, a total of nine symbols are stopped and displayed in the display window 11. In the present embodiment, the area where each symbol is displayed is referred to as a "symbol display area".

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

[0020] When a specified number of medals are inserted into the medal insertion unit 8, an effective line is set. The effective line is an area composed of any one unit area U of the reel 12L, any one unit area U of the reel 12C, and any one unit area U of the reel 12R among the unit areas U. The effective line in the present embodiment is a line connecting the unit area UL2 of the reel 12L, the unit area UC2 of the reel 12C, and the unit area UR2 of the reel 12R.

[0021] On the effective line, a combination of symbols as the result of the game is stopped and displayed. When a predetermined combination of symbols on the effective line is stopped, a benefit is given to the player according to the stopped combination of symbols. For example, when a combination of symbols related to winning is stopped and displayed on the effective line, medals are given to the player. Also, when a combination of symbols related to a replay is stopped and displayed on the effective line, the player is given the right to replay. Specifically, when a combination of symbols related to a replay is displayed in the current game, the next game can be started without the need to insert medals. The combination of symbols that can be stopped and displayed on the effective line is determined for each game according to the result of an internal lottery process described later.

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

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

[0024] As shown in FIG. 1, the panel 10 is provided with a plurality of displays (hereinafter referred to as "display ML") including an insertable display lamp 13, BET lamps 14 (14a, 14b, 14c), a start lamp 15, an indicator 16, a stored number indicator 17, a replay display lamp 18, a wait lamp 19, and a stop lamp 20. Each lamp of the display ML is controlled by a main CPU 301 described later.

[0025] The insertable display lamp 13 notifies whether it is possible to receive medals from the medal insertion unit 8. The BET lamp 14 displays the number of bet medals. The BET lamp 14 includes a 1-medal lamp 14a, a 2-medal lamp 14b, and a 3-medal lamp 14c. When one bet medal is set, the 1-medal lamp 14a lights up. When two bet medals are set, the 1-medal lamp 14a and the 2-medal lamp 14b light up. When three bet medals are set, the 1-medal lamp 14a, the 2-medal lamp 14b, and the 3-medal lamp 14c light up. The start lamp 15 notifies whether it is possible to receive a game start operation (operation of a start lever 24 described later).

[0026] The indicator 16 is controlled by the main CPU 301 and displays instruction information indicating the operation mode (pressing order) of the stop button 25. Although details will be described later, the main CPU 301 causes the indicator 16 to display the instruction information in each game during the instruction period. The indicator 16 also displays the number of medals given to the player when a symbol combination related to a winning combination is displayed on the active line. For example, when the symbol combination "bell - bell - bell" stops and is displayed on the active line, eight medals are given to the player, and the indicator 16 displays the number "8".

[0027] The number of medals given to the player can be electrically stored (retained) in the gaming machine 1 (the main RAM 303 described later). In the present embodiment, the number of stored medals is referred to as the "credit number". The credit number is added when medals are given as a result of the game. Also, the credit number is added when medals are further inserted from the medal insertion unit 8 in a state where a specified number of bet medals are inserted. The stored number display 17 displays the credit number. Specifically, the stored number display 17 variably displays from the numerical value "0" to the numerical value "50", which is the upper limit value of the credit number, according to the stored credit number.

[0028] The replay display lamp 18 notifies that a replay is in progress. Specifically, the replay display lamp 18 lights up from when the symbol combination related to the replay stops and is displayed on the effective line in the current game until the next game ends. When the replay display lamp 18 lights up, the player is notified that the start operation of the next game can be performed without using medals. The wait lamp 19 lights up during the wait period from when the start operation of the game (operation of the start lever 24 described later) is performed until the rotation of each reel 12 starts. The wait period is provided to make the average time required for one game a predetermined value (about 4.1 seconds) or more. The stop lamp 20 notifies that the game is in an impossible stop state.

[0029] As shown in FIG. 1, on the front door 3, a plurality of operation parts including a 1 BET button 21, a MAX - BET button 22, a settlement button 23, a start lever 24, a plurality of stop buttons 25 (25L, 25C, 25R), an effect button 26, and a direction - specifying button 27 are provided. Each operation part is operated by the player.

[0030] The 1 BET button 21 is operated when setting one bet medal using the stored medals. The MAX - BET button 22 is operated when setting a prescribed number of bet medals using the stored medals. The settlement button 23 is operated when settling the medals stored as the credit number and the bet medals. When the settlement button 23 is operated, the number of medals obtained by adding the credit and the bet medals is paid out from the medal payout port 9. In the present embodiment, the operation of the MAX - BET button 22 or the 1 BET button 21 may be referred to as a BET operation.

[0031] The start lever 24 is operated by the player when starting the game. The player can instruct the start of the game by performing a start operation on the start lever 24 in a state where the game can be started. The start lever 24 of the present embodiment can tilt in any direction by 360 degrees from a state substantially perpendicular to the front door 3. Further, the knob portion of the start lever 24 is formed of a resin having translucency and incorporates a lever effect lamp 42. The lever effect lamp 42 lights up in a predetermined effect.

[0032] The stop button 25 is operated by the player when stopping the reel 12. The stop button 25 includes a stop button 25L, a stop button 25C, and a stop button 25R. The stop button 25L corresponds to the reel 12L, the stop button 25C corresponds to the reel 12C, and the stop button 25R corresponds to the reel 12R. During the period when the reel 12 is rotating, when the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as "stop operation"), the reel 12 stops (normal stop, pseudo - stop).

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

[0034] When all the reels 12 stop, the combination of symbols as the result of the game is displayed on the valid line, and the game ends. When the game starts, each reel 12 accelerates to a certain rotational speed. During the period when each reel 12 has a certain rotational speed (the period when the reel 12 is rotating steadily), a stop operation for stopping and displaying the result of the game on the valid line becomes possible. On the other hand, during the acceleration period from when each reel 12 starts rotating until it rotates steadily, even though the reel 12 is rotating, a stop operation for displaying the result of the game is not accepted.

[0035] The stop button 25 of this embodiment can be controlled to have multiple types of display modes. Specifically, inside each stop button 25, light emitters (such as LEDs) capable of emitting red, blue, and green light are respectively provided. During the period when the light emitter of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during the period when the light emitter of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during the period when the light emitter of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific set value (set value "1") among the set values described later is set. According to the above configuration, it can be grasped from the mode of the stop button 25 that a specific set value is set. Note that the mode of the stop button 25 is not limited to the above example.

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

[0037] Also, during the period from the end of the current game until the betting medals for starting the next game are inserted (hereinafter referred to as the "non - game period"), when the effect button 26 is operated, a menu image is displayed on the liquid crystal display device 30.

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

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

[0040] During a non-game period, when the direction specifying button 27 is operated, the master volume of the gaming machine 1 is changed. Also, during a non-game period, when the direction specifying button 27 is appropriately operated, the effect control mode of the gaming machine 1 can be changed. Three types of effect control modes are provided in this embodiment: an enjoy mode, a normal mode, and a simple mode. In each of the above effect control modes, the execution frequency of the effects is different. Specifically, the enjoy mode has the highest probability of effect execution among the effect control modes. Also, the simple mode has the lowest probability of effect execution among the effect control modes. Immediately after the power is turned on, the effect control mode is initialized to the normal mode. The same applies when a clear operation is executed and when a setting change operation is executed. However, when a reset operation is executed, the effect control mode is not initialized (maintained).

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

[0042] Each stop operation order display lamp 29 is provided in a region below the display window 11 of the panel 10 and notifies the order of operation of each stop button 25. As shown in FIG. 1, above the display window 11 of the front door 3, a liquid crystal display device 30 for displaying various images is provided. The liquid crystal display device 30 displays moving images and still images according to the effects executed in the gaming machine 1. Specifically, the liquid crystal display device 30 notifies information related to the result of an internal lottery process described later, information suggesting the state of the balls discharged, and the like.

[0043] As shown in FIG. 1, upper lamps 35 (L, R) are provided on the upper end side of the front door 3. The upper lamp 35 includes, for example, a light-emitting diode capable of emitting light in each color (blue, yellow, green, red, etc.) and a lens covering the light-emitting diode. The upper lamp 35 emits light in a mode (color) corresponding to the winning combination when the winning combination is stopped and displayed on the effective line, for example. Also, the upper lamp 35 emits light in a mode corresponding to each effect in each effect.

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

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

[0046] On the front door 3, a locking device 4 with a keyhole formed therein is provided. The front door 3 is locked by engaging the locking device 4 of the front door 3 with a locking piece (not shown) of the cabinet. As shown in FIG. 1, the keyhole of the locking device 4 is located on the front surface of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted. As will be described later, various operation parts (for example, a setting change button 37) are provided inside the cabinet. Each operation part inside the cabinet is operated by a manager (for example, a store clerk of the game parlor where the gaming machine 1 is installed) of the key for unlocking the front door 3.

[0047] Inside the cabinet, a main control board 300 is provided. Specifically, the main control board 300 is housed in a transparent board case and attached to the back panel of the cabinet. Various electronic components including a main CPU 301 described later are mounted on the main control board 300. Further, the main control board 300 is electrically connected to various boards including a reel board 100, a relay board 200, a sub-control board 400, and a power supply board 500 described later via a connector (not shown). Note that each of the various boards described above may be composed of a single board or a plurality of boards.

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

[0049] The setting change button 37 is operated when changing the numerical value of the setting display unit 36. The setting display unit 36 displays the numerical value incremented by 1 each time the setting change button 37 is operated. When the start lever 24 is operated during the period when the set value is displayed on the setting display unit 36, the numerical value displayed on the setting display unit 36 at that time of the operation is stored as the set value.

[0050] However, in the present embodiment, the numbers "0", "1", "2", "4", "5", and "6" are displayed on the setting display unit 36. Specifically, when the power is turned on with the setting change key rotated, the setting value change process is started and the setting change mode is entered. In the setting change mode, when the start lever 24 is operated while the number "0" is displayed on the setting display unit 36, the setting value "1" is set. Also, when the start lever 24 is operated while the number "1" is displayed on the setting display unit 36, the setting value "2" is set. Further, when the start lever 24 is operated while the number "2" is displayed on the setting display unit 36, the setting value "3" is set.

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

[0052] Also, when the setting key is operated to the operation position while the power is already on, the setting confirmation mode is entered. In the setting confirmation mode, similar to the setting change mode, the progress of the game becomes impossible, and the set value set in the setting change process is displayed on the setting display unit 36. However, the set value cannot be changed in the setting confirmation mode. In the setting confirmation mode, it is displayed on the liquid crystal display device 30 that it is in the setting confirmation mode. From the viewpoint of preventing others from peeking at the set value, in the setting confirmation mode, a configuration in which the set value is not displayed on the liquid crystal display device 30 is preferable. However, in the setting confirmation mode, it may be configured such that the set value is displayed on the liquid crystal display device 30. When the setting key is operated to the non-operation position, the setting confirmation mode ends.

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

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

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

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

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

[0058] <Circuit of the gaming machine> The description of the structure of the gaming machine 1 is as above. Hereinafter, the functions of each circuit provided in the gaming machine 1 will be described with reference to FIG. 4. As shown in FIG. 4, the gaming machine 1 includes a reel board 100, a relay board 200, a main control board 300, a sub-control board 400, and a power supply board 500.

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

[0060] The main ROM 302 non-volatilely stores a control program executed by the main CPU 301 and various types of data (such as a winning area lottery table). The main RAM 303 stores various types of data used in each process executed by the main CPU 301.

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

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

[0063] In the present embodiment, in addition to the random number value R1, a random number value R2 is generated. The random number value R2 is a software random number obtained from a register built in the main CPU 301 and is generated in the range of numerical values "0" to "255". As described later, the random number value R2 is used in the spinning reel effect determination process. In the above spinning reel effect determination process, the type of the spinning reel effect (pseudo game) is determined by lottery. In the spinning reel effect, each reel 12 is controlled in a mode different from that of a normal game. Further, the main CPU 301 generates a random number value R3. The random number value R3 is generated in the range of numerical values "0" to "255". The random number value R3 is used in a battle victory determination process and the like described later.

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

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

[0066] Signals from the main control board 300 are input to the reel board 100. The reel board 100 outputs drive pulses to each reel 12 according to the signals from the main control board 300. Each stepping motor 101 of each reel 12 is driven according to the drive pulses from the reel board 100.

[0067] The stepping motor 101 includes a plurality (four) of coils. The combination of the coils to be excited among each coil is sequentially switched every time a drive pulse is input from the reel substrate 100, and each reel 12 rotates by sequentially switching the combination of the coils to be excited. Specifically, when the combination of the coils to be excited of the stepping motor 101 is switched once, the reel 12 rotates by a predetermined angle. For example, when the pulse is applied 24 times, the reel 12 rotates by an angle corresponding to one frame (unit area U), and when the pulse is applied 504 times, the reel 12 makes one rotation. In the above configuration, the shorter the time interval at which the drive pulse is applied, the faster the rotation speed of the reel 12.

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

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

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

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

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

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

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

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

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

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

[0078] The front door switch 3SW detects that the front door 3 has been opened. Specifically, when the front door 3 is opened, the front door switch 3SW is turned on, and a front door open signal is input to the main CPU 301. When the front door open signal is input, the main CPU 301 enters a door abnormality detection state. Specifically, when the front door open signal is input, the main CPU 301 changes the abnormality detection flag Fed to the ON state. During the period when the abnormality detection flag Fed is in the ON state, a door abnormality is reported. In this embodiment, it is possible to shift to the setting change mode on the condition that the front door open signal is input. With the above configuration, an unauthorized act of operating the setting key from the outside to shift to the setting change mode with the front door 3 closed is suppressed.

[0079] The setting change switch 37SW shown in FIG. 4 detects the operation of the setting change button 37. The ON signal from the setting change switch 37SW is input to the main control board 300. When the ON signal from the setting change switch 37SW is input, the main CPU 301 updates the display on the setting display unit 36. Also, when the ON signal from the setting change switch 37SW is input during the period when the set value is not displayed on the setting display unit 36, the main CPU 301 causes the storage sheet number indicator 16 to display the instruction-instrument ratio (described later). The medal sensor 34SE detects the medals inserted from the medal insertion unit 8.

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

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

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

[0083] The main CPU 301 calculates various game information (consecutive winning ratio, accessory ratio, most recent consecutive winning ratio, most recent accessory ratio, designated accessory ratio, bonus game ratio) according to the progress of the game, and causes the main display 40 to display display information corresponding to the game information. The display information includes each identification information corresponding to each game information and ratio information indicating the size of the game information.

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

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

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

[0087] In the present embodiment, the adjustable master volume is different when the direction specifying button 27 is operated and when the volume adjustment switch 44 is operated. Specifically, when the direction specifying button 27 is operated, the master volume can be adjusted to any one of the numerical values from "1" to "5" (five levels). On the other hand, when the volume adjustment switch 44 is operated, the master volume can be adjusted to any one of the numerical values "1", "3", and "5" (three levels). Note that the adjustable master volume may be made the same when the direction specifying button 27 is operated and when the volume adjustment switch 44 is operated.

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

[0089] The sub-ROM 413 stores a control program executed by the sub-CPU 412 and various data. For example, a performance lottery table for determining the type of performance and lamp data indicating the blinking patterns of various lamps are stored in the sub-ROM 413.

[0090] The sub-RAM 414 functions as a work area for volatile storage of various data. The I / F circuit 411 receives commands from the main control board 300 (I / F circuit 305). However, the main control board 300 is configured not to be able to receive commands from the sub-control board 400. The commands received by the I / F circuit 411 are supplied to the sub-CPU 412. The commands received by the I / F circuit 411 are, for example, display winning role commands indicating the type of the winning role stopped on the active line.

[0091] The sub-CPU 412 executes the control program stored in the sub-ROM 413 and controls various lamps (for example, the cabinet lamp 5) and the sound board 430 based on the various data stored in the sub-ROM 413. For example, the sub-CPU 412 calls data indicating the blinking pattern of the cabinet lamp 5 from the sub-ROM 413 to blink the cabinet lamp 5. Further, the sub-CPU 412 generates a random value R4 used in, for example, the performance control process described later. As the random value R4, for example, a random number in the range of 0 to 65535 is preferably adopted. Note that the sub-ROM 413 may be composed of a single electronic component or a plurality of electronic components (storage devices).

[0092] The image control board 420 causes the liquid crystal display device 30 to display various images according to commands from the effect control board 410. As shown in FIG. 4, the image control board 420 includes an image control CPU 421, an image control ROM 422, a VDP (Video Display Processor) 423, a CGROM 424, and a VRAM 425.

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

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

[0095] The sound source ROM 432 stores a plurality of acoustic data in a compressed manner. Each acoustic data is data indicating each of various sounds including, for example, a music piece in a specific winning state, a voice output each time the player operates the stop button 25, and an error sound output in an error state.

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

[0097] <Each data used by the main CPU> The description of each circuit of the gaming machine 1 is as above. Hereinafter, various data stored in the main ROM 302 will be described with reference to the drawings.

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

[0099] FIG. 5 illustrates the winning area lottery table referred to in the case of the set value "1" and the winning area lottery table referred to in the case of the set value "2". Although details will be described later, the gaming properties when the set value "1" is set are significantly different from the gaming properties when other set values are set. Specifically, when the set value "1" is set, the winning probabilities of the batting bells (01 to 04) are low and the probability of a common single ALL winning is high in the non-internal middle state and the internal middle state as compared with the case when other set values are set.

[0100] In the above configuration, the expected value of medal acquisition (described later) in the cycle middle state (relatively disadvantageous medal appearance state) described later is the highest with the set value "1", while the expected value of acquisition in the AT state (relatively advantageous medal appearance state) described later is the lowest with the set value "1". Therefore, when the set value "1" is set, the gambling property is significantly reduced as compared with the case when other set values are set. Due to the above circumstances, some players may feel that it lacks interest, so the administrator of the gaming machine 1 may not set the set value "1" in principle.

[0101] Each winning area of the winning area lottery table designates each winning combination defined by the winning combination determination table shown in FIG. 6. For example, assume a case where "Replay 1" of the winning area number "01" is determined in the internal lottery process. As shown in FIG. 6, the winning area number "01" designates the winning combinations "middle replay", "lower right replay", "seven replay", and "BAR replay 2 to 4". That is, in the game in which the winning area "Replay 1" wins, a plurality of types of winning combinations are specified in duplicate. The symbol combination of the winning combination designated in the winning area permits stopping on the valid line.

[0102] Each lottery value in the winning area lottery table is subtracted from the random number value R1 in the internal lottery process. Specifically, in the internal lottery process, the main CPU 301 subtracts each lottery value corresponding to each winning area from the random number value R1 in ascending order of the winning areas. In the internal lottery process, the winning area where the result of subtracting the lottery value from the random number value R1 becomes negative is determined. Since the probability of becoming negative when subtracted from the random number value R1 increases as the lottery value increases, the probability of winning is higher for the winning areas with larger lottery values among the winning areas.

[0103] As shown in FIG. 5, the winning area lottery table is configured to include each lottery value for each game state. Each game state includes a non-internal state, an internal state, and a bonus activation state. In the present embodiment, the specified number of sheets in each game state is commonly three. Among each game state, the non-internal state is shifted to when a set value is set (changed) or after the bonus activation state ends. In addition, when the set value is changed in the internal state, the internal state may be maintained.

[0104] The internal state is a game state in which the winning state of the RBB combination is carried over (hereinafter, simply described as "the RBB combination is carried over", etc.). Specifically, in the present embodiment, various winning combinations including the RBB combination are determined in each game. Winning combinations other than the RBB combination are not carried over to the next game regardless of whether the symbol combination of the winning combination is stopped and displayed. On the other hand, when the symbol combination of the RBB combination is not stopped and displayed in the current game, the RBB combination is carried over to the games after the next game.

