Gaming machine
By integrating a switch with a long-press effect and conditional display changes, the gaming machine's performance is enhanced through dynamic display modes and interactive features, improving player engagement and appeal.
Patent Information
- Application Number
- JP2021208821
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-23
- Publication Date
- 2025-06-25
- Estimated Expiration
- 2041-12-23
AI Technical Summary
There is a desire to improve the performance of gaming machines, particularly rotary gaming machines, by enhancing the appeal and interaction with players through innovative display modes and effects during gameplay.
Incorporating a predetermined switch with a long-press effect that changes display modes through a series of moving images, accompanied by a switch lamp that lights up in specific patterns, and implementing conditions for continuing or interrupting the display based on switch presses and door openings, along with setting confirmation modes to enhance player engagement.
The solution enhances the gaming experience by providing dynamic and interactive display effects, improving player engagement and appeal, thereby increasing the overall performance of the gaming machine.
Smart Images

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Figure 0007698207000002 
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Abstract
Description
Technical Field
[0001] Relates to a gaming machine.
Background Art
[0002] In a rotary gaming machine (slot machine), a game starts when a game start instruction device (start lever) is operated after a predetermined number of game medals are inserted. Then, a plurality of rows of rotors (reels) with a plurality of symbols arranged on the outer periphery rotate, and as a result of using a rotor stop device (stop button) to stop the rotation operation and stopping the rotors, if a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the effective line, it generally shifts to a special game state where the profit state for the player is higher than the normal game state (a game state where the lottery probability of small winning combinations and the like is higher than normal). Here, in a rotary gaming machine, in addition to such basic games, various effects are performed to improve the overall appeal. Also, in conjunction with the payout of game medals, an output of a payout sound, a display of the number of acquired medals, and a backlight effect are performed so that it can be recognized that the game medals are properly paid out.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In this type of gaming machine, improvement of its performance is desired.
Means for Solving the Problems
[0005] Having a predetermined switch and, a predetermined switch lamp, It has a long-press effect that continuously changes the display mode under the condition that the pressing of a predetermined switch continues. The long-press effect is composed of a plurality of moving images. The predetermined switch lamp can be lit in a lighting pattern corresponding to the long-press effect during the long-press effect. When the display mode changed based on the pressing of the predetermined switch during the display of the first moving image of the long-press effect satisfies a predetermined condition, the second moving image of the long-press effect is displayed. When the pressing of the predetermined switch is interrupted during the display of a predetermined moving image of the long-press effect, the display of the predetermined moving image is temporarily stopped. When the front door is opened during the pressing of the predetermined switch and the display of a predetermined moving image of the long-press effect continues, the predetermined switch lamp lights up in a lighting pattern corresponding to the opening of the front door, but the display of the predetermined moving image Continue to display without interruption and continues to effectively accept the pressing of the predetermined switch When the setting key switch is in a predetermined state and the setting confirmation mode is entered, even if the pressing of the predetermined switch continues, the display of the predetermined moving image is interrupted A gaming machine.
Advantages of the Invention
[0006] According to the present invention, the performance of the gaming machine can be improved.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] <Explanation of Terms> "Medal (number of medals)", "game medium (number of game media)", and "game value" are synonymous. "Bet", "BET", and "input" regarding game media are synonymous, and all are acts of wagering (betting) game media. When representing a hexadecimal numerical value, it is described as "0x〇〇" or "〇〇h", and when representing a binary numerical value, it is described as "〇〇〇〇〇〇〇〇b" or "〇〇〇〇〇〇〇〇B". When there is no particular description before and after the number, it is represented in decimal. "Reel" may be referred to as "rotating cylinder", and both are synonymous. "Memory means" may be referred to as "RWM", "RAM", or "memory area", and all are synonymous. "Grant" used in "granting of game media" or "granting of points", etc. may be referred to as "payout" or "acquisition", and all are synonymous. "Setting / reset switch" may be referred to as "setting change switch" and "reset switch" for each function, but in any case, it refers to the same switch. Note that the "setting change switch" and "reset switch" may be provided as different switches. When a minor winning combination with a large payout or a minor winning combination with a small payout stops depending on the operation mode, the minor winning combination with a large payout may be referred to as the high side (high side bell, high side minor winning combination are also synonymous), and the minor winning combination with a small payout may be referred to as the low side (low side bell, low side minor winning combination are also synonymous). Note that when a symbol combination with no payout stops at this time, it may be referred to as a spill (spill is also synonymous).
[0009] Hereinafter, embodiments of the present invention (hereinafter referred to as the present embodiments) will be described in detail with reference to the drawings.
[0010] <Explanation of Slot Machine PS1> Regarding the components of the slot machine PS1 according to the present embodiments, an explanation will be given based on FIGS. 1 to 3.
[0011] The slot machine PS1 has necessary components and circuit boards attached to the front panel PS2 side and the cabinet PS3 side, respectively, in a broad sense. Each side surface of the front panel PS2 and the cabinet PS3 of the slot machine PS1 is joined by a hinge device and a locking device. A key is inserted into the locking device provided on the front panel PS2, and by rotating it in a specific direction, the locking device side can be opened. That is, the front panel PS2 functions as a door with respect to the cabinet PS3.
[0012] <Front panel PS2> The front panel PS2 (also referred to as the front door PS2, the front face door PS2, or the front panel door PS2) is a plate-shaped member with a design. On the front side (the player side), there are a middle panel (including a display window 4, an operation instruction lamp 24, etc.), an operation panel 11 (including a bet number display lamp 25, a credit number display 26, a winning number display 27, etc.), a lower panel 5 (also referred to as the bottom panel 5), upper or both side effect lamps, etc. On the back side, there are a medal selector 34 (hereinafter sometimes simply referred to as the "selector"), a display device 32, a sub-control circuit board 1000, various circuit boards, etc., and setting display LEDs (hereinafter sometimes referred to as setting value display LEDs, setting displays, setting value displays, setting display devices, or setting value display devices).
[0013] <Display window 4> It is shown that the window 4 is an area provided in the front panel PS2, and the pattern drawn on the reel is visible with the front panel PS2 closed. The patterns printed on the outer peripheral surfaces of the respective reel tapes fixed to the reel rim portions of the left reel 8a, the middle reel 8b, and the right reel 8c are configured to be visible through the display window 4 from the front side (player side). When the reels are stopped, among 21 patterns (which may be freely designed as 20, 16, etc. according to the specifications), three consecutive patterns are visible. That is, a total of 9 patterns of 3 [patterns] × 3 [reels] are visible from the display window 4. Here, among the stop positions where the left reel 8a, the middle reel 8b, and the right reel 8c each stop at three patterns, the uppermost stop position is the upper stage, the central stop position is the middle stage, and the lowermost stop position is the lower stage.
[0014] <Valid line> The valid line is a pattern combination line that is the target of the winning determination process (described later) when the left reel 8a, the middle reel 8b, and the right reel 8c stop. The valid line in this embodiment is visible from the display window 4 and is constituted by a pattern combination line (middle horizontal line) passing through the middle stages of the respective reels. When it is determined by the winning determination process that the pattern combination stopped on the valid line corresponds to any role, a process corresponding to the stopped pattern combination is performed. As an example, when it is determined that a pattern combination corresponding to a small role such as a bell has stopped, a payout process of game medals (hereinafter, may be referred to as medals, game media, game values) or a credit addition process is executed, and when it is determined that a pattern combination corresponding to a replay has stopped, an automatic bet process is executed.
[0015] Also, depending on the slot machine PS1, five active lines such as the upper horizontal line, the middle horizontal line, the lower horizontal line, the upper-right diagonal line, and the lower-right diagonal line may be set, or six or more lines including a roughly mountain shape that is not a straight line (the lower part of the left reel 8a, the upper part of the middle reel 8b, the lower part of the right reel 8c), a roughly valley shape (the upper part of the left reel 8a, the lower part of the middle reel 8b, the upper part of the right reel 8c), and a roughly L shape (the upper part of the left reel 8a, the lower part of the middle reel 8b, the lower part of the right reel 8c) may be set, or the active lines may be set to change according to the number of bets, or they can be freely designed according to the specifications of the slot machine PS1. Also, a straight line other than the active lines may sometimes be referred to as an invalid line.
[0016] <Operation instruction lamp 24> The operation instruction lamp 24 is provided around the display window 4 and indicates the operation sequence of the stop switch 13 (described later) to the player when the left reel 8a, the middle reel 8b, and the right reel 8c are rotating. That is, when the left operation instruction lamp 24a is lit (the middle operation instruction lamp 24b and the right operation instruction lamp 24c are extinguished), it indicates that the left stop switch 13a should be operated. When the middle operation instruction lamp 24b is lit (the left operation instruction lamp 24a and the right operation instruction lamp 24c are extinguished), it indicates that the middle stop switch 13b should be operated. When the right operation instruction lamp 24c is lit (the left operation instruction lamp 24a and the middle operation instruction lamp 24b are extinguished), it indicates that the right stop switch 13c should be operated.
[0017] <Bet number display lamp 25> The bet number display lamp 25 (also referred to as the multiplied number display lamp 25, the multiplied sheets display lamp 25, the bet number display lamp 25, and the bet sheets display lamp 25) is provided on the operation panel 11 and has a function of displaying the number of bet sheets by the operation of the player. Further, it is composed of a 1 - bet lamp 25a (not shown), a 2 - bet lamp 25b (not shown), and a 3 - bet lamp 25c (not shown). When 1 medal is bet, the 1 - bet lamp 25a lights up. When a total of 2 medals are bet, the 1 - bet lamp 25a and the 2 - bet lamp 25b light up. When a total of 3 medals are bet, the 1 - bet lamp 25a, the 2 - bet lamp 25b, and the 3 - bet lamp 25c light up. Also, although not shown, after a symbol combination related to replay is displayed, when automatic bet processing is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay wins is lit, and the replay lamp is lit. Note that the lighting timing of the bet number display lamp 25 and the lighting timing of the replay lamp may be the same, or they may be configured such that either one lights up first.
[0018] <Credit number display 26> The credit number display 26 is provided on the operation panel 11 and is composed of a segment display 26a (not shown) mainly for displaying the upper digit of the credit number, which is composed of 7 segments and a dot point (DP), and a segment display 26b (not shown) mainly for displaying the lower digit of the credit number, which is composed of 7 segments and a dot point (DP). Note that the credit number means the number of medals credited (electrically stored) in the slot machine PS1, and up to 50 can be stored at most. Also, when normal gaming cannot proceed, such as when an error is detected, a display related to the error may be made.
[0019] <Acquired number display 27> The number of medals won indicator 27 (also referred to as the number of medals won indicator, the number of medals paid out indicator, the number of credits won indicator, or the number of credits paid out indicator) is provided on the operation panel 11 and is composed of a segment indicator 27a (not shown) mainly for displaying the upper digit of the number of medals won, which is composed of seven segments and a dot point (DP), and a segment indicator 27b (not shown) mainly for displaying the lower digit of the number of medals won, which is also composed of seven segments and a dot point (DP). Note that the number of medals won means the number of medals paid out to the player according to the result of the game in the slot machine PS1 (including storage in the credit number indicator 26). Also, when normal gameplay cannot proceed, such as when an error is detected, a display regarding the error may be made.
[0020] In addition to displaying their respective information by the segment indicators 26a, 26b, 27a, and 27b, the credit number indicator 26 and the number of medals won indicator 27 may also display information different from the information regarding the credit number and the number of medals won by the presence or absence of the lighting of the DP. For example, information indicating staying in a favorable section (described later) or information indicating that a predetermined external signal is being output can be notified by lighting the DP of any of the segment indicators. Also, it may have the function of performing push order notification using the upper digit display section and the lower digit display section of the number of medals won indicator 27. When performing push order notification using the number of medals won indicator 27, the number of medals won indicator 27 may be referred to as an instruction monitor.
[0021] <operation panel 11> The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a substantially horizontal horizontal portion and a vertical portion extending substantially vertically downward from the tip of the horizontal portion. The vertical portion is provided with a start switch 12 and a stop switch 13, which will be described later. The horizontal portion is provided with a medal insertion slot 17, a plurality of bet switches (MAX bet switch 18, 1 bet switch 19), a sub-switch 20, a sub cross key switch 21, an eject switch 22, a settlement switch (not shown), and an effect switch (not shown), which will be described later.
[0022] <Start switch 12> The start switch 12 (also referred to as a start lever) is provided on the vertical part of the operation panel 11. It consists of an operation part in the shape of a lever. When not in operation, the start switch sensor is ON, and when operated, the start switch sensor turns OFF, and it is configured to determine that the start switch has been operated. The start switch 12 becomes effective when the number of bet sheets reaches the specified number, and when accepting the operation of the start switch 12, it executes internal lottery processing, processing related to the instruction function, or reel rotation processing, etc. Also, in this embodiment, since the input signal is low-active, when the start switch sensor is ON when not in operation, the start switch input signal is OFF, and when the start switch sensor changes from ON to OFF during operation, the start switch input signal is configured to be ON. It is not limited to this, and it may be configured such that the start switch input signal is ON when the start switch sensor is ON. That is, the specified number refers to the number of bets required to start the game.
[0023] Hereinafter, when simply referred to as "the start switch is ON (on)" or "the start switch is operated", it means that the start switch sensor has changed from ON to OFF, and the start switch input signal has changed from OFF to ON.
[0024] <Stop switch 13> The stop switch 13 is provided on the operation panel 11. In the case of this embodiment, the left reel 8a corresponds to the left stop switch 13a, the middle reel 8b corresponds to the middle stop switch 13b, and the right reel 8c corresponds to the right stop switch 13c. Also, when the stop switch 13 can be operated, it is suggested that the stop switch 13 is effective by changing the color of the lamp provided on the main body of the stop switch 13 or the lamp around it. For example, it may be lit in blue when the stop switch 13 can be operated and lit in red when the operation is impossible. Also, for example, it may be lit when the stop switch 13 can be operated and turned off when the operation is impossible.
[0025] <Medal insertion slot 17> The medal insertion slot 17 is provided on the operation panel 11. It has an opening for inserting a medal into the medal insertion slot and restricts the insertion of medals larger than the standard size. The medal insertion slot 17 is manufactured in multiple types according to the standard sizes of multiple types of medals, but the mounting standards of various medal insertion slots 17 are made the same so that various medal insertion slots 17 can be commonly mounted on the operation panel 11.
[0026] Regarding the input of game media, the game media is not limited to the above-mentioned medals. For example, game balls (so-called parrots) used in pachinko machines, or game media information stored in an electrical storage medium such as a magnetic card or a flash memory may be input into the gaming machine, and the number of bets may be set or added at the time of winning based on the input game media information.
[0027] <Bet switch (MAX bet switch 18, 1 bet switch 19)> The bet switch is provided on the operation panel 11. When the bet switch is operated when there are medals stored in credit, bet processing is executed and setting processing for the number of bets equivalent to the act of inserting medals into the medal insertion slot 17 is performed. However, if there are no medals stored in credit, the bet processing becomes invalid (the operation of the bet switch is not accepted) even if the bet switch is operated. Also, the MAX bet switch 18 is composed of a pressing part operated by the player, a detection part that detects the operation of the pressing part, and a light emitting part (also referred to as the MAX bet lamp) that lights up the pressing part, and the 1 bet switch 19 is composed of a pressing part operated by the player and a detection part that detects the operation of the pressing part (the 1 bet switch 19 does not have a light emitting part).
[0028] The MAX bet lamp notifies the player that bet processing can be executed when the MAX bet switch is operated, and various notification modes can be considered, such as lighting the MAX bet lamp in a predetermined color or flashing the MAX bet lamp at a predetermined cycle. Conversely, when bet processing cannot be executed even if the MAX bet switch is operated, modes such as lighting the MAX bet lamp in a specific color or not lighting the MAX bet lamp can be considered.
[0029] In addition, there are provided a MAX bet switch 18 that can bet the maximum number of coins (3 coins in this embodiment) set for each slot machine PS1, and a 1 - bet switch 19 that can bet 1 coin. When the operation of the MAX bet switch 18 is received, MAX bet processing is executed, and when the operation of the 1 - bet switch 19 is received, 1 - bet processing is executed. The MAX bet processing can be executed when the sum of the credit number and the currently bet number of coins is 3 or more and the currently bet number of coins is less than 3. Also, the MAX bet processing cannot be executed when the sum of the credit number and the currently bet number of coins is less than 3 (in other words, when the MAX bet switch 18 is operated but the number of coins bet is less than 3), or when 3 coins have already been bet. The 1 - bet processing can be executed when the credit number is 1 or more and the currently bet number of coins is less than 3, and cannot be executed when 3 coins have already been bet.
[0030] Also, each time the 1 - bet switch 19 is operated, 1 - bet processing is executed. When the 1 - bet switch 19 is operated 3 times from a non - bet state, it becomes 3 - bet, and the 3 - time operation of the 1 - bet switch 19 is equivalent to one - time operation of the MAX bet switch 18.
[0031] Also, although an embodiment has been described in which the 1 - bet switch 19 becomes invalid when 3 coins are bet, it may be configured such that when the 1 - bet switch 19 is operated once in a 3 - bet state, it becomes a 1 - bet state and 2 coins are returned to the credit.
[0032] Also, although an embodiment has been described in which the MAX bet processing executed when the MAX bet switch 18 is operated is not executed when the number of coins bet is less than 3, a process of betting the maximum number that can currently be bet is also conceivable. In other words, a process of betting 2 coins when the MAX bet switch 18 is operated in a state where no coins are bet and the credit number is 2 is also conceivable.
[0033] Note that the maximum number of bettable coins may be configured to vary depending on the game state. For example, the maximum number of bettable coins may be 3 during non-bonus periods and 2 during bonus periods.
[0034] <Sub-switch 20> The sub-switch 20 is provided on the operation panel 11 and includes a depressed portion formed of a translucent member for direct operation by the player, a detection unit for detecting that the depressed portion has been operated, and a sub-switch lamp for illuminating the depressed portion of the sub-switch. The sub-switch 20 is mainly a switch for causing the display device 32, which will be described later, to display a menu screen. In addition to the sub-switch 20 as an input means managed by the sub-control board 1000, a sub cross key switch 21 (up switch, down switch, left switch, right switch) and an effect switch (a switch operated using an instruction during the game) are provided. Further, the sub-switch 20 can also function as a trigger for activating an interlocking system with a portable terminal (hereinafter also referred to as a portable interlocking system) that will be described later. Note that although the sub-switch 20 is separated into a menu display function and the effect switch for use during the game, they may be common switches.
[0035] On the menu screen, items such as the combination configuration item, reel arrangement item, volume adjustment item, light amount adjustment item, and portable interlocking system related item are displayed. When the up switch or down switch of the sub cross key switch 21 is operated, the cursor selecting the item is controlled to move up and down. Also, when the sub-switch 20 is operated with the cursor on any of the items, the details of the item are displayed. For example, when the sub-switch 20 is operated with the cursor on the volume adjustment item, a volume adjustment screen is displayed, and the volume can be adjusted using the left switch or right switch of the sub cross key switch 21.
[0036] In addition, the menu screen can be displayed by operating the sub-switch 20 when there is no bet after the game ends. As the production state at this time, the menu screen can be displayed by operating the sub-switch 20 in any situation of normal production, continuous production, AT production, or demo screen (a screen that is displayed 60 seconds after the game ends and displays the manufacturer name and production introduction as moving images). However, not limited to this embodiment, even if the sub-switch 20 is operated during continuous production or AT production, it may be in a mode where the menu screen cannot be displayed.
[0037] <Production switch> The production switch is provided on the operation panel 11 and is composed of a pressing part made of a translucent member for the player to directly operate, a detection part for detecting that the pressing part has been operated, and a production switch lamp for lighting the pressing part of the production switch. When the production switch is operated in a situation where the operation of the production switch is effective, a production based on the operation is executed. For example, when a "success" display (hereinafter, may be referred to as a success production) meaning the granting of a privilege or a "failure" display (hereinafter, may be referred to as a failure production) meaning that no privilege is granted is to be displayed in the final game of the continuous production on the display device (hereinafter, may be simply referred to as "liquid crystal") 32, a mode in which "success" or "failure" is displayed by operating the production switch can be considered.
[0038] In addition, in a situation where the operation of the production switch is effective, the production switch lamp lights up, enabling the player to be notified that the operation of the production switch is effective. As the lighting mode of the production switch, a mode of non-lighting in a situation where the operation of the production switch is ineffective and lighting in a situation where the operation of the production switch is effective can be considered. As another lighting mode in a situation where the operation of the production switch is effective, a mode of repeating lighting and extinguishing at a certain cycle may also be possible.
[0039] Also, in a situation where the operation of the effect switch is valid, it notifies that the operation of the effect switch is valid by performing a display on the liquid crystal that imitates the effect switch. When performing a display on the liquid crystal that imitates the effect switch, it is displayed based on the command received from the main control means 100. For example, a mode is conceivable in which a display imitating the effect switch is performed based on the start switch reception command, or a display imitating the effect switch is performed based on the full rotation cylinder stop command.
[0040] Also, by pressing the effect switch, the detected piece provided on the effect switch can be moved to the detection position (on position) detected by the sensor provided on the effect switch, and in a situation where the sensor is detecting the detected piece, by separating the effect switch (an operation of returning the spring to its natural length by the force of the spring provided on the effect switch stretching), the detected piece can be moved to the non-detection position (off position) where the sensor does not detect it.
[0041] Note that although the effect switch has been described as a push-structured switch, it is not limited to this, and it may be a jog dial-structured switch. Also, for any other structure, it is sufficient if the on position and the off position can be detected.
[0042] <Settlement Switch> The settlement switch is provided on the operation panel 11. By being operated after the game ends, it executes a process (settlement process) of paying out to the player the number of game media bet and the number of game media stored in credit. Note that in this embodiment, when the settlement switch is operated in a situation where there are game media bet and game media are stored in credit, it is configured to pay out the bet game media first and then continue to pay out the game media stored in credit, but it is not limited to this, and a process of paying out only the game media stored in credit when the number of bet game media is 0 may be executed. That is, when the settlement switch is operated in a bet situation, only the bet game media may be paid out, and then, when the settlement switch is operated again, the game media stored in credit may be paid out.
[0043] <Lower panel 5> The lower panel 5 is provided below the front panel PS2. It is composed of two sheets of transparent resin, with a design sheet sandwiched between the combined resins, and the design sheet is printed with the characteristics of each slot machine PS1.
[0044] <Medal payout opening 45> The medal payout opening 45 is provided below the lower panel 5. It is an outlet for discharging the medals paid out from the hopper 44 (also referred to as a hopper) described later to the outside of the slot machine PS1 (the tray 28). It also serves as a return port for discharging the medals excluded from the medal selector 34 described later to the outside of the slot machine PS1.
[0045] <Tray 28> The tray 28 (also referred to as the "lower tray") is provided below the lower panel 5. It has a substantially concave structure to receive and store the medals discharged from the medal payout opening 45, and is provided to protrude toward the player so that the player can confirm the stored medals.
[0046] In addition, as another function, the tray 28 also has a seal storage portion 30 that houses an ashtray 29 for cigarettes and a resin sheet with a combination license seal, a patent certificate seal, and a model seal attached, and has an opening for displaying on the player side.
[0047] <Speaker S> The speaker S is provided at the upper and lower parts of the front panel PS2. It is connected to the sub-control board 1000 by a harness (not shown), and outputs, in addition to the sound effects according to the performance, an error sound and a warning sound to notify that an error has occurred from the speaker S.
[0048] <Display device 32> The display device 32 is provided above the front panel PS2. It is a device capable of displaying images, and various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used. It is electrically connected to the sub-control board 1000, and in addition to various effect images, it also displays a game instruction image (when only the pressing order is displayed, it may be called a pressing order navigation image (also called a pressing order image, an operation order image, or an operation order image), when only the pressing position of the stop switch 13 during the game is displayed, it may be called a pressing position navigation image (also called a pressing position image or an operation position image), or when both the pressing order and the pressing position are displayed and in some cases when it is called an operation mode navigation image (also called an operation mode image) as a higher concept of the pressing order and the pressing position.) that indicates the pressing order and the pressing position of the stop switch 13 during the game, and an error image when an error occurs. Also, there is a slot machine PS1 that does not have the display device 32 depending on the model.
