Gaming Machines
The gaming machine addresses the challenge of maintaining player interest by using sound and vibration effects to notify players of increased gaming media, enhancing engagement in media-less gaming environments.
Patent Information
- Application Number
- JP2022137240
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-30
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2042-08-30
AI Technical Summary
Players in gaming machines that do not physically discharge gaming media may struggle to recognize an increase in their gaming media, leading to decreased interest in playing the game.
A gaming machine that manages the number of gaming media owned by a player as data, utilizing specific and special effects such as sound outputs and vibration to notify the player of increases in their gaming media, with different effects triggered based on the player's media balance.
Enhances player interest by providing audible and tactile notifications of increased gaming media, effectively addressing the challenge of maintaining player engagement in media-less gaming environments.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a rotary gaming machine, which is one example of a gaming machine, is configured to be able to discharge gaming media (gaming medals as one example) outside the machine when a prize is won (for example, Patent Document 1). When gaming media are discharged outside the machine, the player can recognize that the number of gaming media he owns is increasing. This increases the player's interest in playing the game. In recent years, there are gaming machines (for example, medal-less gaming machines) that manage the number of gaming media owned by the player as data and do not discharge gaming media outside the machine when a prize is won. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-46373 A Summary of the Invention [Problem to be solved by the invention]
[0004] If a player does not receive gaming media from a gaming machine when he or she wins a prize, the player may have difficulty in recognizing that the number of gaming media he or she owns has increased, which makes it difficult for the player to increase his or her interest in playing the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine capable of managing the number of gaming media owned by a player as data, the gaming machine comprising: an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, the effect including a specific effect that outputs a sound that can identify an increase in the number of gaming media owned by the player; and a special effect that is different from the specific effect; The special effects include a first mode special effect and a second mode special effect, and in a situation where the number of game media held by the player does not exceed a specific number, when the number of game media held by the player does not exceed the specific number as a result of winning, the special effects can be executed and the special effects are not executed, and in a situation where the number of game media held by the player does not exceed the specific number, when the number of game media held by the player exceeds the specific number as a result of winning, in addition to the special effects, the special effects of the first mode are executed,The number of gaming media owned by a player The above In a situation where the number of game media owned by a player exceeds a specific number, When the special number is not exceeded In addition to the specific performance, The first aspect A special performance will be held In a situation where the number of game media owned by a player exceeds the specific number, when the number of game media owned by the player exceeds the special number due to a winning, in addition to the specific effect, the special effect of the second mode is executed, and the special effect of the second mode has a stronger effect than the special effect of the first mode. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, it is possible to improve interest. [Brief description of the drawings]
[0007] [Figure 1] 1 is a diagram showing the rotary gaming machine and the management unit from the front. [Diagram 2] 1 is an enlarged view of the gaming machine management gaming media number display unit and counting button provided on a rotary gaming machine. [Diagram 3] 2 is an enlarged view of an information display section provided on the rotary gaming machine. [Figure 4] FIG. 11 is an explanatory diagram for explaining an operation mode of a stop button. [Diagram 5] FIG. 1 is an explanatory diagram for explaining roles and prizes. [Figure 6] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 7] 2 is a block diagram showing the electrical configuration of the rotary game machine. FIG. [Figure 8] 13 is a flowchart showing a main processing of game progress. [Figure 9] 1 is a schematic diagram showing an example of a rotary gaming machine and a player seated in a seat provided in front of the rotary gaming machine. [Figure 10] FIG. 13A is a schematic diagram showing an example of an effect executed when a variable game starts, and FIG. 13B is a schematic diagram showing an example of an effect executed when a prize is won. [Figure 11] FIG. 13 is a schematic diagram showing an example of a presentation executed in response to a win. [Figure 12] FIG. 13 is an explanatory diagram for explaining the vibration effect that is executed in response to a win. [Figure 13] 13 is a timing chart showing an example of an effect executed in response to a win. [Figure 14] 13 is a timing chart showing an example of an effect executed in response to a win. [Figure 15] 13 is a timing chart showing an example of an effect executed in response to a win. [Figure 16] 13 is a timing chart showing an example of an effect executed in response to a win. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment of the rotary gaming machine will be described below. As shown in Fig. 1, in an island facility (gaming island), rotary gaming machines 10 (hereinafter referred to as gaming machines 10), which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management unit 100 is provided next to the gaming machines 10. The management unit 100 is connected to the gaming machines 10 so as to be able to communicate with each other.
[0009] The management unit 100 will now be described. The management unit 100 includes a management medium insertion section 101 into which a management medium can be inserted. As an example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of money deposited and the number of game media owned by the player that can be managed by the management unit 100. In the following description, the number of game media owned by the player that can be managed by the management unit 100 is referred to as the "unit-managed game media number". As will be described in detail later, the game media is used to play games in the gaming machine 10. The unit-managed game media number is data managed by the management unit 100. The management medium may be capable of storing personal information of the player. The management unit 100 includes a cash insertion section 102 into which cash can be inserted. The amount of money deposited into the cash insertion section 102 is added to the remaining amount of money deposited stored in the management medium. As an example, the cash is paper money.
[0010] The management unit 100 includes a lending operation unit 103. The lending operation unit 103 is operated when increasing the number of gaming media owned by players that can be managed by the gaming machine 10 based on the remaining amount of money deposited stored in the management medium. In the following description, the number of gaming media owned by players that can be managed by the gaming machine 10 is referred to as the "number of gaming media managed by the gaming machine." The number of gaming media managed by the gaming machine is data managed by the gaming machine 10. The management unit 100 includes a payout operation unit 104. The payout operation unit 104 is operated when increasing the number of gaming media managed by the gaming machine based on the number of gaming media managed by the unit. The management unit 100 includes a return operation unit 105. The return operation unit 105 is operated when receiving the return of the management medium inserted into the management unit 100.
[0011] The management unit 100 includes a unit-managed gaming medium number display section 106 and a balance display section 107. The unit-managed gaming medium number display section 106 displays information (Arabic numerals, for example) that can identify the number of game media managed by the unit. The balance display section 107 displays information (Arabic numerals, for example) that can identify the remaining amount of money inserted.
[0012] The management unit 100 includes a management unit control board 110 (hereinafter, referred to as the CU control board 110). The CU control board 110 is an example of an external device outside the machine. The CU control board 110 includes a CPU 110a, a ROM 110b, and an RWM 110c. The CPU 110a executes a management unit control program to perform a predetermined control. The ROM 110b stores the management unit control program. The RWM 110c stores various information that is rewritten during operation of the management unit 100. As an example, the information stored in the RWM 110c includes a flag, a counter, and a timer. The CU control board 110 includes a communication terminal 110d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally.
[0013] The CU control board 110 is connected to the management medium insertion unit 101. The CPU 110a is configured to be able to rewrite the memory contents of the management medium inserted in the management medium insertion unit 101. The CU control board 110 is connected to the cash insertion unit 102. The CPU 110a is configured to be able to input a deposit signal that is output when cash is inserted into the cash insertion unit 102. The deposit signal is a signal that can specify the amount of money inserted into the cash insertion unit 102.
[0014] The CU control board 110 is connected to the lending operation unit 103. The CPU 110a is configured to be capable of inputting a lending signal that is output when the lending operation unit 103 is operated. The CU control board 110 is connected to the dispensing operation unit 104. The CPU 110a is configured to be capable of inputting a dispensing signal that is output when the dispensing operation unit 104 is operated. The CU control board 110 is connected to the return operation unit 105. The CPU 110a is configured to be capable of inputting a return signal that is output when the return operation unit 105 is operated.
[0015] The CU control board 110 is connected to the unit-managed gaming medium number display unit 106. The CPU 110a is configured to be able to control the display contents of the unit-managed gaming medium number display unit 106. The CU control board 110 is connected to the balance display unit 107. The CPU 110a is configured to be able to control the display contents of the balance display unit 107. The CU control board 110 is connected to the gaming machine 10 via the communication terminal 110d. The CPU 110a is configured to be able to input various control information (control signals) output by the gaming machine 10. The CPU 110a is configured to be able to output various control information (control signals) to the gaming machine 10.
[0016] The management unit 100 is provided with an external communication terminal (not shown) for connecting to an external management device prepared separately from the gaming machine 10 and the management unit 100. As an example, the external management device is a hall computer installed in the gaming facility. As an example, the external management device is a management computer capable of communicating with server equipment installed in a data center outside the gaming facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected to be able to communicate in both directions.
[0017] The process performed in the management unit 100 will now be described. When a management medium is inserted into the management medium insertion unit 101, the CPU 110a reads out the remaining amount of money inserted and the number of game media managed by the unit stored in the management medium, and stores them in the RWM 110c. When a management medium is inserted, the CPU 110a performs the process described below.
[0018] When the CPU 110a inputs a deposit signal, it adds the deposited amount that can be determined from the deposit signal to the remaining amount of the deposited money. When the CPU 110a inputs a lending signal when the remaining amount of the deposited money is equal to or greater than a specified amount (1000 yen, for example), it stores information that can determine the lending of a number of game media corresponding to the specified amount (50, for example) as lending information in the RWM 110c. The lending information is information that can determine the number of game media to be lent. The number that corresponds to the specified amount is not limited to 50, and may be 49 or less, or 51 or more. The specified amount is not limited to 1000 yen, and may be 999 yen or less, or 1001 yen or more. Even if the CPU 110a inputs a lending signal when the remaining amount of the deposited money is less than the specified amount, the lending information is not updated.
[0019] Although details will be described later, the CPU 110a outputs the loan information stored in the RWM 110c to the gaming machine 10 at regular intervals (for example, 300 ms). When the gaming machine 10 inputs the loan information, it outputs to the CU control board 110 response information capable of identifying whether or not the processing according to the loan information has been performed normally. When the CPU 110a inputs response information capable of identifying that the processing has been performed normally (hereinafter referred to as normal response information), it subtracts a prescribed amount from the remaining amount of the deposited money and initializes the loan information. When the CPU 110a inputs response information capable of identifying that the processing has not been performed normally (hereinafter referred to as abnormal response information), it subtracts a prescribed amount from the remaining amount of the deposited money and initializes the loan information. Initialize the loan information without subtracting the amount.
[0020] When the CPU 110a inputs a payout signal when the number of unit-managed gaming media is equal to or greater than a predetermined number (for example, 50), the CPU 110a stores information capable of identifying the lending of the predetermined number of gaming media in the RWM 110c as lending information. The predetermined number is not limited to 50, and may be 49 or less, or 51 or more. When the CPU 110a inputs a payout signal when the number of unit-managed gaming media is less than a predetermined number, the CPU 110a stores information capable of identifying the lending of the gaming media of the unit-managed number of gaming media in the RWM 110c as lending information. Even if the CPU 110a inputs a payout signal when the number of unit-managed gaming media is 0, the CPU 110a does not update the lending information. When the CPU 110a inputs normal response information after outputting the lending information to the gaming machine 10, the CPU 110a subtracts the number of unit-managed gaming media by the number of lent gaming media and initializes the lending information. When the CPU 110a inputs abnormal response information, the CPU 110a initializes the lending information without subtracting the number of unit-managed gaming media.
[0021] When the CPU 110a receives the counting information from the gaming machine 10, the CPU 110a adds the number of gaming media identifiable from the counting information to the number of gaming media managed by the unit. As will be described in detail later, the counting information is information that can identify the number of gaming media to be transferred from the gaming machine 10 to the management unit 100.
[0022] The CPU 110a controls the unit-managed gaming media number display unit 106 to display information that can identify the number of unit-managed gaming media at any given time. The number of unit-managed gaming media is displayed in real time on the unit-managed gaming media number display unit 106. The CPU 110a controls the remaining amount display unit 107 to display information that can identify the remaining amount of the deposited money at any given time. The remaining amount of the deposited money is displayed in real time on the remaining amount display unit 107. When the CPU 110a inputs a return signal, it stores the remaining amount of the deposited money and the number of unit-managed gaming media stored in the RWM 110c in the managed medium, and initializes the remaining amount of the deposited money and the number of unit-managed gaming media stored in the RWM 110c. The CPU 110a controls the managed medium insert unit 101 so that the managed medium is ejected from the managed medium insert unit 101.
[0023] The gaming machine 10 will now be described. In this specification, the directions of up, down, left, right, front (front), and back (back) refer to the directions as seen by a player playing on the gaming machine 10.
[0024] The gaming machine 10 in this embodiment is a gaming machine (so-called medal-less gaming machine) that cannot use physical gaming media (for example, gaming medals) to play a game, but can use electromagnetic gaming media. The electromagnetic gaming media can also be called electronic gaming media. Playing a game using electromagnetic gaming media is equivalent to playing a game using gaming media managed by data. The gaming machine 10 does not have a device (for example, a selector) having a sensor capable of detecting physical gaming media. The gaming machine 10 does not have an insertion port through which physical gaming media can be inserted into the machine. The gaming machine 10 does not have a device (for example, a hopper unit) that can store physical gaming media and can discharge the stored gaming media. The gaming machine 10 does not have a payout port for discharging physical gaming media to the outside of the machine. The gaming machine 10 can manage the number of gaming media owned by the player (number of gaming media managed by the gaming machine) by data. The gaming machine 10 is configured to enable a game to be played using gaming media managed by data. The gaming machine 10 manages the number of gaming media managed by the gaming machine as data based on the number of gaming media lent out and the number of gaming media acquired. The number of gaming media lent out is the number of gaming media lent out to the gaming machine 10 from the management unit 100. In other words, the number of gaming media lent out is the number of gaming media lent out to a player. The number of gaming media acquired is the number of gaming media acquired by a player by winning. In this way, the gaming machine 10 is configured so that a player does not have to touch the physical gaming media when playing a game.
[0025] The gaming machine 10 includes a main body cabinet 11 in the shape of a rectangular box. The main body cabinet 11 includes an opening (not shown) on the front. The gaming machine 10 includes a front door 12 that covers the opening of the main body cabinet 11. The front door 12 is supported on the main body cabinet 11 so as to be openable and closable. The gaming machine 10 includes a locking device (not shown) that locks the front door 12. The gaming machine 10 is configured such that the front door 12 cannot be opened from the main body cabinet 11 unless it is unlocked using a key that fits the locking device. A substantially rectangular display window 12a is formed on the front door 12 so that the player can see inside the machine.
[0026] The gaming machine 10 is equipped with a decorative lamp 13 as an example of a presentation device capable of executing a presentation. The decorative lamp 13 is capable of executing a light-emitting presentation by turning on, off, or blinking a light-emitting body (not shown). As an example, the decorative lamp 13 is disposed on the front door 12. As an example, the decorative lamp 13 includes a decorative lamp 13 disposed to the left of the center line CL, and a decorative lamp 13 disposed to the left of the center line CL.
[0027] The gaming machine 10 includes a speaker 14 as an example of a performance device capable of performing a performance. The speaker 14 includes an upper speaker 14a and a lower speaker 14b. The speaker 14 can perform a sound performance that outputs sound such as sound effects, music, and human voices. As an example, the upper speaker 14a and the lower speaker 14b are disposed on the front door 12. As an example, the upper speaker 14a includes the upper speaker 14a disposed to the left of the center line CL, and the upper speaker 14a disposed to the left of the center line CL. As an example, the lower speaker 14b includes the lower speaker 14b disposed to the left of the center line CL, and the lower speaker 14b disposed to the left of the center line CL.
[0028] The gaming machine 10 includes a performance display unit 15 as an example of a performance device capable of executing a performance. The performance display unit 15 is capable of executing a display performance that displays images imitating characters, letters, and the like. As an example, the performance display unit 15 is a liquid crystal type or organic EL type display. As an example, the performance display unit 15 is disposed on the front door 12.
[0029] The gaming machine 10 includes a presentation operation unit 24. The presentation operation unit 24 is an example of a presentation operation means that can be operated by a player. As an example, the presentation operation unit 24 is a button type that can be pressed. Without being limited to this, the presentation operation unit 24 may be a touch sensor type or a lever type. The presentation operation unit 24 has one vibration device 24a. Without being limited to this, the presentation operation unit 24 may have multiple vibration devices 24a. As an example, the vibration device 24a is an eccentric motor (a so-called vibration motor). The eccentric motor includes a weight whose center of gravity is biased and a DC motor. The amplitude of vibration caused by the eccentric motor differs depending on the mass of the weight and the eccentricity ratio (degree of eccentricity). The larger the mass of the weight, the larger the amplitude of vibration caused by the eccentric motor. The larger the eccentricity ratio, the larger the amplitude of vibration caused by the eccentric motor. The amplitude is an amount that indicates the magnitude of vibration, and can also be said to be an amount that indicates the strength of vibration. The performance operation unit 24 can execute a vibration performance in which the performance operation unit 24 vibrates as the vibration device 24a is driven. In other words, the performance operation unit 24 can execute a vibration performance. In this way, the performance operation unit 24 is a performance operation means that can be operated by the player, and also functions as a performance device that can execute a performance. As an example, the performance operation unit 24 is disposed on the front door 12.
[0030] The gaming machine 10 is equipped with a lower tray 25 as an example of a presentation device capable of executing presentations. The lower tray 25 is configured, for example, in a shape that allows the player's belongings to be placed thereon. The lower tray 25 is also referred to as a receiving tray. The lower tray 25 has two vibration devices 25a. Without being limited to this, the lower tray 25 may have one vibration device 25a, or may have three or more vibration devices 25a. As an example, one of the two vibration devices 25a is disposed to the left of the center line CL. The other of the two vibration devices 25a is disposed to the right of the center line CL. The lower tray 25 is disposed on the right side. As an example, the vibration device 25a is an eccentric motor. The lower tray 25 is capable of performing a vibration effect in which the lower tray 25 vibrates as the vibration device 25a is driven. In other words, the lower tray 25 is capable of performing a vibration effect. As an example, the lower tray 25 is disposed at the lower end of the front door 12.
[0031] Here, the decorative lamps 13, the speakers 14, the performance display unit 15, the performance operation unit 24, and the lower tray 25 are all performance devices that perform the performance, and they constitute a performance device group that is an example of a performance execution means. The performance execution means is not limited to including all of the decorative lamps 13, the speakers 14, the performance display unit 15, the performance operation unit 24, and the lower tray 25, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0032] The gaming machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so that the player can see it through the display window 12a. The reel unit 16 includes a left reel 16a, a center reel 16b, and a right reel 16c. The reels 16a to 16c are flat cylindrical members, and are also called drums. A plurality of symbols are arranged in a line along the circumferential direction on the outer circumferential surface of each of the reels 16a to 16c. There are a plurality of types of symbols. As an example, the plurality of types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a seven symbol imitating the Arabic numeral 7, a BAR symbol imitating the character string "BAR", and a replay symbol imitating the character string "REPLAY".
[0033] The reel unit 16 includes one or more actuators (not shown) that can rotate and stop the reels 16a to 16c separately. As an example, the actuator is a stepping motor. The reel unit 16 includes a left reel sensor SE1 that detects the rotation position of the left reel 16a, a center reel sensor SE2 that detects the rotation position of the center reel 16b, and a right reel sensor SE3 that detects the rotation position of the right reel 16c (see FIG. 7). In the gaming machine 10, when the reels 16a to 16c rotate, symbols visible through the display window 12a are displayed in a variable manner, thereby executing a variable game. As an example, the symbols are changed by rotating the reels 16a to 16c vertically. In this way, the gaming machine 10 can execute a variable game accompanied by a variable display of symbols.
[0034] A plurality of stop positions are set on the reels 16a to 16c as positions where symbols are stopped so that the player can see them through the display window 12a. The plurality of stop positions on the reels 16a to 16c include an upper stop position, a middle stop position, and a lower stop position. In the gaming machine 10, a combination of effective stop positions that can determine a combination of displayed symbols as a winning combination is formed by a combination of stop positions selected one by one from the plurality of stop positions set for each of the reels 16a to 16c. In the following description, a line connecting a plurality of stop positions that constitute a combination of effective stop positions is simply referred to as a "pay line NL". As an example, in the gaming machine 10, a straight pay line NL is formed by each of the middle stop positions of the reels 16a to 16c. Not limited to this, the pay line NL may be a straight line that slopes downward or upward to the right, or may be V-shaped. The number of pay lines NL is not limited to one, and there may be multiple pay lines NL.
[0035] In this specification, "winning" means that a predetermined combination of symbols necessary to win a prize is displayed. In the following description, the predetermined combination of symbols necessary to win a prize may simply be referred to as a "winning combination." In addition, in this specification, "displayed" with respect to a predetermined combination of symbols means that the combination of symbols that stops on the winning line NL becomes the predetermined combination of symbols. In the following description, the combination of symbols that stops on the winning line NL may simply be referred to as a "stopping combination." In the gaming machine 10, when a winning occurs, the combination of symbols displayed A predetermined prize (profit) is awarded to the player who has selected the combination of symbols that is determined to be a winning combination. Any combination other than the combination of valid stop positions is an invalid combination of stop positions (so-called invalid lines) in which the combination of symbols displayed cannot be determined to be a winning combination. As will be described in more detail later, the combinations that can win a prize in a variable game are determined by an internal lottery (one example is a role lottery). Hereinafter, the role that wins in the role lottery may be simply referred to as a "winning role."
[0036] As shown in FIG. 1 and FIG. 2, the gaming machine 10 includes a gaming machine managed gaming media number display unit 22 that displays information that can identify the number of gaming media managed by the gaming machine. As an example, the gaming machine managed gaming media number display unit 22 is configured by arranging a plurality of (for example, five) seven-segment displays, and can display a plurality of (for example, five-digit) numbers. The gaming machine managed gaming media number display unit 22 can execute a predetermined notification in a manner that displays a predetermined character and number. The gaming machine 10 includes a counting button 23. The counting button 23 is mainly operated when the player ends a play on the gaming machine 10. The counting button 23 outputs a counting signal when pressed. As an example, the gaming machine managed gaming media number display unit 22 and the counting button 23 are disposed near the 1 bet button 17, the MAX bet button 18, the start lever 20, and the stop buttons 21a to 21c that the player can operate to play a game, which will be described later.
[0037] Here, the operation modes of the count button 23 will be described. In the following description, when the count signal is indicated as ON, it means that the count signal is being output. When the count signal is indicated as OFF, it means that the count signal is not being output. There are a first mode and a second mode for the operation modes of the count button 23. The first mode is an operation mode in which the operation time for the count button 23 is less than a predetermined time (for example, 500 ms). The operation time is the time from when the count signal turns ON to when it turns OFF. The first mode is a so-called "short press operation". The second mode is an operation mode in which the operation time for the count button 23 is equal to or longer than a predetermined time. The second mode is a so-called "long press operation".
[0038] The gaming machine 10 includes a 1 bet button 17. The 1 bet button 17 is configured to allow an operation to set a bet from among gaming media owned by the player. Specifically, the 1 bet button 17 can decrease the number of gaming media managed by the gaming machine by 1 and increase the bet by 1 with one operation. Note that, when the number of gaming media managed by the gaming machine is 0, the bet is not increased even if the 1 bet button 17 is operated. Also, when the set bet is the maximum bet, the bet is not increased even if the 1 bet button 17 is operated. The 1 bet button 17 is an example of a bet operation means that allows an operation to set a bet.
[0039] The gaming machine 10 includes a MAX BET button 18. The MAX BET button 18 is configured to allow an operation to set a bet from among the gaming media owned by the player. Specifically, the MAX BET button 18 can reduce the number of gaming media managed by the gaming machine with a maximum bet (for example, 3) as an upper limit by one operation, and can increase the bet by the reduced number. If the number of gaming media managed by the gaming machine is 0, the bet is not increased even if the MAX BET button 18 is operated. If the set bet is the maximum bet, the bet is not increased even if the MAX BET button 18 is operated. Not limited to this, if the sum of the set bet and the number of gaming media managed by the gaming machine is not equal to or greater than the maximum bet, the bet may not be increased even if the MAX BET button 18 is operated. The MAX BET button 18 is an example of a bet operation means that allows an operation to set a bet.