[0105] For example, as shown in FIG. 6, in a game where the winning area "Duplicate Role 1" is determined, in addition to the RBB role, the symbol combinations of the winning roles "Chance Role 1-8, Left Failure Role 1-3, Middle Failure Role 1, 2, Right Failure Role" (common 1 sheet 1) can be stopped and displayed. In the game where the winning area "Duplicate Role 1" is determined and the symbol combination of the RBB role is not stopped and displayed, the RBB role is carried over to the subsequent game (transition to the internal middle state), and the other winning roles are not carried over to the next game. The above internal middle state is maintained until the bonus activation state is started. Note that the internal middle state of this embodiment includes the game in which the RBB role is elected.

[0106] The bonus activation state is transitioned to when the symbol combination related to the RBB role is stopped and displayed on the valid line. The bonus activation state ends when more than 27 medals are paid out. When the bonus activation state ends, the main CPU 301 transitions to the non-internal middle state. In each game of the bonus activation state, as shown in FIG. 5, the winning area "Common 1 Sheet ALL" or the winning area "Common Bell ALL" is elected.

[0107] In the game where the winning area "Common Bell ALL" is elected, the winning role (Bell role) with a payout number of 8 is stopped and displayed on the valid line. Also, in the game where the winning area "Common 1 Sheet ALL" is elected, the winning role with a payout number of 1 is stopped and displayed on the valid line. Each of the above winning roles is stopped and displayed on the valid line in the bonus activation state regardless of the stop operation order and stop operation position.

[0108] Note that in this embodiment, in the non-internal middle state, the RBB role can be stopped and displayed only when the winning area "RBB" is elected (when the RBB role is elected alone). Also, once the RBB role is missed, in the subsequent internal middle state, since other winning roles are always elected, the symbol combination of the RBB role cannot be stopped and displayed. That is, in this embodiment, in principle, the game is executed in the internal middle state. However, in the game where the winning area "Loss" is determined with a probability of 4 / 65536 in the internal middle state, the symbol combination of the RBB role can be stopped and displayed.

[0109] FIG. 7 is a conceptual diagram of a symbol combination table. The symbol combination table defines combinations of symbols for which stopping on an active line is permitted in a game in which each winning combination is selected. For example, in a game in which the winning combination "RBB combination" is selected, a symbol combination of "Blank 1 - Blank 1 - Blank 2" is permitted to stop on the active line. Also, for example, in a game in which the winning combination "Seven Replay" is selected, symbol combinations of "Seven - Seven - Seven", "Seven - BAR1 - Seven", "Seven - Replay - Seven", "Watermelon - Seven - Seven", "Watermelon - BAR1 - Seven", "Watermelon - Replay - Seven" can stop on the active line.

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

[0111] As shown in FIG. 7, when a symbol combination related to any of the winning combinations including "Chance combinations 1 - 9", "Cherry combinations 1, 2", "Watermelon combinations 1, 2", "Bell combinations (Middle Bell, Upper - right Bell, Lower Bell, Lower - right Bell, Upper Bell)", "Left losing combinations (1 - 3)", "Middle losing combinations (1, 2)", "Right losing combination" is displayed on the active line, medals corresponding to the number of medals paid out for each winning combination are awarded to the player. In the present embodiment, a winning combination for which medals are paid out when displayed on the active line is referred to as a "winning winning combination". Also, the fact that the symbol combination of the winning winning combination stops and is displayed on the active line may simply be referred to as "winning".

[0112] When any one of the winning roles "Middle Replay", "Lower Right Replay", "Seven Replay", or "BAR Replay (1 - 4)" is displayed on the active line, the next game is set to a replay game. In this embodiment, the winning roles that cause the next game to be a replay game when displayed on the active line may be collectively referred to as "Replay". When multiple winning roles are selected redundantly, the Replay stops and is displayed on the active line with priority over other winning roles, and the RBB role has a lower priority than other winning roles. However, it may be configured such that the bonus role has a higher priority than the winning prize role.

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

[0114] The main RAM 303 stores a display role storage area that is compared with the display permission bit storage area in the display determination process described later. The display role storage area is composed of a plurality of displayable bits, and each displayable bit corresponds to each winning role (similar to the display permission bit storage area). Also, each displayable bit is set to "1" when the symbol combination related to the winning role corresponding to the displayable bit may stop on the valid line, and is set to "0" when the symbol combination related to the corresponding winning role has no possibility of stopping on the valid line. For example, at the time when each reel 12 starts rotating, since the symbol combinations related to all winning roles may stop on the valid line, all displayable bits are set to "1". Further, each displayable bit in the display role storage area is updated every time each reel 12 stops, and at the time when all reels 12 stop, only the displayable bit corresponding to the symbol combination related to the winning role that actually stops on the valid line becomes "1".

[0115] The winning roles selected in the internal lottery process stop on the valid line according to the operation mode of each stop button 25 of the player. Specifically, each winning role stops on the valid line according to the combination of the stop operation position and the stop operation order of each stop button 25 (hereinafter sometimes referred to as the "stop operation mode"). For example, symbols located within a range of 4 frames (including 5 frames including the stop operation position) from the stop operation position (hereinafter referred to as the "pull-in range") can stop on the valid line, and symbols located outside the pull-in range are not stopped on the valid line even if they are symbols constituting the winning role (so-called "miss" occurs). However, when the symbol of a winning role that can win a prize is located within the pull-in range, the symbol is surely stopped on the valid line (if there are a plurality of such symbols located within the pull-in range, any one of them is stopped on the valid line).

[0116] Also, as described above, in a single game, multiple types of winning combinations may win overlappingly. In a game where multiple types of winning combinations have won, for example, the symbol combination related to the winning combination according to the order of stop operations and the stop operation position stops on the valid line. In the present embodiment, the type of winning combination that has won in the current game, the combination of the order of stop operations and the stop operation position, and the symbol combination to be stopped and displayed are associated one-to-one for each winning area.

[0117] As described above, the type of winning combination for winning a prize changes according to the order of stop operations. Although details will be described later, in the present embodiment, it is possible to shift to a game state (non-internal middle state, internal middle state) in which a stop operation order that makes the number of medals paid out one-sidedly advantageous is provided. Hereinafter, the stop operation order in which the number of medals paid out is one-sidedly advantageous may be described as the "advantageous pressing order", and the stop operation order other than the advantageous pressing order may be described as the "disadvantageous pressing order". Also, the expected value of the number of medals paid out when playing the game in a specific stop operation order when the stop operation position is random may be described as the "acquisition expected value A" in the stop operation order. The above acquisition expected value A is greater when playing the game in the advantageous pressing order than when playing the game in the disadvantageous pressing order. However, although details will be described later, depending on the state of the balls, when playing the game in the advantageous pressing order, penalty control is executed in which the performance of the instruction function of the above-described instruction display 16 deteriorates.

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

[0119] In FIGS. 8(a) and 8(b), for each winning game in which each winning area wins, the number of payout medals of the winning combination that can be stopped and displayed on the effective line (the target of drawing in) is shown for each stop operation order. When the symbol combination of replay is stopped and displayed on the effective line, medals are not paid out, and the right to replay is granted (3 medals are automatically inserted). However, the expected value of acquisition A in the present embodiment is calculated assuming that 3 medals are paid out when the symbol combination of replay is stopped and displayed on the effective line.

[0120] As described above, in the present embodiment, the expected value of acquisition A may differ between each stop operation order. Hereinafter, for the sake of explanation, the stop operation order of "first stop on the left, second stop in the middle, third stop on the right" may be simply described as "left middle right". The same applies to other stop operation orders. In the present embodiment, each of the six types of stop operation orders of "left middle right", "left right middle", "middle left right", "middle right left", "right left middle", and "right middle left" may be described as "order 1", "order 2", "order 3", "order 4", "order 5", and "order 6". Further, any one of the above stop operation orders may be simply described as "order m". "m" is an integer from the number "1" to the number "6". Also, as shown in FIGS. 8(a) and 8(b), the expected value of acquisition A of "left middle right" (order 1) may be described as "expected value of acquisition A1". Similarly, the expected value of acquisition A for each stop operation order from "left right middle" (order 2) to "right middle left" (order 6) may be described as "expected value of acquisition A2" to "expected value of acquisition A6".

[0121] Hereinafter, the calculation method of the expected value of acquisition A will be described in detail. The expected value of acquisition Am for the stop operation order m (m = 1, 2, 3... 6) is obtained by the mathematical formula shown in Equation 1 below. In the present embodiment, for the sake of explanation, a group number n (n = 1, 2, 3... 14) is assigned to each group of each winning area. For example, the group of winning areas including replay 1, replay 2, and replay 3 is assigned the group number 1 (n = 1). In Equation 1, "n" means the group number.

[0122]

Equation

[0123] In number 1, "Hnm" means the number of payout coins that can be awarded when the winning area of group number n wins in a game and a stop operation is performed in order m. That is, the payout number Hnm means the number of payout coins of the winning combination that can be won (targeted for drawing-in) when a stop operation is performed in order m in a game where the winning area of group number n wins. As described above, even in games where the same winning area wins, the winning combinations that can be won vary depending on the order of the stop operations. Therefore, the payout number Hnm varies according to order m even if the winning areas are the same (even if n is the same).

[0124] In number 1, "Pan" means the probability that any one of the winning areas of group number n wins. "Pbnm" in number 1 means the drawing-in probability of the winning combination when a stop operation is performed in order m when the winning area of group number n wins. The above drawing-in probability Pb is the probability that the winning combination wins when the stop operation position is random in the case where the stop operation is performed in the order (the order targeted for drawing-in) in which the winning combination is stopped and displayed. As described above, even when the same winning area wins, the winning combinations targeted for drawing-in vary depending on the order of the stop operations. Therefore, even in games with the same winning area, the drawing-in probability Pbnm varies according to the order of the stop operations. Note that in each winning area where group number n is the same, when order m is the same, the combination of the payout number Hnm and the drawing-in probability Pbnm is the same.

[0125] As shown in FIG. 8(a), in the internal middle state, in a game in which a winning area other than the batting order bells 01 to 04 wins, the number of payout coins Hnm does not change regardless of the stop operation order m. Also, in a game in which a winning area other than the batting order bells 01 to 04 wins, the draw probability Pbnm is common regardless of the stop operation order m. On the other hand, in a game in which the batting order bells 01 to 04 win, the number of payout coins Hnm changes according to the stop operation order m. For example, in a game in which the batting order bell 01 wins, if the stop operation is performed in the order of "middle, left, right", the 8-coin bell wins, but if the stop operation is performed in other orders, the 1-coin combination becomes the target of the draw. Also, in a game in which the batting order bell 02 wins, if the stop operation is performed in the order of "middle, right, left", the 8-coin bell wins, but if the stop operation is performed in other orders, the 1-coin combination becomes the target of the draw.

[0126] Similarly, in a game in which the batting order bell 03 wins, if the stop operation is performed in the order of "right, left, middle", the 8-coin bell wins, but if the stop operation is performed in other orders, the 1-coin combination becomes the target of the draw. In a game in which the batting order bell 04 wins, if the stop operation is performed in the order of "right, middle, left", the 8-coin bell wins, but if the stop operation is performed in other orders, the 1-coin combination becomes the target of the draw. As shown in FIG. 8(a), regardless of which batting order bell wins, if the stop operation is performed in the left 1st position, the 8-coin bell does not win, and the 1-coin combination becomes the target of the draw.

[0127] In this embodiment, the winning probabilities Pan of the respective batting order bells are common (see FIG. 5 above). With the above configuration, as shown in FIG. 8(a), the expected acquisition values A3 in the order of "middle, left, right", the expected acquisition value A4 in the order of "middle, right, left", the expected acquisition value A5 in the order of "right, left, middle", and the expected acquisition value A6 in the order of "right, middle, left" are common in the internal middle state (A3 to 6 = AH). Also, the expected acquisition values A1 in the order of "left, middle, right" and the expected acquisition value A2 in the order of "left, right, middle" are common in the internal middle state (A1, 2 = AJ). Note that the difference between the expected acquisition value A1 and the expected acquisition value A2 may be configured to be greater than "0" and equal to or less than "0.01". Similarly, the differences between the expected acquisition values A3 to 6 may be configured to be greater than "0" and equal to or less than "0.01".

[0128] In this embodiment, in the internal middle state, the left 1st has an unfavorable pressing order, and the middle 1st and the right 1st (irregular pressing order) have a favorable pressing order. Specifically, the expected acquisition value AH in the middle 1st or the right 1st (irregular pressing order) is greater than the numerical value "0.1" compared to the expected acquisition value AJ in the left 1st (AH - AJ > 0.1).

[0129] Hereinafter, for the sake of explanation, in a game in which a specific winning area has won, when the winning winning combination and the stop operation mode (order, position) in which the winning combination wins are common to each game, it may simply be described as "stop control is common" in each game. The stop control in each game is basically common between the internal middle state and the non-internal middle state if the winning areas are common. However, in the game in which the batting order bells 01 to 04 have won, the stop control is exceptionally different between the internal middle state and the non-internal middle state.

[0130] Specifically, as shown in FIG. 8(b), in the non-internal middle state, in the game in which the batting order bells 01 to 04 have won, the single-coin combination becomes the target of drawing regardless of the stop operation order. For example, as described above, when stopping the operation in the order of "middle, left, right" in the game in which the batting order bell 01 has won in the internal middle state, the 8-coin bell wins. On the other hand, in the game in which the batting order bell 01 has won in the non-internal middle state, even if the stop operation is performed in the order of "middle, left, right", the single-coin combination becomes the target of drawing.

[0131] In the above-described embodiment, as shown in FIG. 8(b), in the non-internal middle state, all the expected acquisition values A(1 to 6) of each stop operation order are common. Specifically, each expected acquisition value A in the non-internal middle state is common with the expected acquisition value AJ in the left 1st in the internal middle state. That is, in the non-internal middle state, a favorable pressing order and an unfavorable pressing order are not provided. Note that in the non-internal middle state, the difference between the expected acquisition values A1 to 6 may be greater than "0" and equal to or less than "0.01". Also, in the non-internal middle state, similar to the internal middle state, the left 1st may have an unfavorable pressing order and the irregular pressing order may have a favorable pressing order.

[0132] In addition, in this embodiment, in the game in which the overlapping combination 1 is won in the non-internal medium state, the stop control is the same as that in the game in which the common single combination 1 is won in the internal medium state. Similarly, in the game in which the overlapping combination 2 is won, the stop control is the same as that in the game in which the common single combination 2 is won. Further, in this embodiment, regardless of the game state, penalty control is executed when a stop operation is performed in an irregular stop order.

[0133] FIG. 9 is a diagram for explaining the transition of the ball payout state of the main CPU 301. The main CPU 301 controls the game in either the non-favorable section or the favorable section. When the ball payout state transitions, the game state is generally maintained. Also, when the game state transitions, the ball payout state is generally maintained.

[0134] The non-favorable section is a section in which no processing related to the instruction function (processing related to the transition of the ball payout state (update processing, lottery processing), processing for executing the instruction on the instruction display 16, etc.) is executed except for the favorable section transition processing described later. That is, the non-favorable section is a section in which the instruction on the instruction display 16 is not executed. On the other hand, the favorable section is a section in which the processing related to the instruction function is executed. That is, the favorable section is a section in which the instruction on the instruction display 16 can be executed.

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

[0136] The advantageous period generally ends when it is determined in various lottery processes (such as the battle victory determination process) described later that a transition to a non-advantageous period occurs. However, the advantageous period may end forcibly other than in such a case. Specifically, the advantageous period ends when the number of game rounds in the advantageous period reaches 3000 rounds. Also, the advantageous period ends when the number of medals obtained by subtracting the total number of medals used in each game (hereinafter referred to as the "input number") from the total number of paid-out medals (hereinafter referred to as the "difference number") reaches 2400 medals. When any of the above conditions is met, regardless of the current ball output state and game state, the advantageous period ends forcibly.

[0137] In this embodiment, the above-described difference number is counted by a difference number counter. When the total value of the paid-out medals is less than the total value of the input medals, the above difference number counter becomes less than the numerical value "0". For example, when the total value of the paid-out medals is 2000 medals and the total value of the input medals is 3000 medals, the difference number counter becomes the numerical value "-1000". Also, the number of game rounds in the advantageous period is counted by an advantageous period counter. Each of the above counters is provided, for example, in the main RAM 303. Note that only the case where the difference number counter reaches 2400 medals may be adopted as the opportunity for the advantageous period to end forcibly.

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

[0139] In the non-favorable section, when a predetermined winning area wins, a transition is made to a specific payout state (CZ preparation state, in-cycle state) among the payout states in the favorable section. In this embodiment, upon the winning of an area other than the winning areas "REPLAY 1" and "RBB" (see FIG. 5 above), a transition is made from the non-favorable section to the favorable section. In a game that transitions from the non-favorable section to the favorable section, a favorable-section transition process (process 0 in FIG. 9) is executed. Note that in this embodiment, a configuration is adopted in which the favorable section always starts in a game in which the above-mentioned winning area wins. However, a lottery determined in advance may be executed upon the winning of the winning area, and if the lottery is won, the favorable section starts, and if it is a loss, the non-favorable section may be maintained.

[0140] The content of the favorable-section transition process changes according to the game state (non-internal state, internal state). In the favorable-section transition process of this embodiment, the first payout state in the favorable section changes according to whether the game state at the start of the game is the internal state or the non-internal state. Specifically, in the favorable-section transition process in the non-internal state, a transition to the in-cycle state among the payout states can be determined (arrow (a) in FIG. 9). As described above, in this embodiment, the state immediately after changing the setting value (immediately after the game hall opens) is the non-internal state. In the above configuration, in the favorable-section transition process immediately after changing the setting value, a transition to the in-cycle state can be determined.

[0141] Note that when the above-mentioned clear operation is executed, similar to the case where the setting value is changed, the payout state becomes the non-favorable section and the game state becomes the non-internal state. Therefore, in the favorable-section transition process immediately after the clear operation is executed, similar to the favorable-section transition process immediately after the setting value is changed, a transition to the in-cycle state can be determined. On the other hand, in the favorable-section transition process in the internal state, a transition to the CZ preparation state among the payout states is determined (arrow (b) in FIG. 9). Also, once the game state transitions from the non-internal state to the internal state, the game state is basically maintained in the internal state. In the above configuration, in principle, a transition to the CZ preparation state is determined in favorable-section transition processes other than the first one.

[0142] Although details will be described later, in this embodiment, in order to shift to the AT state, the player first aims to shift to the CZ state. Further, the shift to the CZ state is made from the CZ preparation state, and as described above, the shift to the CZ preparation state is made from the non - advantageous section (the shift is made in the order of non - advantageous section → CZ preparation state → CZ state). In the above - described present embodiment, in order to shift to the AT state, the game property of aiming to shift to the non - advantageous section (ending the current advantageous section) is achieved. However, when shifting to the special CZ state, there is a case where the shift to the AT state is made without passing through the non - advantageous section. Note that a configuration may be adopted in which the shift is directly made from the non - advantageous section to the CZ state without passing through the CZ preparation state.

[0143] Below the transition diagram in FIG. 9, a table for explaining specific examples of each process included in each process (0 to 4) described in the transition diagram is shown. For example, as shown in FIG. 9, the advantageous section transition process includes an advantageous section setting value determination process. In the advantageous section setting value determination process, the advantageous section setting value is determined by lottery. The advantageous section setting value is determined from six types from the numerical value "1" to the numerical value "6", similar to the setting value, and is referred to in various processes (high - point high - probability transition determination process, battle victory determination process B). Further, the advantageous section setting value determined at the start of the advantageous section is maintained throughout the advantageous section, and the larger the advantageous section setting value, the more advantageous the advantageous section becomes. Specifically, the larger the advantageous section setting value, the smaller the average number of game times until the end of the advantageous section. The above configuration can also be paraphrased as that the larger the advantageous section setting value, the shorter the average number of game times until shifting to the CZ state.