[0049] <Other effect devices such as dot displays and movable accessory devices> Other effect devices such as dot displays and movable accessory devices are provided at any position on the front panel PS2 such as around the display window 4, the middle panel, or the lower panel 5. The other effect devices are electrically connected to the sub-control board 1000, and in addition to various effect images and effect operations, they also perform a game instruction image or operation that indicates the pressing order and the pressing position of the stop switch 13 during the game, and the display and operation of an error image when an error occurs. The other effect devices are optionally installed according to the model of the slot machine PS1. Also, various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used as the other effect devices. In particular, in a gaming machine that additionally has a liquid crystal as the other effect device, the display device 32 may be called the main display device, and the liquid crystal as the other effect device may be called the sub-display device. In this case, the main display device is configured to have a larger display area than the sub-display device.
[0050] <Medal selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2 and is provided in the flow-down passage below the medal insertion port 17. The medal selector 34 has a medal counting function that counts the number of medals inserted by the player with a sensor provided on the flow-down passage, a medal exclusion function that guides non-standard medals inserted into the receiving tray 28, an ejection function that ejects the medals jammed in the medal selector 34 when the ejection switch provided on the front of the front panel PS2 is operated, and a blocker function that electrically drives a blocking member (also referred to as a blocker) to exclude medals inserted other than when receiving medals from the flow-down passage. Also, when the medals inserted at the time of medal reception are regular medals, the medal selector 34 discharges the medals to the hopper 44 located downstream.
[0051] The various sensors in the medal selector are composed of a passage sensor, an insertion sensor 1, an insertion sensor 2, and a shoot sensor. The passage sensor is a sensor that first detects the medals inserted from the medal insertion port and is provided to count the number of inserted medals and discharged medals. The insertion sensor 1 and the insertion sensor 2 are located downstream of the passage sensor and the blocker, and are provided to determine whether the passing time of the medals passing through the insertion sensor 1 and the insertion sensor 2 is normal or abnormal. Note that the insertion sensor 2 is located downstream of the insertion sensor 1. The shoot sensor is located downstream of the insertion sensor 2 and is provided to count the number of inserted medals and discharged medals. Since the functions of the passage sensor and the shoot sensor overlap, only one of them may be provided.
[0052] When the blocker in the medal selector is ON, it permits the passage of gaming medals, and when it is OFF, it does not permit the passage of gaming medals. Permitting the passage of gaming medals means that the gaming medals inserted from the medal insertion port are guided to the hopper 44, and not permitting the passage of gaming medals means that the gaming medals inserted from the medal insertion port are not guided to the hopper 44.
[0053] The components on the cabinet PS3 side of the slot machine PS1 will be described below.
[0054] <Cabinet PS3> The cabinet PS3 is configured in a shape with an opening on one side of a rectangular box, and inside are provided a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter, may be simply referred to as "reset switch" or "setting switch"), a power supply device 39, a main control board 100, an external output terminal board 47, etc.
[0055] <Main control board 100> The main control board 100 is housed in the internal space formed when the main control board case body and the main control board case cover are combined, and the main control board case body and the main control board case cover cannot be easily opened and closed (sealed) by caulking. The main control board 100 is fixed to the main control board case bracket inside the cabinet PS3.
[0056] <Reel unit 6> The reel unit 6 is mainly composed of a reel frame body, a left reel 8a, a middle reel 8b, and a right reel 8c. The reel unit 6 is attached to the reel base 7 inside the center of the cabinet PS3 and is fixed by locking members (screws or rivets).
[0057] The reels (left reel 8a, middle reel 8b, right reel 8c) are composed of a reel base, a reel tape with a plurality of different types of patterns drawn on the outer periphery of the reel base, a stepping motor pivotally supported on the reel base, and a motor fixing base that fixes the stepping motor and is regarded as part of the reel unit. Different pattern arrangements are drawn on the reel tape for each reel.
[0058] When the start switch 12 is operated by the player, the acceleration process of the reel is performed. After reaching a certain speed (about 80 revolutions per minute), the stepping motor is moved one step each time the timer interrupt process (hereinafter, may be simply referred to as the interrupt process) is executed once, and after maintaining the constant-speed rotation state (constant-speed rotation), in response to the operation of the stop switch 13 by the player, the corresponding reel is moved to the stop position determined for each stop operation reception position at a constant speed rotation, and after moving the reel to the stop position, a brake is applied (output a four-phase excitation signal) to stop the rotation of the reel and end the excitation output.
[0059] In addition, an index is provided on the spoke portion provided at the reel base of each reel, and the index sensor provided on the motor fixed base of each reel detects the index to determine the position of the reference symbol (also referred to as the initial symbol) during rotation every one revolution. Note that the number of steps of the stepping motor, which is the drive source of the reel in the present embodiment, is 336 steps, and it rotates one revolution by 336 timer interrupt processes during constant-speed rotation. Also, the rotation failure detection counter is incremented every time the timer interrupt process is executed twice during constant-speed rotation, and when the counter value of the rotation failure detection counter reaches 180, it is determined that there is a rotation failure. In other words, when the reel does not rotate even after executing 360 timer interrupt processes, it is determined that there is a rotation failure. The rotation failure detection counter is configured to be set to 0 when the index is detected, so that it becomes 0 before the rotation failure detection counter reaches 180 if the constant-speed rotation process is normal.
[0060] In the present embodiment, it is determined whether the index is detected during the constant-speed process, and the determination of whether the index is detected is not performed during the acceleration process, but it is not limited to this, and the determination of whether the index is detected may be performed during both the constant-speed process and the acceleration process. According to such a configuration, it is possible to make the state in which the stop reception can be performed for the player earlier.
[0061] In addition, a backlight unit is provided on the motor fixing base of each reel, which is lit to emphasize the stopped symbols after the reel stops or to improve the visibility of the symbols during reel rotation.
[0062] <Hopper 44> The hopper 44 is mainly a device for storing medals inserted by the player. The hopper 44 is engaged with and placed on a rail provided on the bottom plate of the cabinet PS3 and can slide back and forth along the rail. The hopper 44 includes a storage tank portion for receiving and storing medals guided into the gaming machine from the medal selector 34, a hopper motor driven by input of a drive signal from the hopper drive means, a rotating disk pivotally supported by the hopper motor for aligning the medals in the storage tank portion, a medal payout portion provided with a discharge mechanism for discharging the medals one by one to the tray 28 by rotating the rotating disk, a medal discharge port for discharging the medals by the medal payout portion, and a payout sensor for detecting the medals discharged from the medal discharge port.
[0063] <Auxiliary tank 46> The auxiliary tank 46 is configured to be able to store medals. Medals stored in excess of the allowable capacity of the storage tank portion of the hopper 44 are stored in the auxiliary tank 46 through a rail portion having a downward slope provided in the storage tank portion. The auxiliary tank 46 has a rectangular box shape, and in a state of being installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are exposed into the auxiliary tank 46 through through holes provided on at least one side surface. When a certain amount or more of medals are stored that are inserted from the medal insertion port, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. Note that the number of fullness detection electrodes is not limited to only two, and the number of fullness detection electrodes such as three may be changed. Also, the method of fullness detection is not limited to only the method using fullness detection electrodes, and fullness detection may be configured by a sensor provided at a predetermined position detecting the medals.
[0064] <Setting key switch 37> The setting key switch 37 is provided in a setting key switch unit with an opening / closing door provided on the front surface inside the slot machine PS1. After opening the front panel PS2, access can be achieved by opening the opening / closing door of the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is turned on with the medal receptacle enabled, the current set value can be confirmed. If it is determined that the setting key switch 37 is on during the power-off recovery process (also referred to as the power-on process) at power-on, the setting change process (described later) is executed.
[0065] <Power supply device 39> The power supply device 39 is provided at the lower left when viewed from the front of the cabinet PS3. The power supply device 39 has a rectangular box shape, with a power switch 40 provided on the outside and a power supply board for generating voltage provided on the inside. The power supply device 39 is individually connected to the reel device board and the sub-control board 1000 via a harness (not shown), and is further connected to the main control board 100 via a harness from the reel device board, supplying power to the main control board 100.
[0066] When the power switch 40 is turned on, the power supply device 39 is configured to take in power from outside the slot machine PS1 and then generate respective predetermined voltages, causing the main control board 100 and the sub-control board 1000 to take in the respective predetermined voltages. When the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1.
[0067] <External output terminal board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally installed inside the cabinet PS3 of the slot machine PS1, converts the signal related to the game result output from the main control board 100 into a signal in a predetermined format, and transmits it to the outside of the slot machine PS1. The contents of the game results include the number of inserted coins, the number of paid-out coins, the number of bonus times (big bonus times, regular bonus times), the door opening signal, etc. Other conditions for transmitting signals to the outside can be set based on the predetermined information controlled by the main control board 100, such as when the AT state is reached, when a specific symbol combination is displayed, and when the value of the counter related to the game reaches a predetermined value.
[0068] <Functional block diagram> The functional block diagram of the slot machine PS1 according to this embodiment will be described with reference to FIG. 4.
[0069] <Main control board 100> The slot machine PS1 of this embodiment is electrically connected to a sub-control board 1000 (also referred to as sub-control means 1000, auxiliary control board 1000, auxiliary control means 1000), a door relay board (also referred to as the central display board), a reel device board, a reset / setting switch 38, a setting key switch, etc. from the main control board 100 (also referred to as main control means 100, main control board 100, main control means 100) that controls the general game flow, enabling data communication. However, the main control board 100 and the sub-control board 1000 cannot perform two-way communication, and data communication is enabled by one-way communication from the main control board 100 to the sub-control board 1000.
[0070] The main control board 100 is equipped with a main control chip. In the main control chip, a main control CPU, a main control ROM, a main control RAM, etc. can communicate with each other via a bus for data. Also, the main control chip has a built-in main control register, and the main control built-in register and the main control CPU can communicate with each other via a bus for data. Furthermore, the main control chip has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that can be used by the main control CPU for operations, etc., a PC register that stores the program (return address) after the execution of a program by a call instruction (e.g., CALL instruction) and then a return instruction (e.g., RET instruction), and interrupt registers (e.g., IFF1 register, IFF2 register) that manage the permitted or prohibited state of maskable interrupts.
[0071] Under the control of the main control chip, data communication for functions such as role lottery (also called internal lottery), driving control of reels (also called reel control), and payout control is appropriately performed to various boards. Also, for the sub-control board 1000, when winning a selected role (AT role, AT target role, push order role, eye push role, operation procedure role including both push order role and eye push role) as a result of the internal lottery and the main control means 100 notifies information regarding the display of the selected role (push order, operation timing), the sub-control means side can also be notified by transmitting selected role information (selected role group information, information regarding the display of the selected role), so that the sub-control means side can also notify information regarding the display of the selected role. Note that all processes related to the AT, such as the transition to AT, the extension of the number of AT games, and the push order notification, may be referred to as processes related to the instruction function. Note that the push order role is a conditional device in which the combination of symbols to stop and the game medals given to the player differ depending on the order (push order) of the reels to be stopped, and the eye push role is a conditional device in which the combination of symbols to stop and the game medals given to the player differ depending on the timing of receiving the operation of the stop button.
[0072] The storage capacity of the main control ROM mounted on the main control board 100 is "16 KB or less", and it has a used area (also referred to as the first program area) of "7.5 KB or less" and an area outside the used area (also referred to as the second program area). The used area has a control area (also referred to as the first control area) of "4.5 KB or less" in which the program executed by the main control board 100 is stored, and a data area (also referred to as the first data area) of "3.0 KB or less" in which only information other than the program (for example, internal lottery table information) is stored or will be stored. Outside the used area, there are a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the used area. Programs related to the progress of the game are stored in the used area, and programs related to anti-cheating measures and programs used for game machine testing are stored outside the used area.
[0073] The storage capacity of the main control RAM mounted on the main control board 100 is "1024 B or less", and it has a used area (also referred to as the first working area) of "512 B or less" and an area outside the used area (also referred to as the second working area). The first working area is a storage area that can be rewritten according to the progress of the game, and the second working area is a storage area that can be rewritten when programs for anti-cheating measures and game machine testing are executed.
[0074] As the storage area of the main control RAM built into the main control chip, there are a storage area for the switch state flag indicating the on / off state of the stop switch and the on / off state of the automatic settlement switch, a storage area for the set value information indicating any value from 1 to 6, a storage area for the RT state information indicating which of the multiple RT states, a storage area for the specific condition device indicating the winning state of a specific condition device such as a bonus, and other storage areas for game information in which information necessary for advancing the game is stored, an unused storage area, a storage area for the stack area where data retreated from the register is stored, and a storage area for the temporary stack area set when the power is turned on.
[0075] The opportunities to initialize the main control RAM are during the setting change process by the setting change means, during the power-off recovery process, and at the start of each game. The range of initialization of the storage area of the main control RAM to be initialized is different depending on each case.
[0076] During the setting change process, when the power-off recovery cannot be performed normally or when it is in an unrecoverable state, data 0 is set (initialized) in the RAM area excluding the storage area of the switch state flag. That is, the only thing that inherits the state before the setting change is the switch state flag. For example, the RT state, the conditional device flag, etc. are cleared and not inherited.
[0077] Also, during the setting change process, either when the power-off recovery can be performed normally or when it is in a state other than the unrecoverable state, that is, when the setting change process is performed normally, data 0 is set in the RAM area excluding the storage area of the switch state flag, the storage area of the set value information, the storage area of the RT state information, and the storage area where the storage area of the specific conditional device is stored. That is, while maintaining the game state before the setting change, the RT state, the set value data, and the conditional device flag are inherited so that the game can be played with the set value after the setting change. The set value data inherits the information before the setting change and is used in the sub-control board 1000 to determine whether the setting has been changed because a new set value will be set in the subsequent setting change process.
[0078] Furthermore, during the power-off recovery process and at the start of each game, data 0 is set in the storage area of the unused storage area of the RAM area and the stack area excluding the maximum used area during the RAM initialization at the time of power-off recovery.
[0079] The main control built-in register built into the main control chip is for setting the operations of each peripheral circuit (for example, timer circuit, etc.) built into the main control chip and for controlling its functions.
[0080] For example, by writing data (also referred to as setting or storing) into a predetermined storage area of the main control built-in register by a program stored in the main control ROM, it is possible to perform a setting (a setting of a timer circuit) related to a maskable interrupt process (for example, a timer interrupt process), which is one of the programs stored in the main control ROM.
[0081] <Sub-control board 1000> The sub-control board 1000 has a sub-control chip mounted thereon. In the sub-control chip, a sub-control CPU, a sub-control ROM, a sub-control RAM, etc. can communicate with each other via a bus. The sub-control board 1000 can perform two-way communication with the effect control board and transmits data specifying effects to be output to the speaker S, the LED lamp, the sub-switch 20, the effect switch, etc. Information to the display device 32 is transmitted as data to the image control board. Also, the sub-control board 1000 is directly supplied with power from the power supply board.
[0082] <Drum device board> The drum device board is a relay board that performs data communication between the reel motor, the reel sensor, the door switch, the payout sensor, the external output terminal board 47 (also referred to as the external centralized terminal board 47), etc. and the main control board 100. The reel motor controls the driving of the reel. The reel sensor is a sensor that determines whether the reel is operating normally and transmits data to the drum device board when a protruding piece (also referred to as an index) passes through the sensor. The door switch is a sensor that determines whether the front door PS2 is opened. The payout sensor is a sensor that determines whether the medals are passing through appropriately when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to the hall computer outside the gaming machine. Also, the drum device board is directly supplied with power from the power supply board.
[0083] <Door relay board> The door relay board has, as input information, various sensor information (input sensor 1, input sensor 2, passage sensor, shoot sensor) in the selector, bet switch information, stop switch information, and settlement switch information, and has, as output information, blocker information, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number display 26, payout number display, replay lamp, 1-bet lamp, 2-bet lamp, 3-bet lamp, start lamp, medal insertion enabled lamp, and advantageous section lamp.
[0084] <Performance control board> The performance control board (also referred to as performance control means) is electrically connected to the sub-switch 20, sub cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and the image control board that controls the display content of the display device 32.
[0085] The performance control means is configured to be able to perform two-way communication with the sub-control means 1000, and controls the output of the performance to the performance device based on the performance command received from the sub-control means 1000.
[0086] The performance control means selects the performance content based on the result of the lottery of the roles by the internal lottery means. In the present embodiment, a plurality of types of performance contents are provided in advance, and the performance control means selects the performance content by lottery using software random numbers after the lottery of the roles by the internal lottery means at the start of the game or the like.
[0087] In addition, the performance content is provided in a plurality of types according to not only the result of the role lottery but also the result of the freeze lottery and the game state (RT state, freeze state), etc. Specifically, it corresponds to when a bonus is won, when a small role is won, when a replay is won, when not won, etc., and a plurality of types of performance contents are provided respectively.
[0088] The performance content determines, according to the progress of the game, at what timing (such as when operating the start switch 12 or each stop switch 13, etc.) and what kind of performance to output (such as how to turn on, blink, or turn off the lamp, what kind of sound to output from the speaker S, and what kind of image to display on the display device 32, etc.).
[0089] Also, it is possible to make the generation of the performance output by the performance control means according to the operation by the player. For example, based on the sub-control command transmitted from the main control board 100 according to the operation signals of the start switch 12, stop switch 13, medal insertion port 17, bet switches (MAX bet switch 18, 1 bet switch 19), settlement switch, etc., whose operation signals are input to the main control board 100, it is conceivable to generate a performance by the performance control means of the sub-control board 1000. It is also conceivable to directly generate a performance from the sub-control board 1000 according to the sub-input switch operation means such as the sub-switch 20, sub-cross key switch 21, performance switch, etc., to which the operation signal is input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are separate boards, they may be configured as one board. In that case, the sub-control board 1000 has the functions and processes of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and the image control board for controlling the display content of the display device 32 may be electrically connected to the sub-control board 1000.
[0090] <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM, a sound ROM, a cooling fan, etc. for specifically displaying the performance content on the display device 32.
[0091] <Supplement to the board configuration> Note that the sub-control board and the effect control board may be configured on one board, or the sub-control board, the effect control board, and the image control board may be configured on one board. When the sub-control board and the effect control board are configured on one board, two sub-control CPUs and effect control CPUs may be provided, or one CPU may be used. The same applies when the sub-control board, the effect control board, and the image control board are configured on one board.
[0092] <Power supply board> The slot machine PS1 of this embodiment supplies power from the power supply board to the reel device board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel device board supplies power to the main control board 100 and the door relay board. Then, the supplied power is electrically connected by being supplied to each component. The power supplied to the sub-control board 1000 supplies power to the effect control board and then supplies power to the image control board. The supplied power is electrically connected by being supplied to each component.
[0093] Next, the control of the main control board 100 that controls the game of the gaming machine will be described.
[0094] <Type of error> Errors are roughly classified into recoverable errors and non-recoverable errors.
[0095] <Recoverable error> A recoverable error refers to an error related to the selector (medal retention error, medal backflow error, medal passage time error), an error related to the hopper 44 (hopper retention error, hopper empty error, abnormality detection error), a door opening error, a harness disconnection error, etc. When a recoverable error is set, after removing the factors of various recoverable errors and receiving the operation of the reset switch, the game can resume without restarting the power. Among the recoverable errors, in order to notify the player of what error has occurred, information related to the error occurring on the display device 32, the payout number display, and various lamps is displayed.
[0096] When a recoverable error is detected during the game, the progress of the game may be stopped at the time of detection, or the progress of the game may be stopped after the end of the game in which the recoverable error was detected. By stopping the progress of the game during a recoverable error, it is possible to suppress damage to the casino manager even if a recoverable error occurs due to fraud. As a condition for recovering from the recoverable error state, it may be configured to automatically recover by removing the cause of the error, and an error that can be recovered without restarting the power is referred to as a recoverable error.
[0097] <Irrecoverable error> In the slot machine PS1 of the present embodiment, when an irrecoverable error occurs, interrupts are prohibited, the progress of the game is restricted such as clearing the output of the output port, and the credit number display 26 notifies that it is in an irrecoverable state by displaying according to the type of error.
[0098] Also, when a recoverable error is set, the recoverable error is canceled when an operation of a reset switch (not shown) is received. However, once an irrecoverable error is set, the irrecoverable error is not canceled simply by receiving an operation of the reset switch or by restarting the power. In this case, it is configured to cancel the irrecoverable error by performing setting change processing. When the power is restarted during an irrecoverable error, after executing a part of the power-off recovery process, the irrecoverable error display is repeatedly executed to control so that the subsequent game process is not executed.
[0099] Examples of irrecoverable errors include when the number of bet sheets is outside the specified number during role drawing, when the value is not within the normal range in the set value error check, when it is determined that the power-off process was not performed normally during power-off recovery (sometimes referred to as "RWM (RAM) abnormality" or "RWM (RAM) error"), when it is determined to be a random number abnormality such as an abnormal frequency of the crystal oscillator, and when a symbol combination corresponding to a role that has not won on the valid line is stopped during the winning determination process.
[0100] In addition, when an irrecoverable error occurs, the progress of the game stops during the game or during the game standby (from after the game ends until the next game starts).
[0101] <Game method, game flow> To play a game on the slot machine PS1, first insert medals from the medal insertion slot 17 or set the number of bet medals (also referred to as the specified number), which is predefined, by operating the MAX bet switch 18 and the 1 bet switch 19 on the pre-stored medals. In this embodiment, 3 medals are set as the specified number. By setting the number of bet medals, the effective lines are set to be effective and the game becomes possible.
[0102] When medals are inserted from a new medal insertion slot in a situation where the number of bet medals is set to the upper limit, the number of game medals stored in the credit increases. The maximum number of medals stored in the credit is limited to 50. When medals exceeding the upper limit of the number of bet medals (3) and the upper limit of the stored amount (50) are inserted from the medal insertion slot (the 54th medal), the blocker of the medal selector is turned off (a state that prevents the insertion of medals into the gaming machine) and the medals are returned to the tray. That is, when the number of bet medals is at the upper limit and the number of stored medals in the credit is at the upper limit, the blocker is turned off (the passage to the hopper 44 in the selector is not formed).
[0103] When medals are inserted, the number of bet medals is added when the number of bet medals is less than 3 (less than the maximum number of bet medals in the gaming state when the medal is inserted). Also, when medals are inserted and can be stored in credit, the number of bet medals is 3 (the maximum number of bet medals in the gaming state when the medal is inserted), and the credit is less than 50 (less than the upper limit number that can be stored in credit). That is, when the sum of the number of bet medals and the stored number of credits is less than 53, when a medal is inserted from the medal insertion slot, the medal will enter the gaming machine. In addition, as a condition for the medal to enter the gaming machine when it is inserted, it can also be in the game standby state (the period from the end of the game to the start of the next game). For example, even during the game standby after a symbol combination related to replay is displayed and the automatic bet process is executed, it meets the requirement for medal insertion. In this case, since it is in a state where 3 bets are placed automatically, if the stored number of credits is less than 50, it meets the requirement for medal insertion.
[0104] Next, when the operation of the start switch 12 is received, an internal lottery process is executed. After determining the result of the internal lottery process (also referred to as the winning lottery result or the conditional device number), it is judged whether the minimum game time (also referred to as the wait time (period) or the 4.1 - second timer) has elapsed. If the wait time has elapsed, the rotation of each reel is started. If the wait time has not elapsed, each reel waits without rotating until the wait time elapses.
[0105] Next, when any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is operated (stop operation), the reel corresponding to the stop switch 13 operated according to the lottery result and the timing when the stop operation was received stops. When all the reels stop (also referred to as all stops), it is determined whether each stop symbol determined at the time of receiving the stop of each reel is abnormal. If it is not abnormal, it is searched for which symbol combination the stopped symbol combination is, and according to the symbol combination corresponding to the search result, medal payout (including addition to credit), replay setting (automatic bet processing), bonus state setting, bonus state end, RT state setting, RT state end, etc. are performed, and one game ends.
[0106] <Freeze process> As a freeze process (also referred to as a freeze effect) that temporarily stops and delays the progress of the game for a predetermined period, for example, functions related to the progress of the game, such as receiving game media, receiving the operation of the bet switch for determining the number of bet game media credited in advance, receiving the operation of the start switch 12 for starting the game, or receiving the function related to the stop operation of the reel, are put into a temporarily stopped state. Note that the freeze process (freeze effect) is a process controlled by the main control board 100.
[0107] As the freeze effect, all functions related to the progress of the game described above may be put into a temporarily stopped state, or only some of the functions may be put into a temporarily stopped state.