[0040] Here, the bets will be explained. The gaming machine 10 is configured to be able to play one variable game by setting a predetermined bet. As an example, the bets that can be set in the gaming machine 10 are "1" to "3". "1" is the minimum bet and "3" is the maximum bet. As an example, the bet (hereinafter referred to as the prescribed bet) at which one variable game can be played is "3". That is, the gaming machine 10 can play one variable game by using "3" gaming media as the number of gaming media from among the gaming media owned by the player. On the other hand, the gaming machine 10 cannot play one variable game by using "1" or "2" gaming media as the number of gaming media from among the gaming media owned by the player. Not limited to this, the gaming machine 10 may be configured to be able to play one variable game by using "1" or "2" gaming media as the number of gaming media from among the gaming media owned by the player. That is, the prescribed bet may be "1" to "3". In the following description, setting a bet may be referred to as "betting". In addition, in the following explanation, a bet set to "1" may be referred to as a "1 bet," a bet set to "2" may be referred to as a "2 bet," and a bet set to "3" may be referred to as a "3 bet."
[0041] The gaming machine 10 includes a settlement button 19. The settlement button 19 is configured to be operable to return the set bet to the gaming media owned by the player. Specifically, the settlement button 19 can reduce the set bet to 0 with one operation, and increase the number of gaming media managed by the gaming machine by the amount of the reduction. As an example, when the settlement button 19 is operated when 3 bets have been made, the bet is reset to no and the number of gaming media managed by the gaming machine is increased by 3.
[0042] The gaming machine 10 includes a start lever 20. The start lever 20 is configured to enable a start operation that triggers the rotation of the reels 16a to 16c, that is, the start of a variable game. The gaming machine 10 is configured to be capable of starting a variable game when the start lever 20 is operated in a state in which a bet number is set (for example, a state in which 3 is bet). On the other hand, the gaming machine 10 is configured to be unable to start a variable game when the start lever 20 is operated in a state in which a bet number is not set. In other words, the gaming machine 10 is capable of executing a variable game based on the operation of the start lever 20 when a bet number is set. The start lever 20 is an example of a start operation means.
[0043] The gaming machine 10 includes a left stop button 21a, a center stop button 21b, and a right stop button 21c. The stop buttons 21a to 21c correspond to the reels 16a to 16c, respectively, and are configured to enable a stop operation that triggers the rotation of the corresponding reel to be stopped. In the following description, in one variation game, the first stop operation using any one of the stop buttons 21a to 21c is referred to as a first stop operation, the next stop operation using any one of the remaining two stop buttons is referred to as a second stop operation, and the final stop operation using the remaining one stop button is referred to as a third stop operation.
[0044] The gaming machine 10 includes an information display unit 30. As an example, the information display unit 30 is disposed near the 1 bet button 17, the MAX bet button 18, the start lever 20, and the stop buttons 21a to 21c that the player can operate to play a game.
[0045] As shown in FIG. 3, the information display unit 30 has a replay display unit 31. The replay display unit 31 displays information that can identify whether or not a replay is in operation. Specifically, the replay display unit 31 is lit when a replay is in operation, and is turned off when a replay is not in operation. The "replay" described in this specification means a variable game that can be played without using new gaming media owned by the player. When a replay is activated, the gaming machine 10 is configured to be able to play a variable game by setting a multiplier equal to the multiplier set when the previous variable game is started, without reducing the number of gaming media managed by the gaming machine and setting a multiplier.
[0046] The information display unit 30 has a wait display unit 32. The wait display unit 32 displays information that can identify whether or not the waiting time is in progress. Specifically, the wait display unit 32 is lit when the waiting time is in progress, and is turned off when the waiting time is not in progress. The wait time is a waiting time that is set so that the number of times the variable game is executed per unit time does not exceed a predetermined number of times.
[0047] The information display unit 30 has an advantageous zone display unit 33. The advantageous zone display unit 33 displays information that can identify whether or not the game is controlled to an advantageous zone. Specifically, the advantageous zone display unit 33 is turned on when the game is controlled to an advantageous zone, and is turned off when the game is not controlled to an advantageous zone. The advantageous zone display unit 33 may be turned on when the game is controlled to a part of the advantageous zone. In other words, the advantageous zone display unit 33 is turned on when the game is controlled to at least a part of the advantageous zone. As will be described in detail later, when the game is controlled to an advantageous zone, the game is in a more advantageous state for the player than when the game is not controlled to an advantageous zone.
[0048] The information display unit 30 has a bet display unit 34. The bet display unit 34 displays information that can identify the set bet (number of bets). Specifically, the bet display unit 34 has three light emitters. In the bet display unit 34, the light emitter corresponding to the number of bets lights up depending on whether it is 1 bet, 2 bets, or 3 bets.
[0049] The information display unit 30 has a payout display unit 35. As an example, the payout display unit 35 is configured with a plurality of (e.g., two) seven-segment displays arranged in a row, and is capable of displaying a plurality of (e.g., two-digit) numbers. The payout display unit 35 is capable of executing a predetermined notification in a form in which predetermined characters and numbers are displayed.
[0050] The payout display unit 35 displays information that can identify the number of game media acquired upon the occurrence of a winning combination. The payout display unit 35 also serves as a display unit that displays information that can identify the operation mode of the stop buttons 21a to 21c required to generate a winning combination (hereinafter, referred to as operation information). As an example, the operation information is information that can identify at least one of the operation sequence (pressing order) and operation timing (pressing position) of the stop buttons 21a to 21c in one variable game. The "number of acquired game media" in this specification means the number of game media owned by the player (the number of game media managed by the game machine) that increases with the winning combination. The payout display unit 35 may also serve as a display unit that displays error information that can identify an error that has occurred in the game machine 10.
[0051] As shown in FIG. 4, there are six different push orders for the stop buttons 21a to 21c, from the first to the sixth. For example, the first push order is a push order in which the stop buttons 21a to 21c are operated so that the left reel 16a, the center reel 16b, and the right reel 16c are stopped in this order. In FIG. 4, the push order is shown by abbreviating the left stop button 21a as "left", the center stop button 21b as "center", and the right stop button 21c as "right". For example, the first push order is shown as "left-center-right". Also, FIG. 4 shows the reels whose rotation is stopped by the first stop operation, the second stop operation, and the third stop operation. For example, in the case of the first push order, the left reel 16a stops upon the first stop operation, the center reel 16b stops upon the second stop operation, and the right reel 16c stops upon the third stop operation. Operation information according to the push order is displayed on the payout display unit 35. As an example, when the operation mode of the stop buttons 21a to 21c required to generate the winning combination is the first push order, the payout display unit 35 displays "o1" as operation information that can identify the first push order.
[0052] Next, the relationship between the hand (combination of symbols) and the prize will be explained. As shown in FIG. 5, the gaming machine 10 is provided with a payout role in which the award of gaming media is determined. The number of game media awarded (hereinafter referred to as the awarded number) is predetermined according to the payout role. As an example, the payout roles include a cherry role, a watermelon role, a bell role, and a bell spill role. As an example, the number of awards is determined as "4" for the cherry role, "15" for the watermelon role, "10" for the bell role, and "1" for the bell spill role. In the following description, the combination of symbols that stops on the active line NL when the cherry role wins is referred to as a "cherry stop number". The combination of symbols that stops on the active line NL when the watermelon role wins is referred to as a "watermelon stop number". The combination of symbols that stops on the active line NL when the bell role wins is referred to as a "bell stop number". The combination of symbols that stops on the active line NL when the bell role wins is referred to as a "bell spill number". The combination of symbols that stops on the active line NL when the bell spill role wins is referred to as a "bell spill stop number".
[0053] The gaming machine 10 has a replay role that is determined to award a replay as a prize. If a replay is awarded when a variable game is played with 3 bets, the variable game can be played again with 3 bets without reducing the number of gaming media managed by the gaming machine and setting the bet amount. In the following description, the combination of symbols that stops on the pay line NL when a replay role is awarded is referred to as a "replay stop number."
[0054] The gaming machine 10 is provided with a bonus role that determines the award of a bonus game. The bonus role does not determine the award of game media or replay as a prize. When a bonus role is won and the bonus role is awarded, a bonus game is awarded (occurs). When a bonus game is generated in the gaming machine 10, the gaming machine 10 is controlled to enter a bonus state. The bonus state ends with a variable game in which the number of game media awarded since the bonus state began exceeds a prescribed number (for example, 200). In the following description, a combination of symbols that stops on a pay line NL when a bonus role is awarded is referred to as a "bonus stop".
[0055] The gaming machine 10 has a plurality of gaming states. As shown in FIG. 6, the multiple game states include a first normal state, a second normal state, an AT (so-called assist time) state, and a bonus state. In the following description, the first normal state and the second normal state may be collectively referred to as the normal state. The AT state is a game state in which it is easier to win a payout role than the normal state. Therefore, the AT state can be said to be a game state that is more advantageous to the player than the normal state. The bonus state is a game state in which it is easier to win a payout role than the normal state. Therefore, the bonus state can be said to be a game state that is more advantageous to the player than the normal state.
[0056] In the gaming machine 10, when the condition for transition to the advantageous zone is satisfied while in the first normal state, the gaming machine 10 transitions to the second normal state. At this time, the gaming machine 10 transitions from the non-advantageous zone to the advantageous zone. Here, the advantageous zone is a zone that is more likely to transition to the AT state than the non-advantageous zone. The advantageous zone is a zone in which it is permitted to display operation information on the payout display unit 35. On the other hand, the non-advantageous zone is a zone in which it is prohibited to display operation information on the payout display unit 35. As an example, the condition for transition to the advantageous zone is satisfied when any payout role is won in the role lottery.
[0057] In the gaming machine 10, if a bonus role is won while in the first normal state, the gaming machine 10 transitions to the bonus state. At this time, the gaming machine 10 transitions from a non-advantageous zone to an advantageous zone. In the gaming machine 10, if an end condition for the bonus state (hereinafter referred to as the bonus end condition) is met after transitioning from the first normal state to the bonus state, the gaming machine 10 transitions to the first normal state. The bonus end condition is met when the number of gaming media awarded after transitioning to the bonus state exceeds a prescribed number (200 as an example). At this time, the gaming machine 10 transitions from the advantageous zone to the non-advantageous zone.
[0058] In the gaming machine 10, when the start condition of the AT state (hereinafter referred to as the AT start condition) is satisfied during the second normal state, the gaming machine 10 transitions to the AT state. The gaming machine 10 is controlled to be in the advantageous zone. The AT start conditions will be described later. In the gaming machine 10, if a bonus role is won while in the second normal state, the state transitions to the bonus state. At this time, the gaming machine 10 continues to be controlled to be in the advantageous zone. In the gaming machine 10, if a bonus end condition is met after transitioning from the second normal state to the bonus state, the state transitions to the second normal state. At this time, the gaming machine 10 continues to be controlled to be in the advantageous zone.
[0059] In the gaming machine 10, if an end condition of the AT state (hereinafter referred to as the AT end condition) is met while in the AT state, the gaming machine 10 transitions to the second normal state. At this time, the gaming machine 10 continues to be controlled in the advantageous zone. The AT end condition will be described later. In the gaming machine 10, if a bonus role is won while in the AT state, the gaming machine transitions to the bonus state. At this time, the gaming machine 10 continues to be controlled in the advantageous zone. In the gaming machine 10, if a bonus end condition is met after transitioning from the AT state to the bonus state, the gaming machine transitions to the AT state. At this time, the gaming machine 10 continues to be controlled in the advantageous zone.
[0060] In the gaming machine 10, when the end condition of the advantageous zone is met while in either the second normal state or the AT state, the state transitions to the first normal state. At this time, the gaming machine 10 transitions from the advantageous zone to the non-advantageous zone. Also, in the gaming machine 10, after transitioning from the second normal state or the AT state to the bonus state, if the end condition of the advantageous zone is met while in the bonus state and the bonus end condition is met, the state transitions to the first normal state. At this time, the gaming machine 10 transitions from the advantageous zone to the non-advantageous zone.
[0061] The end condition of the advantageous zone is established when the variable game of the upper limit number of games (4000 as an example) is ended without transitioning to the non-advantageous zone after transitioning to the advantageous zone. That is, in the gaming machine 10, when the number of variable games executed in the advantageous zone without transitioning to the non-advantageous zone reaches "4000" corresponding to the upper limit number of games, the end condition of the advantageous zone is established. In addition, the end condition of the advantageous zone is established when the difference number of game media in the advantageous zone reaches the difference number upper limit number (2400 as an example) after transitioning to the advantageous zone. The "difference number of game media" shown in this specification is the number obtained by subtracting the number of game media used to execute the variable game from the number of game media granted upon the occurrence of a winning. Therefore, the difference number of game media can be a positive number or a negative number. In this way, in the gaming machine 10, when the difference number of game media in the advantageous zone reaches "2400" corresponding to the difference number upper limit number without transitioning to the non-advantageous zone, the end condition of the advantageous zone is established. As described above, the condition for ending the advantageous period is met when the number of variable games executed in the advantageous period reaches the upper limit number of games, or when the difference number in the advantageous period reaches the upper limit number of differences.
[0062] The gaming machine 10 differs in whether or not the operation information is displayed, or in the probability of displaying the operation information, depending on the game state. In the first normal state, the operation information is not displayed on the payout display unit 35. In the second normal state, the operation information is not displayed on the payout display unit 35. In the AT state, the operation information is displayed on the payout display unit 35. In the bonus state, the operation information is displayed on the payout display unit 35. For this reason, in the AT state and the bonus state, the advantageous advantage of displaying the operation information is given to the player. On the other hand, in the first normal state and the second normal state, the advantageous advantage of displaying the operation information is not given to the player. Not limited to this, in the second normal state, the operation information may be displayed on the payout display unit 35. In this case, the probability of displaying the operation information in the second normal state may be lower than the probability in the AT state and the bonus state. As described above, the non-advantageous section is a section in which the display of the operation information is prohibited. Therefore, at least in the first normal state, the operation information is not displayed.
[0063] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 7, the gaming machine 10 includes a plurality of control boards. The control boards include an in-control board 40, a game media count control board 41, and a sub-control board 42. The multiple control boards are provided in positions that cannot be accessed or seen unless the locking device is unlocked and the front door 12 is opened.
[0064] The main control board 40 and the game media number control board 41 are connected to enable two-way communication. The main control board 40 executes a predetermined control and outputs control information to the game media number control board 41. For example, the control information is a signal, a command, or a message. The game media number control board 41 executes a predetermined control and outputs control information to the main control board 40.
[0065] The main control board 40 and the sub-control board 42 are connected to enable one-way communication from the main control board 40 to the sub-control board 42. The main control board 40 executes predetermined control and outputs control information to the sub-control board 42. The sub-control board 42 is capable of inputting the control information output from the main control board 40. The sub-control board 42 executes predetermined control based on the control information input from the main control board 40.
[0066] The game media number control board 41 of the game machine 10 and the CU control board 110 of the management unit 100 are connected to each other via a connection terminal board 90 provided in the game machine 10 so as to be able to communicate in both directions. The connection terminal board 90 can output control information to the CU control board 110. The connection terminal board 90 can input control information from the CU control board 110. The connection terminal board 90 is an example of an external input means that can input information from the CU control board 110. The game media number control board 41 executes a predetermined control and outputs control information to the CU control board 110. The CU control board 110 executes a predetermined control and outputs control information to the game media number control board 41.
[0067] The gaming machine 10 includes a power supply unit 60 inside the machine. The power supply unit 60 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the main control board 40. The power supplied to the main control board 40 is further supplied to the game media count control board 41 and the sub control board 42. The power supply unit 60 includes a power switch 60a. The gaming machine 10 is configured to be able to be powered on by starting power supply to the power supply unit 60 with the power switch 60a in the on state, or by turning on the power switch 60a while power is being supplied.
[0068] The main control board 40 will now be described in detail. The main control board 40 includes a CPU 40a, a ROM 40b, and an RWM 40c. The CPU 40a executes a main control program to mainly control the progress of the game. The ROM 40b stores the main control program, judgment values used for various judgments and lotteries, tables, and the like. As an example, the judgment values used for lotteries include role judgment values used for role lotteries described below. The RWM 40c stores various information that is rewritten according to the processing results of the CPU 40a. As an example, the information stored in the RWM 40c includes a bet amount (number of bets), as well as flags, counters, and timers.
[0069] The main control board 40 is configured to be able to generate random numbers. As an example, the random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit that updates the value of the random numbers at predetermined intervals on the main control board 40, or may be generated as so-called "software random numbers" by the CPU 40a updating the value of the random numbers at predetermined intervals.
[0070] The main control board 40 is connected to the reel sensors SE1 to SE3. The CPU 40a can input the detection signals output by the reel sensors SE1 to SE3 via a port (not shown). The main control board 40 is connected to the actuators of the reels 16a to 16c. The CPU 40a can individually control the rotation and stopping of the reels 16a to 16c via a drive circuit (not shown).
[0071] The main control board 40 is connected to the 1 bet button 17, the MAX bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21a to 21c. The CPU 40a can input, via a port not shown, each detection signal output when the 1 bet button 17, the MAX bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21a to 21c are operated. The main control board 40 is connected to the information display unit 30. The CPU 40a can control the display contents of the information display unit 30 via a drive circuit not shown.
[0072] The main control board 40 includes a setting device 50. The setting device 50 is configured to be operable by using a specified key. The CPU 40a can input a detection signal that is output when the setting device 50 is operated via a port not shown. In the following description, when it is stated that "the setting device 50 is operated," it means that the setting device 50 is operated by using a specified key. The main control board 40 includes a setting button 51. The CPU 40a can input a detection signal that is output when the setting button 51 is operated via a port not shown.
[0073] In the gaming machine 10, the setting value can be set by operating the setting device 50 when the power is turned on. The setting value is configured in a plurality of stages. In the gaming machine 10, any one of the plurality of setting values can be selected by operating the setting button 51. The setting values are "1" to "6". In the gaming machine 10, any one of "1" to "6" can be set as the setting value. In the gaming machine 10, when the setting device 50 is operated when the power is turned on, the gaming machine 10 is controlled to a setting value changeable state in which the setting value can be changed. In the gaming machine 10, the setting value selected as the setting value to be set can be changed one stage at a time by operating the setting button 51 in the setting value changeable state. In the gaming machine 10, the setting value selected when the start lever 20 is operated in the setting value changeable state is set as the setting value. In the gaming machine 10, various lotteries are held under the winning probability based on the setting value. As a result, in the gaming machine 10, the advantageous degree differs depending on the setting value, and the expected value of the ball payout rate differs. As an example, in the gaming machine 10, the expected ball payout rate is higher and the degree of advantage is higher in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6".
[0074] Here, the winning numbers and the winning lottery tables used in the lottery for determining the winning number from among a plurality of winning numbers among the lottery tables stored in the ROM 40b will be described.
[0075] First, the winning number will be explained. The winning number is information that determines one or more combinations of symbols as combinations of symbols that can be displayed (derived) in a variable game. In other words, the winning number is a condition device identifier (ID) that determines one or more combinations as combinations that can win a prize in a variable game.
[0076] The gaming machine 10 is provided with a plurality of winning numbers including winning numbers 01-11. For the winning number 01, a cherry role is set as a role that can be won in the variable game. When the winning number 01 is won and each of the stop buttons 21a to 21c is operated to stop at a push position where the cherry symbol can be stopped on the pay line NL (hereinafter, referred to as the cherry push position), the reels are stopped so that the cherry role is won, regardless of the push order. On the other hand, when the stop buttons 21a to 21c are operated to stop at a push position other than the cherry push position, the reels are stopped so that the cherry spill symbol combination is displayed, regardless of the push order. In addition, in the gaming machine 10, even if the cherry spill symbol combination is displayed, no prize is awarded.
[0077] For the winning number 02, a watermelon role is set as a role that can be won in the variable game. When the winning number 02 is won and each of the stop buttons 21a to 21c is operated to stop at a push position where the watermelon symbol can be stopped on the pay line NL (hereinafter referred to as the watermelon push position), the reels are stopped so that the watermelon role is won, regardless of the push order. On the other hand, when the stop buttons 21a to 21c are operated to stop at a push position other than the watermelon push position, the reels are stopped so that the watermelon spill symbol combination is derived, regardless of the push order. In addition, in the gaming machine 10, even if the watermelon spill symbol combination is derived, no prize is awarded.
[0078] The winning number 03 is set to be a bell role as a winning combination in the variable game. If the winning number 03 is a winning combination, the reels are stopped so that the bell role is won, regardless of the pressing order or the pressing position.
[0079] For the winning numbers 04 to 09, the bell role and the bell spill role are set as roles that can be won in the variable game. When any of the winning numbers 04 to 09 is won, and a stop operation (hereinafter referred to as the operation mode of the bell role) is performed in any one of the predetermined push orders from the first push order to the sixth push order, the reels are stopped so that the bell role will be won, regardless of the push position. On the other hand, when a stop operation (hereinafter referred to as the operation mode of the bell spill role) is performed in a push order different from the one push order, the reels are stopped so that the bell spill role will be won, regardless of the push position.
[0080] For winning number 04, when the reels are stopped in the first push order, the reels will be stopped so that a bell will be awarded. For winning number 05, when the reels are stopped in the second push order, the reels will be stopped so that a bell will be awarded. For winning number 06, when the reels are stopped in the third push order, the reels will be stopped so that a bell will be awarded. For winning number 07, when the reels are stopped in the fourth push order, the reels will be stopped so that a bell will be awarded. For winning number 08, when the reels are stopped in the fifth push order, the reels will be stopped so that a bell will be awarded. For winning number 09, when the reels are stopped in the sixth push order, the reels will be stopped so that a bell will be awarded.
[0081] The winning number 10 is set to be a replay role as a possible winning role in the variable game. If the winning number 10 is won, the reels are stopped so that the replay role is won, regardless of the pressing order and the pressing position.
[0082] A bonus combination is determined for the winning number 11 as a combination that can be won in the variable game. When the winning number 11 is won and each of the stop buttons 21a to 21c is operated to stop at a push position where a seven symbol can be stopped on the pay line NL (hereinafter referred to as the seven push position), the reels are stopped so that the bonus combination is won, regardless of the push order. On the other hand, when the stop buttons 21a to 21c are operated to stop at a push position other than the seven push position, the reels are stopped so that a bonus spill symbol combination is derived, regardless of the push order. In the gaming machine 10, even if a bonus spill symbol combination is derived, no prize is awarded.
[0083] Next, the winning combination table will be described. The gaming machine 10 has a plurality of role selection tables. The role selection tables include a first role selection table that is referred to when a variable game is played when not in a bonus state, and a second role selection table that is referred to when a variable game is played when in a bonus state.
[0084] In each lottery table, a role determination value is associated with each of the multiple winning numbers as numerical data for determining whether or not the winning number is a winning number (hereinafter referred to as winning determination). In determining whether a player has won, a decision is made that a player has won if the value obtained by subtracting the role determination value from the value of the random number used for the role selection is a negative value. If the value obtained by subtracting the role determination value from the value of the random number used for the role selection is not a negative value, this calculated value is used to determine whether the next winning number has won. Incidentally, if no winning number (role) is selected, this is known as a "lose." Each role determination value is determined in advance according to the role selection table, the set value, and the winning number.
[0085] In each lottery table, the winning numbers (roles) to be judged as winning or not are predefined. The winning numbers to be judged in the first lottery table are the winning numbers 01 to 11. The winning numbers to be judged in the second lottery table are the winning numbers 01 to 10.