[0144] By the way, as described above, the higher the setting value, the higher the payout rate. Also, once the setting value is determined, it does not change (does not change throughout the day) until the administrator of the gaming machine performs an operation to change the setting value. Therefore, depending on the player, when the setting value is judged to be small (for example, setting value "2"), the game may be aborted.

[0145] In consideration of the above circumstances, in this embodiment, the advantageous section setting value determined in the current advantageous section is maintained until the end of the advantageous section, and a configuration is adopted in which a new advantageous section setting value is determined in the next advantageous section. According to the above-described embodiment, even if the set value is small, if a relatively advantageous advantageous section setting value is determined, there is an advantage that the game is likely to continue.

[0146] Among the respective ball output states, the mid-cycle state is a relatively disadvantageous ball output state and is a non-instruction period in which no stop operation order advantageous to the player is instructed. As shown in FIG. 9, when the mid-cycle state is started, the start-of-cycle process (process 1 in FIG. 9) is executed. The start-of-cycle process includes a special CZ determination process, a battle victory determination process B, a cycle ceiling determination process, and a ceiling point determination process. Details of each of the above processes will be described later. In FIG. 9, the start-of-cycle process is shown as the process in the mid-cycle state. However, actually, the start-of-cycle process is executed in the final game of the ball output state (non-advantageous section, battle state, CZ state, AT state) immediately before the mid-cycle state starts.

[0147] The mid-cycle state ends after 76 games, and when the mid-cycle state ends, it transitions to the battle state (arrow (c) in FIG. 9). Although details will be described later, when transitioning to the battle state, thereafter, there are cases where it transitions to the non-advantageous section and cases where it does not. As described above, when transitioning to the non-advantageous section, it transitions to the CZ state via the CZ preparation state. On the other hand, when not transitioning from the battle state to the non-advantageous section, it then transitions back to the mid-cycle state (arrow (d) in FIG. 9). In the above configuration, until transitioning to the non-advantageous section (CZ state), the mid-cycle state and the battle state are repeated (the transitions of arrow (c) → arrow (d)… arrow (c) → arrow (d) are repeated).

[0148] In each game of the in-cycle state, in-cycle point determination processing is executed. In the in-cycle point determination processing, the in-cycle points are determined with a probability corresponding to the winning area. When the in-cycle points are determined, the in-cycle points are added to the in-cycle point counter. The in-cycle point counter indicates the total of the in-cycle points given since the start of the current in-cycle state and is referred to when shifting to the battle state. The larger the value of the in-cycle point counter, the more likely it is to determine a transition to the non-favorable section (CZ state) in the battle state.

[0149] However, when the total value of the in-cycle points obtained in one in-cycle state reaches a predetermined threshold value (10,000), a transition to the confirmed battle state occurs even in the middle of the in-cycle state (before shifting to the battle state) (arrow (e) in FIG. 9). The confirmed battle state ends, for example, in four games. When the confirmed battle state ends, a transition to the non-favorable section occurs. In the present embodiment, the in-cycle points determined by the in-cycle point determination processing are notified by the liquid crystal display device 30 or the like. Further, the current value of the in-cycle point counter is displayed on the liquid crystal display device 30. Note that the current value of the in-cycle point counter and the in-cycle points given may be configured to be hidden.

[0150] In each game of the in-cycle state, high-point-probability transition determination processing is executed. In the high-point-probability transition determination processing, it is determined whether or not to transition to the high-point-probability state with a probability corresponding to the winning area and the favorable section setting value (see FIG. 15(c) described later). Specifically, the larger the favorable section setting value, the easier it is to transition to the high-point-probability state. When it is determined to transition to the high-point-probability state, a transition to the high-point-probability state occurs even in the middle of the in-cycle state (arrow (f) in FIG. 9).

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

[0152] As described above, the more in-cycle points are acquired, the easier it is to determine the transition to the non-favorable section in the battle state. Also, the larger the favorable-section setting value, the easier it is to transition to the high-point probability state. The above configuration can also be paraphrased as meaning that the larger the favorable-section setting value, the shorter the number of games until transitioning to the non-favorable section. Note that it is also possible to adopt a configuration where the remaining number of games in the in-cycle state is subtracted even in the high-point probability state. Further, when the in-cycle point counter reaches the threshold value of "10,000" in the high-point probability state, it is also possible to adopt a configuration where a definite battle state is transitioned to even in the middle of the high-point probability state (similar to the in-cycle state).

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

[0154] In this embodiment, in addition to the above-described battle victory determination process A executed when shifting to the battle state, there may be a case where it is determined to shift to the disadvantageous section also in battle victory determination process B. Specifically, battle victory determination process B is executed at the start of the in-cycle state (in the in-cycle start process). When it is determined to shift to the disadvantageous section in battle victory determination process B, similar to the case where it is determined to shift to the disadvantageous section in battle victory determination process A, it shifts to the disadvantageous section after the battle state ends. Also, in battle victory determination process B, the advantageous section setting value is referred to. Specifically, the larger the advantageous section setting value, the more likely it is to be selected for the disadvantageous section in battle victory determination process B. With the above configuration, the effect that the larger the advantageous section setting value, the shorter the number of games until shifting to the disadvantageous section (CZ state) is particularly remarkable.

[0155] When it is not determined to shift to the disadvantageous section at the end of the battle state (when both battle victory determination process A and battle victory determination process B are not selected), it shifts to the in-cycle state after the battle state ends (arrow (d) in FIG. 9). Specifically, when the battle state ends, the in-cycle point counter is initialized to the numerical value "0". Therefore, the in-cycle point counter at the start of a new in-cycle state becomes the numerical value "0".

[0156] However, in the present embodiment, a ceiling point counter is provided, and before the in-cycle point counter is initialized, the value of the in-cycle point counter is added to the ceiling point counter. The above ceiling point counter is not initialized until it shifts to the non-favorable section or the AT state. That is, during the period of repeatedly shifting to the in-cycle state and the battle state, the ceiling point counter is not initialized. Also, in each game in the in-cycle state, a ceiling point determination process is executed. In the above ceiling point determination process, the ceiling point is determined by lottery, and the determined ceiling point is added to the ceiling point counter.

[0157] In the present embodiment, at the start of the in-cycle state (immediately after the end of the battle state), a ceiling point determination process is executed. In the above ceiling point determination process, it is determined whether the ceiling point counter has reached a predetermined threshold value (30000). Also, the ceiling point determination process is executed in each game in the in-cycle state. When it is determined that the ceiling point counter has reached the threshold value, a transition is made to the above-mentioned confirmed battle state even in the middle of the in-cycle state (arrow (h) in FIG. 9). When the confirmed battle state ends, a transition is made to the non-favorable section. In the present embodiment, the ceiling point determined by the ceiling point determination process is notified by the liquid crystal display device 30 or the like. Also, the current value of the ceiling point counter is displayed on the liquid crystal display device 30. Note that the current value of the ceiling point counter and the given ceiling point may be configured to be concealed.

[0158] In the present embodiment, in each game in the in-cycle state, an intermediate victory determination process is executed. In the intermediate victory determination process, it is determined whether to shift to the non-favorable section with a probability corresponding to the winning area. When it is determined in the intermediate victory determination process that a transition to the non-favorable section is made, a transition is made to the non-favorable section even in the middle of the in-cycle state (arrow (i) in FIG. 9). Specifically, when it is determined in the intermediate victory determination process that a transition to the non-favorable section is made, a transition is made to the non-favorable section through a predetermined number of precursor games. The number of the above precursor games is determined by lottery. Also, in the above precursor games, the possibility of winning in the intermediate victory determination process is suggested.

[0159] In addition, in this embodiment, a cycle ceiling counter is provided, and when transitioning from the battle state to the cycle state, the numerical value "1" is added to the cycle ceiling counter. The above cycle ceiling counter is not initialized until it transitions to the non-favorable section or the AT state. That is, similar to the above-mentioned ceiling point counter, the cycle ceiling counter is not initialized during the period of repeatedly transitioning between the cycle state and the battle state. At the start of the cycle state (immediately after the battle state ends), cycle ceiling determination processing is executed, and it is determined whether the cycle ceiling counter has reached a predetermined threshold value (9). When the cycle ceiling counter reaches the threshold value, it immediately transitions to the confirmed battle state (arrow (j) in Fig. 9) and transitions to the non-favorable section.

[0160] If a transition to the non-favorable section has been determined by the end of the battle state, it transitions to the non-favorable section after the battle state ends (arrow (k) in Fig. 9). In this embodiment, in the non-internal state, the RBB role (any one of RBB, duplicate role 1, and duplicate role 2) is selected with a probability of approximately 1 / 7.5. Therefore, usually, even when the cycle state starts in the non-internal state, it then transitions to the internal state before transitioning to the battle state. That is, the non-favorable section transitioned from the battle state is the internal state. Also, when a favorable section starts in the non-favorable section of the internal state, the first outcome state of the favorable section is the CZ preparation state. With the above configuration, when transitioning from the battle state to the non-favorable section, usually, a new favorable section starts from the CZ preparation state.

[0161] The CZ preparation state is a non-instruction period and ends in 15 games. Also, in the CZ preparation state, CZ level upgrade processing is executed. In the CZ level upgrade processing, the CZ level is upgraded with a probability according to the winning area. Specifically, immediately after the CZ state starts, the CZ level "1" is set. When winning in the CZ level upgrade processing, the numerical value "1" is added to the CZ level. The maximum value of the CZ level is the numerical value "3". When the CZ preparation state ends, it transitions to the CZ state (arrow (l) in Fig. 9).

[0162] The CZ state is a non-instruction period and ends after 12 games. In the CZ state, an AT transition determination process is executed in each game. In the AT transition determination process, a transition to the AT state is determined with a probability according to the winning area and the CZ level. Specifically, the higher the CZ level, the easier it is to determine a transition to the AT state in the AT transition determination process. When a transition to the AT state is determined, the AT winning flag is changed to the ON state. It can be said that the above CZ state is a more advantageous medal payout state than the battle state.

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

[0164] When the AT winning flag is changed to the ON state in the CZ state, a transition to the AT state occurs after the CZ state ends (arrow (m) in FIG. 9). In this embodiment, even when the AT winning flag is in the OFF state, if the CZ level is the numerical value "3", a transition to the AT state occurs after the CZ ends. However, even in the CZ state where the CZ level is the numerical value "3", the AT transition determination process is executed. When the CZ level is the numerical value "3", the above benefit giving process is not executed until the AT transition is won in the AT transition determination process and the AT transition flag is changed to the ON state, similar to the case where the CZ level is the numerical value "1" or the numerical value "2". In the final game of the CZ state where the CZ level is other than the numerical value "3", when the AT winning flag is in the OFF state, a transition to the in-cycle state occurs (arrow (n) in FIG. 9).

[0165] The AT state is an instruction period, and the stop operation order (hereinafter "correct pressing order") in which 8 bells win in the game where the batting order bell wins is instructed. When playing the game according to the instruction in the AT state, the average value of medals that can be obtained in each game is about 2.7 medals. The above AT state is more advantageous than the medal payout state (such as the in-cycle state) in the non-instruction period.

[0166] In the game where replay (2, 3) is won, the symbol combination of seven replays can be stopped and displayed in a non-standard pressing order, and the middle replay stops and is displayed in the left 1st position. Immediately after transitioning to the AT state (so-called AT preparation state), a notification effect is executed that indicates the stop operation order (non-standard pressing order) in which the symbol combination of seven replays stops and is displayed in the game where replay (2, 3) is won. Until the notification effect is executed after transitioning to the AT state, the remaining number of games in the AT state is not subtracted. In the AT state after the execution of the notification effect, the stop operation order in which the symbol combination of the middle replay stops and is displayed in the game where replay (2, 3) is won is notified. However, in the game where replay is won in the AT state, since the payout rate does not change regardless of the stop operation order, even when the above-mentioned notification effect is executed on the liquid crystal display device 30, the stop operation order is not indicated on the instruction indicator 16.

[0167] In the AT state, a "set" composed of a predetermined number of games is repeatedly executed. Specifically, one set in the AT state is composed of 37 games, and a set continuation determination process is executed in each set. In the set continuation determination process, whether the AT state continues to the next set is determined by lottery. When winning in the set continuation determination process, the continuation confirmation flag is changed to the ON state. If the continuation confirmation flag is in the ON state in the final game of the current set, the AT state continues to the next set. Note that a bonus lottery may be executed during each set in the AT state, and the number of games in the set (37 games) may be added (extended).

[0168] When the AT state continues to the next set, an AT continuation process (process 3 in FIG. 9) is executed. As shown in FIG. 9, the AT continuation process includes a non-favorable section transition determination process and a set number counter addition process. In the set number counter addition process, the numerical value "1" is added to the set number counter. The above set number counter indicates the total number of sets in the AT state. The set number counter is referred to in the non-favorable section transition determination process and the AT end process (special CZ ultra-high probability determination process) described later.

[0169] In the non-favorable section transition determination process during the AT continuation process, after the AT state ends, it is determined by lottery whether to transition to the non-favorable section. When the transition to the non-favorable section is determined, the non-favorable section transition flag is changed to the ON state. However, even if the non-favorable section transition flag is changed to the ON state in the AT state, it does not immediately transition to the non-favorable section, but transitions to the non-favorable section after the end condition of the AT state is satisfied.

[0170] The non-favorable section transition determination process is executed each time the set continues. With the above configuration, as the set continues in the AT state, the number of executions of the non-favorable section transition determination process increases, and the non-favorable section transition flag is likely to become ON by the end of the AT state. Also, in the non-favorable section transition determination process, it is determined by lottery whether to transition to the non-favorable section with a probability according to the current value of the set number counter. Specifically, in the non-favorable section transition determination process, the higher the set number counter, the higher the probability that the transition to the non-favorable section is determined. The above configuration can also be paraphrased as that the larger the number of difference sheets counter at the end of the AT (the longer the AT state lasts), the easier it is for the difference sheets counter to be initialized after the AT ends.

[0171] As shown in FIG. 9, when the AT state ends, the AT end process (process 4 in FIG. 9) is executed. Specifically, in the final game of the set in the AT state, it is determined whether the continuation confirmation flag is in the OFF state. If the continuation confirmation flag is in the OFF state, the AT end process is executed. However, the game in which it is determined whether the continuation confirmation flag is in the OFF state is not limited to the above example. For example, it may be configured such that in a game several times (for example, 3 times) before the final game of the AT state, it is determined whether the continuation confirmation flag is in the OFF state, and the AT end process is executed.

[0172] In the AT end process, the results of the above-described AT continuation process (such as the non-favorable section transition determination process) are referred to. Specifically, the AT end process includes a non-favorable section pass / fail determination process and a special CZ ultra-high probability determination process. In the non-favorable section pass / fail determination process, it is determined whether or not the above-described non-favorable section transition flag is in the ON state. That is, in the non-favorable section transition determination process during the AT state, it is determined whether or not a transition to the non-favorable section has been determined. When it is determined that the non-favorable section transition flag is in the ON state, after the AT state ends, a transition is made to the non-favorable section (arrow (о) in FIG. 9).

[0173] In the non-favorable section pass / fail determination process, when it is determined that the non-favorable section transition flag is in the OFF state, after the special CZ ultra-high probability determination process is executed, a transition is made to the in-cycle state (arrow (p) in FIG. 9). In the above cases, a transition is made from the AT state to the in-cycle state without passing through the non-favorable section. The above configuration can also be interpreted as meaning that the favorable section counter and the difference count counter are not initialized before and after the AT state ends. As can be understood from the above description, in the present embodiment, when the AT state ends in the favorable section, there are cases where the favorable section continues without ending and cases where the favorable section ends.

[0174] In the special CZ ultra-high probability determination process, it is determined whether or not to set the special CZ lottery state to a very high probability. Although details will be described later, in the cycle start process (special CZ determination process) when the in-cycle state starts, it is determined by lottery whether or not to transition to the special CZ state. When the special CZ lottery state is set to a very high probability when the AT state ends, the special CZ state is won with a very high probability when the in-cycle state starts. When the special CZ state is won, thereafter, a transition is made to the special CZ state (arrow (q) in FIG. 9). However, the special CZ determination process is not executed when the favorable section counter has a value of 500 or less.

[0175] In the special CZ state, similar to the above-described CZ state, the AT transition determination process is executed in each game. The above special CZ state, like the CZ state, is a payout state in which the AT state is more likely to be won than the mid-cycle state, the battle state, and the high-point state. However, while the CZ state transitions through an unfavorable section, the special CZ state transitions without passing through an unfavorable section.

[0176] The special CZ state ends after 10 games. If the transition to the AT state is not determined in the special CZ state, it transitions to the mid-cycle state after the special CZ state ends (arrow (r) in Fig. 9). Note that in the special CZ state, the remaining number of games in the mid-cycle state is not subtracted. If the transition to the AT state is determined in the special CZ state, it transitions to the AT state after the special CZ state ends (arrow (s) in Fig. 9). When transitioning from the special CZ state to the AT state, the favorable section is maintained. With the above configuration, when transitioning from the mid-cycle state to the AT state via the special CZ state, the favorable section is maintained.

[0177] As described above, when transitioning from the CZ state to the AT state, when the AT state ends, depending on the result of the unfavorable-section transition determination process, there are cases where it transitions to the unfavorable section (CZ state) and cases where it transitions to the mid-cycle state. That is, when transitioning from the CZ state to the AT state, there are cases where the favorable section is maintained and cases where it is not. On the other hand, when transitioning from the special CZ state to the AT state, regardless of the result of the unfavorable-section transition determination process, it transitions to the unfavorable section after the AT state ends (arrow (t) in Fig. 9). Specifically, when winning the AT state in the special CZ state, the unfavorable-section transition flag is changed to the ON state at the time when the AT state starts. With the above configuration, when winning the AT state in the special CZ state, it transitions to the CZ state after the AT state ends.

[0178] As shown in FIG. 9, when the ending transition condition is satisfied in the AT state, the system transitions to the ending state (arrow (u) in FIG. 9). The ending state has the same instruction period as the AT state. Specifically, an ED favorable interval counter is provided, and an initial value of "3000" is set in the ED favorable interval counter at the start of the favorable interval (similar to the favorable interval counter). The above-mentioned ED favorable interval counter, similar to the favorable interval counter, is decremented by "1" for each game in the favorable interval. Therefore, the ED favorable interval counter and the favorable interval counter usually have the same value.

[0179] In this embodiment, in the final game of each set in the AT state, it is determined whether the remaining value of the ED favorable interval counter is 60 or less. If the remaining value of the ED favorable interval counter is 60 or less, the system transitions from the AT state to the ending state. However, the ED favorable interval counter is not decremented exceptionally in games that are stopped with an irregular pressing order during the non-instruction period. Therefore, when stopped with an irregular pressing order during the non-instruction period, the number of games until transitioning to the ending state is substantially extended.

[0180] Also, in the final game of each set in the AT state, it is determined whether the calculation result obtained by adding the current value of the difference number counter to the result of multiplying the remaining number of games in the AT state by the number "3" (a number corresponding to the net increase number of "2.7" in the AT state) exceeds the number "2200" (= difference number counter + remaining number of games × 3). If the said calculation result exceeds the number "2200", the system transitions from the AT state to the ending state.