[0108] As a mode of temporarily stopping the progress of the game, control processes based on the player's operation (process of forming a passage through which medals are led to the hopper 44 by blocker control, bet number setting process based on the operation of the bet switch, reel rotation process or internal lottery process based on the operation of the start switch 12, reel stop process based on the operation of the stop switch 13) are not performed.
[0109] When an input signal based on the operation of a player is issued during the period in which the progress of the game is temporarily stopped by a freeze effect, by performing processes such as not performing control processing based on the input signal, not receiving the input signal, or delaying the transmission of the input signal until a predetermined period has elapsed, the game end timing in one game will be delayed compared to the case where no freeze effect is performed.
[0110] Regarding the freeze effect performed based on the operation of the start switch 12, when the start switch 12 is operated, the reels may not rotate for a predetermined period and then rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery and the reels may not rotate for a predetermined period and then internal lottery and the reels may rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery may be performed but the reels may not rotate and then the reels may rotate after the elapse of the predetermined period, or when a predetermined period is set after the start switch 12 is operated and internal lottery is performed, and the reels may rotate or stop during the predetermined period, or when a predetermined period is set after the start switch 12 is operated and internal lottery and the rotation of the reels are performed, and the stop reception of the stop switch 13 may be invalidated during the predetermined period, etc.
[0111] Regarding the freeze effect performed based on the operation of the stop switch 13, in the freeze effect performed based on the reception of the operation of the stop switch 13 and the freeze effect performed based on the result that a specific symbol has stopped and been displayed on the reels as a result of the operation of the stop switch 13, the control processing of the freeze effect is different.
[0112] As control processing for freeze effects performed based on reception of an operation of the stop switch 13, for example, when the left stop switch 13a is operated and frozen during rotation of all reels, after the left reel corresponding to the left stop switch 13a stops, reception of stops of the middle stop switch 13b and the right stop switch 13c is disabled. As a result, during a predetermined period, the player cannot stop the rotating middle reel and right reel, but after the predetermined period has elapsed, reception of stops of the middle stop switch 13b and the right stop switch 13c is enabled, so that the timing until the end of the game in one game can be delayed.
[0113] As control processing for freeze effects performed based on the fact that a specific symbol has stopped and is displayed on the reel as a result of receiving an operation of the stop switch 13, when a specific symbol has stopped and is displayed on each reel by receiving an operation of a stop switch 13 other than the stop switch 13 that is stopped last, the reception of stops of the stop switch 13 that is stopped last may be disabled, or based on the fact that a specific symbol has stopped and is displayed on each reel by receiving an operation of the stop switch 13 that is stopped last, control processing based on a bet number setting process based on an operation of a bet switch for starting the next game, a detection process for detecting insertion of a game medium by a passage sensor, or an automatic bet process performed when a replay stops on an active line, etc. may not be performed.
[0114] The predetermined period during which the freeze effect is performed temporarily stops game progress control based on the player's operation, but game machine operations not related to the progress of the game can be executed. For example, even when stop control processing based on an operation of the stop switch 13 is not performed, the rotation mode of the reel can be set arbitrarily, such as rotating in the normal rotation mode, rotating at a lower speed than normal, or rotating at a higher speed than normal.
[0115] As the rotation mode of the reel during a predetermined period, there are rotating the reel in the direction opposite to the normal rotation (so-called reverse rotation), rotating the reel a predetermined number of symbols and stopping at a specific symbol combination, stopping a predetermined reel among a plurality of reels and rotating the other reels, changing the rotation speed of the reel, or changing the operation of the reel due to the operation of the player.
[0116] The predetermined period for performing the freeze effect can be changed according to predetermined conditions. Here, the predetermined conditions include detection of a signal based on the operation reception status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, or settlement switch, etc.), and the lottery result by the freeze lottery. Also, changing means shortening, lengthening, or switching the rotation mode of the reel the predetermined period for performing the freeze effect during which the progress of the game temporarily stops.
[0117] As control processing for shortening the temporary stop period, there are forcibly ending the temporary stop period or rewriting it to a period shorter than the temporary stop period. And as control processing for lengthening the temporary stop period, there are adding another period after the temporary stop period or rewriting the temporary stop period to a longer period. Also, the upper limit time does not have to be determined for the temporary stop period based on the freeze effect, and it may continue until a certain result is obtained based on the result of operation reception.
[0118] The pause period for performing the freeze effect may be set after the elapse of the wait period, or may be set to include the wait period. When the wait period is included, the wait period and the freeze effect period are compared. If the freeze effect ends during the wait period, the freeze effect is executed during the wait period. If the freeze effect does not end during the wait period, the freeze effect period may be set after the wait period, or the remaining wait period may be resumed after the freeze effect ends. Also, if there is only a freeze effect period longer than the wait period in advance, the process of comparing the wait period and the freeze effect period can be omitted, and it is also possible to start the freeze effect after the operation of the start switch 12 (after the internal lottery process).
[0119] As the freeze effect, it is also possible to perform a freeze effect (also referred to as a pseudo-game) as if the normal game is in progress during the acceleration process. In the pseudo-game, after the start switch 12 is operated and the internal lottery is performed, a pseudo-game period is determined during the acceleration of the reels. During the pseudo-game period, the reel rotation control is performed as in the normal game (the reel rotation control is performed based on the operation of the start switch based on the start of the pseudo-game), and the reel stop control is performed based on the operation of the stop switch 13. Also, it may be configured to rotate the reels again by operating the start switch 12 during the pseudo-game period. However, the internal lottery process based on the operation of the start switch 12, the winning determination process or the payout control process based on the operation of the stop switch 13 are not performed.
[0120] Also, in the pseudo-game, when the reels stop due to the operation of the stop switch 13 or when the reels are automatically stopped as a reel effect, the stopped reels are swung up and down (so-called shake variation). Thereby, the player can determine whether it is a normal game or a pseudo-game when operating the stop switch 13.
[0121] <Symbol combination that does not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning symbol combination on the valid line regardless of the timing at which the stop switch 13 is operated when the reels are rotating. For example, when the bell symbols are arranged at intervals of three symbols on all reels, bell-bell-bell will always stop (the draw rate is 100%), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, a draw rate of 100% is referred to as PB = 1, and a winning combination with a draw rate of 100% for all reels may be referred to as a PB = 1 combination.
[0122] Conversely, PB ≠ 1 means that depending on the stop timing of the stop switch 13 when the reels are rotating, the symbol combination of the winning combination may not stop. For example, if there is a section within the draw range where there are no symbols related to the winning combination (such as being separated by five symbols), then PB ≠ 1, and the winning combination in question may be referred to as a PB ≠ 1 combination.
[0123] <Minor winning combination priority control, bonus priority control> Minor winning combination priority control means that when there is an overlapping win between a minor winning combination and a bonus, or when a minor winning combination is won within a bonus, if both the symbols related to the minor winning combination and the symbols related to the bonus can be drawn in, then the symbols related to the minor winning combination are drawn in.
[0124] Bonus priority control means that when there is an overlapping win between a minor winning combination and a bonus, or when a minor winning combination is won within a bonus, if both the symbols related to the minor winning combination and the symbols related to the bonus can be drawn in, then the symbols related to the bonus are drawn in.
[0125] Also, replay has the highest priority and cannot be missed. Therefore, when the condition device flags for replay and a minor winning combination, or replay and a bonus, are simultaneously in the on state, the symbols related to the replay must always be drawn in.
[0126] <Normal section> The normal section is a section where the processing related to the instruction function cannot be performed. When winning the push order role in the normal section, a process of transmitting information (production group number) with the push order in which one has won masked to the sub-control means 1000 is executed. Also, when winning the push order role in the normal section, the notification of the push order (both the correct push order and the incorrect push order) is not displayed on the instruction monitor. As a result, in the normal section, neither the main control means 100 nor the sub-control means 1000 notifies the push order even if the push order role is won, so it is always impossible to tell whether it is a correct answer or an incorrect answer even if the push order role is won in the normal section. That is, it is a game section that does not enter the AT state.
[0127] <Advantageous section> The advantageous section is a section where the processing related to the instruction function can be executed, and an advantageous section is provided to suppress excessive medal acquisition by AT. When winning the advantageous section transition lottery executed in the normal section, it is possible to transition to the advantageous section. In the advantageous section, it is possible to conduct a lottery for transitioning to AT or to be in the AT state, but in order to suppress the excessive medal acquisition described above, it is designed to end the advantageous section based on certain conditions and transition to the normal section. Specifically, 1) When 1500 games have been played since the next game after transitioning to one advantageous section 2) When more than 2400 medals have been acquired since the next game after transitioning to one advantageous section 3) When arbitrary conditions are satisfied can be cited. By these, excessive medal acquisition can be suppressed. Note that the 1500 games in 1) may be 3000 games, may be 65535 games which is the maximum value that can be stored in a 2-byte memory area, or may be configured so that the advantageous section does not end with the completion of a predetermined number of games. Also, the arbitrary conditions in 3) include, for example, when one AT ends, when a specific symbol combination is displayed, and the like.
[0128] When it is a favorable section, information indicating that it is a favorable section (also referred to as the favorable section type) is stored in a predetermined RAM area. When the value stored in the RAM area is 0 (when the favorable section type is 0), it indicates a normal section, and when the value stored in the RAM area is 1 (when the favorable section type is 1), it indicates a favorable section.
[0129] <Favorable section lamp> As information indicating staying in the favorable section on the main side, a favorable section lamp is provided. Thereby, when a player checks whether they are staying in the favorable section, they can easily judge by the lighting / non-lighting of the favorable section lamp. Specifically, when the DP of the credit number display 26 is lit, it indicates staying in the favorable section, and when the DP of the credit number display 26 is not lit, it indicates not staying in the favorable section. Note that the lighting timing of the favorable section lamp includes after all reels stop, after receiving a bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, when detecting the third medal inserted manually, after receiving a start switch, or after winning a selected combination by internal lottery, etc. Also, as a condition for always lighting, there is a case where one is staying in the favorable section and the operation procedure information of the selected combination is notified, and the payout rate (maximum payout rate) of the notified game exceeds 1 (increases).
[0130] Also, even when notifying the RT transition push order to RT with a high replay probability where the payout rate does not exceed 1 due to the non-installation of the small combination with the push order in terms of specifications, the favorable section lamp is configured to be lit. This is to inform the player of a favorable state with the favorable section lamp, and the purpose is to prevent the player from suffering damage due to not understanding the specifications of the gaming machine.
[0131] Note that when the conditions for always lighting the favorable section lamp as described above are not satisfied, it is also okay to make the timing of lighting the favorable section lamp after newly transitioning to the favorable section arbitrary.
[0132] In addition, when the advantageous section lamp is lit once, it continues to be lit until the end of the advantageous section, and before accepting the operation of the start switch for the next game after the end of the advantageous section game (after all reels stop, after accepting the bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, or when detecting the third medal inserted manually), the advantageous section lamp is turned off.
[0133] By configuring it in this way, even if the advantageous section lamp is not lit, there may be an advantageous section, and even if the advantageous section lamp is off, it is possible to give the player an expectation that the process related to the indication function will be executed. As a result, in the past, in the normal section, it was just a game of waiting to shift to the advantageous section, but in the gaming machine of this embodiment, since there may be an AT shift lottery or the like even if the advantageous section lamp is not lit, it is possible to maintain the motivation of the game.
[0134] Also, when the advantageous section type is 1, it is not always an advantageous section. This is because in a game that is in the normal section (advantageous section type is 0) and wins the advantageous section transition lottery and the advantageous section type becomes 1, although the advantageous section type is 1, it is still before shifting to the advantageous section, so the game state is the normal section. When executing the process for transmitting whether it is an advantageous section or a normal section as a test signal, referring to the advantageous section type will result in sending a signal for the advantageous section although it is the normal section, thus sending a signal different from the original state.
[0135] To prevent this situation, when transmitting whether it is the advantageous section or the normal section as a test signal, it is configured to refer to the value of the advantageous section clear counter. When the value of the advantageous section clear counter is 0, a process for outputting a test signal indicating that it is the normal section is executed, and when the value of the advantageous section clear counter is not 0 (the value of the advantageous section clear counter is 1 to 1500), a process for outputting a test signal indicating that it is the advantageous section is executed. By configuring in this way, as the process for outputting the test signal, it is only necessary to determine whether the value of the advantageous section clear counter is 0, and since the state can be accurately specified, the compression of the program capacity can be eliminated and the program execution speed can be improved. In addition, when ending the advantageous section with an arbitrary end condition, as described above, since 1 is put into the value of the advantageous section clear counter, in the process for outputting the test signal, it is possible to accurately output that it is the advantageous section even in a game where the advantageous section ends. <at> "AT" is an abbreviation for "assist time" and is also referred to as the notification period. It is a period for facilitating the winning of a winning combination of a role that a player has won by role lottery (hereinafter referred to as "notification"). Generally, as means for notification during AT, there are the operation timing of the stop switch, the operation order of the stop switch, and the operation timing of the stop switch and the operation order of the stop switch, which are also referred to as the operation procedure and the operation mode.
[0136] <Sub-bonus> A sub-bonus is a type of AT and is different from bonuses (1BB, 2BB, RB, CB, SB described later) that can be won by internal lottery. Basically, it is the same as AT, but it is characterized in that when the sub-bonus starts, the sub-bonus start symbol combination is stopped by a reel effect, a pseudo-game, or the pressing order, etc. Note that even when simply referred to as "AT", it should be added that it is a concept including the sub-bonus.
[0137] <Grouping of selectable roles> When a selectable role is won during non-AT, the main control means 100 transmits the production group number indicating that the selectable role has been won to the sub-control means 1000. When a selectable role is won during AT, the production group number and the operation procedure information are transmitted to the sub-control means 1000. In other words, during non-AT, since the operation procedure information is not transmitted to the sub-control means 1000, the sub-control means 1000 cannot notify the operation procedure. As a result, on the side of the sub-control means 1000, during non-AT, it is unknown which operation procedure will result in the display of a symbol combination advantageous to the player. During AT, since the operation procedure information for displaying a symbol combination advantageous to the player is transmitted, the operation procedure can be notified by the liquid crystal display device or the operation instruction lamp on the side of the sub-control means 1000. Thereby, the player can easily recognize the operation procedure, and furthermore, it is possible to suppress the unauthorized acquisition of the operation procedure information during non-AT.
[0138] <Processing related to the instruction function> The processing related to the instruction function is a concept that includes not only the drawing related to the AT, such as AT transfer drawing, AT overdraw drawing, update of AT end conditions (addition / subtraction of AT game counts, addition / subtraction of AT execution notification counts), execution of AT (notification of operation modes), but also the processing related to the management of the AT state. This processing related to the instruction function can be executed at a predetermined bet amount for each game state. When multiple bet amounts are set as the specified number in a certain game state, the processing is configured to be executed only when any one of the bet amounts is selected. For example, when 2-bet and 3-bet are possible in the internal bonus state, the processing related to the instruction function can be executed only in the game with 3-bet, and the processing related to the instruction function cannot be executed in the game with 2-bet. That is, in the game with 2-bet, even if winning the AT lottery target combination, the AT lottery is not carried out, or the AT game count is not updated according to the progress of the game. Also, for SB (Single Bonus) or CB that ends in one game and is dedicated to 2-bet games, in the game after SB or CB ends and the bet is 2-bet or 3-bet, if the number of automatically betted coins when replay is won in SB or CB is 2, the processing related to the instruction function becomes impossible to execute in the game after SB or CB ends (the processing related to the instruction function can be executed with 3-bet). Therefore, the number of bet coins automatically inserted when replay is won in SB or CB is set to 3. By doing so, the processing related to the instruction function can be executed even in the game after replay is won in SB or CB, so that a game disadvantageous to the player can be eliminated. Note that, as described above, the processing related to the advantageous section is configured to be executed regardless of the bet amount.
[0139] <Instruction Monitor> In the AT, when notifying information regarding the operation procedure of the pressing order role, the operation procedure information may be notified using the acquired number display. Specifically, in the case of the pressing order role A (left middle right correct), "1" is displayed on the instruction monitor, in the case of the pressing order role B (left right middle correct), "2" is displayed on the instruction monitor, in the case of the pressing order role C (middle left right correct), "3" is displayed on the instruction monitor, in the case of the pressing order role D (middle right left correct), "4" is displayed on the instruction monitor, in the case of the pressing order role E (right left middle correct), "5" is displayed on the instruction monitor, and in the case of the pressing order role F (right middle left correct), "6" is displayed on the instruction monitor.
[0140] With such a configuration, the player can know the correct pressing order by checking the instruction monitor. Also, since the instruction monitor is controlled by the main control board, even if the sub-control board is illegally modified, the pressing order can be accurately notified.
[0141] Also, when the instruction monitor is also used as the acquired number display, the above-mentioned numbers (1 to 6) may be displayed in the lower digit, and "=" may be displayed as an identifier in the upper digit. In this case, since it is possible to determine whether the acquired number display is displaying the acquired number or the pressing order using the identifier, it is possible not to interfere with the player's recognition.
[0142] Also, when the instruction monitor is configured as a dedicated display, a 3-digit 7-segment display may be used. The reason for using 3 digits is that it corresponds to the number of reels. And in the case of the pressing order role A (left middle right correct), "123" is displayed on the instruction monitor, in the case of the pressing order role B (left right middle correct), "132" is displayed on the instruction monitor, in the case of the pressing order role C (middle left right correct), "213" is displayed on the instruction monitor, in the case of the pressing order role D (middle right left correct), "312" is displayed on the instruction monitor, in the case of the pressing order role E (right left middle correct), "231" is displayed on the instruction monitor, and in the case of the pressing order role F (right middle left correct), "321" is displayed on the instruction monitor. With such a configuration, the pressing order of the instruction monitor can be intuitively grasped easily, and the player can easily grasp the correspondence between the pressing order and the display of the instruction monitor.
[0143] As the timing for causing the instruction monitor to display the pressing order, it is preferable to set it to any timing from after the pressing order role is elected by the internal lottery executed based on the operation of the start switch in the advantageous section until the stop switch becomes operable. With such a configuration, since the pressing order can be notified before the player operates the stop switch, it is possible to suppress the player from performing a stop operation with an incorrect pressing order.
[0144] <Status display monitor (role ratio monitor)> The role ratio monitor is a display device that switches and displays cumulative advantageous section ratios or cumulative instruction-included role item ratios (selectable according to the specifications of the gaming machine, also referred to as instruction-included role ratios), continuous role item ratios during the latest 6000 games, role item ratios during the latest 6000 games, cumulative continuous role item ratios, cumulative role item ratios, cumulative role item status ratios, etc. every 4800 ms. By using 4 7-segment LEDs (with a decimal point), 4-digit numbers can be displayed. Of the 4-digit numbers displayed by the 4 7-segment LEDs, the upper 2 digits are called the identification segments, and the lower 2 digits are called the ratio segments.
[0145] "Role item" in the role item ratio refers to the first type of special role item (so-called RB), the second type of special role item (so-called CB), and ordinary role items (so-called SB). "Role item ratio" is a ratio calculated by payout during role item operation ÷ total payout × 100. Note that payouts during the operation of the first type of special role item continuous operation device (so-called BB) and the second type of special role item continuous operation device (so-called MB) are also included in "payout during role item operation", but payouts during general games in BB and general games in MB are not included in "payout during role item operation". Note that "payout" is a term without subtracting the input number. In the case of payout number - input number, it is called the difference number (difference). Also, the first type of special role item continuous operation device and the second type of special role item continuous operation device may be simply referred to as a role item continuous operation device as a combined concept.
[0146] The "continuous accessory" in the continuous accessory ratio refers to the first type of special accessory (so-called RB), and the "continuous accessory ratio" is a ratio calculated as (payout during the operation of the first type of special accessory) ÷ total payout × 100. In addition, the payout during the operation of the first type of special accessory continuous operation device (so-called BB) is also included in the "payout during the operation of the accessory", but the payout in general games during BB is not included in the "payout during the operation of the accessory".
[0147] The "indicated accessory" in the indicated accessory ratio includes the payout in a game (so-called AT) in which the indicating function has been activated for the above-mentioned "accessory", and the "indicated accessory ratio" is a ratio calculated as (payout during the activation of the indicating function or payout during the operation of the accessory) ÷ total payout × 100. Here, (payout during the activation of the indicating function or payout during the operation of the accessory) does not refer to the payout in a game in which the indicating function is activated and the accessory is operating, but refers to the sum of the number of payouts in the game in which the indicating function is activated and the payout in the game in which the accessory is operating. If the game in which the indicating function is activated is the game in which the accessory is operating, instead of adding the two numbers of payouts, the number of payouts in that game becomes (payout during the activation of the indicating function or payout during the operation of the accessory). In addition, if the player makes a mistake in the operation mode of the stop switch in the game in which AT is activated, the maximum payout may not be obtained. In this case, it is calculated based on the actual payout.
[0148] Among the information displayed on the accessory ratio monitor, the information displayed in the identification segment is information for identifying which of the cumulative advantageous interval ratio, cumulative indicated accessory ratio, continuous accessory ratio during the latest 6000 games, accessory ratio during the latest 6000 games, cumulative continuous accessory ratio, cumulative accessory ratio, and cumulative accessory status ratio is being displayed, and they are displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H." respectively. For example, when "7U." is displayed in the identification segment, it indicates that it is the cumulative advantageous interval ratio, and when "6Y." is displayed in the identification segment, it indicates that it is the continuous accessory ratio during the latest 6000 games. Note that the "." displayed on the accessory ratio monitor refers to the decimal point.
[0149] Among the information displayed on the ratio monitor, the information displayed in the ratio segment is for visualizing the calculation results of various ratios, and it is displayed as a two-digit number using two 7-segment LEDs. For example, when the calculation result is 70, "70" is displayed in the ratio segment. Note that the decimal part of the calculated result is truncated for display. Also, when the calculation result is 100, "99" is displayed. Further, when the cumulative number of games is less than 400 games, the ratio segment displays "00".
[0150] The identification segment displays the identification segment in a blinking mode when the cumulative number of games is less than the reference number of games. The reference number of games is determined according to various ratios. In the case of the cumulative advantageous interval ratio, it is 175000 games; in the case of the cumulative instructed winning combination ratio, it is 175000 games; in the case of the consecutive winning combination ratio during the latest 6000 games, it is 6000 games; in the case of the winning combination ratio during the latest 6000 games, it is 6000 games; in the case of the cumulative consecutive winning combination ratio, it is 17500 games; in the case of the cumulative winning combination ratio, it is 17500 games; in the case of the cumulative winning combination and other status ratios, it is 175000 games.
[0151] The ratio segment displays the ratio segment in a blinking mode when the displayed numerical value is equal to or greater than the threshold value. The threshold value is determined according to various ratios. In the case of the cumulative advantageous interval ratio, it is 70; in the case of the cumulative instructed winning combination ratio, it is 70; in the case of the consecutive winning combination ratio during the latest 6000 games, it is 60; in the case of the winning combination ratio during the latest 6000 games, it is 70; in the case of the cumulative consecutive winning combination ratio, it is 60; in the case of the cumulative winning combination ratio, it is 70; in the case of the cumulative winning combination and other status ratios, it is 50. Note that when the cumulative number of games is less than 400 games and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit mode.
[0152] To confirm whether the duty ratio monitor can operate normally, test patterns are displayed on the identification segment and the ratio segment for 4800 ms after the power is turned on and the timer interrupt process is started. As the test pattern, all segments (including DP) of the four 7-segment LEDs that make up the duty ratio monitor are displayed in a blinking pattern. For example, "8.8.8.8." can be displayed in a blinking pattern. In addition to displaying the test pattern at the timing after power-on, it may also be displayed at any timing during setting change, setting confirmation, or RWM (RAM) abnormal error.
[0153] When the cumulative number of games in the identification segment is less than the reference number of games, when the displayed value in the ratio segment is equal to or greater than the threshold value, and when the test pattern is displayed in the identification segment and the ratio segment, the segments are displayed in a blinking pattern. Specifically, it blinks by switching between lighting for 300 ms → turning off for 300 ms → lighting for 300 ms → turning off for 300 ms → ···, switching between lighting and turning off every 300 ms. Also, when switching various ratio information, it starts from lighting, so that the display period of various ratio information does not become longer or shorter due to the timing of lighting and blinking.