[0086] In the first role selection table, role judgment values are set so that the winning probability of each of the winning numbers 01 to 11 increases in the following order: set value "1" < set value "2" < set value "3" < set value "4" < set value "5" < set value "6". In the second role selection table, the winning probability of each of the winning numbers 01 to 10 is set to the same role judgment value regardless of the set value. In the second role selection table, the winning probability of each of the winning numbers 01 to 09 in the second role selection table is set so that it is higher than the winning probability of each of the winning numbers 01 to 09 in the first role selection table.
[0087] Therefore, in the gaming machine 10, the probability of awarding a prize increases in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". In other words, the gaming machine 10 is configured to be advantageous for the player in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6". Also, in the gaming machine 10, the probability of winning a payout role in a bonus state is higher than the probability of winning a payout role in a non-bonus state. In other words, the gaming machine 10 is configured so that the expected value of the number of gaming media awarded in a bonus state is higher than the expected value of the number of gaming media awarded in a non-bonus state.
[0088] The main control board 40 includes a backup power supply 52. The backup power supply 52 supplies backup power to the RWM 40c as well as the game media count control board 41 (RWM41c) even when the power supply from outside the machine is cut off. The backup power supply 52 supplies backup power to the RWM 40c and the RWM 41c even when the power switch 60a is in the off state. As an example, the backup power supply 52 is a power storage device that stores power using power supply from outside the machine.
[0089] In the following description, power off may refer to the interruption of power supply from outside the machine or the turning off of the power switch 60a. The RWM40c and RWM41c can retain the stored contents of the RWM40c and RWM41c at the time of power off even after the power is off by receiving backup power from the backup power source 52. In other words, the gaming machine 10 is equipped with a backup function. Not limited to this, the RWM40c and RWM41c may be non-volatile memories capable of retaining stored contents even when the power is off, so that the information can be retained even after the power is off. All information stored in the RWM40c and RWM41c is subject to backup.
[0090] The game media number control board 41 will now be described in detail. The gaming media count control board 41 comprises a CPU 41a, a ROM 41b, and an RWM 41c. The CPU 41a executes a gaming media count control program to mainly perform processing related to the gaming media owned by the player. The ROM 41b stores the gaming media count control program and the like. The RWM 41c stores various information that is rewritten depending on the processing results of the CPU 41a. As an example, the information stored in the RWM 41c includes information on gaming machine management gaming media, In addition to body counts, there are flags, counters, and timers.
[0091] The gaming media number control board 41 includes a gaming media number clear button 53. The gaming media number clear button 53 is an example of an operation means capable of initializing the gaming machine managed gaming media number stored in the RWM 41c to 0. The gaming media number clear button 53 outputs a gaming media number clear signal when pressed. The gaming media number clear signal is turned on when the gaming media number clear button 53 is pressed, and is turned off when the button is not pressed. The CPU 41a can input the gaming media number clear signal through a port not shown. The gaming media number control board 41 is connected to the gaming machine managed gaming media number display unit 22. The CPU 41a can control the display contents of the gaming machine managed gaming media number display unit 22 through a drive circuit not shown. The gaming media number control board 41 is connected to the count button 23. The CPU 41a can input the count signal to be output when the count button 23 is operated through a port not shown.
[0092] The sub-control board 42 will now be described in detail. The sub-control board 42 includes a CPU 42a, a ROM 42b, and an RWM 42c. The CPU 42a executes a sub-control program to mainly perform processing related to the performance. The ROM 42b stores the sub-control program, judgment values used for various judgments and lotteries, tables, and the like. The ROM 42b stores audio performance data used for audio performance, light-emitting performance data used for light-emitting performance, display performance data used for display performance, and vibration performance data used for vibration performance. The RWM 42c stores various information that is rewritten according to the processing results of the CPU 42a. As an example, the information stored in the RWM 42c includes flags, counters, and timers.
[0093] The sub-control board 42 is configured to be able to generate random numbers. For example, the random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit that updates the value of the random numbers at predetermined intervals on the sub-control board 42, or may be generated as so-called "software random numbers" by the CPU 42a updating the value of the random numbers at predetermined intervals.
[0094] The sub-control board 42 is connected to the decorative lamp 13, the speaker 14, and the performance display unit 15. The CPU 42a can control the decorative lamp 13, the speaker 14, and the performance display unit 15 through a drive circuit not shown. The sub-control board 42 is connected to the performance operation unit 24. The CPU 42a can input a detection signal output when the performance operation unit 24 is operated through a port not shown. The sub-control board 42 is connected to the vibration device 24a and the vibration device 25a. The CPU 42a can control the vibration device 24a and the vibration device 25a through a drive circuit not shown. As a result, the CPU 42a can control the performance operation unit 24 and the lower tray 25 to perform a vibration performance. The CPU 42a is an example of a performance control means that controls the decorative lamp 13, the speaker 14, the performance display unit 15, the performance operation unit 24, and the lower tray 25.
[0095] The processes executed by the CPU 40a and the CPU 41a will be described below. First, the process when the power is cut off will be described. The main power supply cut-off process executed by the CPU 40a will be described.
[0096] When the CPU 40a receives a power interruption detection signal output by a backup circuit (not shown), it executes main-side power interruption processing. As an example, the backup circuit outputs the power interruption detection signal when the power supply voltage supplied from the power supply unit 60 drops below a specified voltage. In the main-side power interruption processing, the CPU 40a calculates a checksum value of the RWM 40c and stores the calculated checksum value in the RWM 40c. The CPU 40a also checks whether the main-side power interruption processing has been executed normally (hereinafter referred to as the main backup flag). The CPU 40a then waits until the power is completely turned off. The various pieces of information stored in the RWM 40c when the power is turned off are retained even after the power is turned off by the backup function described above.
[0097] The media-controlling-side power-off process executed by the CPU 41a will now be described. When the CPU 41a receives a power-off detection signal output by a backup circuit (not shown), the CPU 41a executes a media control side power-off process. In the media control side power-off process, the CPU 41a calculates a checksum value of the RWM 41c and stores the calculated checksum value in the RWM 41c. The CPU 41a also stores information (hereinafter, referred to as a media backup flag) capable of identifying that the media control side power-off process has been executed normally in the RWM 41c. The CPU 41a then waits until the power is completely cut off. Various pieces of information stored in the RWM 41c when the power is cut off are retained even after the power is cut off by the backup function described above.
[0098] Next, the process when the power is turned on will be described. The main side power-on process executed by the CPU 40a will be described. When the power supply voltage supplied from the power supply unit 60 reaches a specified voltage and the CPU 40a starts up in response to power-on, the CPU 40a executes a main-side power-on process. The CPU 40a judges whether or not a detection signal output when the setter 50 is operated is input. If a detection signal is input, the CPU 40a executes a set value change process. That is, the CPU 40a controls the set value to be changeable. In the set value change process, the CPU 40a changes the set value selected as the set value to be set by one step each time the setting button 51 is operated. Then, when the start lever 20 is operated, the CPU 40a stores information (hereinafter referred to as set value information) capable of identifying the set value selected at that time in the RWM 40c as the set value to be set. The CPU 40a also stores control information (hereinafter referred to as set value command) capable of identifying the set value in the output buffer. The control information (commands) stored in the output buffer are output to the game media count control board 41 and the sub-control board 42 by an information output process executed as a timer interrupt process. After storing the setting value information in the RWM 40c, the CPU 40a initializes some or all of the information different from the setting value information stored in the RWM 40c. After that, the CPU 40a executes the game progress main process described later.
[0099] When the detection signal output when the setting device 50 is operated is not input, the CPU 40a judges whether the backed up information is normal. The CPU 40a judges whether the main backup flag is stored in the RWM 40c. The CPU 40a also calculates a checksum value of the RWM 40c. The CPU 40a then judges whether the calculated checksum value matches the checksum value calculated in the main side power cutoff process. The CPU 40a judges the information as normal if the main backup flag is stored and the checksum values match, and judges the information as abnormal if they do not.
[0100] If the backed-up information is determined to be abnormal, the CPU 40a performs an RWM error process assuming that an RWM error has occurred. In the RWM error process, the CPU 40a displays error information that can identify that an RWM error has occurred on the payout display unit 35, and waits until the power is turned off. In the gaming machine 10, if an RWM error occurs, an RWM error occurs every time the power is turned on until the setting value change process is executed. If the backed-up information is determined to be normal, the CPU 40a returns based on the backed-up information and executes the game progress main process described later. When the CPU 40a finishes the main side power-on process, it allows the timer interrupt process.
[0101] The media control side power-on process executed by the CPU 41a will now be described. When the power supply voltage supplied from the power supply unit 60 reaches a specified voltage and the CPU 41a starts up in response to power-on, the CPU 41a executes a media control side power-on process. The CPU 41a judges whether the backed-up information is normal or not. The CPU 41a judges whether the media backup flag is stored in the RWM 41c. The CPU 41a also calculates a checksum value of the RWM 41c. The CPU 41a judges whether the calculated checksum value matches the checksum value calculated in the media control side power-off process. The CPU 41a judges whether the information is normal if the media backup flag is stored and the checksum values match, and judges whether the information is abnormal if they do not. If the backed-up information is judged to be abnormal, the CPU 41a initializes all information stored in the RWM 41c, including the number of gaming media managed by the gaming machine, gaming machine performance information, gaming machine installation information, and external management device information. After that, the CPU 41a returns based on the initialized information and executes a media control side normal process described later.
[0102] The gaming machine performance information is information stored in the RWM 41c based on control information output from the main control board 40 according to the game results. As an example, the gaming machine performance information includes information that can identify the total number of bets, the total number of gaming media acquired, and the total number of games played since the power was turned on. The gaming machine installation information includes information that can identify the IDs of the CPU 40a and the CPU 41a, the manufacturer code of the gaming machine 10, and the product codes of the CPU 40a and the CPU 41a. The external management device information is information stored in the RWM 41c based on control information output from the main control board 40 according to the progress of the game. As an example, the external management device information includes information that can identify the number of bets, the number of gaming media acquired, the game status of the gaming machine 10, and the error status of the gaming machine 10. The external management device information is data output for a hall computer, which is an example of an external management device.
[0103] When the backed up information is determined to be normal, the CPU 41a determines whether the gaming media number clear button 53 is operated based on whether the gaming media number clear signal is in an ON state. When the gaming media number clear button 53 is operated, the CPU 41a initializes the gaming machine managed gaming media number and gaming machine performance information stored in the RWM 41c. At this time, the CPU 41a does not initialize information other than the gaming machine managed gaming media number and gaming machine performance information stored in the RWM 41c. Not limited to this, the CPU 41a may initialize a part of the information other than the gaming machine managed gaming media number and gaming machine performance information stored in the RWM 41c. After that, the CPU 41a returns based on the initialized or backed up information and executes a medium control side normal process described later.
[0104] When the gaming medium number clear button 53 is not operated, the CPU 41a initializes the gaming machine performance information stored in the RWM 41c. At this time, the CPU 41a does not initialize information different from the gaming machine performance information stored in the RWM 41c. Not limited to this, the CPU 41a may initialize a part of the information different from the gaming machine performance information stored in the RWM 41c. However, the CPU 41a does not initialize the gaming machine managed gaming medium number stored in the RWM 41c. After that, the CPU 41a returns based on the initialized or backed up information and executes the medium control side normal processing described later.
[0105] The game progress main process executed by the CPU 40a and the medium control side normal process executed by the CPU 41a will be described. As shown in FIG. 8, the game progress main processing executed by the CPU 40a is a series of processing related to the progress of the game, such as execution of a variable game and awarding of prizes.
[0106] In the game progress main process, the CPU 40a executes a game start set process (step S101). In the game start set process, the CPU 40a updates a predetermined storage area in the RWM 40c. Next, the CPU 40a executes an error process (step S 102). Error processing includes a process of determining whether or not to generate an error, and a process of controlling the game to an unplayable state in which it is not possible to play the game based on the generated error. In the following description, when an error is "generated," it means that information capable of identifying the error is stored in the RWM 40c. When an error is "released," it means that information capable of identifying the error is erased from the RWM 40c. Error processing will be described later.
[0107] When the error processing ends, the CPU 40a judges whether or not the replay is not in operation (step S103). The replay is not in operation corresponds to the time when the replay is not awarded. The replay is in operation corresponds to the time when the replay is awarded. If the replay is not in operation (step S103: YES), the CPU 40a executes a bet button acceptance process for setting the bet amount (the number of bets) in the current variable game (step S104).
[0108] In the bet button reception process, the CPU 40a judges whether or not the 1 bet button 17 or the MAX bet button 18 has been operated. If the 1 bet button 17 or the MAX bet button 18 has not been operated, the CPU 40a ends the bet button reception process. If the 1 bet button 17 or the MAX bet button 18 has been operated, the CPU 40a may increase the bet amount.
[0109] Specifically, in the bet button reception process, the CPU 40a may increase the bet amount when it inputs a detection signal output when the 1 bet button 17 is operated. When the set bet amount is less than the maximum bet amount and the number of gaming media managed by the gaming machine is 1 or more, the CPU 40a increases the bet amount by 1 when the 1 bet button 17 is operated. When the set bet amount is the maximum bet amount, the CPU 40a does not increase the bet amount even when the 1 bet button 17 is operated. When the number of gaming media managed by the gaming machine is 0, the CPU 40a does not increase the bet amount even when the 1 bet button 17 is operated. As will be described later, the CPU 40a can specify the number of gaming media managed by the gaming machine based on a managed gaming media number command input from the gaming media number control board 41 (CPU 41a). The managed gaming media number command is control information capable of specifying the number of gaming media managed by the gaming machine.
[0110] In the bet button reception process, the CPU 40a may increase the bet amount when it inputs a detection signal output when the MAX BET button 18 is operated. The CPU 40a may increase the bet amount when the MAX BET button 18 is operated when the set bet amount is less than the maximum bet amount and the number of gaming media managed by the gaming machine is 1 or more. The CPU 40a does not increase the bet amount even if the MAX BET button 18 is operated when the set bet amount is the maximum bet amount. The CPU 40a does not increase the bet amount even if the MAX BET button 18 is operated when the number of gaming media managed by the gaming machine is 0.
[0111] When the CPU 40a increases the bet amount based on the operation of the MAX BET button 18, the CPU 40a increases the bet amount only when the bet amount becomes the maximum bet amount. When the set bet amount is less than the maximum bet amount and the sum of the set bet amount and the number of game media managed by the gaming machine is equal to or greater than the maximum bet amount, the CPU 40a increases the bet amount so that the bet amount becomes the maximum bet amount when the MAX BET button 18 is operated. When the sum of the set bet amount and the number of game media managed by the gaming machine is less than the maximum bet amount, the CPU 40a does not increase the bet amount even if the MAX BET button 18 is operated. For example, when the set bet amount is 0 and the number of game media managed by the gaming machine is less than 3, the CPU 40a does not increase the bet amount even if the MAX BET button 18 is operated.
[0112] When the bet amount is increased in the bet button acceptance process, the CPU 40a stores control information (hereinafter, referred to as a bet amount command) capable of identifying that the bet amount has been set in the output buffer. The bet command is control information capable of specifying the bet that has been increased by operating the 1 bet button 17 or the MAX bet button 18. As an example, when the 1 bet button 17 is operated and the bet increases by 1, a bet command capable of specifying that the bet has increased by 1 is stored in the output buffer. As an example, when the MAX bet button 18 is operated and the bet increases by 3, a bet command capable of specifying that the bet has increased by 3 is stored in the output buffer. After storing the bet command in the output buffer, the CPU 40a ends the bet button acceptance process.
[0113] In the normal processing on the media control side, when the CPU 41a inputs a multiplier command, it subtracts the number of gaming media managed by the gaming machine by the number of multipliers (number of bets) that can be specified from the multiplier command. As an example, when the CPU 41a inputs a multiplier command that can specify that the multiplier has increased by 1, it decreases the number of gaming media managed by the gaming machine by 1. As an example, when the CPU 41a inputs a multiplier command that can specify that the multiplier has increased by 3, it decreases the number of gaming media managed by the gaming machine by 3. In this way, the CPU 41a decreases the number of gaming media managed by the gaming machine according to the multiplier command. The gaming machine 10 is configured to be able to decrease the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) in accordance with the setting of the multiplier.
[0114] When the bet button reception process is completed, the CPU 40a executes the settlement button reception process (step S105). In the settlement button reception process, the CPU 40a determines whether or not the settlement button 19 has been operated. If the settlement button 19 has not been operated, the CPU 40a terminates the settlement button reception process. If the settlement button 19 has been operated, the CPU 40a may decrease the bet amount (amount of bets). In other words, if the settlement button 19 has been operated, the CPU 40a may settle the bet amount.
[0115] Specifically, in the settlement button reception process, the CPU 40a may decrease the bet when it receives a detection signal output when the settlement button 19 is operated. When the set bet is 1 or more, the CPU 40a decreases the bet when the settlement button 19 is operated. When the set bet is 0, the CPU 40a does not decrease the bet even if the settlement button 19 is operated, and ends the settlement button reception process.
[0116] When the CPU 40a decreases the odds based on the operation of the settlement button 19, it decreases the odds by the number of the set odds. In other words, when the settlement button 19 is operated, the CPU 40a decreases the set odds so that the odds become 0. For example, when the set odds are the maximum odds (3), the CPU 40a decreases the odds by 3 when the settlement button 19 is operated.
[0117] When the odds are decreased in the adjustment button reception process, the CPU 40a stores control information (hereinafter referred to as an adjustment command) capable of identifying that the odds have been adjusted in the output buffer. The odds being adjusted corresponds to the set odds being decreased. More specifically, the odds being adjusted corresponds to the set odds being changed from any of 1 to 3 to 0. The adjustment command is control information capable of identifying the number of odds that has been decreased by operating the adjustment button 19. As an example, when the set odds are the maximum odds (3) and the adjustment button 19 is operated, a adjustment command capable of identifying that the odds have been decreased by 3 is stored in the output buffer.
[0118] In the normal processing on the media control side, when the CPU 41a inputs a settlement command, it adds the number of bets (number of bets) that can be specified from the settlement command to the number of gaming media managed by the gaming machine. As an example, when the CPU 41a inputs a settlement command that can specify that the number of bets has decreased by 3, it increases the number of gaming media managed by the gaming machine by 3. In this way, the CPU 41a increases the number of gaming media managed by the gaming machine in response to the settlement command. The gaming machine 10 The number of gaming media owned by a player (number of gaming media managed by the gaming machine) can be increased.
[0119] When the replay is not inactive (step S103: NO), or when the settlement button reception process is completed, the CPU 40a judges whether the set odds (number of bets) match the prescribed odds (for example, 3) that allow the variable game to be started (step S106). When the replay is not inactive (step S103: NO), the CPU 40a sets the odds set when starting the previous variable game as the odds for the current variable game.
[0120] If the set odds do not match the specified odds (step S106: NO), the CPU 40a proceeds to step S102. That is, in step S106, the CPU 40a determines whether the variable game can be started. On the other hand, if the set odds match the specified odds (step S106: YES), the CPU 40a determines whether the start lever 20 has been operated (start operation) (step S107).
[0121] In the process of step S107, the CPU 40a makes an affirmative determination when a detection signal is input from the start lever 20. On the other hand, the CPU 40a makes a negative determination when a detection signal is not input from the start lever 20. If a start operation has not been accepted (step S107: NO), the CPU 40a proceeds to the process of step S102. On the other hand, if a start operation has been accepted (step S107: YES), the CPU 40a executes an internal lottery process (step S108).
[0122] The role selection process among the internal selection processes will be described below. The role selection process is a process for determining a winning number as a role selection. In the role selection process, the CPU 40a acquires a random number for role selection generated by the main control board 40. The CPU 40a refers to either the first role selection table or the second role selection table among the role selection tables depending on whether or not it is in a bonus state. The CPU 40a refers to the setting value information and identifies the set value. The CPU 40a subtracts the role determination value of the winning number determined for each role selection table and setting value from the acquired random number for role selection, and repeatedly performs a determination of whether or not to win. As a result, the CPU 40a determines whether or not to win any of the winning numbers determined in the role selection table, or to not win any of the winning numbers (so-called loss). When any of the winning numbers is won, the CPU 40a stores information capable of identifying the winning number (hereinafter referred to as a winning flag) in the RWM 40c. The CPU 40a stores control information (hereinafter, referred to as a winning command) capable of identifying the winning number in the output buffer. After that, the CPU 40a ends the role selection process.
[0123] The advantageous lottery process among the internal lottery processes will be described. When the role selection process is completed, the CPU 40a executes an advantageous selection process. In the advantageous selection process, the CPU 40a executes either an advantageous zone transition determination process or an AT transition determination process depending on the game state. When the CPU 40a is controlled to the first normal state, it executes the advantageous zone transition determination process. When the CPU 40a is controlled to the second normal state, it executes the AT transition determination process. When the CPU 40a is controlled to the AT state or the bonus state, it ends the advantageous selection process and ends the internal selection process.
[0124] First, the process of determining transition to the favorable zone will be explained. The CPU 40a executes the advantageous zone transition determination process when it is controlled to the first normal state. On the other hand, the CPU 40a does not execute the advantageous zone transition determination process when it is controlled to a game state different from the first normal state. The advantageous zone transition determination process is a process for determining whether or not a non-advantageous zone is to be transitioned to an advantageous zone. The advantageous zone transition determination process is a process for determining whether or not to transition from the first normal state to the second normal state.
[0125] In the advantageous zone transition determination process, the CPU 40a judges whether the transition condition to the advantageous zone is satisfied. Specifically, the CPU 40a refers to the winning flag. If the winning flag is any of the winning numbers 01 to 09, the CPU 40a judges that the transition condition to the advantageous zone is satisfied. The CPU 40a stores information (hereinafter referred to as advantageous zone transition information) capable of identifying that the transition condition to the advantageous zone is satisfied in the RWM 40c. This allows the CPU 40a to identify that the transition condition to the advantageous zone is satisfied. If the winning flag is not the winning number 10, 11, or any winning number (miss), the CPU 40a judges that the transition condition to the advantageous zone is not satisfied.
[0126] When the CPU 40a determines that the conditions for transition to the advantageous zone are met, or when the CPU 40a determines that the conditions for transition to the advantageous zone are not met, the CPU 40a ends the advantageous zone transition determination process and ends the advantageous lottery process. Then, the CPU 40a ends the internal lottery process. Incidentally, when the conditions for transition to the advantageous zone are met, the CPU 40a transitions from the non-advantageous zone to the advantageous zone and transitions from the first normal state to the second normal state in the game state update process (step S117) described later.
[0127] Next, the AT transition decision process will be described. The CPU 40a executes the AT transition determination process when it is controlled to the second normal state. On the other hand, the CPU 40a does not execute the AT transition determination process when it is controlled to a game state different from the second normal state. The AT transition determination process is a process that determines whether or not to transition from the second normal state to the AT state.
[0128] In the AT transition determination process, the CPU 40a performs an AT lottery based on the random number for the AT transition lottery generated by the main control board 40 and the winning number of the winning flag. As an example, the AT lottery can be performed by determining whether the value of the acquired random number for the advantageous transition lottery is a value that results in a win in the AT lottery. The winning probability of the AT lottery differs depending on the winning number (winning role) of the winning flag. Not limited to this, the winning probability of the AT lottery may be configured to change periodically depending on the number of times the variable game is executed in the second normal state. If the AT lottery is won, the CPU 40a determines that the AT start condition is established. If the AT lottery is won, the CPU 40a stores information (hereinafter referred to as AT start information) capable of identifying that the AT start condition is established in the RWM 40c. This allows the CPU 40a to identify that the AT start condition is established. The CPU 40a also stores control information (hereinafter referred to as AT winning command) capable of identifying that the AT start condition is established in the output buffer. If the AT lottery is not won, the CPU 40a determines that the AT start condition is not met.