[0181] The ending state ends when the favorable interval counter is decremented to the value "0" or the difference number counter exceeds the value "2400". That is, the ending state ends when the favorable interval is forced to end. As shown in FIG. 9, when the ending state ends, it always shifts to the unfavorable interval (arrow (v) in FIG. 9). The game state at the end of the ending state is usually the internal middle state. Therefore, when the ending state ends and shifts to the unfavorable interval, it then shifts to the CZ state. In the above configuration, even when the favorable interval is forced to end, it shifts to the CZ state where there is a high expectation of shifting back to the AT state. Therefore, there is an advantage that the dissatisfaction of the player when the favorable interval is forced to end is suppressed.

[0182] As described above, when a stop operation is performed in an irregular pressing order during the non-instruction period in the favorable interval, main penalty control is executed. Specifically, a game progress flag is stored in the main RAM 303. As long as a stop operation is performed on the left 1st during the non-instruction period, the game progress flag does not change from the ON state. On the other hand, in a game where a stop operation is performed in an irregular pressing order during the non-instruction period, main penalty control is executed after the third stop operation. When the main penalty control is executed, the game progress flag becomes the OFF state. Note that main penalty control is not executed in the unfavorable interval (including games in which favorable interval transition processing is executed).

[0183] In the above configuration, if a stop operation is performed in an irregular pressing order in the current game, the game progress flag will be in the OFF state at the start of the next game. When the game progress flag is in the OFF state at the start of the game, the processing related to the instruction function is not executed (however, the advantageous section control processing (the update processing of the advantageous section counter and the difference number of sheets counter) described later is executed). Specifically, when the game progress flag is in the OFF state at the start of the game, various counters (a counter indicating the remaining number of game times in the current ball output state, the above-mentioned advantageous section counter for ED, etc.) are not subtracted, and various lotteries (lottery of points during the cycle, etc.) are not executed. That is, during the period when the game progress flag is in the OFF state, a penalty is imposed that the game cannot proceed. When a stop operation is performed at the left 1st, the game progress flag is changed from the OFF state to the ON state.

[0184] FIG. 10(a), FIG. 10(b-1), and FIG. 10(b-2) are conceptual diagrams of each instruction determination table (A, B). In each game, the main CPU 301 determines an instruction number according to the instruction determination table, and displays instruction information ("01" to "04") corresponding to the instruction number on the instruction display 16. Further, the main CPU 301 transmits a command (a second command described later) indicating the instruction number determined in each game to the sub-control board 400 (sub-CPU 412).

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

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

[0187] FIG. 10(b-1) is a conceptual diagram of the instruction determination table B1. As shown in FIG. 10(b-1), in each game in the internal state during the indication period, when the batting order bell 01 wins, the main CPU 301 determines the instruction number "01". When the instruction number "01" is determined, the main CPU 301 causes the instruction display 16 to display the number "1" (hereinafter referred to as "instruction information '1'") as the instruction information. As described above, the correct batting order when the batting order bell 01 wins is "center, left, right". In the above configuration, in the game where the instruction information "1" is displayed, stopping the operation in the order of "center, left, right" is more advantageous than stopping the operation in other orders. Therefore, when the instruction information "1" is displayed on the instruction display 16, the player stops the operation in the order of "center, left, right". The above configuration can also be paraphrased as that by displaying the instruction information "1", the player is instructed to stop the operation in the order of "center, left, right".

[0188] In each game of the internal medium state during the instruction period, when the batting order bell 02 is selected, the main CPU 301 determines the instruction number "02". When the instruction number "02" is determined, the main CPU 301 causes the instruction indicator 16 to display the number "2" (hereinafter referred to as "instruction information '2'") as instruction information. As described above, the correct pressing order when the batting order bell 02 is selected is "center right left". In the above configuration, in the game in which the instruction information "2" is displayed, when the stop operation is performed in the order of "center right left", it is more advantageous than when the stop operation is performed in other orders. Therefore, when the instruction information "2" is displayed on the instruction indicator 16, the player performs the stop operation in the order of "center right left". The above configuration can also be paraphrased as that by displaying the instruction information "2", the player is instructed to perform the stop operation in the order of "center right left".

[0189] In each game of the internal medium state during the instruction period, when the batting order bell 03 is selected, the main CPU 301 determines the instruction number "03". When the instruction number "03" is determined, the main CPU 301 causes the instruction indicator 16 to display the number "3" (hereinafter referred to as "instruction information '3'") as instruction information. As described above, the correct pressing order when the batting order bell 03 is selected is "right left center". In the above configuration, in the game in which the instruction information "3" is displayed, when the stop operation is performed in the order of "right left center", it is more advantageous than when the stop operation is performed in other orders. Therefore, when the instruction information "3" is displayed on the instruction indicator 16, the player performs the stop operation in the order of "right left center". The above configuration can also be paraphrased as that by displaying the instruction information "3", the player is instructed to perform the stop operation in the order of "right left center".

[0190] In each game of the internal medium state during the indication period, when the batting order bell 04 wins, the main CPU 301 determines the indication number "04". When the indication number "04" is determined, the main CPU 301 causes the indication display 16 to display the number "4" (hereinafter referred to as "indication information '4'") as indication information. As described above, the correct pressing order when the batting order bell 04 wins is "right, middle, left". With the above configuration, in the game where the indication information "4" is displayed, when the stop operation is performed in the order of "right, middle, left", it is more advantageous than when the stop operation is performed in other orders. Therefore, when the indication information "4" is displayed on the indication display 16, the player performs the stop operation in the order of "right, middle, left". The above configuration can also be paraphrased as that by displaying the indication information "4", the player is instructed to perform the stop operation in the order of "right, middle, left".

[0191] Figure 10(b-2) is a conceptual diagram of the indication determination table B2. As described above, the indication determination table B2 is used in the non-internal medium state and the bonus activation state. In the non-internal medium state, in the games where the batting order bells 01 to 04 win, only one-card combination can win regardless of the stop operation order (the 8-bell combination does not win. Refer to Figure 8(b)). Also, in the bonus activation state, the batting order bell does not win in the first place. Considering the above circumstances, in the non-internal medium state and the bonus activation state where the indication determination table B2 is used, as shown in Figure 10(b-2), the indication number "99" is determined regardless of the winning area.

[0192] Figure 10(c) is a schematic diagram of the segment display D1. The segment display D1 includes the above-described indication display 16. The indication display 16 is a two-digit 7-segment display. In Figure 10(c), the indication display 16 that displays the indication information "1" is illustrated. As shown in Figure 10(c), the segment display D1 includes the advantageous section display 38. The advantageous section display 38 is in the ON state (lit) in the advantageous section.

[0193] As described above, the instruction period is included in the advantageous period. Therefore, during the instruction period in which the instruction information is displayed on the instruction indicator 16, the advantageous period indicator 38 lights up. Specifically, in a game in a non-advantageous area where a winning area other than RBB and replay 1 is won, the advantageous period starts in the stop process of the game. The advantageous period indicator 38 lights up at the start operation of the first game in the advantageous period. Also, the advantageous period indicator 38 turns off in the stop process of the game in which the advantageous period ends. Note that it may be configured such that the display controlled by the main CPU 301 does not notify that it is during the advantageous period. That is, it may be configured such that the advantageous period indicator 38 is omitted.

[0194] FIG. 10(d) is a schematic diagram of the segment display D2. The segment display D2 includes the above-described stored number indicator 17. The stored number indicator 17 is a two-digit 7-segment display. FIG. 10(d) shows a specific example when the credit number is the numerical value "50". As shown in FIG. 10(d), the segment display D2 includes the internal operation indicator 39. The internal operation indicator 39 becomes ON (lights up) in the internal operation state and becomes OFF in other game states. Specifically, the internal operation indicator 39 changes from the OFF state to the ON state at the start operation of a game in which the RBB combination wins in the non-internal operation state.

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

[0196] As shown in FIG. 11, the main CPU 301 transmits a first command ("A00", etc.) to the sub CPU 412 according to the winning area. For example, when the winning area of this game is a loss, the main CPU 301 transmits the command "A00" to the sub CPU 412. Also, when replay 1 wins, the main CPU 301 transmits the command "A01", when replay 2 wins, the main CPU 301 transmits the command "A02", and when replay 3 wins, the main CPU 301 transmits the command "A03".

[0197] When Chance 1 is selected, the main CPU 301 sends the command "A04". Also, when Chance 2 is selected, the main CPU 301 sends the command "A05". Similarly, when Chance 3 is selected, the main CPU 301 sends the command "A06". When the weak cherry is selected, the main CPU 301 sends the command "A07", when the strong cherry is selected, the main CPU 301 sends the command "A08", and when the watermelon is selected, the main CPU 301 sends the command "A09". Further, when Common 1 Sheet 1 is selected, the main CPU 301 sends the command "A10", when Common 1 Sheet 2 is selected, the main CPU 301 sends the command "A11", when Common 1 Sheet ALL is selected, the main CPU 301 sends the command "A12", when Common Bell ALL is selected, the main CPU 301 sends the command "A13", when RBB is selected, the main CPU 301 sends the command "A14", when Duplicate Role 1 is selected, the main CPU 301 sends the command "A15", and when Duplicate Role 2 is selected, the main CPU 301 sends the command "A16".

[0198] The main CPU 301 of the present embodiment determines that the winning area belonging to the specific group is selected when any one of the common three sheets and batting order bells 01 to 04 is selected among the winning areas. Also, as shown in FIG. 11, the main CPU 301 does not send the first command in the game in which the winning area of the specific group is selected. Specifically, when a winning area other than the specific group is selected, the first command corresponding to the winning area is sent regardless of the game state (non-internal state, internal state, bonus activation state) and the ball output state (instruction period, non-instruction period). On the other hand, when the winning area of the specific group is selected, the first command is not sent regardless of the game state and the ball output state.

[0199] Suppose a configuration where each first command corresponding to each batting order bell is transmitted. In the above configuration, the type of the batting order bell can be specified from the first command. That is, the correct pressing order of the batting order bell can be specified from the first command. In the above configuration, there is room for an illegal act of obtaining (eavesdropping) the first command by an illegal substrate and specifying the correct pressing order of the batting order bell during the non-instruction period. According to the configuration of the present embodiment, since the first command is not transmitted in the game in which a specific group (including the batting order bell) wins, there is an advantage that the above illegal act is suppressed. Further, according to the configuration of the present embodiment, there is an advantage that the number of types of the first command is reduced.

[0200] When the sub-CPU 412 receives the above first command, it determines various effects according to the first command. For example, when the command "A01" in the case where replay 1 wins is received, the sub-CPU 412 determines an effect for notifying that replay 1 has won.

[0201] In addition to the first command, the main CPU 301 transmits a second command ("B01" etc.) corresponding to the instruction number (instruction information) of the current game to the sub-CPU 412. Specifically, when the instruction number "99" (no instruction) is determined in the current game, as shown in FIG. 11, the main CPU 301 transmits the command "B99" to the sub-CPU 412. As described above, the instruction number "99" is determined regardless of the game state during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is transmitted in each game. Also, in a game in which something other than the batting order bell wins, the instruction number "99" is determined regardless of the ball output state and the game state. Therefore, in a game in which something other than the batting order bell wins, the command "B99" is transmitted regardless of the ball output state and the game state.

[0202] As shown in FIG. 11, when the batting order bell 01 is selected in the internal state during the instruction period and the instruction number "01" (in the order of center, left, and right) is determined, the main CPU 301 transmits the command "B01". Also, when the batting order bell 02 is selected in the internal state during the instruction period and the instruction number "02" (in the order of center, right, and left) is determined, the main CPU 301 transmits the command "B02". Similarly, when the batting order bell 03 is selected in the internal state during the instruction period and the instruction number "03" (in the order of right, left, and center) is determined, the main CPU 301 transmits the command "B03", and when the batting order bell 04 is selected in the internal state during the instruction period and the instruction number "04" (in the order of right, center, and left) is determined, the main CPU 301 transmits the command "B04".

[0203] In the above-described embodiment, when the batting order bell is selected during the instruction period (such as the AT state), the second command is transmitted while the first command is not transmitted. As described above, when the batting order bell is selected in a non-internal state, regardless of the stop operation order, it becomes impossible for the eight bells to win, and the instruction number "99" (no instruction) is determined. Considering the above circumstances, when the batting order bell is selected in a non-internal state, the main CPU 301 transmits the second command "B99" even during the instruction period.

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

[0205] The main CPU 301 calculates various game information (consecutive winning ratio, accessory ratio, recent consecutive winning ratio, recent accessory ratio, designated accessory ratio, bonus game ratio) according to the progress of the game, and causes the main display 40 to display the display information corresponding to the game information. In order to calculate the above game information, the main CPU 301 counts the number of games during the period from when the power of the gaming machine 1 is first turned on until the number of games reaches 175,000 (hereinafter referred to as the "total game counting period").

[0206] FIG. 12(a) is a diagram for explaining each storage area (G1 to G3, g1, g2) of the main RAM 303. Each of the above storage areas is provided for storing each of the above game information (such as consecutive winning ratio), and includes a storage area G1, a storage area G2, a storage area G3, a storage area G4, a storage area g1, and a storage area g2. For example, 1-byte information can be stored in each of the storage areas.

[0207] Hereinafter, for the sake of explanation, the period during which the so-called "accessory continuous operation device related to the first type of special accessory" operates may be simply described as "during the first accessory continuous operation". Similarly, the period during which the so-called "accessory continuous operation device related to the second type of special accessory" operates may be simply described as "during the second accessory continuous operation". The first accessory continuous operation and the second accessory continuous operation end with the payout of a predetermined number of medals. Also, the period during which the so-called "first type of special accessory" operates may be simply described as "during the first accessory", and the period during which the so-called "second type of special accessory" operates may be simply described as "during the second accessory". The first accessory ends after 8 games, and the second accessory ends after 1 game. Also, the period during which the so-called "ordinary accessory" operates may be described as "during the ordinary accessory". The ordinary accessory ends after 1 game.

[0208] The bonus activation state of this embodiment is during the first consecutive winning combination, and all games are during the first special winning combination. Note that "during the first general consecutive winning combination" may be provided during the first consecutive winning combination. During the first general consecutive winning combination, the winning combination (RB combination) that activates the first type of special winning combination is more likely to be won compared to game states other than during the first general consecutive winning combination. Also, when providing the second consecutive winning combination, "during the second general consecutive winning combination" may be provided during the second consecutive winning combination. During the second general consecutive winning combination, the winning combination (CB combination) that activates the second type of special winning combination is more likely to be won compared to game states other than during the second general consecutive winning combination.

[0209] The consecutive winning combination ratio is the ratio that the number of medals obtained during the first special winning combination (including during the first special winning combination in the first consecutive winning combination) (hereinafter referred to as "consecutive winning combination medal count B") occupies among the number of medals obtained from the first power-on to the present (hereinafter referred to as "total game period") (hereinafter referred to as "total medal count A") (consecutive winning combination ratio = B / A). The consecutive winning combination medal count B of this embodiment is the number of medals obtained in the bonus activation state (in the first special winning combination in the first consecutive winning combination). As shown in Fig. 12(a), the consecutive winning combination ratio is stored in the storage area G1.

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

[0211] The winning combination ratio is the ratio that the total number of medals obtained during the first special winning combination, the second special winning combination, and the normal winning combination (hereinafter referred to as "winning combination medal count C") occupies among the total medal count A (winning combination ratio = C / A). As shown in Fig. 12(a), the winning combination ratio is stored in the storage area G2. In this embodiment, since the second special winning combination and the normal winning combination are not provided, the winning combination medal count C is the number of medals obtained during the first special winning combination (bonus activation state).

[0212] The main CPU 301 calculates the accessory ratio every 400 games and stores the calculation result in the storage area G2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the accessory ratio in the storage area G2. The instructed accessory ratio is the ratio of the total number of medals (hereinafter referred to as "instructed game medal number D") obtained in the game in which the instruction indicator 16 indicates the pressing order and the total number of accessory medals C to the total number of medals A (instructed accessory ratio = (C + D) / A).

[0213] The instructed game medal number D in the above-described embodiment can also be paraphrased as the total number of medals obtained in the games during the instructed period in which a specific group won. In this embodiment, even when a stop operation is performed other than the pressing order (when the pressing order is incorrect) in the game in which the instruction indicator 16 indicates the pressing order, a single-coin symbol can be stopped and displayed. In the above case, the numerical value "1" is added to the instructed game medal number D.

[0214] The main CPU 301 calculates the instructed accessory ratio every 400 games and stores the calculation result in the storage area G3. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the instructed accessory ratio in the storage area G3. Note that in the games in which a specific group won during the non-instructed period, a first command for grasping that an irregular pressing order is unilaterally advantageous is transmitted from the main CPU 301 to the sub CPU 412. However, in the above games, even if medals are awarded, the instructed game medal number D is not added.

[0215] The recent consecutive winning combination ratio is the ratio of the number of medals obtained in the most recent 6,000 games (hereinafter referred to as "the total number of recent medals a") that are obtained during the first winning combination item (including during the first winning combination item of consecutive first winning combinations) (hereinafter referred to as "the number of recent consecutive winning combination medals b") (recent consecutive winning combination ratio = b / a). The number of recent consecutive winning combination medals b in this embodiment is the number of medals obtained in the bonus activation state (during the first winning combination item of consecutive first winning combinations) in the most recent 6,000 games. As shown in FIG. 12(a), the recent consecutive winning combination ratio is stored in the storage area g1. When the number of games in the total game period is 6,000 or less, the consecutive winning combination ratio and the recent consecutive winning combination ratio are the same (B / A = b / a).

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

[0217] The recent winning combination item ratio is the ratio of the total number of medals obtained during the first winning combination item, the second winning combination item, and the normal winning combination item among the total number of recent medals a (hereinafter referred to as "the number of winning combination item medals c") (winning combination item ratio = c / a). Since the second winning combination item and the normal winning combination item are not provided in this embodiment, the number of winning combination item medals c is the number of medals obtained during the first winning combination item (bonus activation state) in the most recent 6,000 games. As shown in FIG. 12(a), the recent winning combination item ratio is stored in the storage area g2. When the number of games in the total game period is 6,000 or less, the winning combination item ratio and the recent winning combination item ratio are the same (C / A = c / a).

[0218] The main CPU 301 calculates the recent winning combination item ratio every 400 games and stores the calculation result in the storage area g2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part in the storage area g2 as the recent winning combination item ratio.

[0219] The bonus game ratio is the ratio occupied by the number of bonus game times F, which is the sum of the number of game times of the first consecutive winning combination (including the first winning item), the number of game times of the second consecutive winning combination (including the second winning item), the number of game times of the first winning item (excluding the first consecutive winning combination), the number of game times of the second winning item (excluding the second consecutive winning combination), and the number of game times of the normal winning item, out of the total number of game times E in the total game period (bonus game ratio = F / E). The number of bonus game times F in this embodiment is the total number of game times in the bonus activation state.

[0220] As shown in FIG. 12(a), the bonus game ratio is stored in the storage area G4. The main CPU 301 calculates the bonus game ratio for each game and stores the calculation result in the storage area G4. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part in the storage area G4 as the bonus game ratio.

[0221] The above total number of medals A, consecutive winning medal number B, winning item medal number C, designated game medal number D, total number of game times E, number of bonus game times F, most recent total medal number a, most recent consecutive winning medal number b, and winning item medal number c are separately stored in dedicated counters provided in the main RAM 303 and are added at each of the above-mentioned opportunities. For example, when medals are awarded in each game where an instruction is executed, the designated game medal number D is added. Also, when medals are awarded in the bonus activation state, the winning item medal number C is added. Further, when a game medium is awarded in each game, the total medal number A is added regardless of the presence or absence of an instruction for the stop operation order.

[0222] In this embodiment, when the total number of game times E reaches 175,000 times, the update of the consecutive winning ratio, winning item ratio, designated winning item ratio, and bonus game ratio is stopped. On the other hand, the most recent consecutive winning ratio and the most recent winning item ratio are updated even in the period after the total number of game times E reaches 175,000 times.