[0154] As described above, the cumulative advantageous interval ratio or the cumulative indicated winning combination ratio, the consecutive winning combination ratio during the latest 6000 games, the winning combination ratio during the latest 6000 games, the cumulative consecutive winning combination ratio, the cumulative winning combination ratio, and the cumulative winning combination status ratio displayed on the duty ratio monitor are configured to switch the display content every 4800 ms. By setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure the duty ratio monitor so that at least one of the 7-segment LEDs is always lit even when the various ratio display is switched and shown in a blinking pattern.
[0155] By configuring in this way, even at the timing when various ratio information is switched, since it starts from lighting, it is possible to continuously display a non-awkward display without a deviation in the blinking cycle.
[0156] Also, since the display period of the test pattern after power-on described above is also set to 4800 ms, when the display of the test pattern ends after 4800 ms, the 7-segment LED turns off, and in the next timer interrupt process, information regarding the cumulative favorable interval ratio or the cumulative instructed component ratio can be displayed by lighting up.
[0157] Subsequently, a control method for the blinking display in the component ratio monitor will be described.
[0158] In order to blink the display mode of the component ratio monitor, it has a storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is a 2-byte storage area, and a process of adding 1 is executed for each timer interrupt process. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is initialized at power-on (0 is stored), and then the values from 0 to 299 circulate every time the timer interrupt process is executed. In other words, the value after 299 is 0.
[0159] Example 1) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "0", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "1". At this time, the carry flag = 1 (since a carry occurs as a result of the calculation "0 - 299", the carry flag = 1).
[0160] Example 2) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "298", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "299". At this time, the carry flag = 1 (since a carry occurs as a result of the calculation "298 - 299", the carry flag = 1).
[0161] Example 3) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "299", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "0". At this time, the carry flag = 0 (since there is no carry when calculating "299 - 299", the carry flag = 0).
[0162] As described above, when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is any value between 0 and 298, the carry flag = 1, and when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is 299, the carry flag = 0. In other words, the carry flag = 0 every 300 ms.
[0163] When the carry flag = 0, it is configured to update the blinking change flag (_FL_CHG_FLS). The blinking change flag (_FL_CHG_FLS) is initialized when the power is turned on (0 is stored), and when 0 is stored in the blinking change flag (_FL_CHG_FLS), the duty ratio monitor is lit, and when 1 is stored in the blinking change flag (_FL_CHG_FLS), the duty ratio monitor is extinguished. In other words, since the carry flag = 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking change flag (_FL_CHG_FLS) every 300 ms, it becomes possible to repeatedly display the display mode of the duty ratio monitor as the lit mode and the extinguished mode every 300 ms (blinking display).
[0164] When the display of the ratio monitor is to be shown in a blinking mode, it is in any of the following cases: when the cumulative number of games in the identification segment is less than the reference number of games, when the displayed value in the ratio segment is equal to or greater than the threshold value, or when a test pattern is to be displayed in the identification segment and the ratio segment. Therefore, in cases other than these, it is set to be displayed in a lit mode without referring to the blinking change flag (_FL_CHG_FLS). However, since the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is updated for each timer interrupt process regardless of whether the blinking change flag (_FL_CHG_FLS) is referred to or not, the blinking change flag (_FL_CHG_FLS) is also updated at any time. Thus, even when switching from a state where the blinking change flag (_FL_CHG_FLS) is not referred to to a state where it is referred to, it is possible to display without the timings of lighting and extinguishing and the switching timings of various ratio displays being offset.
[0165] <Program start processing flow> Regarding the program start processing executed by the main control board 100 according to this embodiment, it will be described with reference to the flowchart of FIG. 5.
[0166] When the power is turned on, the main control board 100 performs initial settings regarding the operation of the gaming machine. Specifically, it sets the interrupt mode, sets the functions of the main CPU, and performs a RAM check process for creating power-off recovery data. The RAM check process determines whether the checksum of all the RAMs is normal. If the condition is satisfied, it is determined that the power-off recovery data is normal, and if the condition is not satisfied, it is determined that the power-off recovery data is abnormal.
[0167] Next, it checks the states of the setting key switch signal and the door open detection switch signal, and determines whether the setting key switch 37 and the door open detection switch are on.
[0168] When the setting key switch 37 and the door open detection switch are on, it is determined whether the power failure recovery data is normal or recoverable. When the power failure recovery data is normal or recoverable, a first initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. When the power failure recovery data is not normal or not recoverable, a second initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. Then, after the setting change process, the process proceeds to the main game progress in FIG. 9.
[0169] When the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. When the power failure recovery data is abnormal or not recoverable, an unrecoverable error notification is performed and the process proceeds to the unrecoverable error process that stops the progress of the game of the slot machine PS1. On the other hand, when the power failure recovery data is not abnormal or not recoverable, the process proceeds to the power failure recovery process in FIG. 8. Then, after the power failure recovery process, the process proceeds to the main game progress in FIG. 9. Note that after the power failure recovery process, in order to restore the state saved when a power failure is detected, the process is not always executed from the beginning of the main game progress.
[0170] In the unrecoverable error process, interrupts are prohibited and the outputs of the output ports (output of sub-control commands, output of excitation signals to stepping motors, etc.) are cleared. Then, the error is repeatedly displayed (notified) on the acquired credit indicator 27.
[0171] <Power-off process> The power-off process executed by the main control board 100 according to the present embodiment will be described with reference to the flowchart in FIG. 6.
[0172] In this embodiment, when an off operation of the power switch 40 or an event in which the power supply is cut off, such as a power failure (also referred to as the occurrence of a power cut), occurs, the operating voltage for operating the slot machine PS1 drops. When the operating voltage falls below a threshold value, the voltage monitoring circuit detects the power cut and generates a power cut detection signal, and the power cut detection signal is input to the input port of the main control chip. Then, in a determination process for determining whether or not the power cut detection signal is input in the timer interrupt process, when it is determined that the power cut detection signal is input, a power cut process is executed. Note that when determining whether or not the power cut detection signal is input in the timer interrupt process, it may be determined in one timer interrupt process, or it may be determined in a plurality of timer interrupt processes of two or more times. In other words, when determining whether or not there is a power cut in a plurality of timer interrupt processes, if it is determined that the power cut detection signal is input at the first time but it is determined that the power cut detection signal is not input at the second time, the power cut process is not executed. This is to prevent the power cut process from being executed when noise or momentary interruption (a state in which the voltage falls below the threshold value only for a moment but immediately exceeds the threshold value) occurs.
[0173] In the power cut process, the output port is cleared, the occurrence of interrupts that are periodically executed is prohibited, and the interrupt disable / enable state at the time of power cut is saved. Next, the used registers are saved and the stack pointer is saved. After saving, a power cut process completed flag indicating that the power cut process has been performed is saved as being on, and checksum data for the entire RAM area is calculated and saved. Then, writing to the RAM is prohibited, and the system waits for reset. Note that the address range of the stack pointer to be saved, the presence or absence of the power cut process completed flag, and whether or not the checksum of the entire RAM area is normal are determined at the time of power cut recovery process.
[0174] <Timer Interrupt Process> The timer interrupt process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 7.
[0175] In this embodiment, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).
[0176] When the timer interrupt process is started, the necessary data stored in the register is compared. When a power-off detection signal is received, a power-off process is executed. The input ports for determining the inputs of various sensors and operation switches are read. The measurements of various timers (such as the freeze period measurement timer and the wait period measurement timer) are performed. As the reel drive control, control corresponding to the drive state of each reel (such as accelerating, rotating at a constant speed, starting deceleration, decelerating, and stopped) and the update of the drive state are performed. Next, port output processing for creating and outputting the data to be output for each output port (such as the excitation signal to the stepping motor and the drive signal for the hopper 44) is performed, and a check is made as to whether various abnormalities have occurred. The various abnormalities include whether the current set value is a normal value and whether the operation pattern of the input / output sensor is normal. Next, external signal output for setting (controlling on / off) external signals such as bonus signals, ART signals, security signals, medal input signals, and medal payout signals to be output to an external system such as a hall computer is performed.
[0177] Next, in the control command transmission process, if there is a sub-control command set, the sub-control command is output to the sub-control board 1000, control regarding the lighting of various LEDs is performed, notification data to be transmitted to the sub-control board such as the operation sound of the stop switch and the medal input sound is output, a signal related to the performance test is output, the register is restored, and the timer interrupt process is terminated by turning on and saving the interrupt permission flag.
[0178] Note that the types of sub-control commands include a start command due to the operation of the start switch, a winning information command indicating the result of internal lottery, a cylinder rotation start command due to the start of acceleration of the reel, a left cylinder stop command, a middle cylinder stop command, a right cylinder stop command, a full cylinder stop command, etc. due to the operation of each stop switch for stopping the rotating reel.
[0179] Also, within the timer interrupt process, the process of timer measurement may be performed. In timer measurement, control processing is performed to update information regarding the timer (time) stored in the RWM (RAM). For example, processing is performed to update the value stored in the storage area of the RWM that monitors (manages) the minimum game time per round (4.1 seconds) (hereinafter also referred to as timer area A), such as processing to subtract 1. Note that not only the storage area of the RWM that monitors the minimum game time, but also the storage area of the RWM that monitors (manages) the input of game medals by the input button (hereinafter also referred to as timer area B), the storage area of the RWM that monitors (manages) the output time of the external signal (hereinafter also referred to as timer area C), etc., may have storage areas of the RWM related to a plurality of timers. In this case, in timer measurement, processing such as subtracting 1 from the value stored in timer area A, subtracting 1 from the value stored in timer area B, and subtracting 1 from the value stored in timer area C is executed, that is, processing to subtract 1 from the value stored in the storage area of the RWM (hereinafter also referred to as the timer area) that stores information regarding the timer. Also, when timer measurement is performed when the value stored in a certain timer area is "0", the value stored in a certain timer area is configured to be "0".
[0180] Note that, as an example of the control processing for updating the information regarding the timer stored in the RWM, processing to subtract 1 from the value stored in the timer area has been given, but processing to add 1 to the value stored in the timer area may also be used.
[0181] Here, the monitoring (management) of the input of game medals by the input button will be described. The monitoring (management) of the input of game medals by the input button is a timer that starts timing after the bet processing based on the operation of the 1-bit switch 19 is executed, and is a timer for not executing processing to determine whether the next 1-bit switch 19 has been operated until the value of the timer becomes "0".
[0182] For example, in a predetermined situation where the credit count is equal to or greater than a predetermined value (for example, when the bet count is 0, the credit count is 3, and bets are possible by operating the 1-bet switch 19), after bet processing based on the operation of the 1-bet switch 19 is executed, "20" is stored in the timer area B. Thereafter, the value stored in the timer area B is decremented by "1" by the timer measurement of the timer interrupt process. When the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". If the value stored in the timer area B is not "0" (when the value stored in the timer area B is any one of "1" to "20"), in the main game progress process, it is not determined whether the 1-bet switch 19 has been operated. That is, even if the 1-bet switch 19 is operated when the value stored in the timer area B is not "0", the bet processing is not executed. After the value stored in the timer area B becomes "0", bet processing can be executed when the 1-bet switch 19 is operated.
[0183] By configuring in this way, it is possible to prevent multiple bet processes from being executed due to malfunction even though the 1-bet switch 19 has been operated once. Also, it is possible to prevent a malicious player from continuously pressing the 1-bet switch 19, causing the bet process based on the operation of the 1-bet switch 19 to be executed multiple times and commands based on the execution of the bet process to be continuously transmitted to the sub-control means 1000.
[0184] <Power-off recovery process> The power-off recovery process executed by the main control board 100 according to the present embodiment will be described with reference to the flowchart of FIG. 8.
[0185] In the present embodiment, when the power is turned on by operating the power switch 40, the main control board 100 executes a power-off recovery process for restoring various data to the state before the power-off.
[0186] In the power-off recovery process, the stack pointer is restored, and the output data related to the sub-control command to be sent to the sub-control board 1000 is restored. Then, it is determined whether the set value data is within the normal range. As a result of the determination, if it is abnormal (the value is outside the defined range), the process proceeds to the non-recoverable error process. On the other hand, if it is normal (the value is within the defined range), the unused RAM area is initialized, the interrupt that is periodically executed is activated, and the input port is read. Then, the power-off processed flag is cleared, the restoration of the used registers and the restoration of the interrupt prohibition / permission state at the time of power-off are performed, and the power-off recovery process is terminated. Note that when the power-off recovery process is terminated, it returns to the state before the power-off occurred. If it does not return (when the settings are changed), the control process of the main game progress is performed from the beginning.
[0187] In this embodiment, the interrupt is activated at a predetermined timing within the power-off recovery process, but the interrupt may be activated after the power-off recovery process of the program start process.
[0188] <Explanation of the main game progress> The control process of the main game progress executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 9.
[0189] The main control board 100 refers to the value of the freeze effect number saved before the previous game. If the saved freeze effect number corresponds to the number for which the freeze effect should be executed, the freeze effect is executed. If the saved freeze effect number does not correspond to the number for which the freeze effect should be executed, the process proceeds to the next process without executing the freeze effect. When the freeze effect is not executed, it may be configured not to save the freeze effect number. In that case, it may be configured to determine whether the freeze effect number is saved, and if it is not saved, the process proceeds to the next process.
[0190] Next, when game medals are inserted through the medal insertion slot 17, the bet number or credit number is updated (game value insertion process). Next, it is determined whether the bet number at which the game can be executed has been bet. If it is determined that the bet has been placed, it is determined whether the start switch 12 has been operated. If it is determined that the bet has not been placed, if game medals are inserted or in the state of being stored in credits, it waits for the operation reception of the bet switch (in the case of being stored in credits). If the bet number at which the game can be executed has been bet and the start switch 12 has been operated (it is determined that the start switch signal is on), an internal lottery process is performed. If the start switch 12 has not been operated (it is not determined that the start switch signal is on), it waits for the operation reception of the start switch 12.
[0191] In the internal lottery process, an internal lottery random number is generated and acquired, and predetermined arithmetic processing is executed using the obtained internal lottery random number value to determine the winning combination (condition device number). After determining the winning combination, a stop control table corresponding to the stop timing of each stop switch is created in advance, and preparations are made so that stop control can be executed even if the operation of the stop switch is received immediately after permitting the operation reception of the stop switch after the reel rotation.
[0192] The types of winning combinations provided in the slot machine PS1 are roughly classified into bonus, minor winning combination, and replay.
[0193] The bonus means a device that operates when a predetermined condition is met. Generally, it operates when a symbol combination such as "7·7·7" or "7·7·bar" is stopped and displayed on the effective line of the display window 4. Due to the operation of the device related to the bonus, the number of symbol combinations related to winning for each specified number changes, or the condition device operation probability related to winning for each specified number is changed. The bonus is divided into RB, BB, CB, MB, and SB.
[0194] RB is an abbreviation for Regular Bonus and is also referred to as a first - type special accessory. RB is generally set with the end condition of obtaining 8 small - winning awards or 12 game results. During RB, the role drawing is performed using an RB medium - role drawing table in which the winning probability of small roles is set higher than that of the normal - role drawing table.
[0195] BB is an abbreviation for Big Bonus and is also referred to as a continuous operating device related to a first - type special accessory. BB is set with the end condition that the payout of game medals exceeding a predetermined number (for example, 269 pieces) related to small - winning awards ends. During BB, the role drawing is performed using a BB medium - role drawing table in which the winning probability of small roles (described later) is set higher than that of the normal - role drawing table. Note that it is not necessary to provide a BB medium - role drawing table during BB. For example, a device that continuously operates the RB medium - role drawing table described later until the end condition of BB is satisfied may be referred to as a BB medium - role drawing table.
[0196] CB is an abbreviation for Challenge Bonus and is also referred to as a second - type special accessory. CB can be set to a state where at least all small roles are won regardless of the result of the role drawing. Also, during CB, for a predetermined reel, a stop control different from the normal stop control is performed. For example, it is conceivable to control the left reel 8a to stop within 75 milliseconds from 190 milliseconds.
[0197] CB may be configured such that, as described above, since it becomes a state where at least all small roles are won, a combination of symbols that can be displayed according to the operation procedure cannot be displayed (also referred to as a miss). For example, during CB, by controlling the left reel 8a to stop within 75 milliseconds from 190 milliseconds, when it stops within 190 milliseconds, a specific symbol can be displayed on the effective line at any operation timing, but when it stops within 75 milliseconds, there may be a case where a specific symbol cannot be displayed at a specific operation timing.
[0198] MB is an abbreviation for Middle Bonus and is also referred to as a continuous operating device related to the second type of special accessory. MB is set with end conditions such as paying out more than 153 medals related to winning small roles, winning RB, or winning SB described later.
[0199] SB is an abbreviation for Single Bonus and is also referred to as a normal accessory. For SB, it is set that the result of one game is obtained as an end condition. During SB, role drawing is performed using an SB middle role drawing table in which the winning probability of small roles is set higher than that of the normal role drawing table.
[0200] In this embodiment, it is assumed that role drawing for BB is performed using a BB middle role drawing table, but it is not limited to this. During BB, the winning probability of small roles is set to the same probability as that of the normal role drawing table, and a BB general role drawing table in which the winning probability of RB increases, and a game may be played using an RB middle role drawing table in which the winning probability of small roles is set higher than that of the normal role drawing table. Even in this case, in BB, it remains the same that paying out more than a predetermined number of medals related to winning small roles is set as an end condition. Also, those in charge of controlling these bonuses are collectively referred to as special game control means.
[0201] A small role is a role that pays out medals based on the stopped display symbol combination when the symbol combination based on the winning small role stops and is displayed on the effective line and is determined to be a winning by the winning determination process (described later).
[0202] Replay (also referred to as a re - game role) is a role that grants a re - game (a game in which the next game can be played automatically by automatic betting without inserting new medals) when the symbol combination based on the winning replay stops and is displayed on the effective line and is determined to be a winning by the winning determination process. Since replay will not be missed in the winning game, the next game in which replay wins will always be a re - game.
[0203] In the lottery result of the role lottery, if none of the roles of bonus, minor role, and replay are won, it is a loss, and the winning process described later is not performed. When it is a loss, a symbol combination that does not correspond to any role is stopped and displayed on the effective line.
[0204] Among the roles for which the lottery is conducted by the role lottery, regarding BB, RB, and MB, when the symbol combination is not stopped and displayed on the effective line in the winning game, the winning flag can be carried over to the next game and subsequent games (special role carry-over means). While the winning flag is being carried over, the role lottery may be conducted using the role lottery table before the winning flag was carried over, or the role lottery may be conducted using the carry-over role lottery table corresponding to the winning flag (also referred to as the internal internal lottery table or the internal role lottery table). When using the carry-over role lottery table, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the effective line, it is determined that the transition condition of the role lottery table is satisfied, and the system transitions from the carry-over role lottery table to the role lottery table corresponding to the winning flag.
[0205] The role lottery table defines the winning probabilities for multiple types of roles, and multiple types of role lottery tables are provided according to the game state. For example, the BB-in role lottery table used during BB and the MB-in role lottery table used during MB are applicable.
[0206] In the role lottery table, a single winning role for which one type of symbol combination can be stopped and displayed on the effective line, or a duplicate winning role for which multiple symbol combinations can be stopped and displayed on one or multiple effective lines, is set according to the lottery result of the role lottery.
[0207] Regarding the multiple symbol combinations set as the duplicate winning role, all the symbol combinations may be set so that one winning role can be stopped and displayed according to the operation mode, or some of the symbol combinations may be set so that they cannot be stopped and displayed. Among these duplicate winning roles, the role corresponding to some of the symbol combinations that cannot be stopped and displayed may also be referred to as the control role.
[0208] As a role of the control staff, even when it is possible to stop and display the same symbol combination as a result of multiple role draws on the effective line, it is possible to control so as to vary the effective lines to be stopped and displayed according to the type of control staff set as the overlapping winning staff.
[0209] When any role is won as a result of the role draw, the winning flag control means turns on the flag corresponding to the won role. Then, when all the stop switches 13 are operated by the player and the winning process related to the won role is completed, the flag corresponding to the won role is turned off.
[0210] Also, regarding the above-mentioned BB, RB, and MB, the flag is turned on in the winning game. However, if the symbol combination of the won BB, RB, or MB is not stopped and displayed on the effective line when all the stop switches 13 are operated, the flag is carried over in the on state to the subsequent game, the above-mentioned carry-over role draw table is set, and when the symbol combination of the won BB, RB, or MB is stopped and displayed and the winning process related to the winning role is completed, the flag corresponding to BB, RB, or MB is turned off.
[0211] In addition, an RT role draw table is provided in the role draw table. RT is a game state in which the winning probability of replay in role draw is different from that of the normal role draw table, and is an abbreviation of replay time.
[0212] As a specific usage example of RT, the losing area of the normal role draw table may be replaced with replay to increase the winning probability of replay, or the replay area of the normal role draw table may be replaced with a loss to decrease the winning probability of replay. Furthermore, although the normal role draw table and the replay area are the same, the types of replays that win within the replay area may be varied. In the slot machine PS1, a plurality of RT role draw tables are provided, and each is configured to transition to another RT state when a predetermined transition condition is satisfied.
[0213] The transition conditions of the RT role lottery table can be as follows. Transition condition 1 is when a specific symbol combination (symbol combination related to the bonus, RT transition symbol combination) stops displaying. Transition condition 2 is when the bonus is won. Transition condition 3 is when BB, RB, or MB among the bonuses ends. Transition condition 4 is when a specified number of games have been played after a specific symbol combination (RT transition symbol combination) stops displaying. Transition condition 5 is when a specified number of games have been played after BB, RB, or MB ends. These transition conditions of the RT role lottery table can be appropriately set according to the game characteristics.
[0214] The setting number is the number of winning instances of each lottery result defined in the internal lottery table by the internal lottery means. For example, when the total setting number is 65536, dividing each setting number by 65536 gives the winning probability. For example, the winning probability of a predetermined lottery result with a setting number of 4 is 1 / 16384.
[0215] Also, when any of the above-mentioned transition conditions 1 to 5 of the RT role lottery table is satisfied, the setting number related to replay can be changed. For example, if the replay probability of RT1 is 1 / 7.3, when transitioning from RT1 to RT2, the replay probability of RT2 may be changed to 1 / 1.5. By doing so, it is possible to suppress the decrease of medals by transitioning to a state with a high replay probability and give interest to the game characteristics.
[0216] Next, check whether the minimum game time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum game time has elapsed (if it is determined that the value of the minimum game time timer is 0), set the minimum game time anew. If it is not determined that the minimum game time has elapsed (if it is not determined that the value of the minimum game time timer is 0), decrement the value of the minimum game time timer and then check whether the minimum game time has elapsed. This check process for the minimum game time is executed until it is determined that the minimum game time has elapsed, and other processes are not executed as the main game progress process between the determination process for the minimum game time and the process of newly setting the minimum game time. As a result, since the minimum game time will not be extended by other processes, the game can be made possible earlier. That is, it is possible to prevent the game from being delayed without keeping the player waiting.
[0217] However, not limited to this, other processes may be configured to be executed as the main game progress process between the determination process for the minimum game time and the process of newly setting the minimum game time. Other processes in this case may include a process of clearing the RWM address, a process of storing other data in the RWM, or other instructions with a short processing time. Since these processes have an extremely short processing time, the extension of the minimum game time is a time that the user cannot feel. After newly setting the minimum game time, execute the preparation process for starting the reel rotation.
[0218] In the preparation process for starting the reel rotation, initialize the data related to the drum stop saved in the previous game, set the stop table to be used in this game, request the output for starting the rotation of all reels, and set a sub-control command (reel rotation start command) indicating the start of the reel rotation.
[0219] The stop table is provided corresponding to the symbol control number determined by the result of the role lottery by the internal lottery means, and is a pre-determined stop position of the reel corresponding to the operation timing of the stop switch 13.
[0220] After the preparation process for starting the reel rotation is completed, a process related to a freeze effect (for example, a reel effect before the reel rotates) is executed. In the freeze effect, the reel is moved slightly or rotated in the reverse direction, mainly to suggest the degree of expectation of the winning combination.
[0221] When the freeze effect is not executed or after the freeze effect is executed and the execution of the freeze effect is completed, a process of rotating the reel (also referred to as a reel rotation process, a reel rotation start process, or a cylinder rotation start process) is executed. As the rotation state of the reel, there are four states: an acceleration state, a constant-speed rotation state, a stop preparation state, and a stop state. When rotating the reel, the acceleration state is set. In the acceleration state, a process of gradually rotating the stepping motor by timer interrupt processing is executed.
