Pachinko machine
The gaming machine integrates a switch-based effect control system to manage moving images and sounds, enhancing player engagement and machine performance by aligning effects with player interactions, thus improving the overall gaming experience.
Patent Information
- Application Number
- JP2021208822
- 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 rotary gaming machines, such as slot machines, by enhancing the appeal and interaction through advanced display modes and effects, including moving images and sound, while ensuring seamless operation and player engagement.
The implementation of a gaming machine with a switch-based effect control system that allows for the playback of moving images and sounds, which can be paused or interrupted based on the operation of a switch, and includes a setting key switch to manage display modes and effects, ensuring they align with player interactions.
This enhances the gaming experience by providing dynamic and engaging visual and auditory effects, improving player interaction and maintaining seamless gameplay, thereby increasing the appeal and performance of the gaming machine.
Smart Images

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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 is started when a game start instruction device (start lever) is operated after a predetermined number of game medals are inserted. A plurality of rows of rotating drums (reels) with a plurality of symbols arranged on the outer periphery rotate, and as a result of using a drum stop device (stop button) to stop the rotation operation and stop the drums, when 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 player is in a more profitable state than the normal game state (a game state where the probability of a small winning combination or the like is higher than normal). Here, in the rotary gaming machine, in addition to such a basic game, 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 have been 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] a predetermined switch, a setting key switch, and The performance to be executed outputFirst effect control means for making a decision, second effect control means for executing an effect using a predetermined output means based on information transmitted from the first effect control means, and comprising, the having a case of executing a predetermined effect capable of changing a display mode in conjunction with a predetermined operation mode of a predetermined switch, wherein the predetermined effect, configured to include a numerical image to be updated and a moving image that can be played over a predetermined period, is configured such that the moving image can be played when the predetermined switch is operated in the predetermined operation mode, and is configured such that the playback of the moving image can be stopped when the predetermined switch is not operated in the predetermined operation mode. when the predetermined switch is operated in the predetermined operation mode under a predetermined situation, the front door is opened during the playback of the moving image, and the setting key switch is not in a predetermined state, the playback of the moving image does not stop and continues the playback of the moving image, when the predetermined switch is operated in the predetermined operation mode under a predetermined situation, the front door is opened during the playback of the moving image, and the setting key switch is in a predetermined state, even if the predetermined switch has been operated in the predetermined operation mode, the playback of the moving image does not continue and interrupts the playback of the moving image 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 "insert" 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 notation before and after the number, it is represented in decimal. "Reel" may be referred to as "rotary cylinder", and both are synonymous. "Memory means" may be referred to as "RWM", "RAM", or "memory area", and all are synonymous. "Grant" used in "grant of game media" or "grant 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 combination with a large payout or a minor combination with a small payout stops depending on the operation mode, the minor combination with a large payout may be referred to as the high side (high side bell, high side minor combination is also synonymous), and the minor combination with a small payout may be referred to as the low side (low side bell, low side minor combination is also synonymous). Note that when a symbol combination with no payout stops at this time, it may be referred to as a spill (miss 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 embodiment, 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, may be simply referred to as "selector"), a display device 32, a sub-control circuit board 1000, various circuit boards, etc., and setting display LEDs (hereinafter, may be referred to as setting value display LEDs, setting displays, setting value displays, setting display devices, or setting value display devices).