[0223] FIG. 12(b-1) is a simulation diagram of the main display 40 that displays the display information HA. When the display information HA is displayed, the character string "6A" corresponding to the combination ratio is displayed on the first display unit 40X of the main display 40, and the current value (the magnitude of the combination ratio) of the storage area G1 is displayed on the second display unit 40Y.

[0224] Also, when the display information HA is displayed and the ratio information of the second display unit 40Y is a number "60" or more (G1≧60), the second display unit 40Y displays the ratio information while blinking. Also, when the display information HA is displayed and the number of game times during the total game period is less than 17,500 times, the first display unit 40X displays the identification information while blinking.

[0225] FIG. 12(b-2) is a simulation diagram of the main display 40 that displays the display information HB. When the display information HB is displayed, the character string "7A" corresponding to the accessory ratio is displayed on the first display unit 40X of the main display 40, and the current value of the storage area G2 is displayed on the second display unit 40Y.

[0226] Also, when the display information HB is displayed and the ratio information of the second display unit 40Y is a number "70" or more (G2≧70), the second display unit 40Y displays the ratio information while blinking. Also, when the display information HB is displayed and the number of game times during the total game period is less than 17,500 times, the first display unit 40X displays the identification information while blinking.

[0227] FIG. 12(b-3) is a simulation diagram of the main display 40 that displays the display information HC. When the display information HC is displayed, the character string "7P" corresponding to the designated accessory ratio is displayed on the first display unit 40X of the main display 40, and the current value of the storage area G3 is displayed on the second display unit 40Y.

[0228] Also, when displaying the display information HC, if the ratio information of the second display unit 40Y is 70 or more (G3 ≥ 70), the second display unit 40Y displays the ratio information while blinking. Also, when displaying the display information HC, if the number of game plays during the total game period is less than 175,000 times (E < 175,000), the first display unit 40X displays the identification information while blinking. Note that even when the instructed accessory ratio reaches the numerical value "70", if the condition for transitioning to the complete state is not met (Cmy < 19,000), the game can continue without transitioning to the complete state described later.

[0229] Figure 12(b - 4) is a simulation diagram of the main display 40 for displaying the display information HD. When the display information HD is displayed, the character string "6Y" corresponding to the most recent consecutive accessory ratio is displayed on the first display unit 40X of the main display 40, and the current value of the storage area g1 is displayed on the second display unit 40Y.

[0230] Also, when displaying the display information HD, if the ratio information of the second display unit 40Y is 60 or more (g1 ≥ 60), the second display unit 40Y displays the ratio information while blinking. Also, when displaying the display information HD, if the number of game plays during the total game period is less than 6,000 times, the first display unit 40X displays the identification information while blinking.

[0231] Figure 12(b - 5) is a simulation diagram of the main display 40 for displaying the display information HE. When the display information HE is displayed, the character string "7Y" corresponding to the most recent accessory ratio is displayed on the first display unit 40X of the main display 40, and the current value of the storage area g2 is displayed on the second display unit 40Y.

[0232] When displaying the display information HE, if the ratio information of the second display unit 40Y is 70 or more (g2 ≥ 70), the second display unit 40Y displays the ratio information while blinking. Also, when displaying the display information HE, if the number of game plays during the total game period is less than 6,000 times, the first display unit 40X displays the identification information while blinking.

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

[0234] When displaying the display information HF and when the ratio information of the second display unit 40Y is a number "50" or more (G4≧50), the second display unit 40Y displays the ratio information while blinking. Also, when displaying the display information HF and when the number of game times during the total game period is less than 175,000 times, the first display unit 40X displays the identification information while blinking.

[0235] As described above, each of the above display information is switched and displayed at a predetermined time interval (about 5 seconds). Specifically, when the main display 40 is powered on, it is displayed in a test pattern for about 5 seconds. In the above test pattern, all segments of the main display 40 are displayed while blinking. After that, the main display 40 displays each display information for about 5 seconds in the order of display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF. Also, after displaying the display information HF, each display information is repeatedly displayed from the beginning (from display information HC).

[0236] In addition to the period immediately after the power is turned on, the main display 40 may be configured to be displayed in a test pattern also in other periods. For example, in a period where the set value can be changed, the main display 40 may be configured to be displayed in a test pattern. Also, in a period where the set value can be confirmed, the main display 40 may be configured to be displayed in a test pattern. Note that the test pattern may be different between the period immediately after the power is turned on and other periods.

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

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

[0239] When the image control CPU 421 receives an effect control command indicating a notification effect, it causes each image of the notification effect to be displayed on the liquid crystal display device 30. In the present embodiment, when the sub-control board (sub-CPU 412) 400 receives a second command for which an advantageous stop operation order for the player is specified (when the main CPU 301 transmits the second command), the notification of the stop operation mode (stop operation order) corresponding to the second command is always executed by the sub-CPU 412.

[0240] Note that from the first command for which it is grasped that a specific group has won, a stop operation order (irregular pressing order) that is unilaterally advantageous in the current game is specified. However, a stop operation order (correct pressing order) advantageous to the player is not specifically specified from the first command. Even if the sub-CPU 412 receives the first command during the non-instruction period, it does not execute the notification of the stop operation order.

[0241] FIG. 13 is a conceptual diagram of the notification effect determination table. When the sub-CPU 412 receives any one of the commands "B01" to "B04" as the second command, it determines the notification effect according to the notification effect determination table. As described above, the commands "B01" to "B04" are transmitted during the instruction period and are not transmitted during the non-instruction period. That is, the sub-CPU 412 determines the notification effect according to the notification effect determination table in the game of the main CPU 301 during the instruction period.

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

[0243] FIG. 14(a) and FIG. 14(b) are diagrams for explaining a specific example in which the outcome state transitions from the non-favorable section. As described above, the types of outcome states that can transition from the non-favorable section change depending on whether it is an internal middle state or a non-internal middle state.

[0244] FIG. 14(a) is a diagram for explaining a specific example in which the favorable section starts (the outcome state transitions) in the non-favorable section of the non-internal middle state. In the present embodiment, when the set value is changed, the gaming state becomes the non-internal middle state, and the outcome state becomes the non-favorable section. In the specific example of FIG. 14(a), it is assumed that after the set value is changed, the non-favorable section of the non-internal middle state is entered (Sa0 in FIG. 14(a)). As described above, when the clear operation is executed, the non-favorable section of the non-internal middle state is also entered.

[0245] As shown in Fig. 14(a), in the non-favorable section of the non-internal middle state, the payout state that shifts according to the winning area changes. For example, in a game where Replay 1 or RBB (alone) wins in the non-favorable section of the non-internal middle state, the transition to the favorable section is not determined (Sa11 in Fig. 14(a)). Therefore, the non-favorable section continues in subsequent games. Note that the probability of RBB winning and the probability of Replay 1 winning in the non-internal middle state are both approximately 1 / 16384. On the other hand, when something other than Replay 1 or RBB (alone) wins in the non-favorable section of the non-internal middle state (Sa12 - Sa14 described later), the non-favorable section ends and a transition is made to the favorable section. With the above configuration, in many cases, the non-favorable section ends in one game.

[0246] As shown in Fig. 14(a), when the overlapping combination 2 wins in the non-favorable section of the non-internal middle state (Sa12 in Fig. 14(a)), a transition is made to the CZ preparation state among the payout states of the favorable section. Note that the probability of the overlapping combination 2 winning in the non-internal middle state is approximately 1 / 40. On the other hand, when the overlapping combination 1 wins in the non-favorable section of the non-internal middle state (Sa13 in Fig. 14(a)), a transition is made to the mid-cycle state among the payout states of the favorable section.

[0247] Similarly, when another winning area (such as Replay 2) wins in the non-favorable section of the non-internal middle state (Sa14 in Fig. 14(a)), a transition is made to the mid-cycle state among the payout states of the favorable section. That is, when something other than the overlapping combination 2 (winning probability = approximately 1 / 40) wins among the winning areas that start the favorable section, a transition is made to the mid-cycle state. With the above configuration, when a new favorable section starts in the non-favorable section of the non-internal middle state, there is a probability of approximately 39 / 40 of transitioning to the mid-cycle state. That is, when a new favorable section starts in the non-favorable section of the non-internal middle state, the first payout state of the favorable section will be the mid-cycle state with a high probability.

[0248] FIG. 14(b) is a diagram for explaining another specific example of the outcome state transitioning from the non-favorable section. In the specific example of FIG. 14(a) described above, the non-favorable section immediately after the setting value was changed or immediately after the clear operation was executed was assumed. However, in the specific example of FIG. 14(b), a non-favorable section transitioning from the favorable section is assumed. As described with reference to FIG. 9 above, among the outcome states in the favorable section, in the battle state, mid-cycle state, AT state, and ending state, the transition to the non-favorable section is determined. Also, after the transition to the non-favorable section is determined, when the opportunity for the favorable section to end is established (Sb11, Sb12 in FIG. 14(b)), the actual transition to the non-favorable section occurs.

[0249] For example, when winning in the above-described battle victory determination process (when the transition to the non-favorable section is determined), thereafter, at the opportunity when the battle state ends (an example of the opportunity for the favorable section to end), the transition to the non-favorable section occurs (Sb11 in FIG. 14(b)). Also, when the transition to the non-favorable section is determined in the AT state, thereafter, at the opportunity when the AT state ends (an example of the opportunity for the favorable section to end), the transition to the non-favorable section occurs (Sb11 in FIG. 14(b)). Also, in the mid-cycle state, for example, when the mid-cycle point counter reaches the numerical value "10,000", at the opportunity when the confirmed battle state ends (an example of the opportunity for the favorable section to end), the transition to the non-favorable section occurs (Sb11 in FIG. 14(b)).

[0250] However, in this embodiment, even when the opportunity for the favorable section to end is established in the favorable section, the transition to the non-favorable section may be extended. Specifically, when the opportunity for the favorable section to end is established in the battle state, mid-cycle state, or AT state among the outcome states, the process at the time of the establishment of the end opportunity (Sb2 in FIG. 14(b)) is executed. In the above process at the time of the establishment of the end opportunity, the timing of the transition to the non-favorable section may be extended.

[0251] FIG. 14(c) is a flowchart of the process at the time of the establishment of the end opportunity. The main CPU 301 executes the process at the time of the establishment of the end opportunity in the start-up process immediately after the game starts. Specifically, as shown in FIG. 14(c), in a game where the opportunity for the favorable section to end is established in the favorable section (Sb11), the process at the time of the establishment of the end opportunity is executed.

[0252] When starting the processing at the time of the establishment of the end trigger, the main CPU 301 determines whether or not the RBB (single) has won in the current game (Sb21). In the case of "Yes" in the above step Sb21, it is assumed that the advantageous section end trigger has been established in a game where the non-internal state RBB (single) has won. When it is determined that the RBB has won (Sb21: Yes), the main CPU 301 omits each other step (including Sb23 described later) and ends the processing at the time of the establishment of the end trigger. In the above configuration, in a game where the RBB has won, the advantageous section does not end. That is, it can also be said that in a game where there is a possibility of shifting to the bonus operation state, it is not shifted to the non-advantageous section.

[0253] When it is determined that the RBB has not won in the current game (Sb21: No), the main CPU 301 determines whether or not the game state is in the internal state (Sb22). When it is determined that it is not in the internal state (Sb22: No), the main CPU 301 omits each other step (including Sb23) and ends the processing at the time of the establishment of the end trigger. On the other hand, when it is determined that it is in the internal state (Sb22: Yes), the main CPU 301 changes the advantageous section end flag to the ON state (Sb23) and ends the processing at the time of the establishment of the end trigger.

[0254] When the advantageous section end flag is changed to the ON state at the start of the game, then, in the stop processing executed after the third stop operation, all information related to the instruction function is initialized and the ball output state is changed to the non-advantageous section. On the other hand, when the game in which the advantageous section end trigger is established is in the non-internal state, the advantageous section end flag is not changed from the OFF state. In the above cases, until a game in the internal state (including a game where a duplicate winning combination has won, excluding a game where the RBB has won alone) is executed after the establishment of the advantageous section end trigger, the advantageous section is maintained and the processing at the time of the establishment of the end trigger is repeatedly executed. The above configuration can also be said that when the advantageous section end trigger is established in the non-internal state, the shift to the non-advantageous section is extended until the shift to the internal state.

[0255] As described above, according to the processing at the time of the establishment of the end trigger in this embodiment, when it is not in the internal state, even if the advantageous section end trigger is established, it does not shift to the non-advantageous section until it shifts to the internal state. Therefore, except for the non-advantageous section immediately after the setting value is changed or immediately after the clear operation is executed, the game state of the non-advantageous section will, in principle, be the internal state. When the ball output state shifts, if the advantageous section is maintained, the ball output state will shift regardless of the game state (even if it is not in the internal state). For example, when shifting from the AT state to the periodic state while maintaining the advantageous section, the ball output state will shift regardless of the game state.

[0256] Returning to the explanation of FIG. 14(b). As described above, when the advantageous section end trigger is established in the battle state, the periodic state, or the AT state, the processing at the time of the establishment of the end trigger is executed, and if it is in the internal state, it shifts to the non-advantageous section (Sb3 in FIG. 14(b)). On the other hand, when the ending state ends, the processing at the time of the establishment of the end trigger is omitted and it shifts to the non-advantageous section (Sb12 in FIG. 14(b)). As described above, the ending state ends when the opportunity for the advantageous section to end forcibly occurs (advantageous section counter = 0, difference number counter = 2400). Therefore, when the ending state ends, it shifts to the non-advantageous section regardless of the game state. However, in the specific example of FIG. 14(b), it is assumed that the game state when the ending state ends is the internal state.

[0257] As shown in FIG. 14(b), when Replay 1 is won in the non-advantageous section of the internal state (Sb41 in FIG. 14(b)), the non-advantageous section continues. Note that when RBB (alone) is won, the non-advantageous section also continues, but RBB does not win in the internal state. When an area other than Replay 1 is won in the non-advantageous section of the internal state (Sb42 in FIG. 14(b)), it shifts to the CZ preparation state among the ball output states of the advantageous section. As can be understood from the above explanation, in the advantageous section shifted from the non-advantageous section of the internal state, the first ball output state is the CZ preparation state. However, it may be configured such that it can shift from the non-advantageous section of the internal state to the periodic state with a probability lower than the probability of shifting from the non-advantageous section of the non-internal state to the periodic state.

[0258] As described above, in the present embodiment, in the subsequent internal middle state rather than the non-internal middle state immediately after the setting value is changed or immediately after the clear operation is executed, the advantageous section transition process in the non-advantageous section becomes advantageous. Specifically, in the non-advantageous section of the non-internal middle state, it transitions to the CZ preparation state with a probability of about 1 / 40, while in the non-advantageous section started in the internal middle state, it always transitions to the CZ preparation state. Assuming that when transitioning to the non-advantageous section, a proportional ratio that allows transition to the CZ preparation state regardless of the game state. With the above proportional ratio, it becomes overly advantageous immediately after the casino opens, and the convenience that the gambling luck of the player is overly stimulated is likely to occur. According to the configuration of the present embodiment, there is an advantage that the above inconvenience is suppressed.

[0259] Also, in the present embodiment, even when the opportunity for the end of the advantageous section is established, if the game state is in the non-internal middle state, the transition to the non-advantageous section is extended until it transitions to the internal middle state. Assuming that even if the game state is in the non-internal middle state in the advantageous section, a proportional ratio for transitioning to the non-advantageous section. With the above proportional ratio, in the non-advantageous section that has transitioned from the advantageous section (not the non-advantageous section immediately after the setting value is changed), the game state may become the non-internal middle state. Therefore, there may be an inconvenience that it does not transition to the CZ preparation state except for the non-advantageous section immediately after the setting value is changed or immediately after the clear operation is executed. According to the present embodiment, there is an advantage that the above inconvenience is suppressed.

[0260] As described above, in the present embodiment, it has a configuration that forcibly ends the advantageous section when the difference number counter reaches 2400 sheets. According to the above configuration, the inconvenience that the total number of medals given at one time becomes excessive is suppressed. However, with only the above configuration, there is a situation that the inconvenience that the total number of medals given during the business hours of the casino (in one day) becomes excessive is not sufficiently suppressed. Considering the above situation, in the present embodiment, it has a configuration that sufficiently suppresses the inconvenience that the total number of medals given in one day becomes excessive. The above configuration will be described in detail below.

[0261] FIG. 15(a) is a diagram for explaining an additional configuration for suppressing the inconvenience that the total number of medals given at one time becomes excessive. In the present embodiment, when the total number of medals given in one day reaches 19,000, the game is stopped (so-called "halt").

[0262] Specifically, a MY counter Cmy is provided in the main RAM 303. The MY counter Cmy has, for example, a size of 2 bytes and is updated according to the number of inserted medals and the number of paid-out medals in each game. For example, in a game where the number of inserted medals is 3 and the number of paid-out medals is 8, the numerical value "5" is added to the MY counter Cmy. On the other hand, in a game where the number of inserted medals is 3 and the number of paid-out medals is 0, the numerical value "3" is subtracted from the MY counter Cmy. Also, when the MY counter Cmy is subtracted to less than the numerical value "0", it is returned to the numerical value "0". The above MY counter Cmy can also be said to indicate the total value of the net increase in the number of medals (number of paid-out medals - number of inserted medals) from the time when the increase in medals starts (hereinafter "start time of increase"). When the above MY counter Cmy reaches a predetermined threshold value "19,000", the game proceeds to an unplayable game stop state. That is, when the net increase in the number of medals from the start time of increase reaches 19,000, the game proceeds to the game stop state.

[0263] FIG. 15(a) shows a specific example until the MY counter Cmy reaches the above-mentioned threshold value. In FIG. 15(a), the numerical value of the MY counter Cmy at each time point is shown. In the specific example of FIG. 15(a), it is assumed that the power is turned on at time t0. The MY counter Cmy immediately after the power is turned on is initialized to the numerical value "0". Note that the details of the timing when the MY counter Cmy is initialized will be described later (see FIG. 21).

[0264] Also, in the specific example of Fig. 15(a), assume a non-instruction period from time point t0 to time point t1. During the non-instruction period, the expected value of the net increase in the number of medals in each game becomes less than the numerical value "0" (payout rate < 100%). Also, when the MY counter Cmy is subtracted by a negative number, it is reset to the numerical value "0". Therefore, during the period from time point t0 to time point t1, the MY counter Cmy is usually maintained at the numerical value "0". In the specific example of Fig. 15(a), assume that time point t1 is the start point of increase, and at a subsequent time point t2, the MY counter Cmy reaches the threshold value "19000".

[0265] In the above specific example of Fig. 15(a), the period from the time point t0 when the power is turned on to the time point t2 when the MY counter Cmy reaches the threshold value "19000" is a state where the game can proceed (the medal insertion operation, the game start operation, and the symbol stop operation can be sequentially accepted). On the other hand, the period after the time point t2 when the MY counter Cmy reaches the threshold value "19000" becomes a complete state where the game cannot proceed. Note that even if the instruction period is entered and the MY counter Cmy increases, if the instruction period ends and the MY counter Cmy continues to decrease before transitioning to the complete state, the MY counter Cmy will ultimately become the numerical value "0". After that, the MY counter Cmy is maintained at the numerical value "0" in principle until it transitions to the instruction period again.

[0266] According to the above configuration, when the total number of medals given at one time reaches 19000, the game stops (so-called "stopping play"). Therefore, the inconvenience of the total number of medals given at one time becoming excessive is suppressed. Hereinafter, for the sake of explanation, the state where the game can proceed may be simply described as the "game playable state". Also, the state where the game cannot proceed may be simply described as the "game stopped state". The above complete state is included in the game stopped state.