[0222] The acceleration process executed in the acceleration state is a process executed from the state where the rotation of the reel has stopped until the constant-speed rotation process is performed. In the constant-speed rotation process, a process of moving the stepping motor by one step for each timer interrupt process is executed. However, if the constant-speed rotation process is executed immediately when the reel is stopped, there is a high possibility that the torque will be insufficient and the motor will lose synchronization. Therefore, an acceleration process is required to gradually rotate the reel. In the acceleration process in this embodiment, first, the stepping motor is moved one step after 50 timer interrupt processes, then one step after 30 timer interrupt processes, then one step after 10 timer interrupt processes, then one step after 5 timer interrupt processes, then one step after 2 timer interrupt processes, and then one step after 1 timer interrupt process. After that, it is connected to the constant-speed rotation process of moving the stepping motor one step for each timer interrupt process.
[0223] When performing the constant-speed rotation process, the value of the above-described rotation defect detection counter is incremented for each timer interrupt process to detect rotation defects. Since the initial value of the rotation defect detection counter is set to 0, it is incremented for each timer interrupt process. However, when the initial value of the rotation defect detection counter is set to 180, the value of the rotation defect detection counter may be decremented for each timer interrupt process, and it may be determined that a rotation defect is detected at the timing when it becomes 0.
[0224] Also, in the constant-speed rotation state, acceptance of the stop by the stop switch is permitted, and the operation of the stop switch is awaited. When acceptance of the stop by the stop switch is permitted, the lamp of the stop switch is lit blue to notify the player that the stop switch is effective (when acceptance of the stop by the stop switch is not permitted, it is lit red). Regarding the lighting control of this stop switch lamp, it may be the process of the main control means 100 or the process of the sub-control means 1000. Further, as the lighting control of the lamp of the stop switch, when performing the push-order navigation, the lamp of the stop switch may be blinked or the like so that it is easy for the player to recognize the stop switch to be operated.
[0225] Also, a command indicating that the reel has started rotating is transmitted to the sub-control means 1000. When the sub-control means 1000 receives the command, a reel rotation time measurement timer for measuring the rotation time of the reel is set and the count is started. Then, when the value of the reel rotation time measurement timer reaches a predetermined value (time equivalent to 3 minutes), "Please stop the reel" (reel stop warning image) is displayed on the liquid crystal to prompt the player to rotate the reel. The reel rotation time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there is still a rotating reel, the count is executed again. In this way, the reel rotation time measurement timer is continuously updated until all the reels stop.
[0226] In addition, when the reel stop warning image is displayed simultaneously with the push order navigator, it is displayed in front of the push order navigator, so that even when the display areas of the reel stop warning image and the push order navigator overlap, the visibility of the reel stop warning image is ensured, and the player can be clearly prompted to operate the stop switch. Also, at this time, since the push order navigator may become difficult to see and it may become unclear which reel to stop, the reel stop warning image may be erased (or the reel stop warning image may be made smaller or moved) by operating a sub-switch, an effect switch, etc., so that the push order navigator can be recognized.
[0227] After enabling the reception of the operation of the stop switch in the main game progress process, the determination process of the reception of the operation of the stop switch (reel stop reception check process) is repeated until the stop switch is operated. When it is determined that any of the stop switches has been operated, stop control (also referred to as slip control) of the reel corresponding to the operated stop switch is executed. At this time, the reel corresponding to the operated stop switch shifts from the constant speed rotation state to the stop preparation state. In the stop preparation state, the reel is rotated to the target stop position while rotating at a constant speed. Then, when the target stop position is reached, it shifts to the stop state, and all four-phase excitations become ON to apply a brake. Note that the slip control is performed within 190 milliseconds from the operation of the stop switch 13. In this embodiment, when the operation of the stop switch 13 is received, it is possible to draw in the symbols up to four symbols ahead.
[0228] Here, the target stop position is determined based on whether the symbol number currently passing through matches the symbol number stored as the stop position. If it is determined that they match, all four-phase excitations are turned ON as the target stop position. Also, the symbol number currently passing through is determined by setting the initial symbol number at the moment when the above-described index sensor detects the index (when the index signal rises), and then setting the next symbol number after moving one symbol by the timer interrupt process from there.
[0229] After executing the reel stop reception check process, check whether all reels have stopped. If all reels have stopped, execute the winning determination process and then the winning process. If not all reels have stopped, execute the stop operation reception waiting process for the stop switch corresponding to the rotating reel. After all reels have stopped, update the display content of the status display monitor and shift to the advantageous section clear counter management process. Then, perform a game end check process for updating the RT status, etc., and end the series of flows of the main game progress. Note that the soft random number update process may be performed during the period from the start of the reel rotation to the reception of the stop operation.
[0230] The winning determination process is a process of determining whether a symbol combination constituting a winning combination has stopped and is displayed on the active line. Since it is determined whether the stop symbol determined when the stop switch is operated is abnormal, it is not actually determined by the symbol combination that has stopped on the active line. After it is determined by the winning determination process that a symbol combination constituting a winning combination has stopped and is displayed on the active line, the winning process is performed. When it is not determined by the winning determination process that a symbol combination constituting a winning combination has stopped on the active line, a process based on a loss is performed.
[0231] The winning process is a process of granting benefits to the player based on the symbol combination to be stopped on the active line. As the winning process when stopping a symbol combination based on a minor winning combination, it is a process of paying out medals based on the stopped symbol combination or shifting the game state based on the stopped symbol combination. As the winning process when stopping a symbol combination based on a replay, it is a process of giving the right to replay or shifting the game state based on the stopped symbol combination. As the winning process when stopping a symbol combination based on a bonus, it is a process of shifting the game state based on the stopped symbol combination. Note that in the case of a loss, the winning process is not performed.
[0232] However, not limited to this, when the result of the winning determination process is a loss, a winning process based on the loss may be performed, and a process of not giving a privilege to the player as a result of the winning process may be performed. Further, as the winning process based on the loss, the game state may be shifted according to the operation mode when the loss occurs. For example, when all the stop switches 13 are operated according to a predetermined operation order when the loss occurs, it is possible to shift to a game state with a different freeze winning probability. Further, even in the case of an apparent loss due to a missed small combination, a winning process such as performing shift control of the game state such as shifting to the RT state without paying out can be performed. Furthermore, as the winning process based on the bonus, it may be added to give out medals or the right to replay based on the symbol combination stopped and displayed.
[0233] The process of shifting the game state is to set a role lottery table according to the game state to be shifted, set reel control according to the game state to be shifted, set a freeze winning probability according to the game state to be shifted, or a combination thereof.
[0234] In the winning determination process, when determining the winning symbol combination, the winning symbol combination information (stop outcome information) stopped and displayed on the valid line and the role lottery result information are transmitted to the sub-control board 1000. On the other hand, when receiving these information, the sub-control board 1000 can output an effect according to the winning symbol combination information and the role lottery result information using the display device 32, the lamp, or the speaker S.
[0235] In the winning determination process, a winning determination is made on all valid lines. As a result of the determination, when a plurality of symbol combinations based on overlapping winning roles are stopped and displayed on a plurality of valid lines, a winning process is performed for each of the plurality of stopped and displayed symbol combinations.
[0236] For example, when a minor combination set to pay out 2 medals and a minor combination set to pay out 10 medals are stopped and displayed on multiple active lines, the prize-winning process is to add up the number of medals to be paid out based on the minor combination set to 2 and the number of medals to be paid out based on the minor combination set to 10, and perform a payout of 12 medals.
[0237] Then, an upper limit is set for the number of medals paid out in one payout. When a symbol combination based on multiple minor combinations is stopped and displayed on an active line and exceeds the upper limit value of the number of medals to be paid out, the number of medals up to the upper limit value is paid out.
[0238] For example, when the upper limit value of the number of medals to be paid out is set to 15, and a minor combination set to pay out 12 medals and a minor combination set to pay out 10 medals are stopped and displayed on multiple active lines, the prize-winning process is to perform a payout of 15 medals, which is the upper limit value, when the sum of the minor combination set to 12 medals and the minor combination set to 10 medals exceeds the upper limit value.
[0239] In this embodiment, medals are set to be paid out only for minor combinations. However, as a prize-winning process based on a replay, the number of medals corresponding to the number of bets may be paid out, or as a prize-winning process based on a bonus, a preset number of medals may be paid out.
[0240] <Advantageous Interval Clear Counter Management Process> Regarding the advantageous interval clear counter management process related to the management of advantageous intervals among the processes executed by the main game progress according to this embodiment, it will be described with reference to FIG. 11.
[0241] Set the advantageous interval clear counter RWM address.
[0242] Subsequently, execute a 2-byte subtraction process.
[0243] Subsequently, it is determined whether the value of the advantageous section clear counter before subtraction is 0. If the value of the advantageous section clear counter before subtraction is 0, the process proceeds to determine whether the advantageous section type is 0. If the value of the advantageous section clear counter before subtraction is not 0, it is determined whether the value of the advantageous section clear counter after subtraction is 0. Note that advantageous section type = 0 means that the section is not an advantageous section and is a normal section, and advantageous section type = 1 means that the section is an advantageous section.
[0244] Subsequently, it is determined whether the value of the advantageous section clear counter after subtraction is 0. If the value of the advantageous section clear counter after subtraction is 0, the process proceeds to the RWM initialization process. If the value of the advantageous section clear counter after subtraction is not 0, the process proceeds to obtain the value of the MY counter.
[0245] Subsequently, in the process of obtaining the value of the MY counter, the current value of the MY counter is obtained.
[0246] Subsequently, after executing the process of obtaining the value of the MY counter, it is determined whether the special replay operation symbol has stopped being displayed. If it is determined that the special replay operation symbol has stopped being displayed, the process proceeds to determine whether the value of the MY counter exceeds the upper limit value (2400). If it is determined that the special replay operation symbol has not stopped being displayed, the process proceeds to obtain the data of the payout number buffer. The data of the payout number buffer is data indicating the payout number related to winning, no payout in case of losing or missing a small winning combination (the payout number is 0).
[0247] Subsequently, in the process of obtaining the data of the payout number buffer, the payout number of the game is obtained.
[0248] Subsequently, the process of adding the obtained data (OUT number) of the payout number buffer to the MY counter is executed.
[0249] Subsequently, the process of obtaining the game medal number data is executed. The game medal number data is data corresponding to the inserted number.
[0250] Subsequently, execute a process of subtracting the number of inserted sheets (IN sheets) from the MY counter.
[0251] Subsequently, if it is determined that the value of the MY counter is less than 0 as a result of subtracting the number of IN sheets from the MY counter, set the initial value to the MY counter and save it to the MY counter. Also, if it is determined that the value of the MY counter is not less than 0 as a result of subtracting the number of IN sheets from the MY counter, save the value obtained by subtracting the number of IN sheets from the MY counter to the MY counter. Note that the initial value of the MY counter is 0, and when the value of the MY counter becomes less than 0, it is corrected to 0. Also, whether the value of the MY counter is less than 0 is determined by whether the carry flag is 0. The carry flag is a flag that becomes 1 when the result of the subtraction process is a negative value and becomes 0 when the result of the subtraction process is not a negative value. Note that in the case of an addition process, it becomes 1 when exceeding the upper limit value (65535 in the case of 2 bytes) and becomes 0 when not exceeding the upper limit value.
[0252] Subsequently, after saving the value of the MY counter, execute a determination process as to whether the value of the MY counter exceeds the upper limit value (2400). If the value of the MY counter exceeds the upper limit value (2400), execute the RWM initialization process and shift to the determination process of the favorable section type. In the determination process of the favorable section type, if the favorable section type is 0, end the favorable section clear counter management process, and if the favorable section type is not 0, set the initial value (1500) to the favorable section clear counter and end the favorable section clear counter management process. Also, if it is determined in the determination process as to whether the value of the MY counter exceeds the upper limit value (2400) that the value of the MY counter does not exceed the upper limit value (2400), end the favorable section clear counter management process.
[0253] It is determined whether the value of the advantageous section clear counter before subtraction is 0. When the value of the advantageous section clear counter before subtraction is 0 and the advantageous section type is not 0, this is the process that passes at the start of the advantageous section, and this process is not passed except at the start of the advantageous section. 1500 stored in the advantageous section clear counter corresponds to the maximum number of games that can execute the advantageous section. When the advantageous section is executed up to 1500 games at most, the normal section is set from the next game. This is to prevent the player from being sucked in, suppressing the state where medals continue to increase throughout the day, and not significantly stimulating the gambling mentality.
[0254] Note that as the timing for setting the advantageous section type to 1, it is executed in the advantageous section transition lottery process between when the start switch is received and the start of reel rotation. The advantageous section transition lottery process is the process that passes when the conditional device number to be the lottery target is selected. If winning the advantageous section transition lottery, 1 is set to the advantageous section type, and if not winning the advantageous section transition lottery, the advantageous section type is set to 0 (normal section).
[0255] In the RWM initialization process executed after the value of the MY counter exceeds the upper limit value, all parameters that affect the performance related to the instruction function are updated to 0. Parameters that affect the performance related to the instruction function include the number of AT games and the game state related to AT. By updating the advantageous section type to 0, it becomes the normal section that is not the advantageous section. When the value of the MY counter is 2400 or less, this process ends while maintaining the advantageous section. Note that when winning a replay in the advantageous section, the update process of the MY counter is not executed, but the determination process of whether the MY counter exceeds 2400 is passed. In the case of a replay, the same number of coins as the number of inserted coins is automatically bet, so OUT-IN is always 0. However, since there is a possibility that the value of the MY counter is updated at a timing different from the original process due to noise or fraud, it is determined whether the upper limit value of the MY counter has been reached even during a replay.
[0256] In addition to the end timing of the advantageous period being after 1500 games have elapsed or exceeding MY2400, it can be ended at any timing for each gaming machine. For example, it applies when winning the end lottery when a predetermined combination is won, or when any number of games (less than 1500 games) are executed. When ending the advantageous period at such an arbitrary end timing, by setting the value of the advantageous period clear counter to 1 before executing the advantageous period clear counter management process (it is desirable to perform the process related to AT executed after all reels stop), before the subtraction of the advantageous period clear counter when the advantageous period clear counter management process is executed, the value is 1, the subtraction result of the advantageous period clear counter becomes 0, and the advantageous period can be ended in the advantageous period clear counter management process. That is, after setting the value of the advantageous period clear counter to 1, by subtracting 1 from the counter value, the value of the advantageous period clear counter becomes 0 and the advantageous period can be ended. As a result, when an arbitrary end condition is achieved, it becomes possible to perform processing within the same module without using another advantageous period end module.
[0257] In addition, the advantageous period clear counter subtraction process in the advantageous period clear counter management process is configured to be executed regardless of the bet number (when a plurality of specified numbers are set for the gaming machine) and in any gaming state.
[0258] <Setting change process> The setting change process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 10.
[0259] When the setting change mode is activated (the setting change process is executed), it is determined whether the current setting value is within the normal range. When it is within the normal range, the current setting value is acquired. When it is outside the normal range, "1" is saved as the setting value and the setting value "1" is acquired.
[0260] After acquiring the setting value, the setting value display data is saved. After saving the setting value display data, lighting control is performed by referring to the setting value display data every 5 interrupts by dynamic lighting control which is a timer interrupt process.
[0261] Thereafter, it is determined whether the start switch 12 has changed from off to on. When it is determined that the start switch 12 has not changed from off to on, it is determined whether the setting switch has changed from off to on.
[0262] Here, when it is determined that the setting switch has not changed from off to on, it is determined again whether the start switch 12 has changed from off to on. When it is determined that the setting switch has changed from off to on, it is determined whether the set value is greater than or equal to the maximum set value (Setting 6).
[0263] If the set value is not greater than or equal to the maximum value, a process of incrementing the current set value is performed. If the set value is greater than or equal to the maximum value, the initial value (0) is saved to the current set value, and a process of further incrementing is performed. After incrementing the set value, the updated set value is displayed, and the process returns to determining whether the start switch 12 has changed from off to on.
[0264] Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, the process of finalizing the set value is performed, and it waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key switch has changed from on to off, the determined set value is saved to the main control RAM, the setting display LED is turned off, and the blocker provided in the medal selector 34 is turned on (to form a passage for the medal to flow down to the hopper 44), thereby ending the setting change mode.
[0265] Here, the setting change mode is a means for determining any one of the set values from 1 to 6 (displayed as set values from 1 to 6). After determining any one of the set values, the internal lottery table (also referred to as the role lottery table) corresponding to the determined set value is continuously set until the set value is changed by the setting change means. Note that a role lottery table with different determination probabilities (role winning probabilities) of the lottery results by internal lottery is provided for each set value.
[0266] When the power of the slot machine PS1 is not turned on, if the setting key used for setting changes is rotated by the manager of the game parlor and the setting key is held at the rotation position where the setting key switch signal turns on, when the power of the slot machine PS1 is turned on, the setting key switch signal is turned on upon the power-on of the slot machine PS1. In the present embodiment, the "on" of the setting key switch signal means a rising "on" (changing from off to on). If the setting key was on before the power failure occurred, since the rising "on" is not detected after the power-on, it is configured not to shift to the setting change mode. However, if the "on" of the setting key switch signal is regarded as a level "on", even if the setting key was on before the power failure occurred, it may be configured to shift to the setting change mode when the setting key is on at the time of power reconnection.
[0267] When the setting change means determines that the setting key switch signal is on, the door open signal is on, and the setting changeable flag is on, it activates a setting change mode in which the set value of the slot machine PS1 can be changed.
[0268] The setting changeable flag switches between on and off according to the game state. For example, it is conceivable to turn off the setting changeable flag during the period from when the start switch 12 is operated until the game ends, and turn on the setting changeable flag during other periods. However, it is not limited to this mode. The setting changeable flag may be turned off only when a specific bonus game starts or when it is in the middle of a specific bonus. Or, it may be configured to be able to change the settings in any state by not providing the setting changeable flag.
[0269] When the setting change mode is activated, the blocker provided in the medal selector 34 is turned off so that the game cannot be started by inserting medals. The set value data that can be changed in the setting change mode has six levels: "1", "2", "3", "4", "5", and "6". For each higher set value, a winning combination selection table with a higher payout rate of balls is set.
[0270] After starting the setting change mode, in order to notify that it is the setting change mode, the setting display LED provided on the back of the front panel PS2 is lit. Then, set the setting value display data for displaying the set setting value data, and light the credit number display 26 arranged on the front of the front panel PS2 of the slot machine PS1 and the setting display LED (not shown) arranged on the back of the front panel PS2 of the slot machine PS1 to display the setting value. When the setting value data is "1", the setting value display shows "1"; when the setting value data is "2", the setting value display shows "2"; when the setting value data is "3", the setting value display shows "3"; when the setting value data is "4", the setting value display shows "4"; when the setting value data is "5", the setting value display shows "5"; when the setting value data is "6", the setting value display shows "6".
[0271] When the setting value data stored in the setting value data storage area is stored in 6 levels from "0" to "5", when the setting value data is "0", the setting value display shows "1"; when the setting value data is "1", the setting value display shows "2"; when the setting value data is "2", the setting value display shows "3"; when the setting value data is "3", the setting value display shows "4"; when the setting value data is "4", the setting value display shows "5"; when the setting value data is "5", the setting value display shows "6".
[0272] After starting the setting change mode, it continues to determine whether the sensor signal of the start switch 12 is on. When it is determined that the start switch 12 is operated and the sensor signal of the start switch 12 becomes on, the setting value is determined and the current setting value is displayed on the setting display LED. In other words, when it is determined that the sensor signal of the start switch 12 becomes on during the setting change mode, the setting value will not be changed even if the setting switch is operated.
[0273] On the other hand, when it is determined that the setting switch signal has turned on while the sensor signal of the start switch 12 is not determined to be on, clear the setting switch rising data, and determine whether the current setting value is greater than or equal to the maximum setting value (setting value data "6"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "6"), clear the setting value data (set the setting value data to "1"), and when it is determined that the current setting value is less than the maximum setting value (setting values "1" to "5"), increment the current setting value. In addition, as the processing of the setting change mode when the setting value data has six steps from 0 to 5, determine whether the current setting value is greater than or equal to the maximum setting value (setting value data "5"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "5"), clear the setting value data (set the setting value data to "0"), and when it is determined that the current setting value is less than the maximum setting value (setting values "0" to "4"), increment the current setting value.
[0274] In addition, as the setting value display mode of the setting display LED when it is determined that the sensor signal of the start switch 12 is on after starting the setting change mode, in order to indicate that the setting value cannot be changed, display "0" on the setting display LED, or display "_X" ("X" is the setting value after confirmation) on the setting display LED, etc. The setting value may be displayed in a mode different from the setting value display mode when the setting can be changed.
[0275] <Gameplay using the advantageous section applicable to this embodiment> In this embodiment, the specified number related to the start of the game is only 3. That is, the game cannot be started except for three-of-a-kind, and even during bonus operation, the game is started only with three-of-a-kind.
[0276] In this embodiment, the effective line has a configuration of one line at the lower stage of the left reel, the middle stage of the middle reel, and the lower stage of the right reel. Hereinafter, the stopping of the symbol combination on the effective line is simply referred to as the stopping of the symbol combination.
[0277] In this embodiment, there are 10 types of symbols. They are respectively called Red Seven, Blue Seven, Bar, Gold Bar, Blank, Cherry, Watermelon, Bell A, Bell B, and Replay. Note that the names of the symbols and the types of symbols are merely examples and can be changed without any problem.
[0278] In the reel arrangement of this embodiment, it will be described with reference to FIG. 12. As shown in FIG. 12, the number of symbols on one reel is 20, and it includes a first cylinder (left reel), a second cylinder (middle reel), and a third cylinder (right reel).
[0279] The symbol combinations in this embodiment are shown in FIGS. 13 to 18. The item of "Winning Symbol · Operating Symbol · Pattern Symbol Name" in the figure indicates the name of the conditional device corresponding to the symbol combination. Also, in "Specified Number and Game State", it shows the benefits given when the symbol combination stops for each specified number. When "1 Type BB" is described in the item of "Specified Number and Game State", it indicates that 1 Type BB is given when the symbol combination stops. When "Re - game" is described, it indicates that a re - game is given when the symbol combination stops. When a number is described, it indicates the number of coins paid out when the symbol combination stops. When "-" is described, it indicates that the symbol combination does not stop in the corresponding game state.
[0280] In this embodiment, the bonus includes 1 Type BB, and the end condition is the completion of paying out more than 11 game medals. Also, this 1 Type BB is of the type where RB operates continuously. RB ends when either two wins or two games are satisfied. When the end condition of RB is met, RB automatically operates until the end condition of 1 Type BB (paying out more than 11 game medals) is met.
[0281] As shown in FIG. 13, there are 8 types of symbol combinations for 1 Type BB. Since the drawing rate of the symbols related to the 1 Type BB symbol combination on each reel (the probability that the symbols related to the symbol combination stop) is not 100%, pressing the reels is required for each reel when displaying the 1 Type BB symbol combination.
[0282] In this embodiment, the RT transition starts from non-RT (also referred to as "one type BB non-internal"). If one type BB hits during non-RT and the one type BB symbol combination does not stop, it transitions to RT1 (also referred to as "one type BB internal") from the next game (it may also be at the end of the current game). When the one type BB symbol combination stops during RT1, RT1 ends and one type BB activates (also referred to as "one type BB in") from the next game. When the activation of one type BB ends, it transitions to non-RT from the next game. Also, since it starts from non-RT during setting changes, if the setting change device activates during RT1 or one type BB activation, non-RT is set when the operation of the setting change device ends. Note that in a power-off where the setting change device does not operate (sometimes referred to as a normal power-off), the RT state and the one type BB activation state are not cleared, so it starts from the state before the power-off when the power is restored. Specifically, when a power-off occurs during one type BB in and then the power is restored, the one type BB activation state is one type BB in. When a power-off occurs in the situation of RT1 and then the power is restored, the RT state is configured to be RT1.