[0013] <Display window 4> The display 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 (the 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, 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] <Effective line> The effective 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 effective 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 stage of each reel. When it is determined by the winning determination process that the pattern combination stopped on the effective line corresponds to any of the roles, 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 sometimes 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, namely the upper horizontal line, the middle horizontal line, the lower horizontal line, the upward right diagonal line, and the downward right diagonal line, may be set, or six or more lines including a roughly mountain shape (lower part of the left reel 8a, upper part of the middle reel 8b, lower part of the right reel 8c), a roughly valley shape (upper part of the left reel 8a, lower part of the middle reel 8b, upper part of the right reel 8c), and a roughly L shape (upper part of the left reel 8a, lower part of the middle reel 8b, 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 can be freely designed according to the specifications of the slot machine PS1. Also, a straight line other than the active lines may be referred to as an inactive 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 either one may be configured to light 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-winnings display 27 (also referred to as the number-of-winnings indicator, number-of-winnings display, number-of-payouts indicator, or number-of-payouts display) is provided on the operation panel 11 and is composed of a segment display 27a (not shown) mainly for displaying the upper digit of the number of winnings, which is composed of seven segments and a dot point (DP), and a segment display 27b (not shown) mainly for displaying the lower digit of the number of winnings, which is composed of seven segments and a dot point (DP). Note that the number of winnings 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 display 26). Also, when normal gaming 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 displays 26a, 26b, 27a, and 27b, the credit number display 26 and the number-of-winnings display 27 may also display information different from the information regarding the credit number and the number of winnings depending on whether the DP is lit. For example, information indicating staying in a favorable section (described later) or information indicating that a predetermined external signal is being output may be notified by lighting the DP of any of the segment displays. Also, it may have a function of performing push-order notification using the upper-digit display section and the lower-digit display section of the number-of-winnings display 27. When performing push-order notification using the number-of-winnings display 27, the number-of-winnings display 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 portion of the operation panel 11. It consists of an operating portion 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 based on this, it is configured to determine that the start switch has been operated. The start switch 12 becomes effective when the number of bet pieces reaches the specified number. When the operation of the start switch 12 is received, internal lottery processing, processing related to the instruction function, or reel rotation processing, etc. is executed. Also, in this embodiment, since the input signal is low-active, when the start switch sensor is ON during non-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 become ON. It is not limited to this, and it may be configured such that the start switch input signal becomes 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, the stop switch 13 is suggested to be valid 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 port 17> The medal insertion port 17 is provided on the operation panel 11. It has an opening for inserting a medal into the medal insertion port and restricts the insertion of medals larger than the standard size. The medal insertion ports 17 are manufactured in multiple types according to the standard sizes of multiple types of medals, but the mounting standards of the various medal insertion ports 17 are made the same so that the various medal insertion ports 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-described 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 stored medals in credit, a bet process is executed and a setting process for the number of bets equivalent to the act of inserting medals into the medal insertion slot 17 is performed. However, even if the bet switch is operated when there are no medals stored in credit, the bet process becomes invalid (the operation of the bet switch is not accepted). Further, the MAX bet switch 18 is composed of a push part operated by the player, a detection part for detecting the operation of the push part, and a light emitting part (also referred to as a MAX bet lamp) for lighting the push part, and the 1 bet switch 19 is composed of a push part operated by the player and a detection part for detecting the operation of the push part (the 1 bet switch 19 does not have a light emitting part).
[0028] The MAX bet lamp is for notifying the player that the bet process can be executed when the MAX bet switch is operated, and various notification modes are conceivable, such as lighting the MAX bet lamp in a predetermined color or flashing the MAX bet lamp at a predetermined cycle. On the contrary, when the bet process 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 are conceivable.
[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 in a situation where the sum of the credit number and the currently bet number of coins is less than 3 (in other words, a situation where even if the MAX bet switch 18 is operated, the number of coins bet is less than 3), or in a situation where 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 in a situation where 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 situation, 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 where the 1 - bet switch 19 becomes invalid in a 3 - bet situation has been described, it may be configured such that when the 1 - bet switch 19 is operated once in a 3 - bet situation, it becomes a 1 - bet state and 2 coins are returned to the credit.