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

[0268] In the pre-notification state, a pre-notification for notifying in advance that the transition to the complete state will be made (see Figure 17(a) described later) is executed. As described above, when the MY counter Cmy reaches the threshold value "19000", it shifts to the complete state. Therefore, it can also be said that the pre-notification in this embodiment starts when the remaining number of medals (net increase number) until the transition to the complete state reaches 500.

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

[0270] Note that after the transition to the pre-notification state, it may be configured to shift from the pre-notification state to the normal state when the MY counter Cmy decreases to a predetermined threshold value (for example, the numerical value "18450"). In the above configuration, when the MY counter Cmy decreases to the numerical value "18450", the pre-notification flag Fj is changed from the ON state to the OFF state. Also, when the MY counter Cmy reaches the numerical value "18500" again after decreasing to the numerical value "18450" or less, it shifts from the normal state to the pre-notification state again.

[0271] In the pre-notification state, when the MY counter Cmy reaches the threshold value of "19,000", it shifts to the complete state among the game stop states (arrow (B) in Fig. 15(b)). When shifting to the complete state, a complete notification is executed instead of the pre-notification. The complete notification notifies that the shift to the complete state (game stop state) has occurred (see Fig. 17(c) described later).

[0272] Specifically, when the MY counter Cmy reaches the numerical value "19,000", the main CPU 301 changes the complete flag Fc from the OFF state to the ON state. The above-mentioned complete flag Fc is stored in the main RAM 303 and is maintained in the ON state until the setting change process ends. However, it may be configured such that the complete flag Fc is initialized in the clear process (see also the modification example described later). Note that there is a situation where the set value is not changed during the business hours of the game arcade. Therefore, it can also be said that the gaming machine that has shifted to the complete state will not be played during the business hours of that day.

[0273] However, when the game state at the time when the MY counter Cmy reaches the threshold value of "19,000" is the bonus activation state, it does not immediately shift to the complete state (game stop state), but first shifts to the standby state (arrow (C) in Fig. 15(b)). The above standby period is a playable state. That is, when the game state at the time when the MY counter Cmy reaches the threshold value of "19,000" is the bonus activation state, the playable state continues (is extended). Specifically, when the game state at the time when the MY counter Cmy reaches the threshold value of "19,000" is the bonus activation state, it enters the standby state until the bonus activation state ends, and shifts to the complete state when the bonus activation state ends (arrow (D) in Fig. 15(b)).

[0274] As shown in FIG. 15(b), the game stop state includes an abnormal stop state in addition to the complete state. When an abnormality of a predetermined type (for example, a sensor abnormality described later) is detected, the game then transitions to the abnormal stop state. For example, when an abnormality is detected in the playable state, the game transitions to the abnormal stop state and becomes unplayable (arrow (E) in FIG. 15(b)). In the above abnormal stop state, it is notified that an abnormality has been detected.

[0275] Note that although details will be described later, when an abnormality is detected during a non-game period in which the reel 12 stops, the game immediately transitions to the abnormal stop state. On the other hand, when an abnormality is detected during a period in which the reel 12 fluctuates, the game does not immediately transition to the abnormal stop state. In the above cases, after all the reels 12 stop, the game transitions to the abnormal stop state. Also, depending on the type of detected abnormality, the game may not transition to the abnormal stop state. For example, when the above-described door abnormality is detected, the game does not transition to the abnormal stop state and the playable state continues.

[0276] In the present embodiment, various abnormalities are also detected in the complete state. Also, when an abnormality is detected in the complete state, similar to the case where an abnormality is detected in the playable state, the game transitions to the abnormal stop state (arrow (F) in FIG. 15(b)). Suppose a configuration in which no abnormality is detected in the complete state (a configuration in which the game does not transition from the complete state to the abnormal stop state). In the above configuration, even when an illegal act (for example, an act of illegally removing a sensor) is performed in the complete state, there is a high likelihood that the illegal act will not be recognized by the administrator. According to the configuration of the present embodiment, there is an advantage that such inconvenience is suppressed.

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

[0278] The "Medal Reception Process" in FIG. 16 means the process of the main CPU 301 that detects the medals inserted into the medal insertion unit 8 and adds wager medals or credits. The "Medal Settlement Process" shown in FIG. 16 means the process of the main CPU 301 that returns the medals stored as wager medals or credits to the player. The "Cmy Update Process" means the process of the main CPU 301 for updating the above-mentioned MY counter Cmy. The "Instruction Function Related Process" means all the processes related to the instruction function executed by the main CPU 301. For example, the instruction function related processes include the update process of the difference number counter (advantage section control process), the update process of the advantage section counter, the advantage section transition process (process during non-advantage section), the process at the start of a cycle, the process at the start of a battle, the process during AT continuation, and the process at the end of AT.

[0279] The "Abnormality Related Process" in FIG. 16 means the process for detecting abnormalities and the process of the main CPU 301 for shifting to the abnormal stop state when an abnormality is detected. The "External Output Process" means the process of the main CPU 301 for transmitting a predetermined external signal to the outside of the gaming machine 1. The "Setting Confirmation Process" means the process of the main CPU 301 for shifting to the setting confirmation mode when a setting key is operated and displaying the setting value on the setting display unit 36. The "Menu Display Process" means the process of the sub CPU 412 for displaying the above-mentioned menu image on the liquid crystal display device 30 and receiving various operations (such as operations for recording the gaming history described later) via the menu image.

[0280] In the normal state, all of the processes shown in FIG. 16 are executed. The same is true in the prior notification state. Specifically, in the normal state and the prior notification state, the processes executable by the main CPU 301 are generally common. For example, in the normal state and the prior notification state, common instruction function related processes are executed. That is, in the normal state and the prior notification state, the instruction function related processes are executed using a common lottery table or the like. With the above configuration, in the normal state and the prior notification state, the winning probability and the like in the AT state do not change.

[0281] The standby state has the same processes executable by the main CPU 301 as the normal state, except that the Cmy update process is not executed. In this embodiment, when the system once shifts to the standby state, regardless of the number of medals acquired thereafter, it shifts to the complete state when the bonus activation state ends. Therefore, it is not necessary to update the MY counter Cmy in the standby state. According to this embodiment in which the Cmy update process is aborted in the standby state, there is an advantage that unnecessary processes in the standby state can be omitted. However, it may also be configured such that the MY counter Cmy can be updated even in the standby state.

[0282] Common instruction function-related processes are executed in both the normal state and the standby state. Specifically, in both the normal state and the standby state, instruction function-related processes are executed using a common lottery table or the like. Note that when the standby state ends, it shifts to the complete state regardless of the ball output state. Therefore, there is a situation where a state may occur in which it immediately shifts to the complete state immediately after winning the AT state in the standby state. Considering the above circumstances, it may be configured such that the instruction function-related process itself is aborted in the standby state. However, in the above configuration, for example, an effect for notifying that the AT state has been won is not executed, and the interestingness of the effect in the standby state is reduced. Therefore, a configuration in which the instruction function-related process is executed even in the standby state (for example, this embodiment) is preferable.

[0283] As shown in FIG. 16, abnormality-related processes are also executed in the complete state. Specifically, when an abnormality is detected in the complete state, it shifts to the abnormal stop state. Further, when shifting from the complete state to the abnormal stop state, similar to when shifting from the playable state to the abnormal stop state, notification of detecting an abnormality (hereinafter referred to as "abnormality notification") is executed. Note that it may be configured such that the types of abnormalities for which the abnormality notification is executed change between the playable state and the complete state. For example, it may be configured such that when the above-described door abnormality is detected in the playable state, the abnormality notification is executed, and when it is detected in the complete state, the abnormality notification is not executed.

[0284] In the complete state, similar to the normal state, external output processing is executed. For example, when an abnormality is detected, a predetermined security signal is transmitted to the outside of the gaming machine 1. Also, immediately after transitioning to the complete state, the above-described security signal is transmitted to the outside of the gaming machine 1 (see FIG. 25 described later). Similar to the case of transitioning to the complete state, when transitioning to the prior notification state, a security signal is transmitted to the outside of the gaming machine 1 (see the same figure). Further, the gaming machine 1 of the present embodiment is configured to be able to transmit a predetermined command (game interruption command) to the test device when transitioning to the prior notification state (see the same figure). Note that, even if a configuration is adopted in which abnormal notification is not executed when a door abnormality is detected in the complete state, a configuration in which a security signal is transmitted when a door abnormality is detected in the complete state is preferable.

[0285] In the complete state, similar to the normal state, setting confirmation processing is executed. Assume a configuration in which setting confirmation processing is not executed in the complete state. That is, assume a configuration in which the current setting value cannot be confirmed even by operating the setting key in the complete state. With the above configuration, there may be an inconvenience that the setting value at the time of transitioning to the complete state cannot be accurately grasped. According to the present embodiment, the above inconvenience can be suppressed. Note that, in the abnormal stop state, similar to the complete state, setting confirmation processing is executed in response to an operation of the setting key.

[0286] In the complete state, similar to the normal state, menu-related processing is executed. Assume a configuration in which menu-related processing is not executed in the complete state. With the above configuration, there is an inconvenience that the game history described later cannot be recorded during the period after transitioning to the complete state. According to the present embodiment, the above inconvenience can be suppressed. Note that, in the abnormal stop state, menu-related processing is not executed. Specifically, in the abnormal stop state, the operation of the effect button 26 is disabled and the menu image is not displayed. Note that a configuration in which menu-related processing is not executed even in the complete state may be adopted.

[0287] As shown in FIG. 16, in the complete state, the medal reception process is not executed. Therefore, the bet medals for starting a new game cannot be set. Therefore, a new game cannot be started in the complete state. Further, when shifting to the complete state, immediately thereafter, the credit medals are automatically settled. In the complete state after the medals are automatically settled, since no new medals to be settled can be received in the first place, the medal settlement process is not executed. Similarly, since the game cannot be executed in the complete state, neither the Cmy update process nor the instruction function related process executed in each game is executed.

[0288] FIG. 17(a) is a diagram for explaining a specific example of the prior notice. FIG. 17(a) shows a simulation diagram of each image displayed on the liquid crystal display device 30 in the prior notice state.

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

[0290] Each of the above images (Ga, Gs) is also displayed in the normal state before transitioning to the prior notice state. On the other hand, in the prior notice state, as shown in Fig. 17(a), in addition to each image displayed in the normal state, a prior notice image Gj is displayed. The above prior notice image Gj is an image for notifying that it is in the prior notice state and must not be non-displayed in principle throughout the prior notice state. Further, the prior notice image Gj notifies the remaining number of medals until transitioning to the complete state. For example, when the remaining number of medals until transitioning to the complete state is 500, as shown in Fig. 17(a), the character string "500 medals until complete function activation" is displayed on the prior notice image Gj. The above prior notice image Gj changes its display mode according to the remaining number of medals until transitioning to the complete state.

[0291] Fig. 17(b) is a diagram for explaining a specific example in which the display mode of the prior notice image Gj changes. The display mode of the prior notice image Gj changes according to the numerical value of the MY counter Cmy. For example, when the remaining number of medals (net increase) until transitioning to the complete state is 500, that is, when the MY counter Cmy has the numerical value "18500", the character string "500 medals until complete function activation" is displayed on the prior notice image Gj as described above. Also, when the MY counter Cmy is incremented from the numerical value "18500" to the numerical value "18505" (when an 8-coin winning combination is hit in a 3-coin game), the remaining number of medals until transitioning to the complete state becomes 495. In the above case, as shown in Fig. 17(b), the character string "495 medals until complete function activation" is displayed on the prior notice image Gj instead of the character string "500 medals until complete function activation".

[0292] After that, when the MY counter Cmy is subtracted from the numerical value "18505" to the numerical value "18503" (when a single winning combination wins in a three-coin bet game), the remaining number of medals until the transition to the complete state becomes 497. In the above case, as shown in Fig. 17(b), instead of the character string "495 medals until the complete function operates", the character string "497 medals until the complete function operates" is displayed on the advance notice image Gj. The display mode of the advance notice image Gj changes in each game until the transition to the complete state.

[0293] As can be understood from the above description, it can be paraphrased that the advance notice image Gj is an image for notifying a quantitative change in the remaining number of medals until the transition to the complete state. Therefore, according to the advance notice image Gj of the present embodiment, the remaining number of medals until the transition to the complete state can be notified in detail at each point in time in the advance notice state.

[0294] Suppose a proportional relationship in which a quantitative change in the remaining number of medals until the transition to the complete state is not notified. As the above proportional relationship, a configuration in which a message "Almost in the complete state" is displayed over the advance notice state instead of the advance notice image Gj can be considered. In the above proportional relationship, there may be an inconvenience that the remaining number of medals until the transition to the complete state cannot be grasped in detail at each point in time in the advance notice state. According to the advance notice image Gj of the present embodiment, for example, compared with the above proportional relationship, the above inconvenience can be suppressed.

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

[0296] As shown in FIG. 17(c), in the complete state, a complete image Gc is displayed over substantially the entire display area of the liquid crystal display device 30. The complete image Gc is an image for notifying that the transition to the complete state has been made. For example, the complete image Gc of the present embodiment displays a message "During operation of the complete function". Also, as described above, the gaming machine that has transitioned to the complete state has the situation that it will not be played until the next day. Considering the above circumstances, in addition to notifying the transition to the complete state, a complete image Gc that notifies that the game cannot be played until the next day is suitable. The complete image Gc of the present embodiment displays a message "Today's game has ended" in addition to the message "During operation of the complete function".

[0297] By the way, the sub-CPU 412 of the present embodiment stores the game history during the playable period in the sub-RAM 414. Examples of the game history stored in the sub-RAM 414 include the number of times of transition to the AT state, the number of times of transition to the CZ state, and the types of missions achieved among predetermined missions (for example, winning a strong cherry during the battle state). Also, as described above, when the effect button 26 is operated during the non-playable period, the sub-CPU 412 causes the liquid crystal display device 30 to display a menu image. After the menu image is displayed, if the direction designation button 27 and the effect button 26 are appropriately operated, a history code is displayed on the liquid crystal display device 30. As the above history code, a QR code (registered trademark) readable by the player's mobile terminal can be adopted. The player can record the game history by displaying the history code when ending the game and reading the history code with his / her own mobile terminal.

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

[0299] FIG. 17(d) shows a simulation diagram of each image displayed on the liquid crystal display device 30 in the standby state. As described above, when the game state when the MY counter Cmy reaches the threshold value "19000" is the bonus activation state, the transition is made from the prior notification state to the standby state. As shown in FIG. 17(d), in the bonus activation state of the present embodiment, the bonus in-game image Gb is displayed as the in-game image. Note that the in-game image displayed in the bonus activation state may be configured to change according to the outcome state. As the above configuration, for example, in each outcome state, a configuration in which the in-game image corresponding to the outcome state is displayed regardless of the game state (internal state, non-internal state, bonus activation state) can be considered.

[0300] In the bonus activation state of the present embodiment, the common bonus in-game image Gb is displayed in the normal state, the prior notification state, and the standby state. As shown in FIG. 17(d), in the standby state, the prior notification image Gj becomes non-displayed, and the waiting in-game image Gt is displayed. The waiting in-game image Gt is an image for notifying that it is the standby state. The waiting in-game image Gt of the present embodiment displays the character string "Waiting for the complete function to activate".

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

[0302] In the specific example of FIG. 18(a), it is assumed that the power is turned on at time point t1. Further, in the specific example of FIG. 18(a), it is assumed that no setting change operation and clear operation are executed when the power is turned on. Furthermore, in the specific example of FIG. 18(a), it is assumed that the complete flag Fc is in the OFF state before the power is turned on.

[0303] As shown in FIG. 18(a), when the power is turned on, a startup image is displayed on the liquid crystal display device 30. The startup image is, for example, an image in which a message "Restoring power" is displayed on a black background image. The above startup image is displayed for a predetermined time and then switched to an in-game image. Also, when the power is turned on, a startup voice is output. The startup voice can adopt, for example, a voice saying "Restoring power". The above startup voice is repeatedly played a predetermined number of times.

[0304] As described above, the playable state immediately after the power is turned on becomes the normal state (however, when Fc = OFF). Specifically, upon turning on the power, the MY counter Cmy is initialized to the numerical value "0", and the advance notice flag Fj is cleared to the OFF state. Therefore, as shown in FIG. 18(a), the MY counter Cmy at time t1 when the power is turned on becomes the numerical value "0". Also, the advance notice image Gj is not displayed at time t1.

[0305] The MY counter Cmy is updated in each game in the normal state. For example, in the specific example of FIG. 18(a), assume that a game using 3 medals, which is the specified number of medals, ends at time t2 and 8 medals are paid out. In the above case, the numerical value "5" is added to the MY counter Cmy at time t2.

[0306] In the specific example of FIG. 18(a), assume that the MY counter Cmy reaches the numerical value "18500" at time t3. In the above case, the advance notice flag Fj is changed from the OFF state to the ON state at time t3, and the game shifts from the normal state to the advance notice state, and the display of the advance notice image Gj is started. In this embodiment, once the game shifts to the advance notice state, thereafter, either it shifts to the complete state or the advance notice image Gj continues to be displayed until the power is turned OFF / ON (until the MY counter Cmy and the advance notice flag Fj are initialized). Therefore, for example, even if the MY counter Cmy continues to decrease after reaching the numerical value "18500", the advance notice image Gj does not become non-displayed.

[0307] According to the above configuration, even if the MY counter Cmy is intentionally decreased (for example, by ignoring the correct pressing order of the instructed batting bell) after transitioning to the prior notification state, there is an advantage that the prior notification state cannot be terminated. However, after transitioning to the prior notification state, it may be configured to transition from the prior notification state to the normal state when the MY counter Cmy decreases to a predetermined threshold value (for example, the numerical value "18450"). In the above configuration, when the MY counter Cmy decreases to the numerical value "18450", the prior notification flag Fj is changed from the ON state to the OFF state. And when the MY counter Cmy reaches the numerical value "18500" again, it may be configured to turn on the prior notification flag Fj again and redisplay the prior notification image Gj.

[0308] As shown in FIG. 18(a), in the prior notification state of the first embodiment, the prior notification image Gj is displayed on the front side of the in-game image (for example, the AT in-image Ga shown in FIG. 17(a) above). The above configuration can also be paraphrased as that the notification mode (the content of the displayed image) in the liquid crystal display device 30 changes before and after transitioning to the prior notification state. On the other hand, the sound output from the speaker does not change before and after transitioning to the prior notification state. For example, in the specific example of FIG. 18(a), the same in-game sound is output before and after the time point t3 when transitioning to the prior notification state. That is, the notification mode (the type and volume of the output sound) of the speaker is common before and after transitioning to the prior notification state.

[0309] Also, in this embodiment, the notification mode of each segment display (such as the instruction display 16) controlled by the main CPU 301 does not change before and after transitioning to the prior notification state. However, it may be configured that the mode of the segment display changes when transitioning to the prior notification state (refer to the modification example of FIG. 39 described later). In this embodiment, a configuration is adopted in which no special sound is played when transitioning to the prior notification state. However, it may be configured that a voice notifying that fact is output when transitioning to the prior notification state.

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

[0311] When a transition to the complete state occurs, a complete command is transmitted from the main control board 300 to the sub-control board 400 (sub CPU 412). When the above complete command is transmitted, as shown in FIG. 18(a), the display of the complete image Gc starts and the pre-notification image Gj becomes non-displayed. Also, when the complete command is transmitted, the sub CPU 412 causes a complete voice to be output. The above complete voice may adopt a message such as "The complete function has been activated. Today's game is over. The medals will be automatically settled." However, it may be configured such that no special sound (for example, the complete voice) is output when a transition to the complete state occurs.

[0312] As described above, when the bonus activation state ends in the standby state, a transition to the complete state occurs. When a transition from the standby state to the complete state occurs, similar to the case of a transition from the pre-notification state to the complete state, a complete command is transmitted, a complete voice is output, and the display of the complete image Gc starts.