[0283] The condition device in this embodiment will be described with reference to FIG. 19. In the item of "winning replay game" in FIG. 19, numbers corresponding to the winning numbers are described. Also, in the item of "condition device", the operating condition devices are described. In the item of "common name", simple names of the operating condition devices are described. For example, the common name corresponding to the replay game - H condition device is "right push: strong - battle position". It is shown that when the right reel stops at the first stop, the strong battle position stops. The common name corresponding to the winning - A1 condition device is "push order bell A group 123". The operation mode of the left reel first stop, middle reel second stop, and right reel third stop is the correct operation mode (in this case, the operation mode in which the symbol combination of winning 52 (a winning with a larger payout number of coins than winning 01 - 02, 09, 29 - 31) stops). Also, in the item of "component", the symbol combination corresponding to the condition device is shown. For example, when the replay game - A condition device activates (hits), it is shown that replay game 01 or replay game 02 can be displayed. Note that the part described as "0" in the item of "winning replay game" corresponds to a miss.
[0284] The internal lottery results that can be determined by the internal lottery means in one type BB non-internal in this embodiment will be described with reference to FIGS. 20 to 22. The internal lottery results that can be determined by the internal lottery means in one type BB non-internal are one type BB, replay-A, replay-B, replay-C (+ one type BB), replay-D (+ one type BB), replay-E (+ one type BB), replay-F (+ one type BB), replay-G (+ one type BB), replay-H (+ one type BB), replay-I (+ one type BB), replay-J (+ one type BB), winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6, winning-D (+ one type BB), winning-E (+ one type BB), winning-F (+ one type BB), winning-G (+ one type BB), winning-H (+ one type BB), winning-I (+ one type BB), winning-J (+ one type BB), winning-K (+ one type BB), and there is no loss.
[0285] Note that the description of "Re-game C (+1 BB)" mentioned above indicates that Re-game C and 1 BB are won simultaneously, corresponding to the fact that the names are described in both the "Bonus Condition Device" and the "Winning Re-game" in FIGS. 20, 21, and 22. Also, the "Internal Lottery" items in FIGS. 20, 21, and 22 indicate whether it is an internal lottery target for each game state. "○" indicates that it is an internal lottery target, and "×" indicates that it is not an internal lottery target. Further, the "Favorable Zone Transition" items in FIGS. 20, 21, and 22 indicate whether to execute the favorable zone transition lottery for each game state. "○" indicates that the favorable zone transition lottery is executed, and "×" indicates that the favorable zone transition lottery is not executed. Note that in this embodiment, when the favorable zone transition lottery is executed, it is configured to win 100% and transition to the favorable zone. Also, the items of "R1" to "R6" in FIGS. 20, 21, and 22 indicate the winning positions of the internal lottery corresponding to the set values, and 65536 positions are allocated for each game state. Note that "R1" corresponds to the set value "1", "R2" corresponds to the set value "2", "R3" corresponds to the set value "3", "R4" corresponds to the set value "4", "R5" corresponds to the set value "5", and "R6" corresponds to the set value "6".
[0286] In this embodiment, the internal lottery result that can be determined by the internal lottery means in 1 BB can be any one of Re-game A, Re-game B, Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, Winning-K, and there is no miss.
[0287] In this embodiment, the internal lottery result that can be determined by the internal lottery means in 1 BB can be any one of Winning-K, Winning-L, and miss.
[0288] In this embodiment, as a condition for shifting from the normal section to the advantageous section, any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, Prize K has been won, and winning Re-game A or Re-game B does not result in a shift to the advantageous section. That is, in the normal section, when any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, Prize K is won, the next game will be in the advantageous section.
[0289] In this embodiment, when any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, and Prize K hits during the normal section, it will always shift to the advantageous section. That is, in the normal section, when any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, and Prize K hits, the next game will be in the advantageous section.
[0290] In this embodiment, in RT1 (inside one type of BB), since there is no miss (either the re-game combination or the prize combination will surely hit), once it shifts to RT1, it is possible to stop the BB symbol combination in some operation modes when hitting the Push Order Bell C group (Prizes C1 to C6). A part when hitting the Push Order Bell C group means, for example, the middle reel when hitting Prize C1, or some button-pressing positions of the first stop of the right reel. Also, when Prize C1 hits in the advantageous section, by notifying the correct push order (in this case, "1, 2, 3" is displayed on the liquid crystal), Prize 38 stops and the BB symbol combination does not stop. With such a configuration, by notifying the operation mode where the BB symbol combination does not stop, the user can maintain RT1. Also, the number of miss settings in RT1 is set to 4 (because the minimum hitting probability in design is 1 / 17500 or more), and for other re-game combinations and prize combinations, the BB symbol combination is configured not to stop, so that the BB symbol combination stops only when there is a miss.
[0291] In this embodiment, as the game states managed by the main control means in the advantageous section, there are an advantageous section general state, a chance zone (also referred to as CZ), and an AT state. Transitions occur from the advantageous section general state to CZ, from CZ to AT, from AT to the advantageous section general state, or from AT to CZ. Also, the game state managed by the main control means in the normal section is only the normal section general state, and there is no transition in the game state until it shifts to the advantageous section. Note that in the advantageous section general state and the normal section general state, the flags regarding the game states managed by the main control means may be in the same state or different states.
[0292] The normal state is a state in which when the internal lottery result hits any one of winning prizes - A1 to winning prizes - C6, it does not notify the advantageous winning pressing order.
[0293] CZ is a state that transitions when the internal lottery result hits any one of winning prizes - D to winning prizes - H in the normal state. During CZ, a lottery for transition to AT is conducted based on the result of the internal lottery during CZ or the lottery at the start of CZ.
[0294] AT is a state that transitions when it hits the AT lottery during CZ, and is a state that notifies an advantageous operation mode (winning pressing order) when it hits any one of winning prizes - A1 to winning prizes - C6.
[0295] In this embodiment, as conditions for always transitioning from the advantageous section to the normal section, when the number of game times in the advantageous section reaches a predetermined number of times (for example, 1500 times), when the MY in the advantageous section exceeds 2400, when initialization processing based on setting changes is performed, and when the RAM clear switch becomes effective. The end condition of AT and the end condition of the advantageous section do not match. However, a part of the end condition of AT (when reaching the ending or when the number of acquired medals is a predetermined number or more (for example, 2300 medals or more)) may be used as the end condition of the advantageous section. Also, it may be made to transition to the normal section when hitting CZ in the advantageous section. In this case, it is determined whether to end the advantageous section according to the situation of the advantageous section when hitting CZ in the advantageous section.
[0296] CZ is determined by lottery when it hits any of Winning Prize - D to Winning Prize - H (hereinafter also referred to as rare winning combinations), and basically, the less likely the internal lottery result is to hit, the more likely CZ is to hit. In this embodiment, in the order of being more likely to hit CZ, it is the order of Winning Prize - G > Winning Prize - E > Winning Prize - H > Winning Prize - F > Winning Prize - D.
[0297] In this embodiment, CZ does not occur immediately after hitting. After hitting CZ, it starts CZ when it transitions from the advantageous section to the normal section and then transitions back to the advantageous section again (it always starts CZ when transitioning to the advantageous section at RT1). This can solve the problem that when hitting AT from CZ, it is impossible to get out balls because the remaining number of game rounds in the advantageous section is small. In particular, it is more effective for specifications with a small net increase number (the expected number of balls obtained per game, also referred to as the slope value). For example, when the net increase is 2 balls, since the maximum number of balls obtained in the advantageous section is about 2400 balls, 1200 game rounds are required to obtain 2400 balls. However, it is not the case that AT is always performed in the advantageous section. Because various game states such as the above-mentioned normal state and CZ are transitioned, the remaining number of game rounds in the advantageous section is often small (for example, 500 rounds, etc.) when starting AT. In this case, even if 500 game rounds are played, since the net increase number is 2 balls, it ends with an acquisition of about 1000 balls, making it difficult to meet the user's expectation of acquisition. Therefore, by ending the advantageous section once with a CZ hit and starting CZ when transitioning to a new advantageous section, even if CZ is 100 game rounds, the advantageous section can still have 1400 remaining game rounds, so it is possible to create an expectation for the user to obtain 2400 balls.
[0298] Also, the hitting probability of CZ after the second time within the same advantageous section may be varied according to the value of the number of acquired medals (cumulative number of paid-out medals - cumulative number of inserted medals) since the start of the advantageous section. For example, when CZ is started at the transition of the advantageous section and hits AT, a mode of varying the hitting probability of CZ within the remaining advantageous section after the end of AT can be considered depending on whether 50 medals or 1000 medals are acquired at the AT. In this case, there are considerations of making the hitting probability of CZ after acquiring 50 medals higher or lower than the hitting probability of CZ after acquiring 1000 medals.
[0299] When the hitting probability of CZ after acquiring 50 medals is made higher than the hitting probability of CZ after acquiring 1000 medals, it becomes easier to give the next CZ to a user who could not acquire many medals at the AT, so that the game can be played while maintaining the sense of expectation.
[0300] When the hitting probability of CZ after acquiring 50 medals is made lower than the hitting probability of CZ after acquiring 1000 medals, since there are fewer remaining advantageous sections after acquiring 1000 medals (because it is close to the end condition of the advantageous section, which is 1500 game times or 2400 acquired medals), even if the CZ probability is increased, the gambling mentality does not increase significantly in terms of the winning design, and a new sense of expectation can be created for the user.
[0301] When the CZ is hit, a blessing effect that displays characters such as "success" or "victory" is performed for the game in which the CZ is hit or after a predetermined number of game plays (which can be arbitrarily set according to the specifications of the gaming machine). As a result, the user can understand that some privilege has been granted, so the progress of the game can be intuitively understood. Then, from the next game onwards, a display indicating "Preparing for CZ" is made in the lighting state of the liquid crystal or lamp, creating an anticipation for the CZ for the user. "Preparing for CZ" corresponds to the state from the end of the advantageous section when the CZ hit game is in the advantageous section until the next transition to the advantageous section in the subsequent normal section. Since "Preparing for CZ" is internally in the normal section, it is an unfavorable state for users who do not perform any AT draws or AT bonuses, etc. However, by reducing the payout rate during "Preparing for CZ" compared to the AT state, payouts can be allocated to the AT, creating a wave of payouts. Also, since an anticipation for the CZ is created during "Preparing for CZ", even if the payout rate is reduced, it is less likely for the user to feel that they have suffered a loss.
[0302] Also, although the advantageous section ends in the next game in which the CZ is hit, a predetermined number of game plays may be executed from the game in which the CZ is hit until the advantageous section ends. In this case, in the game in which the CZ is hit, no notification of hitting the CZ is made, and it is conceivable to perform a predetermined number of game plays through an effect to determine whether the CZ has been hit (so-called, precursor effect or continuous effect). Then, a blessing effect is executed at the timing when the predetermined number of game plays is executed, and it becomes "Preparing for CZ" from the next game. This is because the advantageous section lamp is lit in the advantageous section, and when the advantageous section ends, the advantageous section lamp goes out. Therefore, it is to make it impossible to tell whether the CZ has been hit from the lighting state of the advantageous section lamp until the notification of hitting the CZ from the CZ hit game. Note that it may be set to transition from the advantageous section to the normal section during "Preparing for CZ". In this case, since it has already been notified that it is "Preparing for CZ", the result will not be known in advance from the lighting state of the advantageous section lamp during "Preparing for CZ".
[0303] Also, the CZ preparation in progress does not necessarily have to be in the normal section, and it may be set in the advantageous section. Even in this case, the ratio of executing the CZ preparation in progress in the normal section is relatively higher than the ratio of executing the CZ preparation in progress in the advantageous section. As a condition for executing the CZ preparation in progress in the advantageous section, it is required that the remaining number of game rounds in the advantageous section is equal to or more than a predetermined number (for example, 1000 rounds). By configuring in this way, since the CZ preparation in progress is executed when there is a margin in the remaining number of game rounds in the advantageous section, even if the CZ is executed after the CZ preparation in progress and as a result the AT is executed, it is possible to create a sufficient feeling of ball output. Also, since the normal section is not used during the CZ preparation in progress, it is possible to create a surprise such as starting the AT immediately after the CZ preparation in progress (since information regarding the AT is initialized at the end of the advantageous section, if the normal section is used during the CZ preparation in progress, the CZ will be executed at the start of the advantageous section, so the AT cannot be started).
[0304] Also, when executing the CZ preparation in progress in the above-mentioned advantageous section, it may be determined whether to award the AT by lottery when winning any of winning - D to winning - H during the CZ preparation in progress. In this case, the order of the rare hands that are likely to win the AT by the AT lottery may be the same as the order that is likely to win the CZ, or may be partially different such as in the order of winning - E > winning - G > winning - F > winning - H > winning - D. By configuring in this way, even during the CZ preparation in progress, it is possible to make the user expect to win a rare hand.
[0305] Furthermore, in order not to reduce the gaming motivation of the user who won a rare hand but did not win the AT, a privilege different from the AT may be granted. As the privilege, for example, it is conceivable to display a two - dimensional code that can be read by the user terminal or to display a setting suggestion effect that can distinguish the setting value. The privilege may be more likely to be granted as the number of game rounds in the advantageous section is closer to the above - mentioned predetermined number (for example, 1500 rounds), or may be more likely to be granted when the number of CZ times is a specific number (for example, the 5th multiple time).
[0306] Describe the process related to setting changes in this embodiment.
[0307] When the setting change device is activated, the RAM initialization process described above is performed at the timing of activation of the setting change device or at the timing of determination of the set value. If the game state immediately before the RAM initialization process is RT1, the information of RT1 is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT. Also, if the game state immediately before the RAM initialization process is in the middle of a certain type of BB, the information in the middle of the certain type of BB is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT.
[0308] Also, if the game state immediately before the RAM initialization process is an advantageous section, the information of the advantageous section is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes the normal section. In other words, as the game state during the advantageous section, there are the normal state, CZ, or AT, but in any state, when the RAM initialization process is performed, it shifts to the normal section.
[0309] When the RAM initialization process is performed, the game starts from non-RT and the normal section. However, in this embodiment, since it is specified to start CZ when shifting from the normal section to the advantageous section, after the setting change, it is in an advantageous state (a state where CZ can be started by shifting to the advantageous section without performing a game for hitting CZ).
[0310] By configuring in this way, since it is in an advantageous state after the setting change, it can motivate customers to visit the store from the morning and increase the customer attraction effect.
[0311] Also, if a state that is too advantageous after the setting change (a state where it shifts to CZ just by playing a few games) can be set, there is a risk of significantly stimulating the gambling mentality (so-called morning). For this reason, it is conceivable to change the content of CZ according to the situation when shifting to the advantageous section.
[0312] In this case, if the RT state of the next game in which the transition to the advantageous section is determined is RT1, since it is the basic game flow, CZ is started. If the RT state of the next game in which the transition to the advantageous section is determined is non-RT, it is assumed that it is after the setting change and CZ is not started. Note that as the game in which the transition to the advantageous section is determined, any one of the above-described replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6, winning-D, winning-E, winning-F, winning-G, winning-H, winning-I, winning-J, winning-K has been won.
[0313] Also, since replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-D, winning-E, winning-F, winning-G, winning-H, winning-I, winning-J, winning-K overlap with one type of BB, the RT state of the next game in which they are won becomes RT1 and CZ is started. However, since winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6 do not overlap with one type of BB, the next game in which they are won is non-RT and CZ is not started.
[0314] With such a configuration, since there is a case of transitioning to the advantageous section in non-RT, after the setting change, it is possible to suppress the specifications regarding the morning such as transitioning to CZ just by playing the game several times, and it is possible to suppress the probability of winning.
[0315] Note that, with the specification of changing the game state managed by the main control means in the advantageous section with reference to the RT state of the next game in which the transition to the advantageous section has been determined, it is also conceivable to reduce the probability of winning. In this case, it is also possible that the advantageous section shifted to during non-RT (during non-internal 1-kind BB) does not perform AT, and the advantageous section shifted to during RT1 (during internal 1-kind BB) has the possibility of performing AT. With such a configuration, when shifting to the advantageous section in non-RT after the setting change, since AT is not performed and thus balls cannot be obtained, the probability of winning is suppressed. The end condition of the advantageous section at this time may be up to the above-described CZ, or may be when a predetermined number of games (for example, 1500 games) have been played.
[0316] Also, although the transition to CZ is controlled with reference to the RT state of the next game subjected to the advantageous section transition lottery, it is not limited to this, and the transition to CZ may be controlled with reference to the operating condition device of the game subjected to the advantageous section transition lottery. In this case, when a winning - A1 occurs during internal 1-kind BB in the normal section, control is performed to start CZ at the start of the advantageous section based on the fact that the condition devices for 1-kind BB and winning - A1 are operating. Also, when a winning - A1 occurs during non-internal 1-kind BB in the normal section, control is performed not to start CZ at the start of the advantageous section based on the fact that the condition device for winning - A1 is operating.
[0317] In this embodiment, only 1-kind BB is the lottery target, but instead, RB or MB may be the lottery target, or two or all of 1-kind BB, RB, and MB may be the lottery targets.
[0318] <Game playability with an increased expected value of obtaining game value at the start of the advantageous section> The game playability with an increased expected value of obtaining game value at the start of the advantageous section applicable to this embodiment will be described. Note that here, in order to increase the expected value of obtaining game value at the start of the advantageous section, the advantageous section is configured not to end depending on the completion of a predetermined number of games. In other words, the advantageous section is configured not to end depending on the number of games in the advantageous section.
[0319] After starting a favorable section and executing a predetermined number of preliminary games in the general state of the favorable section, the game transitions to a predetermined AT (also referred to as AT1) from the next game. A predetermined lottery is executed at the AT1. If the player wins the predetermined lottery, the AT1 is continued until the number of winnings in the favorable section exceeds 2400 (until the value of the MY counter exceeds the upper limit value). When the end condition of the favorable section is satisfied, the favorable section ends and the normal section is started from the next game. Then, after starting a new favorable section through the normal section and executing a predetermined number of preliminary games in the general state of the favorable section, the game transitions to AT1. If the player wins the predetermined lottery at the AT1, the AT1 is continued until the number of winnings in the favorable section exceeds 2400. When the end condition of the favorable section is satisfied, the favorable section ends and the normal section is started from the next game. That is, until the player loses the predetermined lottery at the AT1, the acquisition of about 2400 game values loops. Note that the probability of winning the predetermined lottery can be set as appropriate, but it is preferably configured to have a high probability of winning, such as 50% or more and less than 80%. Also, a minimum guarantee (such as AT50 games or a winning number of 100) is provided during the execution period of AT1. Even when the player loses the predetermined lottery at the AT1, AT1 is not immediately ended but is configured to continue until the minimum guarantee AT is executed. The predetermined lottery may be configured to be executed at the start of AT1 or may be configured to be executed after the minimum guarantee AT is executed in AT1.
[0320] Also, when the player loses the predetermined lottery at the AT1, after the end of the AT1, the game transitions to the general state of the favorable section without ending the favorable section. If the player wins a predetermined combination (e.g., replay - A, replay - J, winning - J, etc.) that can be won with a low probability (e.g., 1 / 8192 of the minimum probability in the combination lottery) in the combination lottery in the general state of the favorable section, the favorable section ends and the normal section is started from the next game. After starting a new favorable section through the normal section and executing a predetermined number of preliminary games in the general state of the favorable section, the game transitions to AT1.
[0321] Note that the general advantageous section state that transitions after losing in a predetermined lottery at AT1 has a lower expected value regarding AT than the general advantageous section state at the start of one advantageous section.
[0322] Also, although it is configured such that winning a predetermined role in the general advantageous section state that transitions after losing in a predetermined lottery at AT1 ends the advantageous section, it is not limited to this, and a predetermined CZ for ending the advantageous section may be executed, and it may be configured such that winning the lottery in the predetermined CZ ends the advantageous section.
[0323] Also, it is configured such that winning a predetermined role during a predetermined number of preliminary games during AT1 or immediately after the start of the advantageous section does not end the advantageous section. By configuring it in this way, the tempo of the game in a state where the number of winnings 2400 loops can be improved. Also, even when winning a predetermined role in a situation where it is certain that a predetermined lottery can be won at AT1 and about 2400 game values can be obtained, AT1 will not end halfway, so the risk of disadvantaging the player can be prevented. Also, even when winning a predetermined role in a situation where a predetermined effect indicating that a predetermined lottery can be won at AT and about 2400 game values can be obtained is being executed, the predetermined effect will not end halfway, so the risk of giving the player a sense of distrust can be prevented. Note that when winning a predetermined role during AT2 described later, it may be configured such that the advantageous section ends in the game where the predetermined role is won, or it may be configured such that the advantageous section ends after the end of AT2.
[0324] In this way, by increasing the expected value of obtaining game value at the start of the advantageous section, it is possible to create a new gameplay aiming to end the advantageous section. Also, by requiring a predetermined number of preliminary games from the start of one advantageous section until transitioning to AT1, even when winning a predetermined lottery at AT1, AT will not continue beyond the number of winnings 2400, so it is possible to prevent excessive increase in the probability of winning.
[0325] In addition, even in the general advantageous section state that has shifted after losing in a predetermined lottery at AT1, an AT lottery may be conducted, or a ceiling may be provided and configured to shift to AT every time a game with a ceiling number of games (for example, 1000 games) is executed (these ATs other than AT1 are also collectively referred to as AT2), but it is preferable to configure AT2 not to execute a predetermined lottery. By not executing a predetermined lottery for ATs other than AT1 in this way, it is possible to prevent the probability of winning from rising excessively, and at the same time, it is possible to enhance the anticipation for the predetermined lottery in AT1.
[0326] Also, even when the expected value of obtaining a game value at the start of an advantageous section is configured to be high in this way, when a transition to an advantageous section is determined during RT1 (inside one type of BB) by the method described above, the game transitions to AT1 after a predetermined number of precursor games from the start of the advantageous section. However, when a transition to an advantageous section is determined during non-RT, no AT is executed even after a predetermined number of games from the start of the advantageous section. In other words, in the first advantageous section after the setting change, it is preferable to configure it so that no AT is executed after a predetermined number of games from the start of the advantageous section. By configuring it so that the case where a transition to an advantageous section is determined during RT1 is relatively more advantageous than the case where a transition to an advantageous section is determined during non-RT in this way, it is possible to suppress the specifications regarding the morning.
[0327] In addition, when a game is executed a specific number of times (for example, 5000 games) without one advantageous section ending, it may be configured to transition to a predetermined state where the designed value of the payout rate is a predetermined value (a value exceeding 100% and not exceeding 115%) from the next game until the said advantageous section ends. The specific number of times can be set as appropriate, but it is preferable to set it to the number of games that can be executed within the business hours of a game parlor in one day.
[0328] In addition, in order to set the designed value of the payout rate in a predetermined state to a predetermined value, 1) every time a predetermined number of games (for example, 100 games) are executed in the advantageous section general state, a transition is made to AT2, and the AT2 is configured to always end in a specific number of games (for example, 50 games), or 2) a plurality of scenarios in which the number of games for transitioning to AT2 and the number of wins in AT2 after the transition are predetermined may be provided, and the game may be configured to proceed according to any of the scenarios.
[0329] By configuring in this way, it is possible to form a motivation to continue the game even in a situation disadvantageous to the player where one advantageous section continues for a long time.
[0330] Note that in a predetermined state where the designed value of the payout rate is a predetermined value, even when winning a predetermined combination, the advantageous section may not be ended. By configuring in this way, it is possible to prevent a predetermined state where the designed value of the payout rate is a predetermined value from being overly advantageous to the player.
[0331] In addition, even in a predetermined state where the designed value of the payout rate is a predetermined value, when winning a predetermined combination, the advantageous section may be ended. By configuring in this way, the sense of expectation when winning a predetermined combination can be enhanced.
[0332] In addition, the designed value of the payout rate in a predetermined state where the designed value of the payout rate is a predetermined value may be designed to be the same regardless of the set value. By doing so, it is possible to provide stable game play without advantage or disadvantage due to the set value in a predetermined state where the designed value of the payout rate is a predetermined value.
[0333] In addition, the designed value of the payout rate in a predetermined state where the designed value of the payout rate is a predetermined value may be configured such that the higher the set value, the higher the payout rate, for example, set value 1 < set value 2 < ··· < set value 6. By doing so, when transitioning to a predetermined state where the designed value of the payout rate is a predetermined value in one advantageous section, the advantageous section can be ended earlier as the set value increases, so it is possible to accelerate the transition to a state where the expected value of obtaining game value is high.
[0334] Also, the designed value of the payout rate in a predetermined state where the designed value of the payout rate is a predetermined value may be configured to be higher than the lowest set value (set value 1 in this embodiment) and lower than the highest set value (set value 6 in this embodiment). By configuring in this way, even when losing in a predetermined lottery within one advantageous section AT1, the game can be continued, enhancing the significance of aiming for a predetermined state where the designed value of the payout rate is a predetermined value, and also preventing the significance of playing at the highest set value from being impaired.