[0032] Also, although an embodiment where the MAX bet processing executed when the MAX bet switch 18 is operated is not executed in a situation where the number of coins bet is less than 3 has been described, a process of betting the maximum number of coins that can currently be bet is also conceivable. In other words, a process where 2 coins are bet when the MAX bet switch 18 is operated in a situation 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 push-down portion composed of a translucent member for direct operation by the player, a detection unit for detecting that the push-down portion has been operated, and a sub-switch lamp for illuminating the push-down portion of the sub-switch. This sub-switch 20 is mainly a switch for causing the display device 32 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. Also, the sub-switch 20 can function as a trigger for activating an interlocking system with a mobile terminal (hereinafter also referred to as a mobile interlocking system) described later. Note that although the sub-switch 20 is separated into a menu display function and the effect switch is used for operation during the game, they may also be common switches.
[0035] On the menu screen, items such as combination configuration items, reel arrangement items, volume adjustment items, light amount adjustment items, and mobile interlocking system-related items 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 no bet has been placed 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 a moving image). However, the present invention is not limited to this embodiment, and even if the sub-switch 20 is operated during continuous production or AT production, a mode in which the menu screen cannot be displayed may be adopted.
[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 continuous production on the display device (hereinafter, may also 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, by lighting the production switch lamp, it is possible to notify the player that the operation of the production switch is effective. As the lighting mode of the production switch, a mode in which it is not lit in a situation where the operation of the production switch is invalid and is lit 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 in which lighting and extinguishing are repeated at a certain cycle may also be adopted.
[0039] Also, in a situation where the operation of the effect switch is valid, by displaying on the liquid crystal a display imitating the effect switch, it is notified that the operation of the effect switch is valid. When performing a display imitating the effect switch on the liquid crystal, the display is performed 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, 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 is executed. Note that in the present embodiment, when the settlement switch is operated in a situation where game media are bet and stored in credit, it is configured to pay out the bet game media first and then continuously pay out the game media stored in credit. However, 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 outlet 45> The medal payout outlet 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), which will be described later, to the outside (the tray 28) of the slot machine PS1. It also serves as a return port for discharging the medals excluded from the medal selector 34, which will be 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 outlet 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 to 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 displays a game instruction image (when only the pressing order is displayed, it is also called a pressing order navigation image (also called a pressing order image, operation order image, or operation order image), when only the eye pressing position is displayed, it is called an eye pressing navigation image (also called an eye pressing image or operation position image), or when both the pressing order and the pressing position are displayed and in the case of 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 of the stop switch 13 and the eye pressing position during the game, an error image when an error occurs, etc. 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 an arbitrary position of 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 perform a game instruction image or operation that indicates the pressing order of the stop switch 13 and the eye pressing position during the game, and display and operation of an error image when an error occurs. The other effect devices are arbitrarily 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 includes a liquid crystal as the other effect device, the display device 32 may be referred to as the main display device, and the liquid crystal as the other effect device may be referred to as 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 in 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 and excludes medals inserted other than when receiving medals from the flow-down passage with a blocking member (also referred to as a blocker). Further, when the medal inserted at the time of medal reception is a regular medal, the medal selector 34 discharges the medal 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 judge the normal passage or abnormal passage by judging the passing time of the medals passing through the insertion sensor 1 and the insertion sensor 2. 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 game medals, and when it is OFF, it does not permit the passage of game medals. Permitting the passage of game medals means that the game medals inserted from the medal insertion port are guided to the hopper 44, and not permitting the passage of game medals means that the game 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 having an opening on one side of a rectangular box shape, 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 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 a 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 constant 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 4-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 base of each reel, and the index sensor provided on the motor fixing base of each reel detects the index to determine the position of the reference symbol (also referred to as the initial symbol) during rotation once per 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 with 336 timer interrupt processes during constant speed rotation. Also, during constant speed rotation, the rotation failure detection counter is incremented each time the timer interrupt process is executed twice, 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 if the constant speed rotation process is normal, it becomes 0 before the rotation failure detection counter reaches 180.