[0129] When the CPU 40a determines that the AT start condition is satisfied, or when the CPU 40a determines that the AT start condition is not satisfied, the CPU 40a ends the AT transition decision process and ends the advantageous lottery process. Then, the CPU 40a ends the internal lottery process. Incidentally, when the AT start condition is satisfied, the CPU 40a transitions from the second normal state to the AT state in the game state update process (step S117) described later. When the internal lottery process is terminated, the CPU 40a executes the instruction information process (step S109).
[0130] The instruction information determination process of the instruction information process will be described. The CPU 40a executes the instruction information determination process when it is controlled in either the AT state or the bonus state. On the other hand, the CPU 40a ends the instruction information process without executing the instruction information determination process when it is controlled in either the first normal state or the second normal state.
[0131] In the instruction information determination process, if the winning flag is any of the winning numbers 04 to 09 (bell role and bell spill role), the CPU 40a determines operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role. On the other hand, if the winning flag is 01, 02, 03, 10, 11, or none of the winning numbers, the CPU 40a does not determine operation information capable of identifying the operation mode of the stop buttons 21a to 21c. As an example, if the winning flag is the winning number 04, the CPU 40a determines operation information capable of identifying the first push order. The CPU 40a stores the control information capable of identifying the push order (hereinafter, referred to as the instruction information command) in the output buffer, and ends the instruction information determination process.
[0132] The instruction information display process of the instruction information process will be described. When the instruction information determination process is completed, the CPU 40a executes the instruction information display process. When operation information capable of identifying any of the first to sixth push sequences is determined in the instruction information determination process, the CPU 40a controls the payout display unit 35 so that the determined operation information is displayed (see FIG. 4). Then, the CPU 40a ends the instruction information display process. Note that if the instruction information determination process is not being executed, or if operation information has not been determined in the instruction information determination process, the CPU 40a does not execute the instruction information display process. After that, the CPU 40a ends the instruction information process.
[0133] When the instruction information process is completed, the CPU 40a stores control information (hereinafter referred to as a start bet command) capable of identifying the bet amount when the start operation is accepted in the output buffer. The CPU 41a updates the total bet amount in the gaming machine performance information stored in the RWM 41c based on the input start bet amount command. By inputting the start bet amount command, the CPU 41a and CPU 42a can identify the bet amount (bet amount) for the current variation game and can identify that the start operation for starting the variation game has been accepted.
[0134] Then, the CPU 40a judges whether the wait time has elapsed (step S110). If the wait time has not elapsed (step S110: NO), the CPU 40a waits until the wait time has elapsed. If the wait time has elapsed (step S110: YES), the CPU 40a sets a wait time (4100 ms, for example) for judging whether the wait time has elapsed next time. The set wait time is measured in a count subtraction process executed as a timer interrupt process.
[0135] After setting the wait time, the CPU 40a controls each actuator of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S111). In the gaming machine 10, the variation game starts when the reels 16a to 16c start to rotate in step S111. In this manner, the CPU 40a starts the variation game in response to a start operation. The CPU 40a stores control information (hereinafter, referred to as a start command) capable of identifying that the variation game has started in an output buffer. The start command is also control information capable of identifying the bet amount when the start operation is accepted.
[0136] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 40a judges whether a stop operation has been received from any of the stop buttons 21a-21c (step S112). In the process of step S112, the CPU 40a judges positively if a detection signal has been input from any of the stop buttons 21a-21c corresponding to the reel that is spinning. On the other hand, the CPU 40a judges negatively if a detection signal has not been input from any of the stop buttons 21a-21c. If a stop operation has not been received (step S112: NO), the CPU 40a waits until a stop operation is received.
[0137] When the CPU 40a receives a stop operation (step S112: YES), the CPU 40a executes a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S113). That is, the CPU 40a controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation.
[0138] The reel stop process will be described. The CPU 40a searches for symbols that are permitted to be stopped on the pay line NL according to the result of the winning combination lottery (winning combination) among symbols that are within a predetermined pull-in range (for example, 5 symbols) from the timing (rotation position) when the stop button is operated. For example, the search for symbols can be realized by at least one of referring to a stop symbol search table stored in the ROM 40b and performing a calculation using stop symbol search data. Then, the CPU 40a stops the rotation of the reels so that one of the searched symbols stops on the pay line NL.
[0139] When the first stop operation, the second stop operation, and the third stop operation are performed, the CPU 40a executes a reel stop process, respectively, to display the result of the current winning combination and the operation mode (pressing order and pressing position) of the stop buttons 21a to 21c. In other words, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation mode of the stop buttons 21a to 21c. Note that, if none of the winning numbers are won (if there is a loss), the CPU 40a does not generate any winning combination.
[0140] Next, the CPU 40a judges whether all of the reels 16a to 16c have been stopped (step S114). If some of the reels 16a to 16c have not been stopped (step S114: NO), the CPU 40a proceeds to the process of step S112. On the other hand, if all of the reels 16a to 16c have been stopped (step S114: YES), the CPU 40a ends the variable game and executes a winning judgment process for judging the result of the variable game (step S115). In this way, the CPU 40a ends the variable game in response to the stop operation. The CPU 40a stores control information (hereinafter, referred to as an end command) capable of identifying that the variable game has been ended in the output buffer. The CPU 41a updates the total number of games in the gaming machine performance information stored in the RWM 41c based on the input end command. As described above, in the gaming machine 10, the variation game starts when the reels 16a to 16c start to rotate in step S111, and the variation game ends when the reels 16a to 16c stop in step S114.
[0141] In the winning judgment process of step S115, the CPU 40a judges whether or not a winning combination has occurred. That is, the CPU 40a judges whether or not the combination of symbols stopped on the pay line NL is a combination that is predetermined as a combination required to win a prize. When a winning combination occurs, the CPU 40a awards the prize that is determined for the winning combination.
[0142] When a winning combination of a payout role occurs, the CPU 40a stores information (hereinafter referred to as winning number information) capable of identifying the number of gaming media to be won (the number of gaming media won) in the RWM 40c. When a winning combination of a payout role occurs, the CPU 40a stores control information (hereinafter referred to as winning number command) capable of identifying the number of gaming media won in the output buffer. The winning number command is control information capable of identifying the number of gaming media to be awarded (the number of awards) determined for the winning combination. The winning number command may be control information capable of identifying the combination that has generated the winning combination. After storing the winning number command in the output buffer, the CPU 40a ends the winning determination process.
[0143] In the normal processing on the media control side, when the CPU 41a inputs an acquisition number command, the CPU 41a adds the number of acquired gaming media that can be specified from the acquisition number command to the number of gaming media managed by the gaming machine. As an example, when the CPU 41a inputs an acquisition number command that can specify that the number of acquired gaming media is 10, the CPU 41a increases the number of gaming media managed by the gaming machine by 10. In this way, the CPU 41a increases the number of gaming media managed by the gaming machine according to the acquisition number command. The gaming machine 10 is configured to be able to increase the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) in association with winning. In addition, the CPU 41a updates the total number of acquired gaming media in the gaming machine performance information stored in the RWM 41c based on the input acquisition number command. Note that, although details will be described later, when the number of gaming media managed by the gaming machine is equal to or greater than the upper limit number for playing (for example, 16369), the gaming machine 10 enters an in-play state in which it is not possible to play. Therefore, when the number of gaming media managed by the gaming machine is equal to or greater than the upper limit number of plays, the main control board 40 will not output an acquisition number command. In the gaming machine 10, the maximum number of gaming media that can be acquired with one winning is 15. Therefore, the maximum number of gaming media managed by the gaming machine is "upper limit number of plays - 1 + 15 (16383 as an example)".
[0144] When a replay win occurs, the CPU 40a activates the replay. That is, the CPU 40a sets the same bet as the variable game in which the replay win occurs. The CPU 40a stores control information (hereinafter, referred to as a replay command) capable of identifying that the replay has been activated in the output buffer.
[0145] When a bonus combination is won, the CPU 40a causes a bonus game to be played. The CPU 40a stores control information (hereinafter, referred to as a bonus generation command) capable of identifying the occurrence of a bonus game in an output buffer. In addition, in the gaming machine 10, when the winning flag is the winning number 11 (bonus combination) and a bonus combination is not won, the game machine 10 is in a state in which a bonus combination can be won (so-called bonus inside) even after the next variable game until a bonus combination is won. After that, the CPU 40a ends the winning determination process.
[0146] When the winning determination process is completed, the CPU 40a executes an information calculation process (step S116). The information calculation process is a process for calculating (generating) information related to the result of the game. In the information calculation process, the CPU 40a executes the advantageous zone upper limit process. In the advantageous zone upper limit process, the CPU 40a judges whether or not it is controlled in the advantageous zone. That is, the CPU 40a judges whether or not it is controlled in any of the second normal state, the AT state, and the bonus state. If it is not controlled in the advantageous zone, the CPU 40a ends the advantageous zone upper limit process. If it is controlled in the advantageous zone, the CPU 40a subtracts 1 from information (hereinafter referred to as the advantageous game number) that can specify the number of variable games executed after the transition from the non-advantageous zone to the advantageous zone, which is stored in the RWM 40c. In addition, in the game state update process (step S117) described later, when the transition from the non-advantageous zone to the advantageous zone occurs, the game upper limit number (4000 as an example) is stored in the RWM 40c as the initial value of the advantageous game number. The CPU 40a stores in the output buffer control information (hereinafter, referred to as an advantageous zone game number command) capable of specifying the number of times a variable game is executed after a transition from an advantageous zone to another advantageous zone.
[0147] When controlled in the advantageous zone, the CPU 40a updates information capable of identifying the difference in the number of game media after the transition from the non-advantageous zone to the advantageous zone, which is stored in the RWM 40c (hereinafter referred to as the advantageous difference). Specifically, the CPU 40a subtracts the bet number in the current variable game from the advantageous difference number. Note that, in the case of a variable game executed by activating a replay, the CPU 40a does not subtract the advantageous difference number. The CPU 40a adds the number of game media that can be identified by the winning number information stored in the RWM 40c to the advantageous difference number. Note that, in the case of a winning replay role, the CPU 40a does not add to the advantageous difference number. As an example, a 3 bet When no payout role is won in a variable game executed with 3 bets, the CPU 40a subtracts 3 from the advantageous difference number. As an example, when a bell role is won in a variable game executed with 3 bets, the CPU 40a subtracts 3 from the advantageous difference number and adds 10. That is, the CPU 40a adds 7 to the advantageous difference number. The advantageous difference number may become a negative number as a result of the subtraction. The CPU 40a stores control information (hereinafter, referred to as an advantageous difference number command) capable of specifying the difference number of game media after the transition from the non-advantageous zone to the advantageous zone in the output buffer. In the game state update process (step S117) described later, when the transition from the non-advantageous zone to the advantageous zone occurs, 0 is stored in the RWM 40c as the initial value of the advantageous difference number.
[0148] The CPU 40a judges whether the end condition of the advantageous zone is satisfied. Specifically, the CPU 40a judges whether the number of advantageous games has become 0. Judging whether the number of advantageous games has become 0 corresponds to judging whether the value after subtraction is 0 as a result of subtracting 1 from the number of advantageous games. If the number of advantageous games does not become 0, the CPU 40a judges whether the advantageous difference number is equal to or greater than the difference number upper limit number (2400 as an example). If the advantageous difference number is not equal to or greater than the difference number upper limit number, the CPU 40a judges that the end condition of the advantageous zone is not satisfied and ends the advantageous zone upper limit processing. If the number of advantageous games becomes 0 or the advantageous difference number is equal to or greater than the difference number upper limit number, the CPU 40a judges that the end condition of the advantageous zone is satisfied. In this way, the end condition of the advantageous zone is satisfied based on the result of the variable game when the advantageous zone is controlled after the advantageous zone starts.
[0149] When it is determined that the end condition of the advantageous zone is satisfied, the CPU 40a stores information capable of identifying that the end condition of the advantageous zone is satisfied (hereinafter referred to as advantageous end information) in the RWM 40c. This enables the CPU 40a to identify that the end condition of the advantageous zone is satisfied. The CPU 40a also stores control information capable of identifying that the end condition of the advantageous zone is satisfied (hereinafter referred to as advantageous end condition command) in the output buffer. After that, the CPU 40a ends the advantageous zone upper limit processing. In addition, in the game state update processing (step S117) described later, the CPU 40a transitions from the advantageous zone to the non-advantageous zone, and transitions from either the second normal state or the AT state to the first normal state.
[0150] In this way, the end condition of the advantageous zone is met when the number of variable games executed in the advantageous zone reaches the upper limit number of games, or when the difference number in the advantageous zone reaches the upper limit number of differences. The end condition of the advantageous zone is not met when the number of variable games executed in the advantageous zone has not reached the upper limit number of games, or when the difference number in the advantageous zone has not reached the upper limit number of differences.
[0151] When the advantageous zone upper limit process is completed, the CPU 40a executes the maximum upper limit difference process. In the maximum upper limit difference process, the CPU 40a updates information that can identify the maximum difference since the power is turned on (hereinafter, referred to as the maximum difference). The maximum difference is stored in the RWM 40c. The maximum difference is initialized to 0 when the power is turned on. The CPU 40a subtracts the bet number in the current variable game from the maximum difference. In the case of a variable game executed by operating the replay, the CPU 40a does not subtract the maximum difference. The CPU 40a adds the number of game media that can be identified by the winning number information stored in the RWM 40c to the maximum difference. In the case of a winning replay role, the CPU 40a does not add to the maximum difference. As an example, in the case of a winning payout role not occurring in a variable game executed with 3 bets, the CPU 40a subtracts 3 from the maximum difference. As an example, when a bell win occurs in a variable game executed with 3 bets, the CPU 40a subtracts 3 from the maximum difference number and adds 10. That is, the CPU 40a adds 7 to the maximum difference number. When the CPU 40a updates the maximum difference number, it stores control information (hereinafter, referred to as a maximum difference number command) capable of identifying the updated maximum difference number in the output buffer.
[0152] Here, if the maximum difference number becomes a negative number as a result of the subtraction, the CPU 40a sets the maximum difference number to 0. For example, if the maximum difference number is 1 and no payout winning combination occurs in a variable game executed with 3 bets, the CPU 40a sets the maximum difference number to 0. In this way, the maximum difference number is calculated based on the total number of bets since the power was turned on and the total number of game media acquired since the power was turned on. The maximum difference number can be said to be information that can specify the number of game media that has increased from the reference value when the result of subtracting the total number of bets from the total number of acquired game media is the smallest number (value).
[0153] The CPU 40a judges whether the condition for the occurrence of a maximum difference error is satisfied. Specifically, the CPU 40a judges whether the maximum difference number is equal to or greater than the maximum upper limit difference number (19000, for example). If the maximum difference number is not equal to or greater than the maximum upper limit difference number, the CPU 40a judges that the condition for the occurrence of a maximum difference number error is not satisfied and ends the maximum upper limit difference number process. Then, the CPU 40a ends the information calculation process. If the maximum difference number is equal to or greater than the maximum upper limit difference number, the CPU 40a judges that the condition for the occurrence of a maximum difference number error is satisfied.
[0154] When it is determined that the condition for the occurrence of a maximum difference error is satisfied, the CPU 40a stores a maximum difference flag in the RWM 40c. In the following description, the maximum difference flag is stored in the RWM 40c when the maximum difference flag is turned on. This allows the CPU 40a to identify that the condition for the occurrence of a maximum difference error is satisfied. The CPU 40a also stores control information (hereinafter, referred to as a maximum difference condition command) capable of identifying that the condition for the occurrence of a maximum difference error is satisfied in the output buffer. Thereafter, the maximum upper limit difference process is terminated. Then, the CPU 40a terminates the information calculation process. As will be described later, the CPU 40a is capable of causing a maximum difference error in the error process of step S102.
[0155] When the information calculation process is completed, the CPU 40a executes a game status update process (step S117). In the game state update process, the CPU 40a executes advantageous zone transition processing. In the advantageous zone transition processing, the CPU 40a may execute either an advantageous transition processing for transitioning from a non-advantageous zone to an advantageous zone, or a non-advantageous transition processing for transitioning from an advantageous zone to a non-advantageous zone. In the advantageous zone transition processing, the CPU 40a determines whether or not a transition condition to an advantageous zone is satisfied. If the transition condition to an advantageous zone is satisfied, the CPU 40a executes advantageous transition processing. In other words, if the transition condition to an advantageous zone is satisfied, the CPU 40a transitions from the non-advantageous zone to the advantageous zone and transitions from the first normal state to the second normal state.
[0156] Specifically, in the advantageous transition process, the CPU 40a stores information (hereinafter referred to as advantageous zone information) capable of identifying that the game machine 10 is controlled in the advantageous zone in the RWM 40c. As a result, the game machine 10 is controlled in the advantageous zone. The CPU 40a controls the advantageous zone display unit 33 to be lit. The CPU 40a controls the advantageous zone display unit 33 to be lit until the advantageous zone is transitioned to the non-advantageous zone. The CPU 40a stores control information (hereinafter referred to as advantageous zone command) capable of identifying that the game machine 10 is controlled in the advantageous zone in the output buffer. The CPU 40a also stores an initial value of the advantageous game number (4000 as an example) in the RWM 40c as the advantageous game number. The CPU 40a stores an initial value of the advantageous difference number (0 as an example) in the RWM 40c as the advantageous difference number.
[0157] Furthermore, the CPU 40a stores information that can specify that the gaming machine 10 is controlled to the second normal state (hereinafter, referred to as second state information) in the RWM 40c. As a result, the gaming machine 10 is controlled to the second normal state. The CPU 40a stores the control information that can specify that the gaming machine 10 is controlled to the second normal state (hereinafter, referred to as second state command) in the output buffer. After that, the CPU 40a ends the advantageous zone transition process.
[0158] If the conditions for transitioning to the advantageous zone have not been met, the CPU 40a judges whether the conditions for terminating the advantageous zone have been met. If the conditions for terminating the advantageous zone have been met, the CPU 40a performs non-advantageous transition processing. In other words, if the conditions for terminating the advantageous zone have been met, the CPU 40a transitions from the advantageous zone to the non-advantageous zone, and transitions from either the second normal state or the AT state to the first normal state. If the conditions for terminating the advantageous zone have not been met, the CPU 40a ends the advantageous zone transition processing.
[0159] In the non-advantageous transition process, the CPU 40a stores information capable of identifying that the game machine 10 is being controlled in a non-advantageous zone (hereinafter referred to as non-advantageous zone information) in the RWM 40c. As a result, the game machine 10 is controlled in a non-advantageous zone. The CPU 40a then controls the advantageous zone display unit 33 to be turned off. The CPU 40a controls the advantageous zone display unit 33 to be turned off until the game machine 10 transitions from the non-advantageous zone to the advantageous zone. The CPU 40a stores the control information capable of identifying that the game machine 10 is being controlled in a non-advantageous zone (hereinafter referred to as non-advantageous zone command) in the output buffer.
[0160] Furthermore, the CPU 40a stores information that can specify that the gaming machine 10 is controlled to the first normal state (hereinafter, referred to as the first state information) in the RWM 40c. As a result, the gaming machine 10 is controlled to the first normal state. The CPU 40a stores the control information that can specify that the gaming machine 10 is controlled to the first normal state (hereinafter, referred to as the first state command) in the output buffer. After that, the CPU 40a ends the advantageous zone transition process.
[0161] When the advantageous zone transition processing is completed, the CPU 40a executes the AT transition processing. In the AT transition process, the CPU 40a judges whether or not the AT start condition is satisfied. If the AT start condition is satisfied, the CPU 40a stores information that can specify that the gaming machine 10 is controlled to the AT state (hereinafter referred to as AT state information) in the RWM 40c. As a result, the gaming machine 10 is controlled to the AT state. The CPU 40a stores control information that can specify that the gaming machine 10 is controlled to the AT state (hereinafter referred to as AT state command) in the output buffer. After that, the CPU 40a ends the AT transition process.
[0162] If the AT start condition is not satisfied, the CPU 40a judges whether or not the AT state is satisfied. If the AT state is not satisfied, the CPU 40a ends the AT transition process. If the AT state is satisfied, the CPU 40a judges whether or not the AT end condition is satisfied. The AT end condition is satisfied when the number of game media acquired after being controlled to the AT state (hereinafter referred to as the number acquired during AT) reaches the AT acquisition upper limit number (300 as an example). The CPU 40a stores control information (hereinafter referred to as the number acquired during AT command) capable of specifying the number of game media acquired after being controlled to the AT state in the output buffer. Not limited to this, the AT end condition may be satisfied when the number of times the variable game is executed after being controlled to the AT state reaches the AT game upper limit number (50 times as an example), or when the number of times the operation information is displayed after being controlled to the AT state reaches the AT display upper limit number (30 times as an example).
[0163] If the AT end condition is not satisfied, the CPU 40a ends the AT transition process. If the AT end condition is satisfied, the CPU 40a stores the second state information in the RWM 40c. As a result, the gaming machine 10 is controlled to the second normal state. The CPU 40a stores the second state command in the output buffer. After that, the CPU 40a ends the AT transition process.
[0164] When the AT transition process is completed, the CPU 40a executes the bonus transition process. In the bonus transition process, when a bonus combination is won and a bonus game is generated, the CPU 40a stores information that can specify that the game is controlled to the bonus state (hereinafter, referred to as bonus state information) in the RWM 40c. As a result, the gaming machine 10 is controlled to the bonus state. The CPU 40a stores control information that can specify that the game is controlled to the bonus state (hereinafter, referred to as bonus state information) in the RWM 40c. , the bonus state command) in the output buffer. After that, the CPU 40a ends the bonus transition process and ends the gaming state update process.
[0165] If the bonus combination is not won, the CPU 40a judges whether or not the game is in a bonus state. If the game is not in a bonus state, the CPU 40a ends the bonus transition process and ends the game state update process. If the game is in a bonus state, the CPU 40a updates the number of game media acquired since the bonus game started (hereinafter, referred to as the bonus acquisition number) and stores it in the RWM 40c. Specifically, the CPU 40a adds the number of game media that can be specified by the acquisition number information stored in the RWM 40c to the bonus acquisition number. As an example, if a bell combination is won in a variable game when controlled in a bonus state, the CPU 40a adds 10 to the bonus acquisition number. The CPU 40a stores control information that can specify the number of game media acquired since the bonus game started (hereinafter, referred to as the bonus acquisition number command) in an output buffer.
[0166] The CPU 40a judges whether the number of winnings during the bonus after the update exceeds a prescribed number (for example, 200). If the number of winnings during the bonus does not exceed the prescribed number, the CPU 40a ends the bonus transition process and ends the game state update process. If the number of winnings during the bonus exceeds the prescribed number, the CPU 40a ends the bonus game. The CPU 40a stores control information (hereinafter, referred to as a bonus end command) capable of identifying that the bonus game has ended in the output buffer. The CPU 40a controls the bonus state to any one of the first normal state, the second normal state, and the AT state. In this case, the CPU 40a controls the game state that was controlled when the bonus game was generated. As an example, if a bonus game is generated in the second normal state, the CPU 40a controls the game state to the second normal state when the bonus game is ended. In addition, even if a bonus game occurs in either the second normal state or the AT state, if the end condition of the advantageous zone is met during the bonus game, the CPU 40a will control to the first normal state when the bonus game ends.
[0167] Here, the error processing (step S102) of the game progress main processing will be described. In the error processing, the CPU 40a determines whether or not to generate a maximum difference error. The CPU 40a determines whether or not to generate a maximum difference error based on whether or not a maximum difference flag is stored in the RWM 40c.