[0335] <Control corresponding to power-off during pressing of various switches according to this embodiment> When the front panel PS2 is in a closed state, after the game ends, not 3 bets have been made (including the situation where automatic betting is not performed), and a number equal to or greater than the number that allows 3 bets is stored as the credit number (for example, the credit number in a non-betting situation is 3 or more, or the credit number in a situation where 1 bet has been made is 2 or more) (hereinafter referred to as the MAX bet possible state), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, storing 3 as the bet number, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp light up (before the MAX bet switch 18 is pressed, the 1-bet lamp, 2-bet lamp, and 3-bet lamp are turned off).
[0336] Note that, not only when the front panel PS2 is in the closed state, but also when the front panel PS2 is in the open state, after the game ends, if the number of bets is not 3 (including the situation where auto-betting is not performed) and the number of credits stored is equal to or more than the number that allows 3 bets (for example, the number of credits in the non-betting situation is 3 or more, or the number of credits in the situation where 1 bet has been placed is 2 or more), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, 3 is stored as the number of bets, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp light up (before the MAX bet switch 18 is pressed, the 1-bet lamp, 2-bet lamp, and 3-bet lamp are turned off). Note that, unless otherwise specified below, when the power is turned on, the front panel PS2 is in the closed state, but it may also be configured to have the same behavior when the front panel PS2 is in the open state.
[0337] Also, the MAX bet possible states include the non-betting situation, the 1-bet situation, and the 2-bet situation. However, when the MAX bet switch 18 is operated and the 1-bet lamp, 2-bet lamp, and 3-bet lamp newly light up, it is in the non-betting situation which is a MAX bet possible state. In the MAX bet possible state of the 1-bet situation, the 2-bet lamp and 3-bet lamp newly light up when the 1-bet lamp is already lit. In the MAX bet possible state of the 2-bet situation, the 3-bet lamp newly lights up when the 1-bet lamp and 2-bet lamp are already lit.
[0338] Also, in the MAX bet possible state, the MAX bet lamp is lit, notifying the player that the operation of the MAX bet switch 18 is effective. When the MAX bet switch 18 is pressed while the MAX bet lamp is lit in the MAX bet possible state (when the sensor detecting the MAX bet switch 18 changes from OFF to ON), the MAX bet lamp goes out. In other words, even when the MAX bet switch 18 is being pressed (the state where the MAX bet switch 18 is pressed and not released, and the sensor of the MAX bet switch 18 maintains ON), the MAX bet lamp goes out.
[0339] Also, in the situation where a power failure occurs in the MAX bet possible state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. If the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is being pressed (when a power failure recovery process is executed), the MAX bet lamp is lit and the MAX bet process is not executed. Also, because the MAX bet switch 18 is being pressed, a new MAX bet process by pressing the MAX bet switch 18 cannot be performed. In other words, because the MAX bet switch 18 is being pressed (the sensor signal of the MAX bet switch is in the ON state), the MAX bet switch 18 cannot be pressed and the MAX bet process cannot be performed.
[0340] As a result, even in a situation where, for example, an unintended operation of the MAX bet switch 18 is performed when power is turned on after a power failure (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to prevent a bet from being placed, and even in such a case, it is possible to accurately notify, in the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid. For this reason, a player who recognizes that the operation of the MAX bet switch 18 is valid releases the pressed MAX bet switch 18 once (after the sensor of the MAX bet switch 18 changes from ON to OFF), and then presses the MAX bet switch 18 again (by the sensor of the MAX bet switch 18 changing from OFF to ON), thereby enabling a MAX bet (causing a MAX bet process to be performed).
[0341] Also, for example, when a problem occurs in the return spring or sensor of the MAX bet switch 18 before and after a power cut, and the pressed state of the MAX bet switch 18 cannot be released, by lighting the MAX bet lamp, it becomes possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.
[0342] Also, in a situation where the power is cut off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is being pressed (when a power cut recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed, but when the new 1 - bet switch 19 is operated (pressed) (by the sensor for detecting the 1 - bet switch 19 changing from OFF to ON), the 1 - bet process can be executed.
[0343] Accordingly, even when there is a situation where an unintended operation of the MAX bet switch 18 is being performed when power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to inform that bet processing is possible based on the lighting state of the MAX bet lamp, and it is possible to suggest that the 1-bit switch 19 is operable. Also, even in such a case, since the operation of the 1-bit switch 19 is effective, the game can be advanced.
[0344] Also, in a situation where the power is turned off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is being pressed (when power failure recovery processing is executed), the MAX bet processing may be executed in a certain manner. In this case, the MAX bet lamp may be lit or extinguished after the power is turned on. When the MAX bet lamp is lit after the power is turned on, it suggests that the 1-bit switch 19 is operable. When the 1-bit switch 19 is operated, it changes from the 3-bit state to the 1-bit state, and a difference of "2" is returned to the credit (when the credit number is 50 in the 3-bit state, since the difference cannot be returned to the credit, even if the 1-bit switch 19 is operated, it does not change to the 1-bit state and maintains the 3-bit state, so the MAX bet lamp is not lit (extinguished) after the power is turned on). When the MAX bet lamp is extinguished after the power is turned on, it is possible to suggest that the MAX bet processing has been executed. Also, whether the MAX bet lamp is lit or extinguished after the power is turned on, it is possible to inform that the MAX bet processing has been executed by outputting a 3-bit sound (equivalent to three 1-bit sounds) when the power is turned on.
[0345] Subsequently, in a state where the MAX bet is possible (a situation where no bet has been placed), when the 1-bit switch 19 is operated (pressed), 1 is stored as the bet number, and the 1-bit lamp lights up. Also, since the operation of the MAX bet switch 18 is still effective, the MAX bet lamp is also lit.
[0346] Also, in a state where the maximum bet is possible (a situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when the power failure recovery process is executed while the sensor of the 1-bit switch 19 remains ON), the maximum bet lamp lights up and the 1-bit process is not executed. Also, because the 1-bit switch 19 is being pressed, a new 1-bit process by pressing the 1-bit switch 19 cannot be performed either.
[0347] As a result, for example, even in a situation where an unintended operation of the 1-bit switch 19 is performed when the power is turned on after a power outage (such as a situation where a hand is placed on the 1-bit switch 19), it is possible to prevent a bet from being placed. Also, even in such a case, it is possible to notify that the bet process is possible based on the lighting state of the maximum bet lamp and to suggest that the 1-bit switch 19 is operable. Therefore, a player who recognizes that the operations of the maximum bet switch 18 and the 1-bit switch 19 are valid can release the 1-bit switch 19 that was being pressed once (after the sensor of the 1-bit switch 19 changes from ON to OFF), and then press the 1-bit switch 19 again, or, without releasing the 1-bit switch 19 that was being pressed (while the sensor of the 1-bit switch 19 remains ON), press the maximum bet switch 18 (by the sensor of the maximum bet switch 18 changing from OFF to ON), to cause a 1-bit process or a maximum bet process to be performed.
[0348] Also, in a state where the MAX bet is possible (a situation where no bet has been placed), when a power failure occurs, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. If the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when a power failure recovery process is executed), the MAX bet lamp lights up, and the 1-bit process is not executed. However, when the new MAX bet switch 18 is operated (pressed), the MAX bet process can be executed.
[0349] Accordingly, even in a situation where an unintended operation of the 1-bit switch 19 is made when the power is turned on after a power failure (such as a situation where a hand is placed on the 1-bit switch 19), it is possible to notify that the bet process is possible based on the lighting state of the MAX bet lamp and suggest that the MAX bet switch 18 is operable. Also, even in such a case, since the operation of the MAX bet switch 18 is effective, the game can be advanced.
[0350] Also, in a state where the MAX bet is possible, when a power failure occurs, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. If the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when a power failure recovery process is executed), the 1-bit process may be executed. In this case, the MAX bet lamp lights up after the power is turned on, suggesting that the MAX bet switch 18 is operable. When the MAX bet switch 18 is operated, the state changes from the 1-bit state to the 3-bit state. Also, it becomes possible to notify that the 1-bit process has been executed by outputting a 1-bit sound when the power is turned on.
[0351] Also, in a state where the maximum bet is possible (a situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is open or already open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed. However, when the 1-bit switch 19 is newly operated (pressed) while the pressing of the MAX bet switch 18 is continued, the 1-bit process becomes executable. Also, in a state where the maximum bet is possible (a situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is open or already open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed. However, when the MAX bet switch 18 is released and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable. In this case, even if the 1-bit switch 19 or the MAX bet switch 18 is newly pressed and the 1-bit process or the MAX bet process is executed, it may be configured not to output the 1-bit sound or the 3-bit sound. Or, when the 1-bit switch 19 or the MAX bet switch 18 is newly pressed and the 1-bit process or the MAX bet process is executed, in a situation where it has been bet 3 times and the front panel PS2 is open, when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates, but it may be configured not to output the start sound.
[0352] As a result, even if there is a situation where an unintended operation of the MAX bet switch 18 occurs when power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to prevent betting, and even in such a case, it is possible to accurately notify, by the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid.
[0353] Also, for example, when a problem occurs in the return spring or sensor of the MAX bet switch 18 before and after a power cut and the pressed state of the MAX bet switch 18 cannot be released, by lighting the MAX bet lamp, it is possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.
[0354] Also, by enabling the 1-bit process by the 1-bit switch 19 even when the front panel PS2 is open, it becomes possible to perform an operation check on whether the 1-bit process can be performed normally in conjunction with the operations performed by the administrator in the situation where the front panel PS2 is open (such as checking settings or setting the administrator menu). In a game at a game parlor, since the game with the front panel PS2 open is not normal, by deliberately not outputting the 1-bit sound, it is possible to make the player recognize that it is not normal.
[0355] Also, in a situation where a power failure occurs in the MAX bet available state (a situation where no bet has been placed), the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. If the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is open or has already been open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the MAX bet lamp does not light up, the MAX bet process is not executed, and even if the new 1 - bet switch 19 is operated (pressed), the 1 - bet process is not executed. Then, when the front panel PS2 is closed (detected as being closed) while the operation (pressing) of the MAX bet switch 18 continues, the MAX bet lamp lights up, and when the new 1 - bet switch 19 is operated (pressed), the 1 - bet process may become possible.
[0356] As a result, for example, even in a situation where an unintended operation of the MAX bet switch 18 occurs when the power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to prevent a bet from being placed. Also, by not lighting the MAX bet lamp, it is possible to make the player recognize that the game cannot proceed. Furthermore, when the front panel PS2 is closed, even if the operation (pressing) of the MAX bet switch 18 continues, by enabling the bet operation with the 1 - bet switch 19, it is possible to prevent the progress of the game from being inhibited as much as possible.
[0357] Also, in a situation where a power failure occurs in the MAX bet available state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the MAX bet switch 18 and the 1 bet switch 19 are pressed and the power is turned on while they are being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the 1 bet process are not executed. Also, in this case, if the MAX bet switch 18 is released while the 1 bet switch 19 is being continuously pressed and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable. Similarly, in a situation where a power failure occurs in the MAX bet available state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the MAX bet switch 18 and the 1 bet switch 19 are pressed and the power is turned on while they are being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the 1 bet process are not executed. However, if the 1 bet switch 19 is released while the MAX bet switch 18 is being continuously pressed and the 1 bet switch 19 is newly operated (pressed), the 1 bet process becomes executable.
[0358] Thus, even if there is a situation where unintended operations of the MAX bet switch 18 and the 1 bet switch 19 are made when the power is turned on after a power failure (such as a situation where hands are placed on the MAX bet switch 18 and the 1 bet switch 19), it is possible to prevent betting, and also, in such a case, it is possible to accurately notify in the lighting state of the MAX bet lamp that the operation of the MAX bet switch 18 is valid. Also, even in such a case, since the operations of the MAX bet switch 18 and the 1 bet switch 19 are valid, the game can be advanced.
[0359] When the front panel PS2 is in the closed state, after the game ends, no bets have been placed (the replay function is not activated), and during the normal effect display (effect state other than continuous effects or AT effects) or when the demo screen is being displayed (hereinafter referred to as the menu screen displayable state), when the sub-switch 20 is operated (pressed) (when the sensor detecting the sub-switch 20 changes from OFF to ON), the display process of the menu screen is executed, and the menu screen is displayed on the display device 32.
[0360] Also, in the menu screen displayable state, when a power failure occurs and the operating voltage drops below the threshold value, making the gaming machine inoperable, if the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (when the power failure recovery process is executed while the sensor of the sub-switch 20 maintains the ON state), the sub-switch lamp lights up and the menu screen is not displayed.
[0361] As a result, for example, even in a situation where an unintended operation of the sub-switch 20 is made when the power is turned on after a power outage (such as a situation where a hand is placed on the sub-switch 20), the unintended menu screen is not displayed, and it is possible to inform that the display process of the menu screen is possible according to the lighting state of the sub-switch lamp and suggest that the sub-switch 20 is operable. Therefore, a player who recognizes that the operation of the sub-switch 20 is effective can release the pressed sub-switch 20 once (after the sensor of the sub-switch 20 changes from ON to OFF), and then press the sub-switch 20 again (by the sensor of the sub-switch 20 changing from OFF to ON) to cause the display process of the menu screen to be performed.
[0362] Also, in a situation where the power supply is cut off while the menu screen is displayable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (when the power-off recovery process is executed), the sub-switch lamp may light up and the menu screen may be displayed. In this case, reflecting the intention to press the sub-switch 20, the menu screen can be displayed immediately after the power is turned on, and by further lighting the sub-switch lamp, it can be suggested that the determination operations for each item in the menu screen are valid.
[0363] Also, in a situation where the MAX bet is possible and the menu screen is displayable, the power supply is cut off, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. When the MAX bet switch 18 and the sub-switch 20 are pressed and the power is turned on while the MAX bet switch 18 and the sub-switch 20 are being pressed (when the power-off recovery process is executed), the MAX bet lamp lights up, the MAX bet process is not executed, the sub-switch lamp lights up, and the menu screen is not displayed. Also, because the MAX bet switch 18 is being pressed, a new MAX bet process by pressing the MAX bet switch 18 cannot be performed. In other words, because the MAX bet switch 18 is being pressed (the sensor signal of the MAX bet switch is on), the MAX bet switch 18 cannot be pressed and the MAX bet process cannot be performed.
[0364] As a result, for example, even in a situation where unintended operations of the MAX bet switch 18 and the sub-switch 20 are performed when the power is turned on after a power outage (such as a situation where hands are placed on the MAX bet switch 18 and the sub-switch 20), it is possible to prevent unintentional betting and displaying the menu screen. Also, even in such a case, it is possible to accurately notify, by the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid, and by the lighting state of the sub-switch lamp, it is possible to notify that the display process of the menu screen is possible and suggest that the sub-switch 20 is operable.
[0365] Also, for example, when a problem occurs in the return spring or sensor of the MAX bet switch 18 before and after a power failure, and the pressed state of the MAX bet switch 18 cannot be released, by lighting the MAX bet lamp, it becomes possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.
[0366] Also, in a situation where the MAX bet is possible and the menu screen can be displayed, a power failure occurs and the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. When the MAX bet switch 18 and the sub-switch 20 are pressed and the power is turned on while the MAX bet switch 18 and the sub-switch 20 are being pressed (when a power failure recovery process is executed), the MAX bet lamp may light up, the MAX bet process may not be executed, the sub-switch lamp may light up, and the menu screen may be displayed. In this case, reflecting the intention to press the sub-switch 20, the menu screen can be displayed immediately after the power is turned on. Furthermore, by lighting the sub-switch lamp, it can be suggested that the determination operation for each item in the menu screen is valid. Note that in this case, the MAX bet lamp continues to light even after the menu screen is displayed, notifying that the MAX bet process can be executed.
[0367] When the front panel PS2 is in a closed state, after the game ends, no bets have been made (the replay function is not activated), and the credit count is 1 or more (hereinafter referred to as the settlement possible state), when the settlement switch is operated (pressed), the settlement process is executed, and the medals stored in the credit are paid out to the tray 28.
[0368] Also, in a situation where the power supply is cut off in the settleable state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the settle switch is pressed (the sensor detecting the settle switch changes from OFF to ON), and the power is turned on while the settle switch is being pressed (when the power failure recovery process is executed with the sensor of the settle switch in the ON state), the MAX bet lamp lights up and the settle process is not executed. Also, while the settle switch is being pressed, even if the MAX bet switch 18 is pressed, the MAX bet process is not executed.
[0369] As a result, even if there is a situation where an unintended operation of the settle switch is made when the power is turned on after a power failure (such as a situation where a hand is placed on the settle switch), an unintended settle process is not executed, and also, since the remaining medals in the credit can be notified by the lighting state of the MAX bet lamp, it is possible to prevent the player from leaving the seat with the credit remaining.
[0370] Also, in a situation where the power supply is cut off in the settleable state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the settle switch is pressed and the power is turned on while the settle switch is being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up and the settle process is not executed, but if the MAX bet switch 18 is pressed while the settle switch is being pressed, the MAX bet process may be executed.
[0371] As a result, even if there is a situation where an unintended operation of the settle switch is made when the power is turned on after a power failure (such as a situation where a hand is placed on the settle switch), an unintended settle process is not executed, and also, since the operation of the MAX bet switch is effective, the progress of the game can be prevented from being inhibited as much as possible so as not to reduce the interest of the game.
[0372] Also, in a state where settlement is possible, when a power failure occurs, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (when power failure recovery processing is executed), the MAX bet lamp may light up and the settlement process may be executed.
[0373] Accordingly, for example, when performing a power-on operation before the opening of a game arcade, if the power-on operation is performed in a situation where the settlement switch is being operated (such as a situation where a hand is placed on the settlement switch), the settlement process can be executed immediately after the power is turned on. Therefore, the power-on operation before the opening and the settlement operation of the medals remaining in credit can be simplified.
[0374] Also, in a state where settlement is possible, when a power failure occurs, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (when power failure recovery processing is executed), whether or not the settlement process is executed, the lamp of the sub-switch 20 lights up and the operation of the sub-switch 20 is valid (the menu screen can be displayed by receiving the operation of the sub-switch 20).
[0375] Accordingly, for example, even in a situation where an unintended operation of the settlement switch is being performed when the power is turned on after a power outage, the menu screen can be displayed by operating the sub-switch 20, and information useful for the game such as checking the game history and adjusting the volume can be browsed or changed on the menu screen. Also, by enabling all operations related to the progress of the game at this time, all games other than settlement can be executed. The settlement process is only used at the end of the game, and since the player is not disadvantaged by adjusting the number of inserted medals without executing the settlement process, it is possible to execute the game without disturbing the progress of the game as much as possible.
[0376] Also, in a situation where the MAX bet is possible and the machine is in a state where settlement is possible, a power failure occurs, the operating voltage drops below the threshold, and the gaming machine becomes inoperable. When the MAX bet switch 18 and the settlement switch are pressed and the power is turned on while the MAX bet switch 18 and the settlement switch are being pressed (when a power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the settlement process are not executed. Also, in this case, if the MAX bet switch 18 is released while the settlement switch is being continuously pressed and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable. If the settlement switch is released while the MAX bet switch 18 is being continuously pressed and the settlement switch is newly operated (pressed) while the MAX bet switch 18 is being continuously pressed, the settlement process becomes executable.
[0377] As a result, even if there is a situation where the MAX bet switch 18 and the settlement switch are operated unintentionally when the power is turned on after a power failure (such as a situation where a hand is placed on the MAX bet switch 18 and the settlement switch), it is possible to prevent betting and settlement processing. Also, it is possible to accurately notify that medals remain in credit and that the operation of the MAX bet switch 18 is valid based on the lighting state of the MAX bet lamp.
[0378] When the front panel PS2 is in a closed state, after the game has ended, and when 3 bets have been made (including the case where replay is activated) (hereinafter referred to as the reel rotatable state), when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates. Note that the reel rotation process is executed after the minimum game time has elapsed.
[0379] Also, in a situation where a power failure occurs in the reel rotatable state, the operating voltage drops below the threshold, and the gaming machine becomes inoperable. When the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when a power failure recovery process is executed), the start lamp lights up, but none of the reels rotate.
[0380] Thus, even if there is a situation where an unintended operation of the start switch 12 is performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, even in such a case, it is possible to accurately notify, by the lighting state of the start lamp, that the operation of the start switch 12 is valid.
[0381] Also, in a situation where a power cut occurs in a state where the reels can rotate, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the start switch 12 is pressed and power is turned on while the start switch 12 is being pressed (when a power failure recovery process is executed), the start lamp may not light and none of the reels may rotate. In such a case, when the operation of the start switch 12 is terminated (when the sensor signal of the start switch 12 turns off), the start lamp may light.
[0382] Thus, even if there is a situation where an unintended operation of the start switch 12 is performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, by not lighting the start lamp in such a case, it is possible to make the player recognize that the reels do not rotate unless the operation of the start switch 12 is terminated once. By lighting the start lamp when the operation of the start switch 12 is terminated, it is possible to accurately notify that the operation of the start switch 12 is valid.
[0383] Also, in a situation where a power failure occurs while the reels are rotatable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when a power failure recovery process is executed), all the reels may rotate.
[0384] As a result, a power failure occurs while the reels are rotatable, the operating voltage instantaneously drops below the threshold value, and then the start switch 12 is operated before the operating voltage rises above the threshold value and the power is automatically turned on. When the power is automatically turned on while the start switch 12 is being operated (when a power failure recovery process is executed), all the reels rotate after the power is turned on. Therefore, no matter at what timing the player operates the start switch 12, the game can proceed (all the reels can rotate), which can reduce the player's effort and improve the game tempo.
[0385] When the front panel PS2 is in the closed state, all the reels are rotating, and the reception of the operation of the stop switch 13 is valid (hereinafter referred to as the reel stoppable state), when the stop switch 13 is operated (pressed) (when any of the sensors detecting the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c changes from OFF to ON), stop control processing is executed for the reel corresponding to the operated stop switch 13, and the reel corresponding to the operated stop switch 13 stops. Note that the reel stoppable state is not limited to the situation where all the reels are rotating, and even if any one of the reels is rotating, it can be referred to as the reel stoppable state.
[0386] In the reel stoppable state, the LED constituting the stop switch 13 is in a lighting mode indicating that it is valid, and in the reel non-stoppable state where the reel cannot stop even if the stop switch 13 is operated, the LED constituting the stop switch 13 is in a lighting mode indicating that it is invalid.
[0387] Here, the state where the reel cannot be stopped may be a state where the stop switch 13 is not accepted even though the reel is rotating (such as during detection of rotation failure or when another switch managed by the main control means 100 is being operated), or a state where the reel is not rotating (such as a state where all reels have stopped or when the left stop switch 13a is operated when the left reel has stopped).
[0388] Also, the lighting mode indicating that the LED constituting the stop switch 13 is valid is a mode of lighting in white or a mode of lighting in a color such as red, and the lighting mode indicating that the LED constituting the stop switch 13 is invalid is a mode of being off (extinguished) or a mode of lighting in a lighting color different from the lighting color indicating validity (for example, blue).
[0389] Also, in a state where the reel can be stopped, when a power failure occurs, the operating voltage drops below the threshold, and the gaming machine becomes inoperable, if the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when the sensor of the left stop switch 13a maintains ON and the power failure recovery process is executed), the stop control process is not executed for the left reel. Also, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating invalidity.
[0390] This makes it possible to prevent, for example, the left stop switch 13a from being the stop switch corresponding to the final stop operation and causing the left reel to stop due to the operation of the left stop switch 13a even in a situation where an unintended operation of the left stop switch 13a occurs during power-on after a power failure in a state where the left reel can be stopped, thus preventing disadvantages to the player such as missing a small role that requires pressing. Also, it is possible to prevent the stop switch 13 from accepting an operation in a pressing order different from the correct pressing order when an internal lottery result (so-called pressing order role) in which a favorable combination of symbols stops according to the pressing order is won.
[0391] Also, in a situation where the power is turned off while the reels can be stopped, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when power-off recovery processing is executed), a stop control process may be executed for the left reel. Even in this case, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating that it is invalid.