[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 the medals inserted by the player. The hopper 44 is engaged with and placed on the rails provided on the bottom plate of the cabinet PS3, and can slide back and forth along the rails. The hopper 44 includes a storage tank unit for receiving and storing the medals guided into the gaming machine from the medal selector 34, a hopper motor driven by inputting a drive signal from the hopper driving means, a rotating disk pivotally supported by the hopper motor for aligning the medals in the storage tank unit, and a medal payout unit 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 unit, 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. The medals stored in excess of the allowable capacity of the storage tank unit of the hopper 44 are stored in the auxiliary tank 46 through the rail portion with a downward slope provided in the storage tank unit. The auxiliary tank 46 has a rectangular box shape. When 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 the medals inserted from the medal insertion port are stored, 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 two, and the number of fullness detection electrodes such as three may be changed. Also, the method of fullness detection is not limited to 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 on the front surface provided inside the slot machine PS1. After opening the front panel PS2, access is possible 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, a 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 to cause 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 result of the game output from the main control board 100 into a signal of 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 the sub-control board 1000 (also referred to as the sub-control means 1000, the sub-control board 1000, and the sub-control means 1000), the door relay board (also referred to as the central display board), the reel device board, the reset / setting switch 38, the setting key switch, etc. from the main control board 100 (also referred to as the main control means 100, the main control board 100, and the 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 is appropriately performed to various boards for functions such as role lottery (also referred to as internal lottery), driving control of reels (also referred to as reel control), payout control, etc. 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 side 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, etc., may also be referred to as processes related to the instruction function. Note that the push order role is a conditional device where the symbol combination 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 where the symbol combination 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 usage area of "7.5 KB or less" (also referred to as the first program area) and an area outside the usage area (also referred to as the second program area). The usage area has a control area of "4.5 KB or less" (also referred to as the first control area) where the program executed by the main control board 100 is stored, and a data area of "3.0 KB or less" (also referred to as the first data area) where only information other than the program (for example, internal lottery table information) is stored or will be stored. Outside the usage 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 usage area. Programs related to the progress of the game are stored in the usage area, and programs related to anti-cheating measures and programs used for game machine testing are stored outside the usage 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 usage area of "512 B or less" (also referred to as the first working area) and an area outside the usage 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 RT state among 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 where 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 failure 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 in each case.
[0076] During the setting change process, when the power failure recovery cannot be performed normally or in the case of 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, in either the case where the power failure recovery can be performed normally or in a case 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 of the specific conditional device. 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 failure recovery process and at the start of each game, data 0 is set in the storage area of the stack area excluding the unused storage area of the RAM area and the maximum used area at the time of RAM initialization during the power failure recovery process.
[0079] The main control built-in registers built into the main control chip are 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, settings (settings of the timer circuit) regarding maskable interrupt processing (for example, timer interrupt processing), which is one of the programs stored in the main control ROM, can be performed.
[0081] <Sub-control board 1000> The sub-control board 1000 has a sub-control chip mounted on it. 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 for data. 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 sent 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 the protruding piece (also referred to as the 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 receives, as input information, various sensor information within the selector (insert sensor 1, insert sensor 2, passage sensor, shoot sensor), bet switch information, stop switch information, and settlement switch information. As output information, it has 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 insertable lamp, and advantageous section lamp.
[0084] <Performance control board> The performance control board (also referred to as performance control means) is electrically connected to an image control board that controls the display contents of 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 display device 32.
[0085] The performance control means is configured to enable 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 role lottery by the internal lottery means. In this embodiment, a plurality of types of performance contents are provided in advance. The performance control means selects the performance content by lottery using software random numbers after the role lottery by the internal lottery means is performed at the start of the game or the like.
[0087] Also, the performance contents are provided in a plurality of types respectively 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, corresponding to when a bonus is won, a small role is won, a replay is won, not won, etc., a plurality of types of performance contents are provided respectively.
[0088] The performance content determines at what timing (such as when operating the start switch 12 or each stop switch 13, etc.) during the progress of the game 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 be carried out according to the operations by the player. For example, based on the sub-control commands 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. whose operation signals are input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are each 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 an image control board for controlling the display content of the display device 32 may be electrically connected.