[0168] When the maximum difference flag is not on (when the maximum difference flag is off), the CPU 40a does not generate a maximum difference error. In this case, the CPU 40a does not control the game to an unplayable state, but controls the game to a playable state in which a game can be played. When the game machine 10 is controlled to an unplayable state, a process other than the error process of step S102 in the game progress main process is not executed. Therefore, when the game machine 10 is controlled to an unplayable state, the variable game is not executed, and a prize is not awarded. On the other hand, when the game machine 10 is controlled to a playable state, a process other than the error process of step S102 in the game progress main process may be executed. Therefore, when the game machine 10 is controlled to a playable state, a variable game may be executed, and a prize may be awarded.
[0169] If the maximum difference number flag is on, the CPU 40a judges whether or not it is in a bonus state. If it is in a bonus state, the CPU 40a does not generate a maximum difference number error. In this case, the CPU 40a controls it to a playable state, not to an unplayable state. If it is not in a bonus state, the CPU 40a generates a maximum difference number error. In this case, the CPU 40a controls it to an unplayable state. When the CPU 40a controls it to an unplayable state, it stores in the output buffer control information (hereinafter referred to as a first unplayable state command) that can specify that the control to the unplayable state has been made because the maximum difference number has reached or exceeded the maximum upper limit difference number. Thereafter, the CPU 40a waits until the power is turned off. The CPU 40a returns to the output buffer when the setting value change process is completed. When the setting value change process is completed, the maximum difference error is cleared. That is, the maximum difference flag is initialized and turned off when the setting value change process is completed. Then, the CPU 40a controls the game from the unplayable state to the playable state. At this time, the CPU 40a stores control information (hereinafter, referred to as the playable state command) capable of identifying that the game has been controlled from the unplayable state to the playable state in the output buffer. The maximum difference flag remains on until the setting value change process is completed. Alternatively, the maximum difference flag may remain on until the setting value change process is started and be initialized when the process is started. In this way, when the maximum difference flag is on, the gaming machine 10 controls the game to the unplayable state at least until the power is turned off.
[0170] If the maximum difference error is not generated, the CPU 40a judges whether or not to generate an overflow error. The CPU 40a judges whether or not to generate an overflow error based on a managed game medium number command input from the game medium number control board 41 (CPU 41a).
[0171] When the number of gaming media managed by the gaming machine is less than the upper limit number of games (for example, 16369), the CPU 40a does not generate an overflow error. In this case, the CPU 40a does not control the game to a non-playable state, but controls the game to a playable state. After that, the CPU 40a ends the error processing.
[0172] When the number of gaming media managed by the gaming machine is equal to or greater than the upper limit number, the CPU 40a generates an overflow error. In this case, the CPU 40a controls the state to be unplayable. When the CPU 40a controls the state to be unplayable, the CPU 40a stores in the output buffer control information (hereinafter, referred to as a second unplayable state command) that can specify that the state has been controlled to be unplayable because the number of gaming media managed by the gaming machine is equal to or greater than the upper limit number. After that, the CPU 40a waits until the number of gaming media managed by the gaming machine becomes less than the upper limit number.
[0173] When the CPU 40a inputs a managed gaming medium number command that can identify that the number of gaming media managed by the gaming machine is less than the upper limit number of games, the CPU 40a cancels the overflow error. Then, the CPU 40a controls the game from the non-playable state to the playable state. At this time, the CPU 40a stores the playable state command in the output buffer. After that, the CPU 40a ends the error processing.
[0174] In the game progress main processing, the CPU 40a is further configured to perform the following controls. The CPU 40a controls the information display unit 30 (the replay display unit 31, the wait display unit 32, and the payout display unit 35) so that a notification is given regarding the state of the gaming machine 10 at each time. For example, when an error occurs in the gaming machine 10, the CPU 40a controls the payout display unit 35 so that error information that can identify the occurred error is displayed. As an example, when a maximum difference error occurs, the CPU 40a controls the payout display unit 35 so that "E1" is displayed. As an example, when an overflow error occurs, the CPU 40a controls the payout display unit 35 so that "E2" is displayed.
[0175] The game information storage process of the medium control side normal process executed by the CPU 41a will be described. The game information storage process is a process for storing the control information input from the main control board 40 in the RWM 41c. The CPU 41a updates the game machine performance information, the game machine installation information, and the information for external management device according to the control information input from the main control board 40, and stores them in the RWM 41c. In an external device communication process described later, the CPU 41a outputs the game machine performance information, the game machine installation information, and the information for external management device stored in the RWM 41c to the CU control board 110.
[0176] The management medium number information generating process of the medium control side normal process executed by the CPU 41a will be described. The management medium number information generation process is a process for generating (managing) the number of gaming media managed by the gaming machine. When the CPU 41a inputs the loan information from the CU control board 110, it adds the number of loaned gaming media that can be identified from the loan information to the number of gaming media managed by the gaming machine. In this way, the CPU 41a increases the number of gaming media managed by the gaming machine according to the loan information. Note that the loan information is information that is output at regular intervals (300 ms, for example), and there are also cases where loan information that can identify 0 as the number of loaned gaming media is output. In this case, the number of gaming media managed by the gaming machine does not increase. The gaming machine 10 is configured to be able to increase the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) as gaming media are loaned out.
[0177] Here, when the number of gaming media managed by the gaming machine is equal to or greater than the upper lending limit (15,000, for example), even if the CPU 41a inputs lending information from the CU control board 110, the CPU 41a does not add the number of lending media identifiable from the lending information to the number of gaming media managed by the gaming machine, and does not update the number of gaming media managed by the gaming machine. In other words, when the number of gaming media managed by the gaming machine is equal to or greater than the upper lending limit, the number of gaming media managed by the gaming machine does not increase even if the lending operation unit 103 or the payout operation unit 104 of the management unit 100 is operated. As described above, when lending information is input from the CU control board 110, the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) may increase.
[0178] When the CPU 41a receives a counting signal output when the counting button 23 is operated, the CPU 41a adds the number of counted gaming media to the counting information stored in the RWM 41c. As an example, when the CPU 41a receives a counting signal that can identify a "short press operation" from the counting button 23, the CPU 41a adds a first counted number of gaming media (1, for example) to the counting information and stores it in the RWM 41c. When the number of gaming media managed by the gaming machine is 50 or more and the CPU 41a receives a counting signal that can identify a "long press operation" from the counting button 23, the CPU 41a adds a second counted number of gaming media (50, for example) to the counting information and stores it in the RWM 41c. When the number of gaming media managed by the gaming machine is less than 50 and the CPU 41a receives a counting signal that can identify a "long press operation" from the counting button 23, the CPU 41a adds the number of gaming media managed by the gaming machine to the counting information and stores it in the RWM 41c. When the number of gaming media managed by the gaming machine is 0, even if the CPU 41a receives a count signal, it does not add it to the count information.
[0179] The CPU 41a subtracts the number added to the counting information from the second counted number of game media. The CPU 41a may subtract the second counted number of game media before adding to the counting information, or may add to the counting information before subtracting the second counted number of game media. In this way, the CPU 41a decreases the number of game media managed by the gaming machine in response to the operation of the counting button 23. The CPU 41a then makes the second counted number of game media to be decreased differently depending on whether the counting button 23 is a "short press operation" or a "long press operation". The gaming machine 10 is configured to be able to decrease the number of game media owned by the player (the number of game media managed by the gaming machine) in response to the operation of the counting button 23.
[0180] In addition, as described above, the CPU 41a adds the number of game media managed by the gaming machine based on the input of the acquisition number command or the settlement command, and subtracts the number of game media managed by the gaming machine based on the input of the multiplication number command.
[0181] The CPU 41a controls the gaming machine managed gaming media number display unit 22 to display information capable of identifying the updated number of gaming media managed by the gaming machine, which has been added or subtracted. The gaming machine managed gaming media number display unit 22 is an example of a display means capable of displaying the number of gaming media owned by the player (the number of gaming media managed by the gaming machine). The management of the gaming media owned by the player is transferred from the gaming machine 10 to the management unit 100 by outputting counting information to the CU control board 110 in an external device communication process, which will be described later. The CPU 41a controls the gaming machine managed gaming media number display unit 22 to display information capable of identifying the updated number of gaming media managed by the gaming machine, which has been added or subtracted. The main control board 40 (CPU 40a) outputs a managed game media number command capable of specifying the number of game media to the main control board 40. The main control board 40 (CPU 40a) outputs the managed game media number command to the sub-control board 42 (CPU 42a).
[0182] The external device communication process of the medium control side normal process executed by the CPU 41a will be described. In the external device communication process, the CPU 41a outputs the external management device information stored in the RWM 41c to the CU control board 110 at regular intervals (for example, 300 ms). When a predetermined time (for example, 100 ms) has elapsed since the CPU 41a output the external management device information, the CPU 41a outputs the count information stored in the RWM 41c to the CU control board 110. When the CPU 41a outputs the count information to the CU control board 110, the CPU 41a initializes the count information. Note that the count information is output at regular intervals like the external management device information, and is set to 0 if the count button 23 is not operated.
[0183] When the CPU 41a outputs counting information to the CU control board 110 to reduce the number of gaming media managed by the gaming machine, it outputs control information (hereinafter referred to as a counting completion command) capable of identifying that one or more gaming media have been transferred to the management unit 100 to the main control board 40. The counting completion command can also be said to be control information capable of identifying that the counting information has been output. The main control board 40 (CPU 40a) outputs the counting completion command to the sub-control board 42 (CPU 42a). The counting completion command may include information capable of identifying the number of gaming media to be transferred to the management unit 100.
[0184] The CU control board 110 (CPU 110a) outputs the loan information within a predetermined time (170 ms, for example) after inputting the counting information. In other words, the CPU 41a can input the loan information from the CU control board 110 within a predetermined time (170 ms, for example) after outputting the counting information. When the CPU 41a inputs the loan information, it outputs response information to the input loan information to the CU control board 110 within the response time (10 ms, for example). When the CPU 41a performs a process to update the number of gaming media managed by the gaming machine based on the input loan information, it outputs normal response information to the CU control board 110. On the other hand, when the CPU 41a does not perform a process to update the number of gaming media managed by the gaming machine based on the input loan information, it outputs abnormal response information to the CU control board 110. As an example, when the number of gaming media managed by the gaming machine is equal to or greater than the upper lending limit, even if lending information is input, the CPU 41a does not perform processing to update the number of gaming media managed by the gaming machine based on the lending information, and outputs abnormal response information to the CU control board 110.
[0185] After outputting the response information, when a predetermined time (for example, 20 ms) or more has elapsed, the CPU 41a again outputs the external management device information to the CU control board 110. In this manner, within one communication cycle period (for example, 300 ms), the CPU 41a outputs the external management device information, the counting information, and the response information to the CU control board 110, and inputs the lending information from the CU control board 110. In addition, the CPU 41a outputs the gaming machine installation information stored in the RWM 41c to the CU control board 110 at regular intervals (for example, 60 s). The CPU 41a also outputs the gaming machine performance information stored in the RWM 41c to the CU control board 110 at regular intervals (for example, 180 s).
[0186] Next, the process executed by the CPU 42a will be described. The CPU 42a controls the group of presentation devices based on various control information input as the game progresses, and executes various game presentations. Here, in this embodiment, a "game presentation" is a presentation executed mainly for the purpose of increasing the player's interest by executing a presentation by one presentation device alone or a combination of presentations by two or more presentation devices according to the progress of the variable game and the transition of the game state. The CPU 42a is a main control By inputting the control information output from the board 40 (CPU 40a), it is possible to specify the progress of the variable game, the transition of the game state, etc. As an example, the CPU 42a specifies the current game state by inputting the first state command, the second state command, the AT state command, and the bonus state command.
[0187] An example of a game presentation executed by the presentation device group will be described below. The CPU 42a controls the effect display unit 15 to display a background image according to the game state. Here, the background image is an image arranged on the layer with the lowest priority when various images such as characters and letters are displayed on the effect display unit 15. As an example, the CPU 42a controls the effect display unit 15 to display different background images in the first normal state, the second normal state, the AT state, and the bonus state. In addition, the CPU 42a controls the speaker 14 to output background music (so-called BGM) according to the game state. As an example, the CPU 42a controls the speaker 14 to output different background music in the first normal state, the second normal state, the AT state, and the bonus state.
[0188] When the instruction information command is input, the CPU 42a controls the performance device group to execute a performance (hereinafter, referred to as a navigation performance) that suggests or notifies the operation mode of the stop buttons 21a to 21c that can be specified from the instruction information command. As an example, the navigation performance includes a navigation display performance that displays an image that can specify the operation mode of the stop buttons 21a to 21c, and a navigation voice performance that outputs a sound that can specify the operation mode of the stop buttons 21a to 21c. When the instruction information command is input, the CPU 42a controls the performance display unit 15 to execute the navigation display performance. When the instruction information command is input, the CPU 42a controls the speaker 14 to execute the navigation voice performance. The image in the navigation display performance is arranged and displayed in a layer with a higher priority than the background image. The sound in the navigation voice performance is louder than the background music.
[0189] When the CPU 42a inputs a win command and then a start command, the CPU 42a controls the performance device group to execute a performance suggesting or notifying a winning role that can be specified from the win command (hereinafter, referred to as a role suggestion performance). As an example, the role suggestion performance includes a role suggestion display performance that displays an image suggesting or notifying a winning role, and a role suggestion audio performance that outputs audio suggesting or notifying a winning role. When executing the role suggestion performance, the CPU 42a controls the performance display unit 15 to execute the role suggestion display performance. When executing the role suggestion performance, the CPU 42a controls the speaker 14 to execute the role suggestion audio performance. The image in the role suggestion display performance is displayed by being arranged in a layer with a higher priority than the background image. The audio in the role suggestion audio performance is louder than the background music.
[0190] The role suggestion effect includes a bonus role suggestion effect that suggests or notifies whether or not a bonus role has been won. As an example, the bonus role suggestion effect includes a bonus role suggestion display effect that displays an image that prompts the user to operate the performance operation unit 24, and an image that suggests or notifies whether or not a bonus role has been won, triggered by the operation of the performance operation unit 24. When the bonus role suggestion effect is executed, the CPU 42a controls the performance display unit 15 to execute a bonus role suggestion display effect. As an example, the bonus role suggestion effect includes a bonus role suggestion sound effect that outputs a sound that prompts the user to operate the performance operation unit 24, and an audio that suggests or notifies whether or not a bonus role has been won, triggered by the operation of the performance operation unit 24. When the bonus role suggestion effect is executed, the CPU 42a controls the speaker 14 to execute a bonus role suggestion sound effect. As an example, the bonus role suggestion effect includes a vibration effect (hereinafter, referred to as an operation vibration effect) in which the performance operation unit 24 vibrates, as an effect for prompting the user to operate the performance operation unit 24. The effect operation unit 24 executes an operation vibration effect with a predetermined amplitude, i.e., a predetermined vibration strength. When executing a bonus role suggestion effect, the CPU 42a controls the vibration device 24a to execute an operation vibration effect. The vibration effect that is produced when the player operates the device is one example of a special effect.
[0191] The CPU 42a may control the vibration device 24a so that an operation vibration effect is executed in response to the operation of the performance operation unit 24 in the bonus role suggestion performance. When the CPU 42a suggests or notifies that a bonus role has been won in the bonus role suggestion performance, the CPU 42a may control the vibration device 24a so that an operation vibration effect is executed in response to the operation of the performance operation unit 24. On the other hand, when the CPU 42a suggests or notifies that a bonus role has not been won in the bonus role suggestion performance, the CPU 42a may control the vibration device 24a so that an operation vibration effect is not executed in response to the operation of the performance operation unit 24. The performance operation unit 24 executes an operation vibration effect with a predetermined amplitude, that is, a predetermined vibration strength. The operation vibration effect executed in response to the operation of the performance operation unit 24 is an example of a special effect.
[0192] When the CPU 42a inputs an AT winning command, the CPU 42a controls the group of performance devices to execute a performance suggesting or notifying that the AT lottery has been won (hereinafter, referred to as an AT winning performance). As an example, the AT winning performance includes an AT winning display performance that displays an image suggesting or notifying that the AT lottery has been won, and an AT winning audio performance that outputs a sound suggesting or notifying that the AT lottery has been won. When executing the AT winning performance, the CPU 42a controls the performance display unit 15 to execute the AT winning display performance. When executing the AT winning performance, the CPU 42a controls the speaker 14 to execute the AT winning audio performance. The image of the AT winning display performance is arranged and displayed in a layer with a higher priority than the background image. The sound of the AT winning audio performance is louder than the background music. As an example, the AT winning performance includes an operation vibration performance as a performance suggesting or notifying that the AT lottery has been won. The performance operation unit 24 executes the operation vibration performance with a predetermined amplitude, that is, a predetermined vibration strength. When executing the AT winning effect, the CPU 42a controls the vibration device 24a to execute the operation vibration effect. The operation vibration effect executed as an effect for suggesting or notifying that the AT lottery has been won is an example of a special effect. As described above, the special effect is an effect that involves the generation of vibration.
[0193] When the CPU 42a inputs the bonus generating command, the CPU 42a controls the group of performance devices to execute a performance suggesting or notifying that a bonus role has been won (hereinafter, referred to as a bonus winning performance). The bonus winning performance can also be said to be a performance suggesting or notifying that a bonus game will start. As an example, the bonus winning performance includes a bonus winning display performance that displays an image suggesting or notifying that a bonus role has been won, and a bonus winning audio performance that outputs a sound suggesting or notifying that a bonus role has been won. When the bonus winning performance is executed, the CPU 42a controls the performance display unit 15 to execute a bonus winning display performance. When the bonus winning performance is executed, the CPU 42a controls the speaker 14 to execute a bonus winning audio performance. As shown in FIG. 5, when the CPU 42a executes the bonus winning audio performance, the CPU 42a controls the speaker 14 to output a sound effect B1. The sound effect B1 is a dedicated sound that is output only when a bonus role has been won. The image for the bonus winning display effect is displayed in a layer with a higher priority than the background image, and the sound for the bonus winning audio effect is louder than the background music.
[0194] When the CPU 42a inputs the bonus acquisition number command, it controls the performance device group to execute a performance suggesting or notifying the number of gaming media acquired since the bonus game started (hereinafter referred to as bonus acquisition number performance). As an example, the bonus acquisition number performance includes a bonus acquisition number display performance that displays an image suggesting or notifying the number of gaming media acquired since the bonus game started, and a bonus acquisition number audio performance that outputs audio suggesting or notifying the number of gaming media acquired since the bonus game started. When executing the bonus acquisition number performance, the CPU 42a controls the performance display unit 15 to execute the bonus acquisition number display performance. When executing the bonus acquisition number performance, the CPU 42a controls the bonus acquisition number display unit 15 to execute the bonus acquisition number display performance. The speaker 14 is controlled to execute a number sound effect. The image for the bonus acquisition number display effect is arranged and displayed in a layer with a higher priority than the background image. The sound for the bonus acquisition number sound effect is louder than the background music.
[0195] When the CPU 42a inputs a bonus end command, the CPU 42a controls the group of effect devices to execute an effect suggesting or notifying that the bonus game has ended (hereinafter, referred to as a bonus end effect). As an example, the bonus end effect includes a bonus end display effect that displays an image suggesting or notifying that the bonus game has ended, and a bonus end sound effect that outputs a sound suggesting or notifying that the bonus game has ended. When executing the bonus end effect, the CPU 42a controls the effect display unit 15 to execute the bonus end display effect. When executing the bonus end effect, the CPU 42a controls the speaker 14 to execute the bonus end sound effect. The image in the bonus end display effect is displayed in a layer with a higher priority than the background image. The sound in the bonus end sound effect is louder than the background music.
[0196] When the CPU 42a inputs a command for the number of game media acquired during the AT in the AT state, the CPU 42a controls the group of performance devices to execute a performance suggesting or notifying the number of game media acquired since the AT state was controlled (hereinafter, referred to as the number of game media acquired during the AT performance). As an example, the number of game media acquired during the AT performance includes an AT number of game media acquired display performance that displays an image suggesting or notifying the number of game media acquired since the AT state was controlled, and an AT number of game media acquired audio performance that outputs an audio suggesting or notifying the number of game media acquired since the AT state was controlled. When the number of game media acquired during the AT performance is executed, the CPU 42a controls the performance display unit 15 to execute the number of game media acquired during the AT display performance. When the number of game media acquired during the AT performance is executed, the CPU 42a controls the speaker 14 to execute the number of game media acquired during the AT audio performance. The image by the number of game media acquired during the AT display performance is arranged and displayed in a layer with a higher priority than the background image. The audio by the number of game media acquired during the AT audio performance is louder than the background music.
[0197] When the CPU 42a inputs an advantageous difference command, the CPU 42a may control the group of effect devices to execute an effect (hereinafter, referred to as advantageous difference effect) that suggests or notifies the difference in the number of game media (advantageous difference) after the transition from the non-advantageous zone to the advantageous zone. The CPU 42a controls the group of effect devices to execute an advantageous difference effect according to the advantageous difference that can be specified by the input advantageous difference command. The advantageous difference effect can be executed at least when the advantageous difference is less than the upper limit of the difference. In other words, the advantageous difference effect can be executed before the end condition of the advantageous zone is established, that is, before the transition from the advantageous zone to the non-advantageous zone. The advantageous difference effect can also be said to be an effect that suggests or notifies the number of game media (the number of game media managed by the gaming machine) held by the player that can be increased by winning until the end condition of the advantageous zone is established and the transition from the advantageous zone to the non-advantageous zone is made. As an example, the advantageous difference effect includes an advantageous difference display effect that displays an image that suggests or notifies the advantageous difference, and an advantageous difference sound effect that outputs a sound that suggests or notifies the advantageous difference. When executing the advantageous difference number presentation, the CPU 42a controls the presentation display unit 15 to execute an advantageous difference number display presentation. When executing the advantageous difference number presentation, the CPU 42a controls the speaker 14 to execute an advantageous difference number audio presentation. The image for the advantageous difference number display presentation is displayed arranged in a layer with a higher priority than the background image. The audio for the advantageous difference number audio presentation is louder than the background music.
[0198] When the CPU 42a inputs a non-advantageous zone command while under control in the advantageous zone, the CPU 42a controls the group of performance devices to execute a performance suggesting or notifying that the advantageous zone is ending (hereinafter, referred to as advantageous zone end performance). When the CPU 42a inputs an advantageous difference number command that can specify that the advantageous difference number is equal to or greater than the upper difference number limit, the CPU 42a may control the group of performance devices to execute an advantageous zone end performance. As an example, the advantageous zone end performance may include an advantageous zone end display performance that displays an image suggesting or notifying that the advantageous zone is ending, and an advantageous zone end display performance that displays an image suggesting or notifying that the advantageous zone is ending. and an advantageous zone end sound effect that outputs a sound suggesting or notifying that the advantageous zone is ending. When executing an advantageous zone end effect, the CPU 42a controls the effect display unit 15 to execute an advantageous zone end display effect. When executing an advantageous zone end effect, the CPU 42a controls the speaker 14 to execute an advantageous zone end sound effect. An image from the advantageous zone end display effect is displayed arranged in a layer with a higher priority than the background image. The sound from the advantageous zone end sound effect is louder than the background music.