[0392]
[0393] <Control corresponding to power-off during slip control according to the present embodiment> When the operation of the stop switch 13 is received in a situation where the start switch 12 is operated and the reels are rotating, the reels are rotated from the reception position of the stop switch 13 to the stop position (so-called slip control), and when the reels rotate to the stop position, the reels stop. If the power-off process is executed during this slip control, the slip control cannot be executed, and thus the reels cannot be stopped at the stop position.
[0394] Also, the stop position is determined when the stop switch 13 is received, and the winning determination process is executed based on the determined stop position. Therefore, when it is determined that a minor winning combination has won based on the stop position regardless of whether the reels have actually stopped, medal payout based on the minor winning combination is executed.
[0395] For this reason, in a game in which a minor winning combination has been selected by the internal lottery process, when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the minor winning combination can stop during the slip control, the power-off process is executed. After the power is restored, even if the symbol corresponding to the minor winning combination does not stop on the valid line, medal payout corresponding to the symbol combination determined to have stopped is performed by the winning determination process after all the reels have stopped.
[0396] This is for the following reason. That is, there is an effect that a situation where the player cannot receive medal payout even though the player has performed a stop operation at the timing of receiving medal payout is avoided. On the other hand, there is also a problem that it is impossible to recognize which symbol combination the medal payout is based on. To solve this problem, in a game in which a minor winning combination has been selected by the internal lottery process, during the slip control (from when the stop is received until the slip control ends) when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the minor winning combination can stop, the power-off process is executed. After the power is restored, the reels are rotated to detect the index, and based on the detected index information, the reels are rotated to the stop position and then stopped at the stop position, and then medals are paid out.
[0397] By configuring in this way, even if the power-off process is executed during the slip control, by rotating to the stop position that was originally planned to stop again after the power is restored, it becomes possible for the player to visually recognize which symbol combination has stopped, so the player's interest can be improved.
[0398] Also, if the power-off process is executed during the slip control, and after detecting the index in the re-rotation process after the power recovery, even if the same symbol exists while moving to the planned stop position, it will move to the planned stop position. If it stops at the same symbol before the planned stop position, it may result in a stop display of the stop prohibition system that does not stop during the game, so a determination process of whether it is a stop prohibition is required. However, in order to reduce the processing load during the re-rotation process, it is set to move to the planned position.
[0399] Also, if the power-off process is executed during the slip control, in the re-rotation process after the power recovery, acceleration processing and constant-speed processing are executed in the same manner as the normal reel rotation start processing. Note that this is not limited to this, and different acceleration processing and constant-speed processing may be executed. For example, modes where the acceleration time is shortened, the acceleration time is lengthened, the constant-speed rotation speed is slowed down, or the constant-speed rotation speed is increased are conceivable. By changing the acceleration mode or the constant-speed mode from the normal one in this way, it is possible to make the player recognize that the rotation is different from the normal one.
[0400] Also, when it rotates to the same position as the stop reception position while performing constant-speed rotation during the re-rotation, if it is assumed that a stop operation is received in the same manner as the normal rotation process, it becomes slip control. When it rotates to the planned stop position, a full-phase excitation signal is output to the stepping motor that drives the reel (in the case of a 4-phase stepping motor, a 4-phase excitation signal is output) to stop the re-rotating reel.
[0401] Also, if the power-off process is executed during the slip control, during the re-rotation process after the power recovery, in order to make the player recognize that it is in the re-rotation process, modes such as displaying "Re-rotating" on the liquid crystal, outputting "It is in the re-rotation process" by voice, or causing an error display on the error display are conceivable. By this mode, it is possible to make the player recognize that the rotation is different from the normal one.
[0402] Also, when a power-off process is executed during slip control, a flag indicating that the slip control is not completed is stored in a predetermined storage area. When the power is turned on, if the flag is set after checking the predetermined storage area, a re-rotation process is executed. The flag is initialized when the process stops as a result of executing the re-rotation process, so that the re-rotation process is not executed during normal power-on. Note that the flag indicating that the slip control is not completed may be an error flag or a game state flag.
[0403] Also, when a power-off process is executed during slip control, the re-rotation process may be automatically executed after the power is restored, or the re-rotation process may be executed after an error occurs after the power is restored and the reset switch is used to release it. Any of these modes applies to the re-rotation process in the subsequent embodiments.
[0404] Also, when a power-off process is executed during slip control and during the re-rotation process after the power is restored, the rotation failure detection counter may be updated during acceleration or constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, 180 described above), the acceleration process is executed again. Possible causes of rotation failure in this case include holding the reel by hand, detuning due to motor malfunction, or aging deterioration of components.
[0405] In this case, during the initialization process when power is turned on, the rotation failure detection counter is initialized, and the update (counting) of the rotation failure detection counter is started along with the execution of the re-rotation process. After detecting the index for the first time after power is turned on, the value of the rotation failure detection counter is updated to 0 and the update of the rotation failure detection counter is started again, and the reel control means rotates the reel to the stop position and stops it. By clearing the rotation failure detection counter after detecting the index for the first time in this way, even if the position of the reel stopped by the power-off process is immediately after passing the index and the stop position is immediately before passing the index, it is possible to stop at the stop position without detecting a rotation failure. In other words, although it rotates about two turns from when power is turned on until the reel stops, it is designed not to be judged as a rotation failure.
[0406] Note that the timing for initializing the rotation failure detection counter is when power is turned on, but it is not limited to this. It may also be a mode in which the rotation failure detection counter is initialized when the stop switch 13 is received, or a mode in which the rotation failure detection counter is initialized when the state of the reel becomes a constant speed state.
[0407] In this way, when the power-off process is executed during the slip control and a rotation failure is detected during the re-rotation process after power recovery, it is possible to prevent the stop position from shifting due to out-of-tune or the like even during re-rotation and stop at the planned stop position. Also, during normal slip control, since a rotation failure is not detected, no re-acceleration process is executed in the event of out-of-tune or the like during normal slip control.
[0408] Subsequently, if a power-off process is executed during the slip control and an error (recoverable error) is detected during the re-rotation process after the power is restored, an error notification is made after the re-rotation process ends. The errors detected at this time include any of the following errors: medal retention error, medal reverse flow error, medal passage time error, hopper retention error, hopper empty error, abnormality detection error, door open error, harness disconnection error, etc. In addition to the error code displayed on the acquired number display 27, the error notification may be in a form of notification on a liquid crystal display, a form of notification by a speaker, a form of lighting the upper or side effect lamps and the effect switch lamps in a predetermined color (for example, a highly visible color such as red or blue). Note that the error notification may be made by only one of the error notifications, or a combination of multiple error notifications may be made.
[0409] In this way, by making the error notification after the re-rotation process ends, it becomes possible for the player and the casino staff to easily recognize whether it is a notification during re-rotation or an error notification. Note that when a re-rotation notification is being made during re-rotation, the re-rotation notification is terminated after the re-rotation ends, and it is configured to switch to an error notification. During re-rotation, no error notification is made, and no notification regarding re-rotation that is not an error notification is executed.
[0410] The error modes during the re-rotation process described above are not limited to this, and the errors to be detected may be some of the errors (for example, detect the hopper retention error but not the medal retention error, etc.). As the error notification mode, after the error is detected, an error notification is made on the acquired number display 27, and when the re-rotation process ends and the reels stop, an error notification is made on the liquid crystal display or the speaker, or an error notification is made on the acquired number display 27, the liquid crystal display, or the speaker after the error is detected.
[0411] Subsequently, if a power-off process is executed during the slip control, during the re-rotation process after the power is restored, the lighting mode of the lamp of the stop switch 13 is in an invalid mode, and the corresponding reel does not stop even if the stop switch 13 is operated.
[0412] As a situation where the reel rotates when the power is turned on, in addition to the power restoration after power-off during slip control, there is also power restoration after power-off during normal reel rotation. In the case of power restoration after power-off during normal reel rotation, the reel can be stopped, and the lighting mode of the lamp of the stop switch 13 is in an effective mode. Therefore, by checking the lighting mode of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is also possible to determine whether the reel is in the process of re-rotation or in normal reel rotation.
[0413] Also, as another situation where the reel rotates when the power is turned on, power restoration after power-off during a freeze in which the reel rotates can be considered. As types of freezes in which the reel rotates, there are pseudo-games in which pseudo-stop control is performed by operating the stop switch 13, and reel effects in which the rotation of the reel does not stop even when the operation of the stop switch 13 is received.
[0414] During the pseudo-game, the lighting mode of the lamp of the stop switch 13 is in an effective mode. In the case of power restoration after power-off during the pseudo-game, since the lighting mode of the lamp of the stop switch 13 is in an effective mode, by checking the lighting mode of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is also possible to determine whether the reel is in the process of re-rotation or in normal reel rotation.
[0415] During the reel effect, the lighting mode of the stop switch 13 lamp is in an invalid mode. When the power is restored after a power failure during the reel effect, the lighting mode of the stop switch 13 lamp becomes the invalid mode. Therefore, when the reel rotates at power-on, it is impossible to determine whether it is during the reel effect or during the re-rotation process based on the lighting mode of the stop switch 13 lamp. In this case, it can be determined by checking the display device such as the liquid crystal or error display. Note that even if the lighting mode of the stop switch lamp is in the invalid mode during the reel effect, when the operation of other main system switches (switches managed by the main control means 100) is enabled, the lighting mode of the lamps of other main system switches is in the valid mode. Therefore, it is possible to determine whether it is during the reel effect or during the re-rotation process by checking the lighting mode of the lamps of other main system switches.
[0416] Also, during the pseudo-game or when the power is restored after a power failure during the reel effect, the reel may not be rotated. In this case, since the reel does not rotate at power restoration, it can be easily determined whether it is during the re-rotation process or not based on the rotation mode of the reel.
[0417] Subsequently, if the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power restoration, it rotates until the index is detected after the power restoration, and then moves to the previously scheduled stop position and stops. Note that it can also be said that it rotates until the index is detected when the power-off process is executed immediately before detecting the index and the index cannot be detected during the acceleration after the power restoration and it rotates again until the index detection timing.
[0418] Thus, since the re-rotation process can be executed even when the power is restored after a power failure during the re-rotation process, it is possible to display the stop symbol to the player even in an unstable situation where the power failure may occur multiple times.
[0419] Here, as the timing at which the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power recovery, before detecting the index during the re-rotation process and after detecting the index during the re-rotation process are considered.
[0420] <Pattern 1> When the timing at which the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power recovery is before detecting the index during the re-rotation process, a mode of rotating until detecting the index in the second re-rotation process after the power recovery and then rotating to the planned stop position and stopping is considered.
[0421] In this case, since the index is not detected in the first re-rotation process and the reference symbol position is not stored, it is determined that the reference symbol position is not stored in the second re-rotation process, and rotation is executed to detect the index again so that it can stop at the planned stop position.
[0422] <Pattern 2-1> Also, when the timing at which the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power recovery is after detecting the index during the re-rotation process (it is sufficient if the sensor detects the index, and it includes the timing at the moment the sensor detects the index. The same applies hereinafter), a mode of rotating to the planned stop position based on the reference symbol position by the index detected before the power-off after the power recovery and then stopping is considered.
[0423] In this case, since the index is detected in the first re-rotation process, it can stop at the planned stop position based on the stored reference symbol position, so it is possible to shorten the time until the game resumes by the time until detecting the index.
[0424] In the above Pattern 2-1, if a power-off process is executed between detecting the index during the first re-rotation process and rotating to the planned stop position and applying the brake (until outputting 4-phase excitation), regardless of whether the timing of the power-off process is before reaching the stop acceptance position or after reaching the stop acceptance position, after power restoration, re-rotation processing or stop control is executed based on the reference pattern position stored without detecting the index again.
[0425] In this way, regardless of the stop acceptance position received immediately before the first power-off process, the same re-rotation processing or stop control can be executed after the second power restoration, so the processing does not become complicated and the program can be speeded up.
[0426] <Pattern 2-2> Also, if a power-off process is executed during the slip control and the timing of executing the power-off process again during the re-rotation process after power restoration is after detecting the index during the re-rotation process, a mode of rotating to the planned stop position after detecting the index again after power restoration and then stopping can be considered.
[0427] In this case, considering the possibility that the reel has moved between the second power-off and power restoration, re-rotation is performed until the index is detected again, so it is possible to rotate more accurately to the planned stop position.
[0428] In the above Pattern 2-2, if a power-off process is executed between detecting the index during the first re-rotation process and rotating to the planned stop position and applying the brake (until outputting 4-phase excitation), regardless of whether the timing of the power-off process is before reaching the stop acceptance position or after reaching the stop acceptance position, after power restoration, a re-rotation process for detecting the index again is executed to move the pattern to the planned stop position and stop.
[0429] In this way, regardless of the stop reception position received immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power-on, so that the process does not become complicated and the program can be speeded up.
[0430] <Pattern 2-3> Also, when the power-off process is executed during the slip control, and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has not reached the stop reception position, after the power-on, the re-rotation process or stop control is executed based on the reference symbol position stored without detecting the index again. When the power-off process is executed during the slip control, and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has reached the stop reception position, a mode can be considered in which after the power-on, a re-rotation process for detecting the index again is executed to move the symbol to the planned stop position and stop it.
[0431] In this way, since the control after the reference power-on can be finely controlled based on the stop reception position received immediately before the first power-off process, an appropriate process according to the situation where the power-off process is executed can be executed.
[0432] <Control of the effect mode using the effect switch according to this embodiment> The effect using the effect switch (which may also be referred to as a push button effect) will be described with reference to FIG. 23. FIG. 23 shows an effect of operating the effect switch through the operation of the start switch 12, the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c, and shows the process in which the effect switch is operated and the effect is executed. Also, the part indicated as "PUSH" in FIG. 23 represents the effect switch (however, the "PUSH" display above the lower figure in FIG. 23 is a display on the liquid crystal).
[0433] In the upper left diagram of FIG. 23, the effect of "Win at Rock-Paper-Scissors!!" executed based on the operation of the start switch 12 for starting the game (more specifically, the reception of the start switch reception command or the reception of the reel rotation start command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0434] Subsequently, in the upper middle diagram of FIG. 23, the effect of "Jya~n!" executed based on the operation of the left stop switch 13a for stopping the left reel (more specifically, the reception of the left stop switch reception command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0435] Subsequently, in the upper right diagram of FIG. 23, the effect of "Ke~n!" executed based on the operation of the middle stop switch 13b for stopping the middle reel (more specifically, the reception of the middle stop switch reception command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0436] Subsequently, in the lower left diagram of FIG. 23, the effect of "Pon!" executed based on the operation of the right stop switch 13c for stopping the right reel (more specifically, the reception of the right stop switch reception command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0437] Subsequently, in the lower right figure of FIG. 23, an image of a switch imitating an effect switch (hereinafter sometimes referred to as an effect switch image, an operation promotion image, or an operation promotion effect) that is executed based on the fact that all reels have stopped (more specifically, reception of a full reel stop command from the main control means 100) is displayed on the liquid crystal. Also, the effect of "pon!" displayed when the right stop switch 13c, which is the third stop, is operated, is displayed dimly (with the brightness lowered). At this time, since the operation of the effect switch is valid, the effect switch is lit. When displaying the image dimly, in addition to lowering the brightness, it may also be in a mode of lowering the luminance or in a mode of superimposing a gray semi-transparent display on the image. In any case, when the image is displayed dimly, it is also possible to express that the visibility is reduced.
[0438] Subsequently, in the lower right figure of FIG. 23, an image of "Victory!" (hereinafter sometimes referred to as an operation response image or an operation response effect) that is executed based on the fact that the effect switch has been operated (more specifically, an input signal related to the effect switch is input to the input port) is displayed on the liquid crystal. At this time, since the operation of the effect switch is invalid, the effect switch is turned off.
[0439] As shown in the lower middle figure of FIG. 23, when displaying the effect switch image on the liquid crystal as an effect to prompt the operation of the effect switch, make the effect switch image larger than the actual size of the effect switch. By displaying it in this way, the effect switch can be effectively displayed on the liquid crystal display that the player is watching, and it becomes possible to intuitively prompt the player to operate the effect switch.
[0440] In addition, for the effect switches, an image representation showing the lighting state of the effect switches (hereinafter sometimes referred to as the lighting state image) is also provided. When the effect switch is valid, the effect switch lamp is lit (not blinking), and the lighting state image is represented by a blinking pattern that repeats lighting and extinguishing at a predetermined period. With such a configuration, since the lighting and dimming of the effect switch image are repeated, the effect switch image can be made prominent, and thus the operation of the effect switch can be effectively promoted.
[0441] In addition, when the effect switch is valid, the effect switch lamp may be lit in a blinking pattern that repeats lighting and extinguishing at a specific period, and the lighting state image may be represented by a blinking pattern that repeats lighting and extinguishing at a predetermined period. In this case, by making the predetermined period of the lighting state image shorter than the specific period of the effect switch lamp, the lighting state image can be made prominent. In this case, even when the effect switch lamp is off, the operation (pressing) of the effect switch is valid, and based on the operation of the effect switch at this timing, the display switches from a dim state with "pon!" displayed (the state of the lower figure in Fig. 23) to a state with "victory!" displayed (the state of the lower right figure in Fig. 23), and the performance switching is performed.
[0442] In addition, even when the eco mode is installed (when the eco mode is set, the brightness of the upper or both side effect lamps is reduced or turned off, the brightness of the lower panel is reduced or turned off, and the brightness of the liquid crystal display is reduced or turned off compared to when the eco mode is not set), when the push button effect is executed during the eco mode and the effect switch is lit, the brightness of the effect switch is made the same as when the push button effect is executed when not in the eco mode and the effect switch is lit. This makes it possible to effectively prompt the player to operate the effect switch (press).
[0443] In addition, even when error notification is performed by lighting or blinking the upper or side effect lamps or the effect switch lamps in a predetermined color (a highly visible and prominent color such as red or blue), it is preferable to make the brightness of the upper or side effect lamps or the effect switch lamps the same during the eco-mode and when not in the eco-mode.
[0444] Also, when displaying an image indicating extinction as the lighting mode image, the brightness of the effect switch image is lowered for display, but it is expressed such that it is slightly lit without lowering the brightness until it becomes black. On the other hand, when the effect switch lamp is extinguished, it is not lit. By making the expression of the extinction mode of the effect switch lamp and the lighting mode image different in this way, it becomes possible to make the lighting mode image prominent. Also, since the periphery of the effect switch image is brighter than the periphery of the effect switch, by not lowering the brightness of the lighting mode image of the effect switch image until it becomes black, the difference in brightness from the surroundings is reduced. By configuring in this way, it becomes possible to make the effect switch image prominent while reducing fatigue during the game.
[0445] Also, when the effect switch image is displayed in front of the previous image as shown in the lower figure of FIG. 23, the brightness of the previous image is lowered, but the previous image is made to have a lower brightness than the lowest brightness of the lighting mode image of the effect switch image. By configuring in this way, even when the brightness of the effect switch image is in the lowest state, it is possible to make the effect switch image prominent because its brightness is higher than the surrounding images.
[0446] The lower figure of FIG. 23 will be further described with reference to FIG. 24. The effect switch image changes over time until the effect switch is operated. As a change mode, an effect representing the forward and backward movement of the initial position and the pressed position of the effect switch is expressed using the effect switch image.
[0447] The leftmost figure in FIG. 24 shows that the effect switch image is in the initial position. The second figure from the left shows that the effect switch image is in the pressed position. The third figure from the left shows that the effect switch image is in the initial position. The fourth figure from the left shows that the effect switch image is in the pressed position. By configuring it to repeatedly show the state where the effect switch image is in the initial position and the pressed position in this way, it becomes possible to effectively prompt the player to press the effect switch.
[0448] The initial position and the pressed position of the effect switch image change at a constant cycle, and the cycle representing the initial position and the pressed position of the effect switch image is configured to be longer than the predetermined cycle representing the lighting and extinguishing of the lighting mode image. By configuring it in this way, it becomes possible to make the effect switch image conspicuous and to prevent the player from being reminded of continuously pressing the effect switch. In many of the gaming machines currently on the market, continuous changes in the effects are caused by continuously pressing the effect switch. If the change pattern of the effect switch image changes too quickly, there is a risk of misinterpreting it as a continuous pressing effect, which may reduce the interest of the game. Therefore, by making the cycle of change between the initial position and the pressed position longer than the cycle of the lighting mode, it becomes possible to intuitively express that it is not a continuous pressing while making the player aware of pressing the effect switch.
[0449] Also, in a situation where an effect of continuously pressing the effect switch is being displayed, by making the cycle of change between the initial position and the pressed position shorter than the cycle of the lighting mode, it becomes possible to intuitively express to the player that they should continuously press the effect switch. Note that this is not the only way. Even an effect mode meaning continuous pressing may be used, for example, by keeping the position of the effect switch image unchanged but making the switching cycle of the lighting mode image shorter than the cycle when the effect switch is operated once and then ends.
[0450] Also, it may be a mode in which the effect switch image is not changed between the initial position and the pressed position at a constant period. In this case, since the display area of the liquid crystal can be reduced, it becomes possible to display characters such as "Press the PUSH button" instead.
[0451] When the effect switch is operated while the effect switch image for operating the effect switch on the liquid crystal is being displayed, the effect switch image is configured to be erased without an effect. In other words, when the effect switch is operated while the effect switch image is being displayed, the effect switch image is immediately erased and the effect based on the pressing of the effect switch is immediately executed. At this time, the effect switch image may be configured to be erased in the drawing process immediately after receiving the operation of the effect switch, or may be configured to be erased in the drawing process executed after a predetermined period from immediately after receiving the operation of the effect switch.
[0452] By configuring in this way, it becomes possible to make the player interested in what results occur when the effect switch is pressed, and it becomes possible to make the information on whether the effect switch has been pressed or not inconspicuous.
[0453] Also, when the effect switch image for operating the effect switch on the liquid crystal is being displayed, even when the front panel PS2 is opened, the display of the effect switch image is continued, and when the effect switch is operated, the effect switch image is erased without an effect and the effect based on the pressing of the effect switch is immediately executed. At this time, as described above, the effect switch image may be configured to be erased in the drawing process immediately after receiving the operation of the effect switch, or may be configured to be erased in the drawing process executed after a predetermined period from immediately after receiving the operation of the effect switch.
[0454] By executing an effect based on pressing the effect switch regardless of the open / closed state of the front panel PS2 in this way, it becomes possible to prevent the progress of the game from being hindered even if the front panel PS2 is accidentally opened.
[0455] In addition, when displaying an effect switch image for operating the effect switch on the liquid crystal in a situation where the front panel PS2 is open, the lighting state of the effect switch is configured to be different from the lighting state of the effect switch when displaying an effect switch image for operating the effect switch on the liquid crystal in a situation where the front panel PS2 is closed. For example, it can be lit when the front panel PS2 is in the closed state, but blink or turn off when it is open, or the blinking cycle can be made faster in the closed state than in the open state, or the lighting color can be made different between the open state and the closed state. Also, in a situation where the front panel PS2 is open, as shown in FIG. 28, an image indicating that the front panel PS2 is open may be displayed at a position overlapping at least a part of the effect switch image (note that in order to improve the visibility of each of the effect switch image and the image indicating that the front panel PS2 is open, the image indicating that the front panel PS2 is open may be displayed at a position where these images do not overlap each other). Furthermore, in a situation where the front panel PS2 is open, a voice indicating that the front panel PS2 is open (for example, "The door is open") may be output. In this case, t...
Claims
Claim 1 A predetermined switch, A predetermined switch lamp, and having, A long-press effect for continuously changing the display mode under the condition that the pressing of the predetermined switch continues, the long-press effect is composed of a plurality of moving images, The predetermined switch lamp can be lit in a lighting pattern corresponding to the long-press effect during the long-press effect, When the display mode changed based on the pressing of the predetermined switch during the display of the first moving image of the long-press effect satisfies a predetermined condition, the second moving image of the long-press effect is displayed, When the pressing of the predetermined switch is interrupted during the display of a predetermined moving image of the long-press effect, the display of the predetermined moving image is temporarily stopped, When the pressing of the predetermined switch continues and the front door is opened during the display of a predetermined moving image of the long-press effect, the predetermined switch lamp lights up in a lighting pattern corresponding to the opening of the front door, but continues to display without interrupting the display of the predetermined moving image, and continues to effectively receive the pressing of the predetermined switch. When the setting key switch becomes a predetermined state and shifts to the setting confirmation mode, the display of the predetermined moving image is interrupted even if the pressing of the predetermined switch continues A gaming machine.
Citation Information
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