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

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

[0315] The numerical value of the MY counter Cmy is maintained even during the period after transitioning to the complete state. In the specific example of FIG. 18(b), it is assumed that the MY counter Cmy has the numerical value "19003" at the time of transitioning to the complete state. In the above cases, in the complete state, the MY counter Cmy is maintained at the numerical value "19003". Also, the MY counter Cmy is maintained (backed up) even during the period after the power is turned off. Furthermore, when the setting change mode is entered at power-on, the MY counter Cmy is also maintained in the setting change mode.

[0316] As shown in FIG. 18(b), when the setting change mode ends (when the setting key is operated to the non-operating position), the setting change image is switched to the in-game image. Also, when the setting change mode ends, the complete flag Fc is initialized to the OFF state. Specifically, in addition to the case where the set value is changed before and after the setting change mode, even if the set values before and after the setting change mode are the same (so-called "redo" is performed), the complete flag Fc is initialized. When the complete flag Fc is initialized, the normal state (playable state) is entered. Also, when the setting change mode ends, a predetermined in-game image is displayed instead of the setting change image (hereinafter, the in-game image is referred to as the "specific stage image").

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

[0318] In consideration of the above circumstances, in this embodiment, when the power is cut off during the setting change mode (before the start lever 24 is operated), the setting change mode ends, but the complete flag Fc is maintained in the ON state. That is, in addition to the operation of the setting key, an operation of the start lever 24 is essential to clear the complete flag Fc. In the above-described embodiment, there is an advantage that the above-mentioned disadvantage is suppressed. However, it may be configured such that the complete flag Fc is initialized when shifting to the setting change mode.

[0319] As shown in FIG. 18(b), when the MY counter Cmy shifts to the setting change mode at power-on, it is initialized when the setting change mode ends. Note that before shifting to the setting change mode (immediately after power-on), the MY counter Cmy may be configured to be initialized to the numerical value “0”. Also, the MY counter Cmy may be configured to be initialized when the power is turned off.

[0320] FIG. 18(c) is a diagram for explaining a specific example when the prior notification state is canceled. In the present embodiment, when the MY counter Cmy and the prior notification flag Fj are initialized, the prior notification state is canceled and the normal state is entered. When not shifting to the setting change mode at power-on, the MY counter Cmy and the prior notification flag Fj are initialized when the power is turned on. Therefore, when the power is turned OFF / ON, the state shifts from the prior notification state to the normal state. FIG. 18(c) shows each image displayed at each time point, the current value of the MY counter Cmy, the state of the prior notification flag Fj, and whether or not the prior notification image Gj is displayed.

[0321] In the specific example of FIG. 18(c), it is assumed that the power is turned off at time t1 after the MY counter Cmy is incremented to the numerical value “18545”. In the above specific example, the prior notification state continues until the time t1 when the power is turned off, and the prior notification image Gj is displayed. When the power is turned on at the subsequent time t2, the above-described startup screen is displayed for a predetermined time. Also, when the power is turned on, the MY counter Cmy is initialized to the numerical value “0”, the prior notification flag Fj is initialized to the OFF state, the prior notification image Gj becomes non-displayed, and the normal state starts. The in-game image immediately after the MY counter Cmy is initialized becomes the above-described specific stage image.

[0322] FIG. 18(d) is a diagram for explaining another specific example when the power is turned OFF / ON in the complete state. As described in FIG. 18(b) above, when the power is cut off in the complete state and then the setting key is operated when the power is turned on, the setting change mode is entered and the complete state can be canceled. In the specific example of FIG. 18(d), it is assumed that the setting key is not operated (the setting change mode is not entered) when the power is turned on.

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

[0324] When the complete command is transmitted at power-on, the sub-CPU 412 executes the same processing as when the complete command is transmitted other than at power-on (during the game). Specifically, when the complete command is transmitted at power-on, the sub-CPU 412 causes the complete image Gc to be displayed and outputs the complete voice. Also, in the complete state, the effect lamp 28 assumes the complete mode. However, the startup image is displayed with priority over the complete image Gc. Therefore, as shown in FIG. 18(d), the startup image is displayed in the period immediately after the power is turned on, and then the complete image Gc is displayed. Also, the startup voice is output with priority over the complete voice. Therefore, as shown in FIG. 18(d), the startup voice is output in the period immediately after the power is turned on, and then the complete voice is displayed.

[0325] According to the above configuration, it is surely notified that the state is complete when the power is turned on. Therefore, the inconvenience that the business of the game parlor starts in a state where the complete state of the gaming machine 1 is not released is suppressed. Note that the complete image Gc may be displayed with priority over the startup image, and the complete voice may be output with priority over the startup voice.

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

[0327] FIG. 19(b) is a simulation diagram of each image displayed when a sensor abnormality is detected in the prior notification state. As described above, the medals inserted from the medal insertion unit 8 are detected by the medal sensor 34SE. The sensor abnormality is an abnormality in the medal sensor 34SE. Specifically, when the medal sensor 34SE is maintained in the ON state (a state of detecting an object) for a predetermined time (for example, 0.6 seconds), there is a high possibility that a medal is stuck (a medal is jammed) in the medal flow path inside the gaming machine 1. In the present embodiment, in the above case, a sensor abnormality is detected, and the abnormality detection flag Fes is changed from the OFF state to the ON state.

[0328] As will be described in detail later, in the present embodiment, the abnormality determination process (first abnormality determination process) is repeatedly executed over a non-game period (hereinafter referred to as "medal insertable period") during which medals (betting medals, credits) can be inserted. Also, an abnormality determination process (second abnormality determination process) is executed when the last reel 12 stops. When any of the above abnormality determination processes is executed, if the abnormality detection flag Fes is in the ON state, the machine shifts to the abnormal stop state. For example, during the medal insertable period, if the abnormality detection flag Fes changes to the ON state (when a medal jam occurs), the machine immediately shifts to the abnormal stop state. On the other hand, even if the abnormality detection flag Fes is updated to the ON state during the period when the reel 12 is fluctuating, the machine does not shift to the abnormal stop state until all the reels 12 stop.

[0329] The specific example of Fig. 19(b) assumes the case where a sensor abnormality is detected in the pre-notification state and the machine shifts to the abnormal stop state. In the above abnormal stop state, as shown in Fig. 19(b), a warning image Ges is displayed over substantially the entire image area. The warning image Ges is an image for notifying that a sensor abnormality has occurred. For example, the character string "Sensor abnormality" is displayed on the warning image Ges. Also, as shown in Fig. 19(b), a pre-notification image Gj is displayed on the front side of the warning image Ges. That is, in the abnormal stop state when a sensor abnormality is detected, pre-notification is executed.

[0330] Note that the abnormal stop state due to a sensor abnormality is released by a reset operation. Also, when the reset operation is performed, each image that was displayed immediately before shifting to the abnormal stop state is displayed. For example, when shifting from the normal state to the abnormal stop state, when the abnormal stop state is released, the gaming image that was displayed immediately before shifting to the abnormal stop state is displayed. Also, when shifting from the pre-notification state to the abnormal stop state, when the abnormal stop state is released, in addition to the gaming image that was displayed immediately before shifting to the abnormal stop state, the pre-notification image Gj is displayed.

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

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

[0333] However, during the period when the warning image Ged (door abnormality) is displayed, similar to the period when the warning image Ges (sensor abnormality) is displayed, the in-game image may not be displayed. When each abnormality is detected in the normal state, the warning image Ges and the warning image Ged are displayed in the same manner (by the same trigger and mode) as when each abnormality is detected in the prior notification state. When the front door 3 is closed, the abnormality detection flag Fed is changed from the ON state to the OFF state, and the door abnormality becomes undetected. Also, when the door abnormality becomes undetected, the warning image Ged becomes non-displayed. Hereinafter, the warning image Ges, the warning image Ged, and the warning image Geh described later may be collectively referred to as the "warning image Ge".

[0334] FIG. 19(d) is a simulation diagram of each image displayed when shifting to the setting confirmation mode in the advance notice state. As described above, operating the setting key enables shifting to the setting confirmation mode. When shifting to the setting change mode, the image Gk during setting confirmation is displayed. The above image Gk during setting confirmation is an image for notifying that it is in the setting confirmation mode. In the present embodiment, it is possible to shift to the setting confirmation mode from the normal state, the advance notice state, the standby state, the complete state, and the abnormal stop state.

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

[0336] FIG. 19(e) is a simulation diagram of each image displayed when shifting to the demonstration performance mode in the prior notice state. In the present embodiment, when no gaming operation is performed during a non-gaming period for a predetermined time (for example, 30 seconds), a shift is made to the demonstration performance mode. Specifically, when no bet medals are inserted during a non-gaming period of a predetermined time, a shift is made to the demonstration performance mode. When shifting to the demonstration performance mode, a demonstration performance image Gd is displayed. The above demonstration performance image Gd is an image including a moving image of a demonstration. The demonstration performance mode is shiftable from the normal state and the prior notice state. However, it may also be made shiftable to the demonstration performance mode from the complete state and the standby state.

[0337] As shown in FIG. 19(e), when shifting to the demonstration performance mode in the prior notice state, in addition to the demonstration performance image Gd, a prior notice image Gj is displayed. Suppose a configuration in which the prior notice image Gj is not displayed in the demonstration performance mode. In the above configuration, without knowing that it is a prior notice state that can shift to the complete state, a new player may start the game in the demonstration performance mode. In the above case, there may occur an inconvenience that the fairness of the game is impaired. According to the present embodiment, since it is notified that it is the prior notice state in the demonstration performance mode, there is an advantage that the above inconvenience is suppressed. However, it may also be configured such that the prior notice image Gj is not displayed in the demonstration performance mode.

[0338] By the way, as described above, in the prior notice state, the prior notice image Gj is displayed on the front side of the in-game image. Also, a plurality of types of in-game images are provided and are switched according to, for example, the winning ball state. That is, there is a situation where the in-game image displayed on the back side of the prior notice image Gj changes. However, in the above configuration, depending on the type of the in-game image, the prior notice image Gj displayed on the front side of the in-game image may become difficult to visually recognize.

[0339] In the prior art, when a series of images in the demonstration mode are displayed, it is normal for the in-game image to be displayed again. However, in the above prior art, in the non-game period when the in-game image is displayed after each image in the demonstration mode is displayed, a new player may start the game. In the above case, depending on the in-game image, there is a situation where the above-mentioned inconvenience of overlooking the pre-notification image Gj becomes apparent.

[0340] In consideration of the above circumstances, in the present embodiment, when shifting to the demonstration mode, a configuration is adopted in which the demonstration mode does not end until a bet medal for starting a new game is inserted thereafter. Specifically, in the demonstration mode, the above-mentioned moving image of the demonstration, the image displaying the title of the gaming machine 1, the image displaying the name of the manufacturer that sold the gaming machine 1, etc. are displayed in a predetermined order. In the present embodiment, when all the images in the demonstration mode are displayed, each image in the demonstration mode is repeatedly displayed in order from the beginning. According to the above configuration, since the in-game image is not displayed during the non-game period after shifting to the demonstration mode, there is an advantage that the above-mentioned inconvenience is suppressed. However, during the non-game period, a configuration may be adopted in which each image in the demonstration mode and the in-game image are alternately displayed (the above prior art may also be adopted).

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

[0342] As shown in FIG. 19(f), in the abnormal stop state when hopper empty is detected in the prior notification state, the prior notification image Gj is not displayed. That is, when hopper empty is detected, the prior notification image Gj becomes non-displayed. The above-described present embodiment can also be paraphrased as providing an abnormal stop state (refer to FIG. 19(b)) in which the prior notification image Gj is displayed and an abnormal stop state (refer to FIG. 19(f)) in which the prior notification image Gj is not displayed according to the type of detected abnormality. Hopper empty is eliminated by performing a reset operation after replenishing medals to the hopper 520. When hopper empty is eliminated, the game-in progress image and the prior notification image Gj immediately before hopper empty was detected are displayed.

[0343] FIGS. 20(a) to 20(d) are diagrams for explaining details of each image displayed during the period when the complete flag Fc is in the ON state. FIG. 20(a) is a simulation diagram of each image when no abnormality is detected during the period when the complete flag Fc is in the ON state. In the above case, as described with reference to FIG. 17(c) above, a complete image Gc for notifying that it is in the complete state is displayed.

[0344] FIG. 20(b) is a simulation diagram of each image when a door abnormality is detected in the complete state. When a door abnormality is detected in the complete state, the above-described warning image Ged is displayed. As shown in FIG. 20(b), the above warning image Ged is displayed on the front side of the complete image Gc. Also, immediately after shifting to the complete state, a complete voice is reproduced. In the present embodiment, when a door abnormality is detected during the period when the complete voice is output, the complete voice is muted and a warning voice for notifying the door abnormality is preferentially output.

[0345] Note that the complete voice may be preferentially output over the warning voice for notifying door abnormalities. Also, in the complete state, the warning image Ged may be alternately displayed (flashing) between a displayed period and a non-displayed period. With the above configuration, there is an advantage that the entire complete image Gc can be visually recognized even in the detected state of door abnormalities.

[0346] FIG. 20(c) is a simulation diagram of each image displayed when shifting to the setting confirmation mode in the complete state. When shifting to the setting confirmation mode in the complete state, the image Gk during setting confirmation is displayed instead of the complete screen Gc. That is, in the setting change mode, the notification indicating the complete state is temporarily stopped. In the specific example of FIG. 20(c), when the setting confirmation mode ends (when the setting key is returned to the non-operating position), the complete image Gc is displayed again instead of the image Gk during setting confirmation.

[0347] FIG. 20(d) is a simulation diagram of each image when a sensor abnormality is detected in the complete state. When a sensor abnormality is detected in the complete state, it shifts to the abnormal stop state, and the above-described warning image Ges is displayed. Specifically, the warning image Ges is displayed substantially over the entire display area of the liquid crystal display device 30. Therefore, in the complete state, when a sensor abnormality is detected, the complete image Gc becomes non-displayed. When the abnormal stop state is released by a reset operation and returns to the complete state, the complete image Gc is displayed again instead of the warning image Ges.

[0348] FIG. 20(e) is a diagram for explaining a modification example of the present embodiment. In the present embodiment described with reference to FIG. 20(d) above, the complete notification is temporarily stopped in the abnormal stop state when a sensor abnormality is detected. On the other hand, in the modification example of FIG. 20(e), the complete notification continues even in the abnormal stop state when a sensor abnormality is detected.

[0349] Specifically, in this modification example, a complete image Gc is displayed in the complete state. When transitioning from the complete state to the abnormal stop state, a warning image Ges is displayed instead of the complete image Gc (similar to this embodiment). However, in this modification example, as shown in FIG. 20(e), in the abnormal stop state, in addition to the warning image Ges, a complete image Gcx is also displayed. The above-mentioned complete image Gcx is an image for notifying that the transition to the complete state has occurred, and is displayed on the front side of the warning image Ges. Since the complete image Gcx is smaller than the warning image Ges, both images can be visually recognized in the abnormal stop state.

[0350] Also, in this embodiment described with reference to FIG. 20(c) above, the complete notification is temporarily stopped when transitioning to the setting confirmation mode. However, the complete notification may continue in the setting confirmation mode. For example, the complete image Gcx described in FIG. 20(e) may be displayed in the setting change mode. In this embodiment, when a door abnormality is detected, the complete notification continues. Instead of the above configuration, when a door abnormality is detected, the complete notification may be temporarily stopped in the same manner as when a sensor abnormality is detected (see FIG. 20(d)).

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

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

[0353] As described above, in this embodiment, various pieces of information including the MY counter Cmy, the prior notification flag Fj, and the abnormal detection flags Fe(s, d, r) are stored in the main RAM 303. Further, the main RAM 303 stores a game state flag indicating the current game state (such as a non-internal state) and instruction function-related information related to the instruction of the instruction display 16. The above instruction function-related information includes various pieces of information including a payout ball state flag indicating the current payout ball state (such as a non-favorable section), a favorable section counter, and a difference number counter. Hereinafter, for the sake of explanation, the game state flag and the instruction function-related information (information related to the game property) may be collectively referred to as "game control information".

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

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

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

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

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

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

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

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

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

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

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

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

[0366] Incidentally, as described above, the complete state is a game stop state and, in principle, is not released until the setting change process is completed. Also, the advantageous section counter Cy, the difference number counter Cx, the game state flag Fy, and the out ball state flag Fx are cleared when the setting change process is completed. That is, each of the above pieces of information is not referred to in the game until it is cleared during the period after transitioning to the complete state. Therefore, even if the above pieces of information are cleared when transitioning to the complete state, there is no disadvantage to the player. Considering the above circumstances, it is also possible to adopt a configuration in which the advantageous section counter Cy, the difference number counter Cx, the game state flag Fy, and the out ball state flag Fx are cleared when transitioning to the complete state.

[0367] However, the more frequently the advantageous section counter Cy, the difference number counter Cx, the game state flag Fy, and the out ball state flag Fx are cleared, the more likely it is that each of the above pieces of information will be inadvertently cleared (due to malfunction or the like). Therefore, it is better not to unnecessarily increase the timing at which each of the above pieces of information is cleared. Specifically, except for the timing of transitioning to a non-advantageous section, a configuration in which each of the above pieces of information is not cleared (for example, in this embodiment) is suitable unless it is an operation (such as a clear operation) by the administrator of the gaming machine 1.

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

[0369] FIG. 22(b-1) is a diagram for explaining another specific example in which each piece of information in the main RAM 303 is initialized. In the specific example of FIG. 22(b-1), it is assumed that at time t1, the MY counter Cmy reaches the numerical value "19000" and the complete flag is updated from the OFF state to the ON state (similar to FIG. 22(a) described above). Also, it is assumed that the out-ball state immediately before transitioning to the complete state is the in-cycle state and the game state is the bonus activation state. When the game state at the time of updating the complete flag from the OFF state to the ON state is the bonus activation state, it transitions to the standby state.

[0370] As described above, the standby state is a playable state, medals are used in each game, and medals are paid out. However, as shown in FIG. 22(b-1), in the standby state, the MY counter Cmy is maintained without being updated. Also, in the present embodiment, the maximum value added to the MY counter Cmy in one game is the numerical value "5". With the above configuration, the maximum value of the MY counter Cmy becomes the numerical value "19004". Therefore, the MY counter Cmy only needs to have a data size capable of counting the numerical value "19004".

[0371] Suppose a configuration is assumed in which the MY counter Cmy is updated in the standby state. With the above configuration, it is necessary to make the maximum value of the MY counter Cmy larger than the numerical value "19004". As understood from the above description, according to the present embodiment in which the update of the MY counter Cmy is stopped upon the transition to the standby state, there is an advantage that the data size of the MY counter Cmy can be reduced. However, a configuration in which the MY counter Cmy is updated in the standby state may also be adopted.

[0372] In the present embodiment, before and after the transition to the standby state, the processing related to the instruction function (including the update processing of Cy, Cx, etc.) is common. In the present embodiment as described above, as shown in FIG. 22(b-1), the advantageous section counter Cy and the difference number counter Cx are also updated during the period after the transition to the standby state (similar to the normal state and the prior notification state). Also, the out-ball state can transition even in the standby state.

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

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

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

[0376] In the specific example of Fig. 22(c), assume that the power supply is cut off at time t2 in the complete state or standby state, and then the power supply is turned on at time t3. Also, in the specific example of Fig. 22(c), assume that the setting change process is not executed when the power is turned on. In the above case, as shown in Fig. 22(c), the complete flag Fc is maintained in the ON state after the power is turned on. Also, the game state at the time of power cut-off is maintained, and at the time of subsequent power-on, it shifts to the complete state or standby state according to the game state.