[0199] When the CPU 42a inputs the maximum difference command, the CPU 42a may control the group of performance devices to execute a performance (hereinafter referred to as maximum difference performance) that suggests or notifies the maximum difference number (maximum difference number) since the power was turned on. The CPU 42a controls the group of performance devices to execute a maximum difference number performance according to the maximum difference number that can be specified by the input maximum difference number command. The maximum difference number performance can be executed at least when the maximum difference number is less than the maximum upper limit difference number. In other words, the maximum difference number performance can be executed before the maximum difference number error occurs. The maximum difference number performance can also be said to be a performance that suggests or notifies the number of game media (the number of game media managed by the game machine) held by the player that can be increased by winning before the maximum difference number error occurs. As an example, the maximum difference number performance includes a maximum difference number display performance that displays an image that suggests or notifies the maximum difference number, and a maximum difference number audio performance that outputs an audio that suggests or notifies the maximum difference number. When executing the maximum difference number performance, the CPU 42a controls the performance display unit 15 to execute the maximum difference number display performance. When the maximum difference number effect is executed, the CPU 42a controls the speaker 14 to execute the maximum difference number audio effect. The image in the maximum difference number display effect is arranged and displayed in a layer having a higher priority than the background image. The audio in the maximum difference number audio effect is louder than the background music.
[0200] When the CPU 42a inputs the first impossible state command, the CPU 42a controls the group of effect devices to execute an effect (hereinafter, referred to as the first impossible effect) that suggests or notifies that the maximum difference number has become equal to or greater than the maximum upper limit difference number and that the game has been controlled to an impossible state. The first impossible effect can be said to be an effect that suggests or notifies that a maximum difference number error has occurred. As an example, the first impossible effect includes a first impossible display effect that displays an image that suggests or notifies that the game has been controlled to an impossible state and that the maximum difference number has become equal to or greater than the maximum upper limit difference number, and a first impossible sound effect that outputs a sound that suggests or notifies that the game has been controlled to an impossible state and that the maximum difference number has become equal to or greater than the maximum upper limit difference number. When executing the first impossible effect, the CPU 42a controls the effect display unit 15 to execute the first impossible display effect. When executing the first impossible effect, the CPU 42a controls the speaker 14 to execute the first impossible sound effect. The image by the first impossible display effect is displayed by being arranged in a layer with a higher priority than the background image. The sound by the first impossible sound effect is louder than the background music. When the CPU 42a receives the possible state command, the CPU 42a controls the performance device group so as to end the first impossible performance.
[0201] When the CPU 42a inputs the managed gaming media number command, the CPU 42a may control the performance device group to execute a performance suggesting or notifying the number of gaming media managed by the gaming machine (hereinafter, referred to as managed media number performance). The CPU 42a controls the performance device group to execute a managed media number performance according to the number of gaming media managed by the gaming machine that can be specified by the input managed gaming media number command. The managed media number performance can be executed at least when the number of gaming media managed by the gaming machine is less than the upper limit number of games. In other words, the managed media number performance can be executed before an overflow error occurs. The managed media number performance can also be said to be a performance that suggests or notifies the number of gaming media owned by the player that can be increased by winning before the overflow error occurs (the number of gaming media managed by the gaming machine). As an example, the managed media number performance includes a managed media number display performance that displays an image that suggests or notifies the number of gaming media managed by the gaming machine, and a managed media number audio performance that outputs an audio that suggests or notifies the number of gaming media managed by the gaming machine. When the number of managed media is to be displayed, the CPU 42a controls the display unit 15 to display the number of managed media. When the number of managed media is to be displayed, the CPU 42a controls the speaker 14 to sound the number of managed media. The images produced by the number of managed media are displayed in a layer with a higher priority than the background image. The audio produced by the number of managed media is louder than the background music.
[0202] When the CPU 42a inputs the second disabled state command, the CPU 42a controls the group of effect devices to execute an effect (hereinafter, referred to as the second disabled effect) that suggests or notifies the player that the number of gaming media managed by the gaming machine has reached the upper limit number of playable games or more and has been controlled to the disabled state. The second disabled effect can be said to be an effect that suggests or notifies the player that an overflow error has occurred. As an example, the second disabled effect includes a second disabled display effect that displays an image that suggests or notifies the player that the number of gaming media managed by the gaming machine has reached the upper limit number of playable games or more and has been controlled to the disabled state, and a second disabled audio effect that outputs an audio that suggests or notifies the player that the number of gaming media managed by the gaming machine has reached the upper limit number of playable games or more and has been controlled to the disabled state. When the second disabled effect is executed, the CPU 42a controls the effect display unit 15 to execute the second disabled display effect. When the second disabled effect is executed, the CPU 42a controls the speaker 14 to execute the second disabled audio effect. The image by the second disabled display effect is displayed in a layer with a higher priority than the background image. The sound produced by the second impossible sound effect is louder than the background music. When the CPU 42a receives the possible state command, the CPU 42a controls the effecting device group to end the second impossible effect.
[0203] When the CPU 42a inputs a replay command, the CPU 42a controls the performance device group to execute a performance suggesting or notifying that the replay role has won (hereinafter, referred to as a replay winning performance). The replay winning performance can be said to be a performance suggesting or notifying that a replay is activated. The replay winning performance can also be said to be a performance suggesting or notifying that a replay has been granted. As an example, the replay winning performance includes a replay winning sound performance that outputs a sound suggesting or notifying that the replay role has won. When the replay winning performance is executed, the CPU 42a controls the speaker 14 to execute the replay winning sound performance. As shown in FIG. 5, when the CPU 42a executes the replay winning sound performance when the bonus state is not in effect, the CPU 42a controls the speaker 14 to output a sound effect S1. When the CPU 42a executes the replay winning sound performance when the bonus state is in effect, the CPU 42a controls the speaker 14 to output a sound effect S2. The sound effects S1 and S2 are dedicated sounds that are output only when a replay winning combination is achieved. The sound produced by the replay winning sound effect has a louder volume than the background music.
[0204] When the CPU 42a inputs the winning number command, the CPU 42a controls the performance device group to execute a performance suggesting or notifying that a payout role has been won (hereinafter, referred to as a payout role winning performance). The payout role winning performance can also be said to be a performance suggesting or notifying that a gaming medium has been awarded. As an example, the payout role winning performance includes a payout role winning display performance (hereinafter, referred to as a payout display performance) that displays an image suggesting or notifying that a payout role has been won, and a payout role winning sound performance (hereinafter, referred to as a payout sound performance) that outputs a sound suggesting or notifying that a payout role has been won. When executing the payout role winning performance, the CPU 42a controls the performance display unit 15 to execute a payout display performance. When executing the payout role winning performance, the CPU 42a controls the speaker 14 to execute a payout sound performance. The payout display effect and the payout sound effect are effects that can specify that the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) has increased. The payout sound effect is an example of a specific effect.
[0205] As shown in FIG. 5, when executing the payout sound effect, the CPU 42a controls the speaker 14 so as to output a sound (sound effect) according to whether or not the bonus state is established and the winning combination. As an example, the CPU 42a controls the speaker 14 so as to output a sound effect H1 when a bell combination is established when the bonus state is not established. As an example, the CPU 42a controls the speaker 14 so as to output a sound effect H5 when a bell combination is established when the bonus state is established. The sound effects H1 to H8 are different sounds (sound effects). In other words, the payout sound effect has a different presentation mode according to the game state and the winning combination. Not limited to this, some of the sound effects H1 to H8 may be the same sound. For example, the sound effects H1 to H4 may be different sounds, while the sound effects H5 to H8 may be the same sound. The image for the payout winning effect is displayed in a layer with a higher priority than the background image. The sound for the payout sound effect is louder than the background music.
[0206] Furthermore, when a payout winning performance is executed, the CPU 42a may execute a vibration performance (hereinafter, referred to as a lower tray vibration performance) in which the lower tray 25 vibrates in addition to the payout winning performance. The CPU 42a decides whether or not to execute a lower tray vibration performance depending on whether or not a specific condition is established when the winning number command is input. When executing a lower tray vibration performance, the CPU 42a controls the vibration device 25a so that the lower tray 25 vibrates. When not executing a lower tray vibration performance, the CPU 42a controls the vibration device 25a so that the lower tray 25 does not vibrate. In this way, the lower tray vibration performance is a performance that involves the generation of vibration. The lower tray vibration performance is an example of a special performance.
[0207] Below, we will explain the fulfillment of specific conditions and the bottom tray vibration effect that is executed in response to the fulfillment of the specific conditions. When the CPU 42a inputs the managed gaming media number command, the CPU 42a stores information capable of identifying the number of gaming media managed by the gaming machine (hereinafter, referred to as the number of sub media) in the RWM 42c. Then, the CPU 42a judges whether the number of sub media exceeds a specific number (for example, 50). If the number of sub media exceeds the specific number, the CPU 42a stores information capable of identifying that a specific condition is established (hereinafter, referred to as a specific flag) in the RWM 42c. That is, the CPU 42a turns on the specific flag. On the other hand, if the number of sub media does not exceed the specific number, the CPU 42a initializes the specific flag. That is, the CPU 42a turns off the specific flag. In this way, the specific condition is established when the number of gaming media managed by the gaming machine exceeds the specific number, whereas the specific condition is not established when the number of gaming media managed by the gaming machine does not exceed the specific number. The specific number in this embodiment is the same as the number of game media (second counted game media number) transferred from the gaming machine 10 to the management unit 100 when the count button 23 is pressed and held. The specific number is the same as the number of game media lent from the management unit 100.
[0208] The CPU 42a judges whether or not the specific flag is on when the end command is input. If the specific flag is on, the CPU 42a executes a lower tray vibration effect when the acquisition number command is input. If the specific flag is off, the CPU 42a judges whether or not the specific flag is turned on when the acquisition number command is input and then the managed game media number command is input. In other words, the CPU 42a judges whether or not a specific condition is established due to an increase in the number of game media managed by the gaming machine as a result of winning. If the specific flag is turned on, the CPU 42a executes a lower tray vibration effect.
[0209] Also, the specific condition may be established even when the number of gaming media managed by the gaming machine does not exceed the specific number. When the CPU 42a inputs the acquisition number command, the CPU 42a stores a specific flag in the RWM 42c according to the winning combination. As an example, when a specific combination (for example, a watermelon combination) is won, the CPU 42a stores the specific flag in the RWM 42c. When a non-specific combination (a cherry combination, a bell combination, and a bell spill combination) is won, the CPU 42a does not store the specific flag in the RWM 42c.
[0210] When the specific flag is off when the end command is input, and when the number of managed game media command is input after the number of acquisition command is input, the CPU 42a judges whether the winning combination is a specific combination or not. When the winning combination is a specific combination, the CPU 42a executes a lower tray vibration effect. When the CPU 42a executes the lower tray vibration effect, the specific flag is initialized. On the other hand, when the winning combination is a non-specific combination, the CPU 42a does not execute a lower tray vibration effect.
[0211] Not limited to this, the specific condition may not be established in a situation where the number of game media managed by the gaming machine does not exceed the specific number. In other words, the CPU 42a may not store the specific flag in the RWM 42c when the acquisition number command is input, regardless of the winning combination. In this case, the CPU 42a may not execute the bottom tray vibration effect when the specific flag is off when the end command is input, and the specific flag is not on when the managed game media number command is input after the acquisition number command is input.
[0212] Here, the gaming machine 10 installed on the gaming island YS and the player YG who plays on the gaming machine 10 will be described. Fig. 9 is a schematic diagram showing the left side of the gaming machine 10 installed on the gaming island YS. A seat IS is provided in front of the gaming machine 10 installed on the gaming island YS. As an example, Fig. 9 shows a state in which a player YG seated on the seat IS operates the start lever 20 to start a variable game.
[0213] When the player YG is seated in the seat IS, it is preferable that the player YG can easily operate the operation means related to the progress of the game, such as the MAX BET button 18, the start lever 20, and the stop buttons 21a to 21c. In addition, when the player YG is seated in the seat IS, it is preferable that the player YG can easily view the reels 16a to 16c on which the variable game is played, and the performance display unit 15. In order to create an environment in which such players can easily play games, the game island YS, the game machines 10 installed on the game island YS, and the seat IS are fixed in advance in the game establishment. This allows the game establishment to provide an environment in which players can easily play games.
[0214] When the gaming island YS, gaming machine 10, and seat IS are arranged in such a positional relationship that makes it easy for the player to play, the feet KB of the player YG seated on the seat IS may come into contact with the lower tray 25. For this reason, when the lower tray vibration effect is executed, the vibrations caused by the vibration of the lower tray 25 may be transmitted to the feet KB of the player YG.
[0215] Here, in conventional gaming machines that allow games to be played using physical gaming media (game medals as one example), game medals may be discharged from a device (a hopper unit as one example) that can discharge stored game media. The discharged game medals may come into contact with the lower tray. The lower tray may vibrate when the discharged game medals come into contact with it. In addition, the lower tray may vibrate when the hopper unit operates. Thus, the player can recognize that the number of game medals he or she owns is increasing by the vibration of the lower tray. The player can recognize that game medals are being discharged by the vibration transmitted from the feet without lowering his or her gaze.
[0216] The gaming machine 10 does not dispense physical gaming media. The gaming machine 10 does not have a device capable of discharging stored gaming media. Therefore, in the gaming machine 10, the phenomenon of the lower tray 25 vibrating due to the discharge of physical gaming media cannot occur. On the other hand, in the gaming machine 10, if the number of gaming media managed by the gaming machine exceeds a specific number when a payout role is won, a lower tray vibration effect is executed. Therefore, the player can recognize that the number of gaming media he / she owns (the number of gaming media managed by the gaming machine) is increasing by the vibration of the lower tray 25.
[0217] As shown in FIG. 1, the lower tray 25 is located below the reels 16a-16c on which the variable game is played, and the performance display unit 15. The lower tray 25 is also located below the operation means related to the progress of the game, such as the MAX BET button 18, the start lever 20, and the stop buttons 21a-21c. The lower tray 25 is also located below the gaming machine managed gaming media number display unit 22, which can display the number of gaming media managed by the gaming machine. The lower tray 25 is also located below the upper speaker 14a and the lower slot 14b. It is located below the peaker 14b. The lower tray 25 is the lowest device disposed on the front door 12. Thus, the position where the lower tray vibration effect is executed is below the position where the variable game is played, and below the position of the gaming machine managed gaming media number display unit 22 that can display the number of gaming media held by the player (the number of gaming media managed by the gaming machine). The player can recognize that the lower tray vibration effect is being executed by the vibration transmitted from the feet, without lowering his / her gaze or touching the lower tray 25 with his / her hands. The gaming machine 10 allows the player to recognize that the lower tray vibration effect is being executed without impeding the player's play.
[0218] Next, a specific example of the effects executed in the gaming machine 10 will be described. 10(a) shows an example of a case where a winning suggestion effect is executed with the start of a variable game. As an example, a winning suggestion display effect is executed in the effect display unit 15. A winning suggestion sound effect is executed in the upper speaker 14a and the lower speaker 14b.
[0219] When the role suggestion display performance is executed in the performance display unit 15, a character image CH imitating a predetermined character, a box image BX1 imitating a yellow box, and a box image BX2 imitating a blue box are displayed. As an example, the box image BX1 is an image suggesting that the bell role has been won. The box image BX2 is an image suggesting that the replay role has been won. As an example, in the performance display unit 15, a video is displayed of the character image CH thinking about which of the box image BX1 and the box image BX2 to select, and then a video is displayed of the box image BX1 being selected. In other words, in the performance display unit 15, a role suggestion display performance is executed to notify that the bell role has been won.
[0220] When a role suggestion sound effect is executed, the upper speaker 14a and the lower speaker 14b output a sound effect E1 in accordance with the role suggestion display effect executed in the effect display unit 15. As an example, when a video showing a character image CH selecting a box image BX1 is displayed, the upper speaker 14a and the lower speaker 14b output a sound saying "It's a bell."
[0221] FIG. 10(b) shows an example of a case where the variable game started in FIG. 10(a) ends and a payout winning performance is executed in response to the winning of a bell role. As an example, the performance display unit 15 executes a payout display performance. The upper speaker 14a and the lower speaker 14b execute a payout sound performance. Note that in FIG. 10(b), the specific condition is not met, so the lower tray vibration performance is not executed.
[0222] In the performance display unit 15, when the payout display performance is executed, the character image CH imitating a predetermined character is erased, and a character image KM of the character string "GET 10 coins!!" is displayed. As an example, the character image KM is an image that notifies the number of game media acquired (the number of game media granted). That is, the character image KM is an image that notifies the increase in the number of game media managed by the game machine. In this way, the payout display performance is a performance that displays an image that can specify that the number of game media managed by the game machine has increased. When the payout sound performance is executed, the upper speaker 14a and the lower speaker 14b output a sound effect H1. As an example, the sound effect H1 is a sound that sounds like a bell ringing. Not limited to this, the sound effect H1 may be a sound of a man saying "GET 10 coins". The sound effect H1 may be a sound that can specify the winning payout role, and may be a sound that can specify that the game media has been granted due to the winning payout role. In this way, the payout sound effect is an effect that outputs a sound that can identify an increase in the number of gaming media owned by the player (the number of gaming media managed by the gaming machine).
[0223] FIG. 11 shows an example of a case where the variable game started in FIG. 10(a) ends and a payout winning effect is executed in response to the winning of a bell role. As an example, the effect display unit 15 executes a payout display effect. The upper speaker 14a and the lower speaker 14b execute a payout sound effect. In FIG. 11, it is assumed that a specific condition is met in response to a win, and thus the bottom tray vibration effect is executed.
[0224] When the payout display effect is executed, the character image CH imitating a predetermined character is erased and a character image KM of the character string "GET 10 coins!!" is displayed in the effect display unit 15. When the payout sound effect is executed, the upper speaker 14a and the lower speaker 14b output a sound effect H1.
[0225] When the lower plate vibration performance is executed, the DC motor of the vibration device 25a is driven to execute the vibration performance in the lower plate 25. When the lower plate vibration performance is executed, the lower plate 25 vibrates in the vibration mode SD. That is, when the lower plate vibration performance is executed, the lower plate 25 vibrates at a predetermined amplitude, that is, a predetermined vibration intensity. Here, the lower plate vibration performance has a larger amplitude than the operation vibration performance. That is, the amplitude of the lower plate 25 when the lower plate vibration performance is executed is larger than the amplitude of the performance operation unit 24 when the operation vibration performance is executed. Therefore, it can be said that the lower plate vibration performance has a stronger vibration intensity than the operation vibration performance. Not limited to this, the lower plate vibration performance may have a smaller amplitude than the operation vibration performance. That is, the lower plate vibration performance may have a weaker vibration intensity than the operation vibration performance. In this way, the lower plate vibration performance and the operation vibration performance have different vibration intensities. The lower plate 25 makes the execution time of the lower plate vibration performance different depending on the timing when a specific condition is established. The following will be specifically described.
[0226] As shown in FIG. 12, the execution time of the bottom tray vibration effect differs between when a specific condition is satisfied before a prize is won and when a specific condition is satisfied after a prize is won. The "specific condition before winning" column in FIG. 12 indicates whether or not a specific condition is satisfied before a prize is won. The "timing before winning" is the timing when the CPU 42a inputs the end command. The "specific condition after winning" column in FIG. 12 indicates whether or not a specific condition is satisfied after a prize is won. The "timing after winning" is the timing when the CPU 42a inputs the number of managed game media command after inputting the number of acquired game media command. Naturally, if a specific condition is satisfied before a prize is won, the specific condition is also satisfied after a prize is won.
[0227] If a specific condition is met before a win, the CPU 42a executes the lower tray vibration effect from the start of the lower tray vibration effect until the first vibration time (1500 ms, for example) has elapsed. Then, the CPU 42a ends the lower tray vibration effect when the first vibration time has elapsed from the start of the lower tray vibration effect. Note that if the CPU 42a inputs a multiplication number command while the lower tray vibration effect is being executed, the lower tray vibration effect is ended even if the first vibration time has not elapsed.
[0228] If the specific condition is not met before winning and is met after winning, the CPU 42a executes the lower tray vibration effect from the start of the lower tray vibration effect until the second vibration time (1000 ms, for example) has elapsed. Then, when the second vibration time has elapsed after the start of the lower tray vibration effect, the CPU 42a ends the lower tray vibration effect. Note that if the CPU 42a inputs a multiplication number command while the lower tray vibration effect is being executed, the lower tray vibration effect ends even if the second vibration time has not elapsed.
[0229] If the specific condition is not met before the winning, and the specific condition is not met after the winning, the CPU 42a does not start the lower tray vibration effect. However, even if the specific condition is not met before the winning, and the specific condition is not met after the winning, the lower tray vibration effect is executed when a specific combination is won. In this case, the CPU 42a does not start the lower tray vibration effect. The lower tray vibration effect is executed until the third vibration time (for example, 900 ms) has elapsed since the start of the lower tray vibration effect. Then, when the third vibration time has elapsed since the start of the lower tray vibration effect, the CPU 42a ends the lower tray vibration effect. Note that if the CPU 42a inputs a multiplication number command while the lower tray vibration effect is being executed, the lower tray vibration effect is ended even if the third vibration time has not elapsed.
[0230] As described above, the execution time of the bottom tray vibration effect differs depending on the timing when the specific condition is satisfied and the cause of the specific condition being satisfied. As an example, the first vibration time to the third vibration time are in the order of the third vibration time < the second vibration time < the first vibration time. Not limited to this, the first vibration time to the third vibration time may be set to a time different from the above specific example, and the relationship between the lengths may be changed.
[0231] Below, a specific example of the fulfillment of a specific condition and the bottom tray vibration effect that is executed in response to the fulfillment of the specific condition will be described. As shown in FIG. 13, at timing tm10, a variable game is started in the gaming machine 10. At this time, the number of gaming media managed by the gaming machine is 35. Therefore, the specific condition is not met. At timing tm11, it is assumed that the variable game ends in the gaming machine 10 and a bell role is won. With the winning of the bell role, a payout sound effect is executed in the speaker 14. At this time, the number of gaming media managed by the gaming machine becomes 45. Therefore, the specific condition is not met. Therefore, a lower tray vibration effect is not executed in the lower tray 25. The payout sound effect ends at timing tm12, when the performance time t1 (for example, 500 ms) has elapsed since the start of the payout sound effect.
[0232] At timing tm13, the variable game is started in the gaming machine 10. At this time, the number of gaming media managed by the gaming machine is 42. Therefore, the specific condition is not established. At timing tm14, the variable game is ended in the gaming machine 10 and the bell role is won. With the winning of the bell role, the speaker 14 executes a payout sound effect. At this time, the number of gaming media managed by the gaming machine is 52. Therefore, the specific condition is established at the timing after the winning. Therefore, the lower tray 25 executes a lower tray vibration effect. At timing tm15, when the performance time t1 has elapsed since the start of the payout sound effect, the payout sound effect ends. In addition, at timing tm16, when the performance time t2 (for example, 1000 ms) has elapsed since the start of the lower tray vibration effect, the lower tray vibration effect ends.
[0233] At timing tm17, the variable game is started in the gaming machine 10. At this time, the number of gaming media managed by the gaming machine is 49. Therefore, the specific condition is not established. At timing tm18, the variable game is ended in the gaming machine 10 and the bell role is won. With the winning of the bell role, the speaker 14 executes a payout sound effect. At this time, the number of gaming media managed by the gaming machine is 59. Therefore, the specific condition is established at the timing after the winning. Therefore, the lower tray 25 executes a lower tray vibration effect. At timing tm19, when the performance time t1 has elapsed since the start of the payout sound effect, the payout sound effect ends. Also, at timing tm20, when the performance time t2 has elapsed since the start of the lower tray vibration effect, the lower tray vibration effect ends.