[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 formed on one board, or the sub-control board, the effect control board, and the image control board may be formed on one board. When the sub-control board and the effect control board are formed 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 formed 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 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 is an error indicating an error related to the selector (medal retention error, medal reverse flow 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. During recoverable errors, information related to the errors occurring on the display device 32, the payout number display, and various lamps is displayed to notify the player of what error has occurred.
[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 is caused illegally. 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 called a recoverable error.
[0097] <Irrecoverable error> In the slot machine PS1 of the present embodiment, when an irrecoverable error occurs, interrupts are prohibited, the output of the output port is cleared, etc., to limit the progress of the game, and the credit number display 26 displays according to the type of error to notify that it is in an irrecoverable state.
[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 a setting change process. 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 cases where the number of bet pieces is outside the specified number during role drawing, cases where the value is not within the normal range in setting value error checking, cases where 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"), cases where it is determined to be a random number abnormality such as an abnormal frequency of the crystal oscillator, and cases where a symbol combination corresponding to a role that is not winning on an active line is stopped during winning determination processing.
[0100] Also, when an irrecoverable error occurs, the progress of the game stops regardless of whether it is 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 pre-stored medals (MAX bet switch 18, 1 bet switch 19). In this embodiment, the specified number is set to 3 medals. 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 credit increases. The maximum number of medals stored in 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 credit is at the upper limit, the blocker is turned off (the passage to the hopper 44 in the selector is not formed).
[0103] The situation where the number of bets is incremented when a medal is inserted is when the number of bets is less than 3 (less than the maximum number of bets in the gaming state when the medal is inserted). Also, the situation where a medal can be stored in credit when a medal is inserted is when the number of bets is 3 (the maximum number of bets 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 bets 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. Note that as a condition for the medal to enter the gaming machine when a medal is inserted, it can also be during game standby (the period from the end of a game to the start of the next game). For example, even during game standby after a symbol combination related to a replay is displayed and an 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 an operation (stop operation) of any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is received, 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 an operation of a bet switch for determining the number of bet game media credited in advance, receiving an operation of a start switch 12 for starting the game, or receiving a function related to receiving a stop operation of a reel, are put into a temporary stop state. Note that the freeze process (freeze effect) is a process controlled by the main control board 100.
[0107] As a freeze effect, all functions related to the progress of the game described above may be put into a temporary stop state, or only some functions may be put into a temporary stop state.
[0108] As a mode of putting the progress of the game into a temporary stop state, control processes based on the player's operations (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 a player's operation is issued during a period in which the progress of the game is temporarily stopped by a freeze effect, no control processing based on the input signal is performed, the input signal is not received, and processing such as delaying the transmission of the input signal until a predetermined period has elapsed is performed, so that the game end timing in one game is 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 for a predetermined period 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 acceptance of the stop switch 13 may be invalidated during the predetermined period.
[0111] Regarding the freeze effect performed based on the operation of the stop switch 13, in the freeze effect performed based on the acceptance of the operation of the stop switch 13 and the freeze effect performed based on the result that a specific symbol has stopped and is displayed on the reel 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 freezes during rotation of all reels, reception of stops of the middle stop switch 13b and the right stop switch 13c is disabled after the left reel corresponding to the left stop switch 13a stops. 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 the stop 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 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. is not performed.
[0114] The predetermined period for performing the freeze effect 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 or a higher speed than normal.
[0115] As the rotation mode of the reel during the 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, setting a predetermined reel among a plurality of reels in a stopped state and rotating 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. Further, 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. Further, 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 freeze effect period can be set after the elapse of the wait period, or can be set to include the wait period. When the wait period is included, if the freeze effect ends during the wait period after comparing the wait period and the freeze effect period, the freeze effect is executed during the wait period. If the freeze effect does not end during the wait period, examples include setting the freeze effect period after the wait period, or resuming the remaining wait period 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 process 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). This allows the player to 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 when the stop switch 13 is operated while 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 drawing rate is 100%), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, a drawing rate of 100% is referred to as PB = 1, and in some cases, a winning combination with a 100% drawing rate for all reels is referred to as a PB = 1 combination.