[0377] Specifically, when the complete flag Fc is in the ON state at the time of power-on, it shifts to the standby state in the bonus activation state and to the complete state outside the bonus activation state. As described above, the complete flag Fc is not cleared by the clear operation, but the game state becomes the non-internal state. Therefore, when the clear operation is executed, even if it is in the standby state at the time of power cut-off, it shifts to the complete state. Assume a configuration (for example, a modification described later) in which the complete flag Fc is cleared by the clear operation. In the above configuration, even if it is in the standby state at the time of power cut-off, it shifts to the normal state by the clear operation.

[0378] In this embodiment, when power is turned on, the MY counter Cmy is cleared even if the complete flag Fc is not cleared. With the above configuration, compared to a configuration where the MY counter Cmy may or may not be cleared depending on the complete flag Fc at power-on, there is an advantage that the processing becomes simpler. However, during the period when the complete flag Fc is in the ON state, the MY counter Cmy may not be cleared when power is turned on. Specifically, when power is turned on, the startup process (initialization process at recovery) described later is executed (see FIGS. 26(a) and 26(c)). In the above initialization process at recovery, the MY counter Cmy is initialized. In the above configuration, when the complete flag Fc is in the OFF state, the MY counter Cmy may be initialized in the initialization process at recovery, while when the complete flag Fc is in the ON state, the MY counter Cmy may not be initialized in the initialization process at recovery.

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

[0380] Further, FIG. 23(a) shows the period during which the reels 12 vary and the period during which they stop. In the specific example of FIG. 23(a), assume that the start operation of the game is executed and each reel 12 starts at time t1. Also assume that the game has shifted to the pre-notification state before time t1. In the above cases, the pre-notification image Gj is continuously displayed during the period before and after time t1. As shown in FIG. 23(a), the in-game image is displayed from time t1, the in-game sound corresponding to the in-game image is output, and the effect lamp 28 lights up in the in-game mode corresponding to the in-game image. In the specific example of FIG. 23(a), assume that the sensor is not in an abnormal detection state (Fes = OFF) at time t1.

[0381] In the specific example of FIG. 23(a), assume that a sensor abnormality occurs at time t2 when each reel 12 is in a varying state, and the abnormality detection flag Fes is changed from the OFF state to the ON state. As described above, when the abnormality detection flag Fes changes to the ON state during the medal insertion available period when each reel 12 stops, it immediately shifts to the abnormal stop state. Also, during the period when each reel 12 stops, if a sensor abnormality is detected, a warning image Ges is immediately displayed instead of the in-game image (see FIG. 19(b)). On the other hand, when the abnormality detection flag Fes is updated to the ON state during the period when the reel 12 varies (for example, in the specific example of FIG. 23(a)), it does not shift to the abnormal stop state until all the reels 12 stop.

[0382] By the way, conventionally, when a sensor abnormality is detected during the period when each reel 12 varies, a warning image Ges is immediately displayed instead of the in-game image, and a technique of displaying a message such as "Please stop the reel" is known. In the above prior art, it was normal for the warning image Ges to be displayed preferentially (on the front side) over all other images. When the pre-notification image Gj is adopted in the above prior art, the warning image Ges is displayed on the front side rather than the pre-notification image Gj. Therefore, from the time when a sensor abnormality is detected during the variation of each reel 12, the pre-notification image Gj cannot be visually recognized due to the warning image Ges.

[0383] However, the period from the time when a sensor abnormality is detected during the variation of each reel 12 until all the reels 12 stop is a short period but a period during which the game (stop operation) is possible. Also, from the viewpoint of ensuring the fairness of the game, it is preferable that the pre-notification image Gj is displayed during all periods when the game is possible. Considering the above circumstances, in the present embodiment, a configuration is adopted in which the pre-notification image Gj is displayed during the period from the time point t2 when a sensor abnormality is detected until the time point t3 when all the reels 12 stop, in the same manner as the period before the time point t2.

[0384] Note that in the prior art, a configuration may be adopted in which the pre-notification image Gj is displayed on the front side of the warning image Ges during the variation of each reel 12 by deliberately lowering the priority of the warning image Ges. However, in the above configuration, there may be a disadvantage that the visibility of the pre-notification image Gj is reduced by the warning image Ges.

[0385] Considering the above circumstances, in the present embodiment, a configuration is adopted in which the warning image Ges is not displayed until all the reels 12 stop (until shifting to the abnormal stop state) even when a sensor abnormality is detected during the variation of each reel 12. Specifically, as shown in FIG. 23(a), a configuration is adopted in which the game-in progress image is displayed during the period from the time point t2 when a sensor abnormality is detected until the time point t3 when all the reels 12 stop, in the same manner as the period before the time point t2. According to the above configuration, there is an advantage that the above-mentioned disadvantage is suppressed.

[0386] Also, in the present embodiment, a configuration is adopted in which the effect lamp 28 lights up in the game-in progress mode and the game sound is output during the period from the time point t2 when a sensor abnormality is detected until the time point t3 when all the reels 12 stop, in the same manner as the period before the time point t2. Note that in the present embodiment, during the period after a sensor abnormality is detected during the rotation of the reel 12, a configuration may be adopted in which the game-in progress image is displayed while the effect lamp 28 lights up in the warning mode and the warning sound is output.

[0387] As shown in FIG. 23(a), when the abnormality detection flag Fes (sensor abnormality) is in the ON state at time t3 when all the reels 12 have stopped, the game shifts to the stopped state during abnormality. Further, when shifting to the stopped state during abnormality, a warning sound is output, the effect lamp 28 assumes a warning mode, and a warning image Ges is displayed instead of the in-game image. As shown in FIG. 23(a), when shifting from the prior notification state to the stopped state during abnormality, the prior notification image Gj is continuously displayed. According to the above configuration, it is possible to grasp in the stopped state during abnormality that the shift to the prior notification state has already been made.

[0388] Incidentally, as described above, the stopped state during abnormality when a sensor abnormality is detected can be canceled by either a reset operation (no need to turn the power off / on) or a clear operation (need to turn the power off / on). However, in the reset operation, the prior notification state is maintained, but in the clear operation, the prior notification state ends. Suppose a configuration in which prior notification is not executed (the prior notification image Gj is not displayed) in the stopped state during abnormality. In the above configuration, there is an inconvenience that, depending on the administrator of the gaming machine 1 (a casino staff member), when canceling the stopped state during abnormality, the prior notification state ends by the clear operation. In the present embodiment, since the prior notification image Gj is displayed in the stopped state during abnormality when a sensor abnormality is detected, there is an advantage that the above inconvenience is suppressed.

[0389] In the specific example of FIG. 23(a), it is assumed that the symbol combination of eight bells has stopped on the winning line at time t3. Although details will be described later, when a winning combination wins, the MY counter Cmy is incremented after the credit addition process or the process of executing the payout operation to the hopper 520 (hereinafter collectively referred to as the "payout process") is completed. However, if a sensor abnormality is detected during the variation of the reel 12, the game shifts to the stopped state during abnormality before the payout process starts. In the above configuration, if a sensor abnormality is detected during the variation of the reel 12, the MY counter Cmy is not updated until the stopped state during abnormality is canceled, regardless of the symbol combination stopped and displayed on the winning line.

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

[0391] As shown in Fig. 23(a), at time t4 when the abnormal stop state is released, the warning image Ges switches to the in-game image, the in-game sound is output, and the effect lamp 28 assumes the in-game mode. Instead of time t4 when the abnormal stop state is released, it may be configured such that the in-game image is displayed, the in-game sound is output, and the effect lamp 28 assumes the in-game mode starting from time t5 when the payout process is completed. In the above configuration, during the period from time t4 to time t5, the warning image Ges is displayed, the warning sound is output, and the effect lamp 28 lights up in the warning mode.

[0392] Fig. 23(b) is a diagram for explaining another specific example of the period during which the prior notification is executed. In Fig. 23(b), similar to Fig. 23(b) described above, the presence or absence of the display of the prior notification image Gj at each time point and the like are shown. Also, in Fig. 23(b), the state (ON, OFF) of the complete flag Fc at each time point is shown.

[0393] In the specific example of Fig. 23(b), assume that the game starts in the AT state and the variation of each reel 12 starts from time point t1. Also, assume that, similar to the specific example of Fig. 23(a) described above, the game has shifted to the pre-notification state before time point t1. In the above cases, the pre-notification image Gj is continuously displayed during the period around time point t1. As shown in Fig. 23(b), in the AT state, the AT-in-progress image Ga (refer to Fig. 17(a) above) is displayed as the in-game image, the AT-in-progress music is output, and the effect lamp 28 assumes the AT-in-progress mode. Also, assume that at time point t1, the sensor is not in the abnormal detection state (Fes = OFF).

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

[0395] In the specific example of Fig. 23(b), assume that the stop operation is executed according to the instruction of the instruction image Gs, and the symbol combination of the 8-bell stops and is displayed at time point t3. Also, in the specific example of Fig. 23(b), assume that at the start time point t1 of the game, the MY counter Cmy has the numerical value "18995". In the above cases, if no sensor abnormality is detected during the period when each reel 12 varies, the payout process is executed immediately after each reel 12 stops, and the MY counter Cmy is added to the threshold value "19000". That is, if no sensor abnormality is detected during the period when each reel 12 varies, the game shifts to the complete state immediately after time point t3 when each reel 12 stops.

[0396] However, if a sensor abnormality is detected during the period when the reel 12 is in motion, the payout process is not executed and the machine shifts to the abnormal stop state. In the specific example of Fig. 23(b), immediately after time point t3 when the symbol combination of the 8-symbol winning combination is stopped and displayed, the machine shifts to the abnormal stop state and the payout process is not executed. In the above case, even though the symbol combination of the 8-symbol winning combination is stopped and displayed, the MY counter Cmy is not incremented.

[0397] In the specific example of Fig. 23(b), similar to the specific example of Fig. 23(a) described above, from the time point t3 when all the reels 12 stop, the warning image Ged is displayed, a warning sound is output, and the effect lamp 28 assumes a warning mode. Also, since the MY counter Cmy is not incremented until the abnormal stop state is released, the complete flag Fc remains in the OFF state. Assume the case where in the specific example of Fig. 23(b), the abnormal stop state is released by a reset operation at time point t4. In the above case, the payout process starts from time point t4. Also, in the specific example of Fig. 23(a), at time point t5, the payout process ends, the MY counter Cmy is incremented by the threshold value "19000", and the machine shifts to the complete state.

[0398] Suppose a configuration where even if a sensor abnormality is detected during the game (while the reels are in motion), the machine shifts to the abnormal stop state after the payout process is executed. In the above configuration, there may be a case where the machine immediately shifts to the complete state as soon as the abnormal stop state is released. In the above case, a player who has already been awarded medals may end the game leaving the gaming machine 1 in the abnormal stop state. On the other hand, in the present embodiment, even in a game where the machine shifts to the complete state, medals are not paid out until the abnormal stop state is released. Therefore, there is an advantage that the inconvenience of leaving the gaming machine 1 in the abnormal stop state is suppressed.

[0399] As shown in FIG. 23(b), even when shifting to the complete state immediately after the abnormal stop state is released, the warning image Ged is once switched to the AT-in progress image Ga (game-in progress image), and then the complete image Gc is displayed. Also, immediately after the abnormal stop state is released, an AT-in progress music (game-in progress sound) is once output, and then the complete voice is output. Similarly, immediately after the abnormal stop state is released, the effect lamp 28 is once controlled to the AT-in progress mode (game-in progress mode), and then is controlled to the complete mode.

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

[0401] However, in the configuration in which the complete image Gc is displayed immediately after the time point t4 when the abnormal stop state is released, an image that is originally displayed during the payout process (for example, an image displaying the string "8 pieces acquired!") is not displayed. Therefore, depending on the player, there may be an inconvenience that causes dissatisfaction. According to the present embodiment, since the game-in progress image is once displayed immediately after the time point t4, there is an advantage that the above-described inconvenience can be suppressed.

[0402] FIG. 24 is a diagram for explaining another specific example of the period during which the prior notification is executed. FIG. 24 assumes a specific example when a door abnormality is detected in the prior notification state. As described above, when a door abnormality is detected, the abnormality detection flag Fed is changed to the ON state. FIG. 24 shows the abnormality detection flag Fed at each point in time. Further, FIG. 24 shows the sound output at each point in time, the lighting state of the effect lamp 28 at each point in time, the presence or absence of display of the warning image Ged, the presence or absence of display of the prior notification image Gj, the image displayed on the entire display area of the liquid crystal display device 30 at each point in time, and the numerical value of the MY counter Cmy.

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

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

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

[0406] In the specific example of FIG. 24, from the time point t2 when the door abnormality is detected, a warning sound is output instead of the in-game sound. However, a configuration in which the in-game sound and the warning sound are output in parallel may also be used. In the above case, a configuration in which the volume of the in-game sound becomes smaller at the timing when the output of the warning sound is started is preferable. Also, from the time point t2 when the door abnormality is detected, the effect lamp 28 lights up in a warning mode.

[0407] As described above, the detected state of the door abnormality (Fed = ON) becomes a playable state. Therefore, even if a door abnormality is detected during the fluctuation of the reel 12, it does not shift to the abnormal stop state when all the reels 12 stop. In the specific example of FIG. 24, assume that all the reels 12 stop at the time point t3. In the above case, a payout process is executed from the time point t3, and the MY counter Cmy is incremented. In the specific example of FIG. 24, assume a case where 8 bells win and the numerical value "5" is added to the MY counter Cmy.

[0408] According to the above-described present embodiment, when 19,000 medals are given to the player at once, it shifts to the complete state, and the game is forcibly stopped during the game (during the business hours of the game parlor). Therefore, for example, compared with a configuration that does not have a complete state, the inconvenience that the number of medals given to the player at once becomes excessive is suppressed.

[0409] Incidentally, assume a case where, when the game machine 1 transitions to the complete state during the business hours of the game arcade, the fact is not grasped by the administrator of the game machine 1. In the above case, the administrator may encounter the inconvenience of not being able to understand the reason why the game is not being played on the game machine 1. Considering the above circumstances, there is a situation where it is preferable to have a configuration in which, when transitioning to the complete state, the fact is clearly notified to the administrator of the game machine 1.

[0410] Also, the game machine 1 is tested to determine whether it meets a predetermined standard. The above test is carried out by connecting the game machine 1 to a test device. Also, in the above test, the game machine 1 and the test device communicate via an interface board, and the game automatically progresses on the game machine 1. Assume a case where, during the test, the game machine 1 transitions to the complete state. In the above case, there is the inconvenience that the test cannot continue. Considering the above circumstances, there is a situation where it is preferable to have a configuration in which, immediately before transitioning to the complete state, the fact is notified from the game machine 1 to the test device.

[0411] In consideration of the above circumstances, in the present embodiment, each configuration that suppresses the above inconveniences is adopted. Specifically, a configuration is adopted in which, when transitioning to the complete state, the fact is clearly notified to the administrator of the game machine 1. Also, a configuration is adopted in which, immediately before transitioning to the complete state, the fact is notified from the game machine 1 to the test device. Each of the above configurations will be described in detail below with reference to FIG. 25.

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

[0413] The above external commands are sent to the above-described test device. In the specific example of FIG. 25, it is assumed that the gaming machine 1 is connected to the test device. Further, the external signal is sent to a management device (hall computer) for managing the gaming machine 1. For example, a game interruption command described later is sent as an external command. Also, each external signal including an AT-in signal and a security signal is sent from the gaming machine 1. The AT-in signal is sent in the AT state. When the management device receives the AT-in signal, the administrator is notified that the gaming machine 1 is in the AT state. The security signal is sent, for example, when an abnormality is detected. Although it will be described in detail below, the security signal is also sent at the timing of shifting to the prior notification state and at the timing of shifting to the complete state.

[0414] In the specific example of FIG. 25, it is assumed that at time point t1 in the AT state, the MY counter Cmy reaches the numerical value "18,500" and shifts from the normal state to the prior notification state. In the above case, the AT-in signal becomes ON before and after time point t1. Also, the security signal changes from the OFF state to the ON state for a predetermined time (for example, about 30 seconds) from the time point t1 when the prior notification state starts. According to the above configuration, it becomes possible to notify on the management device side that the shift to the prior notification state has occurred.

[0415] In the present embodiment, when the MY counter Cmy reaches the numerical value "18,500" (the timing of shifting to the prior notification state), the game interruption command changes from the OFF state to the ON state. Specifically, in the present embodiment, the prior notification flag Fj becomes ON in the prior notification state. The main CPU 301 maintains the game interruption signal in the ON state for the period during which the prior notification flag Fj is ON, and maintains the game interruption signal in the OFF state for the period during which the prior notification flag Fj is OFF. That is, the main CPU 301 controls the state of the game interruption signal with reference to the prior notification flag Fj.

[0416] According to the above configuration, by interrupting the test when the test device detects that the game interruption signal has changed to the ON state, a situation where the game machine shifts to the complete state during the test is prevented. For example, when the test interruption signal changes to the ON state, by turning the power of the gaming machine 1 OFF / ON to clear the MY counter Cmy, the test can be continued without shifting to the complete state. Also, by turning the power of the gaming machine 1 OFF / ON, the prior notification flag Fj is cleared and the game interruption command becomes the OFF state.

[0417] Note that the timing when the game interruption command becomes the ON state is not limited to the timing of shifting to the prior notification state. For example, it may be configured such that the game interruption command becomes the ON state when the MY counter Cmy reaches the numerical value "18900". Also, the main CPU 301 of the present embodiment refers to the prior notification flag Fj and changes the game interruption command from the OFF state to the ON state. However, it may be configured to determine whether the MY counter Cmy is 18500 or more (hereinafter referred to as "proportional comparison"). In the above proportional comparison, when it is determined that the MY counter Cmy has reached the numerical value "18500", the main CPU 301 changes the game interruption command from the OFF state to the ON state.

[0418] In the above proportional comparison, similar to the present embodiment, the game interruption command becomes the ON state when shifting to the prior notification state. Also, in the proportional comparison in which the stat...

Claims

【Claim 1】 a first storage area for storing a first control program which is a game control program for controlling the progress of a game; a second storage area for storing a second control program different from the game control program; a first storage area that is referred to and updated by the first control program and not updated by the second control program; a second storage area that is referred to and updated by the second control program and not updated by the first control program; a gaming machine comprising main control means capable of executing the first control program and the second control program, by the processing of the first control program, symbol stop display control for stopping and displaying a symbol combination according to the winning area of each game; award value determination control for determining the number of game value points to be awarded based on the symbol combination stopped and displayed; can be executed, the processing related to the first control program and the processing related to the second control program are configured to be unable to be processed simultaneously, after performing the symbol stop display control, the processing related to the first control program and the processing related to the second control program can be executed respectively, as the processing related to the second control program, a specific counter value update process for updating the specific counter value in the second storage area based on the number of game value points used for each game and the number of game value points determined by the award value determination control, and when the specific counter value satisfies a specific condition, a process of storing a stop flag for controlling to an unplayable state in the second storage area are executed, as the processing related to the first control program, a game stop process for controlling the gaming machine to an unplayable state, and a value that continuously counts in one advantageous section, and a predetermined counter value update process for updating a predetermined counter value based on the number of game value points used for each game and the number of game value points determined by the award value determination control can be executed, a predetermined number of counts are possible in the predetermined counter value update process, and a specific number of counts are possible in the specific counter value update process, the game stop process controls to an unplayable state when the stop flag is stored, When a predetermined initialization condition is satisfied, the first control program is executed, and then the second control program stored in the second storage area is called by the first control program, and the stop flag in the second storage area is initialized by the second control program. When the initialization condition is not satisfied at power-on, the first control program is executed, and then the second control program stored in the second storage area is called by the first control program, and while initializing the specific counter value in the second storage area by the second control program, the stop flag can be maintained. A gaming machine.

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