[0234] At timing tm21, it is assumed that a variable game has started in the gaming machine 10. At this time, the number of gaming media managed by the gaming machine is 56. Therefore, the specific condition remains established. At timing tm22, it is assumed that a variable game has ended in the gaming machine 10 and a bell role has been won. With the bell role winning, a payout sound effect is executed in the speaker 14. At this time, the number of gaming media managed by the gaming machine becomes 66. Since the specific condition was established at the timing before the win, a lower tray vibration effect is executed in the lower tray 25. At timing tm23, when the performance time t1 has elapsed since the start of the payout sound effect, the payout sound effect ends. In addition, At timing tm24, when a performance time t3 (for example, 1500 ms) has elapsed since the vibration performance started, the lower tray vibration performance ends.
[0235] As shown at timing tm14 and timing tm18, in the gaming machine 10, when the number of gaming media managed by the gaming machine increases with a winning prize and exceeds a specific number (for example, 50), the specific condition is met. As shown at timing tm11, in the gaming machine 10, even if the number of gaming media managed by the gaming machine increases with a winning prize, the specific condition is not met unless it exceeds the specific number. In this way, when the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) increases, the specific condition may be met.
[0236] As shown at timing tm17, in the gaming machine 10, the bet number is set when a variable game is executed and the number of gaming media managed by the gaming machine is reduced, so that the specific condition is not satisfied. As shown at timing tm21, in the gaming machine 10, even if the bet number is set when a variable game is executed and the number of gaming media managed by the gaming machine is reduced, the specific condition is not satisfied. In this way, when the specific condition is satisfied, if the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) is reduced as a result of the gaming media being used to execute the variable game, the specific condition may not be satisfied.
[0237] Then, as at timing tm11, when the number of game media held by the player (the number of game media managed by the gaming machine) increases with winning, and the specific condition is not met, a payout sound effect is executed, but a lower tray vibration effect is not executed. More specifically, in a situation where the number of game media held by the player (the number of game media managed by the gaming machine) does not exceed a specific number, when the number of game media held by the player with winning (the number of game media managed by the gaming machine) does not exceed a specific number, a payout sound effect is executed, but a lower tray vibration effect is not executed.
[0238] Also, when the number of game media held by the player (the number of game media managed by the game machine) increases as a result of winning, as at timing tm14 and timing tm18, and a specific condition is met, a lower tray vibration effect is executed in addition to the payout sound effect. More specifically, in a situation where the number of game media held by the player (the number of game media managed by the game machine) does not exceed a specific number, when the number of game media held by the player (the number of game media managed by the game machine) exceeds a specific number as a result of winning, a lower tray vibration effect is executed in addition to the payout sound effect.
[0239] Also, when a specific condition is met, such as at timing tm22, when the number of game media held by the player (the number of game media managed by the game machine) increases as a result of winning, a lower tray vibration effect is executed in addition to the payout sound effect. More specifically, when the number of game media held by the player (the number of game media managed by the game machine) exceeds a specific number, when the number of game media held by the player (the number of game media managed by the game machine) increases as a result of winning, a lower tray vibration effect is executed in addition to the payout sound effect.
[0240] Here, when the variable game ends and a payout role is won, an acquisition number command is output from the main control board 40 (CPU 40a), and the CPU 41a that inputs the acquisition number command increases the number of gaming media managed by the gaming machine. The time from winning to the end of the increase in the number of gaming media managed by the gaming machine is approximately the same as the performance time t1 of the payout sound performance. The time from winning to the end of the increase in the number of gaming media managed by the gaming machine corresponds to the time from winning to the display of the number of gaming media managed by the gaming machine after the increase due to the win on the number of gaming media managed by the gaming machine display unit 22. In this way, the gaming machine 10 is configured to execute the payout sound performance during the period when the number of gaming media managed by the gaming machine is increasing, that is, during the period when the number of gaming media managed by the gaming machine is displaying the increase in the number of gaming media managed by the gaming machine due to the win on the number of gaming media managed by the gaming machine display unit 22 when a payout role is won. The gaming machine 10 is configured to end the payout sound effect substantially at the same time as the end of the period during which the number of gaming media managed by the gaming machine is increasing.
[0241] On the other hand, the time from winning to the end of the increase in the number of gaming media managed by the gaming machine is shorter than the presentation time t2 of the lower tray vibration presentation. The time from winning to the end of the increase in the number of gaming media managed by the gaming machine is shorter than the presentation time t3 of the lower tray vibration presentation. In other words, the gaming machine 10 is configured so that when a payout role is won, the lower tray vibration presentation is executed even after the period during which the number of gaming media managed by the gaming machine is increasing ends. In this way, if the lower tray vibration presentation is started when the number of gaming media held by the player (the number of gaming media managed by the gaming machine) exceeds a specific number due to winning, the lower tray vibration presentation can be executed even after the number of gaming media held by the player (the number of gaming media managed by the gaming machine) increases due to winning.
[0242] Also, the presentation time t1 of the payout sound presentation is shorter than the presentation time t2 of the lower tray vibration presentation. The presentation time t1 of the payout sound presentation is shorter than the presentation time t3 of the lower tray vibration presentation. In other words, the gaming machine 10 is configured so that when a payout role is won, the lower tray vibration presentation is executed even after the payout sound presentation has ended. In this way, if the lower tray vibration presentation is started when the number of gaming media held by the player (the number of gaming media managed by the gaming machine) exceeds a specific number as a result of a win, the lower tray vibration presentation can be executed even after the payout sound presentation has ended.
[0243] As shown in FIG. 14, it is assumed that a variable game starts in the gaming machine 10 at timing tm30. At this time, the number of gaming media managed by the gaming machine is 15. Therefore, the specific condition is not met. It is assumed that a variable game ends in the gaming machine 10 at timing tm31, and a bell role is won. With the winning of the bell role, a payout sound effect is executed in the speaker 14. At this time, the number of gaming media managed by the gaming machine becomes 25. Therefore, the specific condition is not met. Therefore, a lower tray vibration effect is not executed in the lower tray 25. The payout sound effect ends at timing tm32, when the performance time t1 has elapsed since the start of the payout sound effect.
[0244] At timing tm33, the lending operation unit 103 of the management unit 100 is operated. As a result, a number of game media (for example, 50) corresponding to the specified amount is lent, the number of game media managed by the gaming machine becomes 75, and the specific condition is established. At timing tm34, the variable game is started in the gaming machine 10. At this time, the number of game media managed by the gaming machine becomes 72. Therefore, the specific condition remains established. At timing tm35, the variable game is ended in the gaming machine 10 and a bell role is won. With the winning of the bell role, a payout sound effect is executed in the speaker 14. At this time, the number of game media managed by the gaming machine becomes 82. Since the specific condition is established at the timing before the winning, a lower tray vibration effect is executed in the lower tray 25. At timing tm36, when the performance time t1 has elapsed since the start of the payout sound effect, the payout sound effect ends. In addition, at timing tm37, when the performance time t3 has elapsed since the lower tray vibration performance started, the lower tray vibration performance ends.
[0245] At timing tm38, the counting button 23 is pressed and held in the gaming machine 10. As a result, the gaming media of the second counting number of gaming media (for example, 50) are transferred to the management unit 100, the number of gaming media managed by the gaming machine becomes 32, and the specific condition is not met. After that, at timing tm39, the variable game is started in the gaming machine 10. At this time, the number of gaming media managed by the gaming machine becomes 29. Therefore, the specific condition is not met. At timing tm40, the variable game is ended in the gaming machine 10 and a bell role is won. With the winning of the bell role, a payout sound effect is executed in the speaker 14. At this time, the number of gaming media managed by the gaming machine becomes 39. Therefore, the specific condition is not met. Therefore, the lower tray vibration effect is not executed in the lower tray 25. At timing tm41, when the performance time t1 has elapsed since the start of the payout sound effect, the payout sound effect ends.
[0246] As shown at timing tm33, in the gaming machine 10, the gaming media are lent from the management unit 100 to the gaming machine 10, and the number of gaming media managed by the gaming machine increases, so that a specific condition is established. Note that even if gaming media are lent from the management unit 100 to the gaming machine 10, the specific condition is not met if the sum of the number of gaming media managed by the gaming machine before the lending and the number of lent media does not exceed the specific number. In this way, in the gaming machine 10, when the specific condition is not met, if the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) increases by inputting information from the CU control board 110, the specific condition may be met.
[0247] As shown at timing tm38, in the gaming machine 10, the gaming media are transferred from the gaming machine 10 to the management unit 100, and the number of gaming media managed by the gaming machine is reduced, so that the specific condition is not satisfied. Note that even if the gaming media are transferred from the gaming machine 10 to the management unit 100, if the number of gaming media managed by the gaming machine after the transfer exceeds the specific number, the specific condition is not satisfied and remains satisfied. In this way, in the gaming machine 10, when the specific condition is satisfied, if the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) is reduced by outputting information to the CU control board 110, the specific condition may not be satisfied.
[0248] As shown in FIG. 15, it is assumed that the MAX BET button 18 is operated in the gaming machine 10 at timing tm50. As a result, it is assumed that 3 bets are made in the gaming machine 10. At this time, the number of gaming media managed by the gaming machine is 60. Therefore, the specific condition is established. It is assumed that the variable game is started in the gaming machine 10 at timing tm51. It is assumed that the variable game is ended in the gaming machine 10 at timing tm52, and the Bell role is won. With the Bell role winning, the speaker 14 executes a payout sound effect. At this time, the number of gaming media managed by the gaming machine becomes 70. Since the specific condition is established at the timing before the winning, the lower tray 25 executes a lower tray vibration effect. The payout sound effect ends at timing tm53 when the performance time t1 has elapsed since the payout sound effect started.
[0249] At timing tm54 before timing tm55 at which the performance time t3 has elapsed since the lower tray vibration performance started, the MAX BET button 18 is operated in the gaming machine 10. At timing tm54, the lower tray vibration performance ends in the gaming machine 10 due to the operation of the MAX BET button 18. That is, in the gaming machine 10, even if the performance time of the lower tray vibration performance is a performance time t4 (for example, 1200 ms) that is less than the performance time t3, the lower tray vibration performance ends. In this way, the CPU 42a can end the lower tray vibration performance when a multiplication number command is input during the execution of the lower tray vibration performance. In other words, the CPU 42a can end the lower tray vibration performance when the 1 BET button 17 or the MAX BET button 18 is operated during the execution of the lower tray vibration performance.
[0250] As shown in FIG. 16, it is assumed that a variable game starts in the gaming machine 10 at timing tm60. At this time, the number of gaming media managed by the gaming machine is 15. Therefore, the specific condition is not met. It is assumed that a variable game ends in the gaming machine 10 at timing tm61, and a cherry role is won. With the cherry role winning, a payout sound effect is executed in the speaker 14. At this time, the number of gaming media managed by the gaming machine becomes 19. Therefore, the specific condition is not met. Therefore, a lower tray vibration effect is not executed in the lower tray 25. The payout sound effect ends at timing tm62, when a performance time t5 (for example, 200 ms) has elapsed since the start of the payout sound effect.
[0251] At timing tm63, it is assumed that a variable game has started in the gaming machine 10. At this time, the number of gaming media managed by the gaming machine is 16. Therefore, the specific condition has not been met. At timing tm64, it is assumed that a variable game has ended in the gaming machine 10 and a watermelon role has been won. With the watermelon role winning, a payout sound effect is executed in the speaker 14. At this time, the number of gaming media managed by the gaming machine is 31. Therefore, the specific condition has not been met. However, since the winning role is a specific role (as an example, the watermelon role), the specific condition is met. Therefore, a lower tray vibration effect is executed in the lower tray 25. After the start of the payout sound effect, the performance time At timing tm65 when t6 (for example, 750 ms) has elapsed, the payout sound effect ends. Also, at timing tm66 when the effect time t7 (for example, 900 ms) has elapsed since the lower tray vibration effect started, the lower tray vibration effect ends.
[0252] Therefore, according to this embodiment, the following effects can be obtained. (1) The gaming machine 10 is configured to manage the number of gaming media owned by the player (number of gaming media managed by the gaming machine) with data. A gaming machine that manages the number of gaming media owned by the player with data is less likely to give the player a sense that the number of gaming media owned by the player has increased, compared to a gaming machine in which the gaming media can be discharged outside the machine when the number of gaming media owned by the player increases with winning. In response to this problem, according to the gaming machine 10, when the number of gaming media owned by the player (number of gaming media managed by the gaming machine) increases with winning and a specific condition is met, a lower tray vibration effect is executed in addition to a payout sound effect that outputs a sound that can identify the increase in the number of gaming media owned by the player. On the other hand, according to the gaming machine 10, when the number of gaming media owned by the player (number of gaming media managed by the gaming machine) increases with winning and a specific condition is not met, a payout sound effect is executed, but a lower tray vibration effect is not executed. The specific condition is a condition that can be established when the number of game media owned by the player (the number of game media managed by the gaming machine) increases. Therefore, when the lower tray vibration effect is executed in addition to the payout sound effect, it is easier for the player to feel that the number of game media owned by the player is increasing, and it is possible to increase the interest, compared to when the lower tray vibration effect is not executed and only the payout sound effect is executed.
[0253] (2) In conventional reel-type gaming machines, the device on which the variable game is played and various display devices are provided at positions where the player can easily see them. This allows the player to easily recognize the state of the reel-type gaming machine. Here, conventional reel-type gaming machines are configured so that physical gaming media (for example, gaming medals) are discharged onto a lower tray provided below these devices. Even if the player does not visually recognize the state in which the gaming media is discharged onto the lower tray, the player can recognize that the gaming media has been discharged by the vibration of the lower tray caused by the gaming media being discharged. The gaming machine 10 executes the lower tray vibration effect below the position where the variable game is played and below the position of the display means capable of displaying the number of gaming media owned by the player (the number of gaming media managed by the gaming machine). This allows the gaming machine 10 to approximate the phenomenon in which gaming media is discharged in conventional reel-type gaming machines. Therefore, it is possible to easily give the player the feeling that the number of gaming media owned by the player is increasing, and it is possible to improve the interest.
[0254] (3) In general, the effect operation unit 24 is an operation means related to the effect executed based on the result of the variable game. Therefore, in the gaming machine 10, the effect is executed by operating the effect operation unit 24, so that the player can be entertained by giving a sense of expectation to the player. Here, since the operation vibration effect and the lower tray vibration effect are effects that perform the same type of action, there is a risk that the player will mistakenly recognize which of the operation vibration effect and the lower tray vibration effect is being executed. In the gaming machine 10, the intensity of the vibration is made different between the operation vibration effect and the lower tray vibration effect. As a result, the execution of the operation vibration effect can be entertaining, and the execution of the lower tray vibration effect can give the player a sense that the number of game media held by the player is increasing, thereby improving the interest.
[0255] (4) In the gaming machine 10, when the number of gaming media managed by the gaming machine exceeds a specific number, when the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) increases as a result of winning a prize, in addition to a payout sound effect that outputs a sound that can identify the increase in the number of gaming media owned by the player, a bottom tray vibration effect is executed. In this way, the gaming machine 10 can make the player understand that the number of gaming media owned by the player is more than the specific number, and in addition, can make the player understand that the number of gaming media owned by the player has further increased. Therefore, the player is given the sense that the number of gaming media owned by the player is increasing, and the interest can be enhanced.
[0256] (5) In the gaming machine 10, even if the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) increases with winning, if the number of gaming media managed by the gaming machine does not exceed a specific number, a payout sound effect is executed, but a lower tray vibration effect is not executed. On the other hand, in the gaming machine 10, when the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) increases with winning, and the number of gaming media managed by the gaming machine exceeds a specific number, a lower tray vibration effect is executed in addition to the payout sound effect. This allows the player to understand that the number of gaming media owned by the player has exceeded the specific number. Therefore, the player is given the sense that the number of gaming media owned by the player is increasing, which can improve the player's interest.
[0257] (6) In the gaming machine 10, when the 1 bet button 17 or the MAX bet button 18 is operated during the execution of the lower tray vibration effect, the lower tray vibration effect can be ended. The 1 bet button 17 and the MAX bet button 18 are means by which the player can operate to set the bet number using the number of gaming media owned by the player (the number of gaming media managed by the gaming machine), so that the execution of the lower tray vibration effect and the increase in the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) can be more closely related. Therefore, by executing the lower tray vibration effect, it is easy to give the player the feeling that the number of gaming media he owns is increasing, and the interest can be improved.
[0258] (7) When information is input from the CU control board 110, the number of gaming media managed by the gaming machine may increase. When the number of gaming media managed by the gaming machine increases as a result of inputting information from the CU control board 110, a specific condition may be met. In the gaming machine 10, a lower tray vibration effect can be executed when a specific condition is met, but a lower tray vibration effect is not executed when the specific condition is not met. This makes it easier for the player to recognize the number of gaming media the player owns, while giving the player the feeling that the number of gaming media he or she owns is increasing.
[0259] (8) In the gaming machine 10, when the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) decreases as a result of the use of gaming media when playing a variable game, the specific condition may not be met. In the gaming machine 10, the lower tray vibration effect can be executed when the specific condition is met, but the lower tray vibration effect is not executed when the specific condition is not met, so that the player can easily recognize the number of gaming media he or she owns, while being given the feeling that the number of gaming media he or she owns is increasing.
[0260] (9) The gaming machine 10 can execute the bottom tray vibration effect even after the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) has increased due to winning. This makes it easier for the player to recognize that the bottom tray vibration effect has been executed, making it easier for the player to feel that the number of gaming media he or she owns is increasing, thereby improving the player's interest.
[0261] (10) In the gaming machine 10, the duration of the lower tray vibration effect is longer than the duration of the payout sound effect. This allows the player to easily recognize that the lower tray vibration effect has been executed, which makes it easier for the player to feel that the number of gaming media he or she owns is increasing, thereby improving the player's interest.
[0262] (11) The execution time of the bottom tray vibration effect differs between when a specific condition is met before a win and when a specific condition is met after a win. In particular, since the specific condition is met according to the number of gaming media managed by the gaming machine, the execution time of the bottom tray vibration effect can help the player understand the number of gaming media managed by the gaming machine. This makes it easier for the player to recognize the number of gaming media he or she owns, while giving the player the feeling that the number of gaming media he or she owns is increasing.
[0263] (12) In the gaming machine 10, when a specific combination is won, a bottom tray vibration effect is executed. This allows the player to understand that a specific combination has been won, and that the number of game media will increase as a result of the winning of the specific combination. Therefore, by executing the bottom tray vibration effect, the player is more likely to feel that the number of game media he or she owns is increasing, which can increase the player's interest.
[0264] (13) The vibration device 25a is disposed on both the left and right sides of the center line CL. Therefore, for example, even if the player has his / her legs crossed, the vibration can be transmitted to either the left or right foot, and the player can recognize that the lower tray vibration effect is being executed. Also, if the player does not have his / her legs crossed, the vibration can be transmitted to both the left and right feet, and the player can recognize that the lower tray vibration effect is being executed. Therefore, by executing the lower tray vibration effect, the player can easily feel that the number of game media he / she owns is increasing, and the interest can be increased.
[0265] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0266] The sound output when the payout sound effect is executed may be different depending on whether the state is the first normal state, the second normal state, the AT state, or the bonus state. In this case, different sounds may be output in the first normal state, the second normal state, the AT state, and the bonus state, or the same sound may be output in some game states. The sound output when the payout sound effect is executed may be different depending on the winning combination, or may be the same regardless of the winning combination. In the case of being different depending on the winning combination, different sounds may be output for the winning of the cherry combination, the watermelon combination, the bell combination, and the bell spill combination, or the same sound may be output for the winning of some payout combinations.
[0267] The sound output when the payout sound effect is executed may be the same regardless of whether the state is the first normal state, the second normal state, the AT state, or the bonus state. The sound output when the payout sound effect is executed may be different depending on the winning combination. The payout sound effect may be different in the presentation mode depending on at least one of the game state and the winning combination. According to this modification, the payout sound effect is executed in conjunction with a win, making it easier for the player to recognize the game state and the winning combination.
[0268] The intensity of vibration when the lower tray vibration effect is executed may be the same regardless of the controlled game state. The intensity of vibration when the lower tray vibration effect is executed may be the same regardless of the winning combination. The presentation time of the lower tray vibration effect may be the same regardless of the controlled game state. The presentation time of the lower tray vibration effect may be the same regardless of the winning combination. In this way, the presentation mode of the lower tray vibration effect may be the same regardless of the game state and the winning combination. According to this modified example, by executing the lower tray vibration effect in response to a win, it is possible to make the player more easily recognize that the number of gaming media he or she owns has increased.
[0269] The strength of the vibration when the bottom tray vibration effect is executed may vary depending on the game state being controlled, or may be the same regardless of the game state being controlled. In this case, the strength of the vibration when the bottom tray vibration effect is executed may vary depending on the winning combination, or may be the same regardless of the winning combination. Bottom tray vibration effect execution time may be different depending on the game state being controlled, or may be the same regardless of the game state being controlled. In this case, the presentation time of the lower tray vibration presentation may be different depending on the winning combination, or may be the same regardless of the winning combination. The lower tray vibration presentation may be configured such that the presentation mode may differ depending on at least one of the game state and the winning combination. According to this modified example, the lower tray vibration presentation is executed in conjunction with a win, making it easier for the player to recognize the game state and the winning combination.
[0270] The specific condition may be satisfied when the number of winnings during the bonus exceeds a specific number during the bonus state. In this case, the specific condition may not be satisfied when the bonus game ends. In this case, if the number of gaming media managed by the gaming machine exceeds the specific number, the specific condition may remain satisfied.
[0271] The specific condition may be satisfied when the number of acquisitions during the AT exceeds a specific number during the AT state. In this case, the specific condition may not be satisfied when the AT state transitions to a game state different from the AT state. In this case, if the number of game media managed by the gaming machine exceeds a specific number, the specific condition may remain satisfied.
[0272] The specific condition may be satisfied when the number of advantageous differences exceeds a specific number. In this case, the specific condition may not be satisfied when the number of advantageous differences becomes equal to or less than the specific number. The specific condition may also not be satisfied when the game is controlled from an advantageous zone to a non-advantageous zone. In this case, if the number of gaming media managed by the gaming machine exceeds the specific number, the specific condition may remain satisfied.
[0273] The specific condition may be satisfied when the maximum difference number exceeds a specific number. In this case, the specific condition may not be satisfied when the maximum difference number becomes equal to or less than the specific number. The specific condition may also not be satisfied when the power is turned on after being turned off and the maximum difference number is initialized. In this case, if the number of gaming media managed by the gaming machine exceeds the specific number, the specific condition may remain satisfied.
[0274] The specific condition may be established depending on the game state. As an example, the specific condition may be established when the number of game media managed by the gaming machine exceeds a specific number in the AT state or bonus state, while the specific condition may not be established when the number of game media managed by the gaming machine exceeds a specific number in the first normal state or second normal state. In other words, the specific condition may be established in the AT state and the bonus state, but may not be established in the first normal state and the second normal state. Thus, the special effect may be executed in the AT state and the bonus state, but may not be executed in the first normal state and the second normal state.
[0275] The effect (special effect) executed when a specific condition is met is not limited to the lower tray vibration effect. An effect different from the lower tray vibration effect may be executed instead of or in addition to the lower tray vibration effect. As an example, the effect different from the lower tray vibration effect may be an effect that includes a device for blowing air (for example, a blower fan) and blows air so that the device blows air on the player. As an example, the effect different from the lower tray vibration effect may be an effect in which a sound is output from the speaker 14 suggesting or notifying that the number of game media held by the player has increased as a result of winning. As an example, the effect different from the lower tray vibration effect may be an effect in which an image is displayed on the effect display unit 15 suggesting or notifying that the number of game media held by the player has increased as a result of winning. As an example, the effect different from the lower tray vibration effect may be an effect in which a sound is output from the speaker 14 suggesting or notifying that a specific condition has been met. As an example, the effect different from the lower tray vibration effect may be an effect in which an image is displayed on the effect display unit 15 suggesting or notifying that a specific condition has been met.
[0276] The effect (special effect) executed when a specific condition is met may have a different effect mode (effect content) depending on whether the specific condition is met before winning or after winning. In other words, the special effect may have a different effect mode (effect content) depending on whether the special effect is executed when the number of game media held by the player exceeds a specific number or when the number of game media held by the player does not exceed the specific number and the number of game media held by the player exceeds the specific number as a result of winning. As an example, the CPU 42a may change the rotation speed of the DC motor of the vibration device 25a during the execution of the lower tray vibration effect depending on whether the specific condition is met before winning or after winning.
[0277] The effect (special effect) executed when a specific condition is established may have a different effect mode (effect content) when the number of gaming media owned by the player (number of gaming media managed by the gaming machine) exceeds a special number (500, for example) that is a number greater than the specific number, and when it is a number greater than the specific number but equal to or less than the special number. As an example, the CPU 42a may change the rotation speed of the DC motor of the vibration device 25a during execution of the lower tray vibration effect between a case where the number of gaming media managed by the gaming machine after winning exceeds the special number and a case where the number of gaming media managed by the gaming machine after winning exceeds the specific number but is equal to or less than the special number, thereby changing the effect mode (effect content) of the lower tray vibration effect.
[0278] In the above modified example, the special effect may have a higher intensity when the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) exceeds the special number, rather than when it is more than the specific number and equal to or less than the special number. The amount of light from the light-emitting body in the light-emitting effect corresponds to the intensity of the effect. The greater the amount of light from the light-emitting body, the higher the intensity of the effect. The volume of the sound in the sound effect corresponds to the intensity of the effect. The greater the volume of the sound, the higher the intensity of the effect. The size (width) of the display area of the image in the display effect corresponds to the intensity of the effect. The larger (wider) the area in which the image is displayed, the higher the intensity of the effect. Furthermore, the brightness of the image in the display effect corresponds to the intensity of the effect. The brighter the image displayed, the higher the intensity of the effect. The magnitude of the amplitude of the vibration in the vibration effect corresponds to the intensity of the effect. The greater the amplitude of the vibration, the higher the intensity of the effect. Furthermore, the number of vibrations in the vibration effect corresponds to the intensity of the effect. The higher the number of vibrations, the higher the intensity of the effect. In other words, the stronger the special effect, the stronger the notification to the player that the number of gaming media owned by the player (the number of gaming media managed by the gaming machine) has increased.
[0279] As a method for vibrating the lower plate 25 in the lower plate vibration performance, a method other than vibration by an eccentric motor may be adopted. As an example, a method for vibrating the lower plate 25 by moving a weight inside the gaming machine 10 may be adopted. In addition, for example, a method for providing a movable body on the front door 12 and vibrating the lower plate 25 by the operation of the movable body may be adopted. The movable body may be configured to have the vibration function of the vibration device 24a. In this case, the movable body may be used in combination with the vibration device 24a. In other words, the lower plate vibration performance may be a performance executed by operating the movable body. In addition, for example, a method for vibrating the lower plate 25 by the lower speaker 14b outputting sound may be adopted. The lower speaker 14b may be configured to have the vibration function of the vibration device 24a. In this case, the lower speaker 14b may be used in combination with the vibration device 24a. In other words, the lower plate vibration performance may be a performance executed by outputting sound from the lower speaker 14b. Another method of vibrating the lower tray 25 may be to provide a device that moves the gaming machine 10 back and forth or left and right within a specified range, and the operation of the device results in the vibration of the lower tray 25.
[0280] After the specific condition is satisfied and the special performance is executed, the CPU 42a Even if the specific condition is satisfied again after that, the CPU 42a may control not to execute the special effect until the specific execution condition is satisfied. As an example, the specific execution condition may be satisfied when the number of variable games executed after the special effect is executed reaches a specific number of games (for example, 10). The specific execution condition may be satisfied when the time elapsed after the special effect is executed reaches a specific elapsed time (for example, 30000 ms). For example, in FIG. 13, the CPU 42a may control not to execute the special effect unless the specific execution condition is satisfied, even if the specific condition is satisfied again at timing tm18 after the specific condition is satisfied at timing tm14 and the special effect is executed. The CPU 42a may control to execute the special effect if the specific execution condition is satisfied at timing tm18.
[0281] The specific number may be changed as appropriate as long as it is a predetermined number. The specific number is not limited to 50, and may be 49 or less, or 51 or more. However, it is preferable that the specific number is 4 or more, which is a number that indicates a possibility that the gaming media held by the player may have increased.
[0282] The execution time of the special effect may be longer than that of the operation vibration effect. The execution time of the special effect may be shorter than that of the operation vibration effect. The execution time of the special effect may be longer or shorter than that of the operation vibration effect. In other words, the execution time of the special effect and the operation vibration effect may be different.
[0283] The presentation time of the payout sound effect may be different depending on the sound (sound effect) output. In this case, the presentation time of the payout sound effect may be a time according to the number of game media awarded. The presentation time of the payout sound effect may be substantially the same as the time from winning to the end of the increase in the number of game media managed by the gaming machine. The more game media awarded, the longer the time from winning to the end of the increase in the number of game media managed by the gaming machine. Note that, regardless of the sound (sound effect) output by the payout sound effect, the presentation time of the payout sound effect may be shorter than the presentation time of the special effect. As an example, the sound effects H1 and H5 are 500 ms. The sound effects H2 and H6 are 50 ms. The sound effects H3 and H7 are 200 ms. The sound effects H4 and H8 are 750 ms.
[0284] The CPU 42a may end the special effect when the number of game media managed by the gaming machine becomes equal to or less than a specific number and the specific condition is not met when the multiplication number command is input during the execution of the special effect. On the other hand, the CPU 42a may not end the special effect when the number of game media managed by the gaming machine does not become equal to or less than a specific number and the specific condition is met when the multiplication number command is input during the execution of the special effect. In other words, the CPU 42a may end the special effect when the multiplication number command is input during the execution of the special effect if the specific condition is not met, but may not end the special effect when the specific condition is met.
[0285] The gaming machine 10 may be configured to execute stagnation control (so-called freeze) during the execution of a special effect. When a special effect is executed, the CPU 40a may wait until the special effect ends without returning to step S101 after finishing the game state update process (step S117) of the game progress main process. In this way, the CPU 40a may not accept the operation of the 1 bet button 17 and the MAX bet button 18 during the execution of a special effect. In other words, the gaming machine 10 may be configured to not allow the bet amount to be set during the execution of a special effect.
[0286] The CPU 42a may control the group of effect devices so that a special effect is executed when the count button 23 is operated to reduce the number of gaming media managed by the gaming machine. In other words, the CPU 42a controls the group of effect devices so that a special effect is executed when the gaming media are transferred from the gaming machine 10 to the management unit 100. The group of performance devices may be controlled in this manner.
[0287] The specific combination is not limited to the watermelon combination, and may be multiple combinations. The specific combination may include the bell combination or the cherry combination. When a specific combination is won, a special performance is executed, so it is preferable that the number of game media awarded by the winning combination is greater than the specified multiplier. In other words, the special performance is executed when a number of game media greater than the multiplier set at least when the variable game is being executed is awarded.
[0288] The CPU 42a may not end the special effect even if a specific condition is met, if the number of gaming media managed by the gaming machine that has increased with the winning is less (smaller) than the specified multiplier. In this case, the CPU 42a may end the special effect if the number of gaming media managed by the gaming machine that has increased with the winning is more (larger) than the specified multiplier when a specific condition is met.
[0289] The sound produced by the dispensing sound effect may be different between the upper speaker 14a and the lower speaker 14b. The sound produced by the dispensing sound effect may be output from only one of the upper speaker 14a and the lower speaker 14b.
[0290] The CPU 40a may decrease the bet by 2 when the 1 bet button 17 is operated when the set bet is the maximum bet (3) and the number of gaming media managed by the gaming machine is 1 or more. In other words, the CPU 40a may bet 1 when the 1 bet button 17 is operated when the set bet is the maximum bet (3) and the number of gaming media managed by the gaming machine is 1 or more. In this case, the CPU 40a may store a settlement command that can specify that the bet has been decreased by 2 in the output buffer. As a result, the CPU 41a increases the number of gaming media managed by the gaming machine by 2 in the managed media number information generation process based on the input settlement command.
[0291] The CPU 40a may be configured to increase the bet when the MAX BET button 18 is operated even when the sum of the set bet and the number of gaming media managed by the gaming machine is not equal to or greater than the maximum bet. The CPU 40a may be configured to increase the bet when the MAX BET button 18 is operated when the set bet is less than the maximum bet and the number of gaming media managed by the gaming machine is 1 or more. In other words, the gaming machine 10 may be configured so that a bet less than the maximum bet can be set by operating the MAX BET button 18.
[0292] The upper limit number of games may be any predetermined number and does not have to be 4000. The upper limit number of games may be less than 4000. The upper limit number of games may be 4001 or more. The upper limit number of difference numbers may be any predetermined number and does not have to be 2400. The upper limit number of difference numbers may be less than 2400. The upper limit number of difference numbers may be 2401 or more.
[0293] The advantageous difference number may be the number of game media that has increased from the smallest number (value) since the transition from the non-advantageous zone to the advantageous zone. In this case, the CPU 40a subtracts the bet amount (number of bets) in the current variable game from the advantageous difference number. The CPU 40a adds the number of game media that can be specified by the acquired number information stored in the RWM 40c to the advantageous difference number. If the advantageous difference number becomes a negative number as a result of the subtraction, the CPU 40a sets the advantageous difference number to 0.
[0294] The advantageous difference number may be the number of game media acquired after the transition from the non-advantageous zone to the advantageous zone. In this case, the CPU 40a does not subtract the bet number in the current variable game from the advantageous difference number. The CPU 40a adds the number of game media that can be specified by the acquired number information stored in the RWM 40c to the advantageous difference number.
[0295] The maximum upper limit difference number may be any number that is determined in advance, and does not have to be 19,000. The maximum upper limit difference number may be less than 19,000. The maximum upper limit difference number may be 19,001 or more.
[0296] The maximum difference number may be the difference in the number of game media since the power was turned on. In this case, the CPU 40a subtracts the bet amount (number of bets) in the current variable game from the maximum difference number. The CPU 40a adds the number of game media that can be specified by the acquired number information stored in the RWM 40c to the maximum difference number. The maximum difference number may become a negative number as a result of the subtraction. In other words, the CPU 40a does not need to set the maximum difference number to 0 if the maximum difference number becomes a negative number as a result of the subtraction.
[0297] The maximum difference number may be the number of game media acquired since the power was turned on. In this case, the CPU 40a does not subtract the bet amount (the number of bets) in the current variable game from the maximum difference number. The CPU 40a adds the number of game media that can be specified by the acquired number information stored in the RWM 40c to the maximum difference number.
[0298] In the gaming machine 10, when the condition for transition to the advantageous zone is met in the first normal state, the gaming machine 10 may transition to the AT state. At this time, the gaming machine 10 transitions from the non-advantageous zone to the advantageous zone. In other words, in the gaming machine 10, when the condition for transition to the advantageous zone is met in the first normal state, the gaming machine 10 may transition to either the second normal state or the AT state. In this case, the probability of transitioning to the AT state in the second normal state may be higher than the probability of transitioning to the AT state in the first normal state.
[0299] The gaming machine managed gaming media number display unit 22 may also be used as a display unit that displays error information that can identify an error that has occurred in the gaming machine 10. The CPU 41a may control the gaming machine managed gaming media number display unit 22 so that error information is displayed when the gaming machine is in an unplayable state, and may control the gaming machine managed gaming media number display unit 22 so that error information is not displayed when the gaming machine is in a playable state. In other words, the CPU 41a may control the gaming machine managed gaming media number display unit 22 so that error information is not displayed when the gaming machine is in a playable state, even if an error has occurred. When displaying error information, the CPU 41a may control the gaming machine managed gaming media number display unit 22 so that information that can identify the number of gaming media managed by the gaming machine and error information are alternately displayed every predetermined period (for example, 2000 ms).
[0300] The main control board 40 may be provided with a role ratio display section (so-called role ratio monitor). The CPU 40a may be able to control the display contents of the role ratio display section. As an example, the contents displayed on the role ratio display section are the role etc. state ratio, the advantageous zone ratio, the continuous role ratio, and the role ratio. As an example, the advantageous zone ratio is the ratio of the number of variable games executed in the advantageous zone to the number of variable games executed in the advantageous zone and the non-advantageous zone.
[0301] The functions of the main control board 40 may be divided and realized among multiple boards. Also, the CPU 40a may be composed of multiple CPUs mounted on a single board. The functions of the game media count control board 41 may be divided and realized among multiple boards. Also, the CPU 41a may be composed of multiple CPUs mounted on a single board.
[0302] The functions of the sub-control board 42 may be realized by dividing them into multiple boards. For example, a display board exclusively for controlling the performance display unit 15, a sound board exclusively for controlling the speaker 14, a lamp board exclusively for controlling the decorative lamp 13, and a vibration board exclusively for controlling the vibration device 24a and the vibration device 25a may be provided, and a master board for controlling these boards in an integrated manner may also be provided. The CPU 42a may be composed of multiple CPUs mounted on a single board. It may be possible.
[0303] The game media number clear button 53 may be provided on a board different from the game media number control board 41. The setter 50 may be provided on a board different from the main control board 40. The setting button 51 may be provided on a board different from the main control board 40. The backup power supply 52 may be provided on a board different from the main control board 40.
[0304] The gaming machine 10 does not need to be equipped with the advantageous zone display unit 33. In other words, the gaming machine 10 does not need to be equipped with a display unit capable of displaying information capable of identifying whether or not the gaming machine 10 is being controlled in the advantageous zone.
[0305] In the above embodiment, the multiple game states of the gaming machine 10 are composed of a first normal state, a second normal state, an AT state, and a bonus state, but this is not limited to this and may be changed as appropriate. As an example, the multiple game states of the gaming machine 10 may be composed of a first normal state, a second normal state, and an AT state. In other words, the multiple game states of the gaming machine 10 may not include a bonus state. As an example, the multiple game states of the gaming machine 10 may be composed of a first normal state and a bonus state. In other words, the multiple game states of the gaming machine 10 may not include the second normal state and the AT state.
[0306] The gaming states of the gaming machine 10 may include gaming states different from the first normal state, the second normal state, the AT state, and the bonus state instead of or in addition to some of the first normal state, the second normal state, the AT state, and the bonus state. The gaming states different from the first normal state, the second normal state, the AT state, and the bonus state may include an RT (so-called replay time) state, and may include an ART (so-called assisted replay time) state.
[0307] The bonus state may not be a game state more advantageous to the player than the first normal state, the second normal state, and the AT state. As an example, when controlled to the bonus state, the expected value of the payout rate may be less than 100%. When controlled to the bonus state, it is easier to win a payout role than when controlled to the AT state, but the expected value of the payout rate may be lower than when controlled to the AT state. When controlled to the bonus state, the expected value of the payout rate may be higher, lower, or the same than when controlled to the first normal state and the second normal state. And, in the bonus state, the AT start condition may not be satisfied. On the other hand, in the first normal state and the second normal state, the AT start condition may be satisfied. In the gaming machine 10, when a game is started in the first normal state, it may be easier to be controlled to the AT state than when a game is started in the bonus state. As a result, the gaming machine 10 may be configured so that, when a game is started in the first normal state, the expected value of the ball payout rate is higher than when a game is started in the bonus state. Not limited to this, the gaming machine 10 may be configured so that, when a game is started in the first normal state, the expected value of the ball payout rate is the same or approximately the same as when a game is started in the bonus state. In other words, the bonus state may be a game state equivalent to the first normal state or less favorable than the first normal state. In the gaming machine 10, when a game is started in the second normal state, the game may be more likely to be controlled to the AT state than when a game is started in the bonus state. As a result, the gaming machine 10 may be configured so that, when a game is started in the second normal state, the expected value of the ball payout rate is higher than when a game is started in the bonus state. Not limited to this, the gaming machine 10 may be configured so that, when a game is started in the second normal state, the expected value of the ball payout rate is the same or approximately the same as when a game is started in the bonus state. In other words, the bonus state may be a gaming state equivalent to the second normal state or less favorable than the second normal state.
[0308] The functions of the gaming media number control board 41 may be integrated and realized in the main control board 40. In this case, the main control board 40 may include a gaming media number clear button 53. The main control board 40 may be connected to the gaming machine managed gaming media number display unit 22. The CPU 40a may be capable of controlling the display contents of the gaming machine managed gaming media number display unit 22. The main control board 40 may be connected to the counting button 23. The CPU 40a may be capable of inputting a counting signal that is output when the counting button 23 is operated. The CPU 40a may then execute various processes executed by the CPU 41a in the above embodiment.
[0309] The gaming machine 10 may be configured to receive backup power from the backup power source 52 so as to be able to retain the contents stored in the RWM 42c at the time of power outage even after the power outage.
[0310] The gaming machine 10 may be configured to be capable of playing games using physical gaming media (for example, gaming medals) in addition to playing games using electromagnetic gaming media. In this case, the gaming machine 10 may be capable of inserting physical gaming media into the machine, and may be capable of ejecting physical gaming media to the outside of the machine.
[0311] The gaming machine 10 may be embodied as a pachinko gaming machine. In a pachinko gaming machine, winning is equivalent to a game ball entering a predetermined winning hole. In a pachinko gaming machine, a game ball is shot, and a game medium is awarded when the game ball enters a predetermined winning hole. A pachinko gaming machine may be capable of storing the number of game media (so-called balls) held by a player as data, and may be capable of executing a variable game using the number of game media held by a player by converting the game media stored as data into physical game media (game balls) and shooting them. In other words, the above embodiment may be embodied as a pachinko gaming machine (so-called managed gaming machine) in which physical game media are not paid out. In a pachinko gaming machine as a managed gaming machine, the number of balls held can be increased when game media is lent from a management device (management unit). In a pachinko game machine serving as a managed game machine, the management of balls held can be transferred from the pachinko game machine to a management device, thereby reducing the number of balls held.
[0312] The technical ideas that can be understood from each embodiment and modification will be described. (Supplementary Note 1) A gaming machine capable of managing the number of gaming media held by a player using data, comprising: an effect execution means for executing effects; and an effect control means for controlling the effect execution means, wherein the effects include a specific effect which outputs a sound that can identify an increase in the number of gaming media held by the player; and a special effect which is different from the specific effect, wherein when the number of gaming media held by the player increases, a specific condition may be established; when the number of gaming media held by the player increases as a result of winning and the specific condition is not established, the specific effect is executed, whereas the special effect is not executed; and when the number of gaming media held by the player increases as a result of winning and the specific condition is established, the special effect is executed in addition to the specific effect.
[0313] (Appendix 2) The position at which the special effect is executed is lower than the position at which the variable game is played, and is lower than the position of a display means capable of displaying the number of gaming media held by the player (Appendix 1).
[0314] (Appendix 3) A gaming machine as described in (Appendix 1) or (Appendix 2) that is equipped with an effect operation means that can be operated by a player, the effect operation means being capable of executing a special effect, the special effect and the special effect being effects that involve the generation of vibrations, and the special effect and the special effect having different intensities of vibrations.
[0315] (Appendix 4) A gaming machine as described in any one of (Appendix 1) to (Appendix 3), which is provided with an external input means for inputting information from an external device, and when information is input from the external device, the number of gaming media held by a player managed by the gaming machine may increase, and when the specific condition is not met and the number of gaming media held by a player managed by the gaming machine increases as a result of inputting information from the external device, the specific condition may be met, and when the specific condition is met and the number of gaming media held by a player managed by the gaming machine increases as a result of a win, the special effect is executed in addition to the specific effect.
[0316] (Appendix 5) A gaming machine described in any one of (Appendix 1) to (Appendix 4), wherein when the specific condition is met and the number of gaming media held by the player increases as a result of winning, the special effect is executed in addition to the specific effect, and when the specific condition is met and the number of gaming media held by the player decreases as a result of gaming media being used to execute a variable game, the specific condition may not be met.
[0317] (Appendix 6) A gaming machine capable of managing the number of gaming media held by a player using data, comprising: an effect execution means for executing effects; and an effect control means for controlling the effect execution means, wherein the effects include a specific effect that outputs a sound that can identify an increase in the number of gaming media held by the player; and a special effect that is different from the specific effect, wherein when the number of gaming media held by the player exceeds a specific number, and the number of gaming media held by the player increases as a result of winning a prize, the special effect is executed in addition to the specific effect.
[0318] (Appendix 7) A gaming machine as described in Appendix 6, in which, in a situation where the number of gaming media held by the player does not exceed the specific number, when the number of gaming media held by the player does not exceed the specific number as a result of winning, the specific effect is executed, whereas the special effect is not executed, and in a situation where the number of gaming media held by the player does not exceed the specific number, when the number of gaming media held by the player exceeds the specific number as a result of winning, the special effect is executed in addition to the specific effect.
[0319] (Appendix 8) A gaming machine as described in (Appendix 6) or (Appendix 7) which is provided with a multiplier operation means capable of operating to set a multiplier, and which is capable of executing a variable game based on operation of a start operation means when a multiplier is set, and which is capable of ending the special effect when the multiplier operation means is operated during execution of the special effect.
[0320] (Appendix 9) A gaming machine described in any one of (Appendix 6) to (Appendix 8), in which if the special effect is started when the number of gaming media held by the player exceeds the specific number as a result of winning, the special effect can be executed even after the number of gaming media held by the player has increased as a result of winning.
[0321] (Appendix 10) A gaming machine as described in any one of (Appendix 6) to (Appendix 9), wherein the specific effect may have a different presentation style depending on at least one of the gaming state and the winning role, and the special effect has the same presentation style regardless of the gaming state and the winning role. [Explanation of symbols]
[0322] 10... Game machine 12... Front door 13... Decorative lamp 14... Speaker 15... Performance display unit 16a...left reel 16b...middle reel 16c...right reel 17...1 bet button 18...MAX bet button 19...settlement button 20...start lever 21a...left stop button 21b...middle stop button 21c...right stop button 22...game machine management game media number display unit 23...counting button 24...effect operation unit 24a...vibration device 30...information Display unit 35...Payout display unit 40...Main control board 40a...CPU 40b...ROM 40c...RWM 41...Number of game media control board 41a...CPU 41b...ROM 41c...RWM 42...Sub-control board 42a...CPU 42b...ROM 42c...RWM 53...Number of game media clear button 90...Connection terminal board 100...Management unit 110...CU control board
Claims
Claim 1 In a gaming machine capable of managing data on the number of gaming media held by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, the effect includes a specific effect that outputs a voice capable of specifying that the number of gaming media held by the player has increased, and a special effect different from the specific effect, the special effect includes a special effect of a first aspect and a special effect of a second aspect, in a situation where the number of gaming media held by the player does not exceed a specific number, when the number of gaming media held by the player does not exceed the specific number with a winning, the specific effect is executable and the special effect is not executed, in a situation where the number of gaming media held by the player does not exceed the specific number, when the number of gaming media held by the player exceeds the specific number with a winning, in addition to the specific effect, the special effect of the first aspect is executed, in a situation where the number of gaming media held by the player exceeds the specific number, when the number of gaming media held by the player does not exceed a special number with a winning, in addition to the specific effect, the special effect of the first aspect is executed, in a situation where the number of gaming media held by the player exceeds the specific number, when the number of gaming media held by the player exceeds the special number with a winning, in addition to the specific effect, the special effect of the second aspect is executed, the gaming machine, wherein the special effect of the second aspect is characterized by having a higher effect intensity than the special effect of the first aspect.
Citation Information
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