[0122] On the contrary, PB≠1 means that depending on the stop timing of the stop switch 13 while the reels are rotating, the symbol combination of the winning combination may not stop. For example, if there is a position within the drawing range where there are no symbols related to the winning combination (such as being separated by five symbols), then PB≠1, and in some cases, such a winning combination is referred to as a PB≠1 combination.
[0123] <Minor combination priority control, bonus priority control> Minor combination priority control means that when there is an overlapping win of a minor combination and a bonus, or when a minor combination wins within a bonus, if both the symbols related to the minor combination and the symbols related to the bonus can be drawn, the symbols related to the minor combination are drawn.
[0124] Bonus priority control means that when there is an overlapping win of a minor combination and a bonus, or when a minor combination wins within a bonus, if both the symbols related to the minor combination and the symbols related to the bonus can be drawn, the symbols related to the bonus are drawn.
[0125] Also, replay has the highest priority and cannot be missed. Therefore, when the condition device flags for replay and a minor combination, or replay and a bonus, are simultaneously in the on state, the symbols related to the replay must always be drawn.
[0126] <Normal section> The normal section is a section in which the processing related to the indication function cannot be performed. When winning the turn order role in the normal section, a process of transmitting information (production group number) obtained by masking which turn order was won to the sub-control means 1000 is executed. Also, when winning the turn order role in the normal section, the notification of the turn order (both the correct turn order and the incorrect turn 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 turn order even if the turn order role is won, so it is impossible to tell whether it is correct or incorrect even if the turn order role is won in the normal section. That is, it is a game section that does not enter the AT state.
[0127] <Advantage section> The advantage section is a section in which the processing related to the indication function can be executed, and an advantage section is provided to suppress excessive medal acquisition by AT. When winning the advantage section transition lottery executed in the normal section, it is possible to transition to the advantage section. In the advantage 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 advantage 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 advantage section 2) When more than 2400 medals have been acquired since the next game after transitioning to one advantage section 3) When any condition is satisfied can be mentioned. 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 advantage section does not end with the completion of a predetermined number of games. Also, the arbitrary condition in 3) includes, 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 the 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. 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, staying in the favorable section and notifying the operation procedure information of the selected combination, and when the payout rate (the maximum payout rate) of the notified game exceeds 1 (increases) are examples.
[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 winning combination in 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 knowing the specifications of the gaming machine.
[0131] In addition, when the conditions for always lighting the favorable section lamp as described above are not met, the timing for lighting the favorable section lamp after newly transitioning to the favorable section can be arbitrary without any problem.
[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 game in the advantageous section (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, since it is still before shifting to the advantageous section even though the advantageous section type is 1, 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 a favorable section or a normal section as a test signal, it is configured to refer to the value of the favorable section clear counter. When the value of the favorable section clear counter is 0, a process for outputting a test signal indicating that it is a normal section is executed, and when the value of the favorable section clear counter is not 0 (the value of the favorable section clear counter is 1 to 1500), a process for outputting a test signal indicating that it is a favorable section is executed. By configuring it in this way, as a process for outputting a test signal, it is only necessary to determine whether the value of the favorable 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 favorable section with an arbitrary end condition, as described above, since 1 is put into the value of the favorable section clear counter, in the process for outputting a test signal, it is possible to accurately output that it is a favorable section even in a game where the favorable 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 the winning combination of the role that the 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> The sub-bonus is a type of AT and is different from the bonuses (1st type BB, 2nd type BB, 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 reel production, pseudo-game, or pressing order, etc. It should be noted that even when simply referred to as "AT", it is 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, and when a selectable role is won during AT, it transmits the production group number and the operation procedure information 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 unclear which operation procedure will result in the display of a symbol combination advantageous to the player, and during AT, since the operation procedure information that can display 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 illegal 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 transition drawing, AT overbet drawing, update of AT end conditions (addition / subtraction of AT game counts, addition / subtraction of AT execution notification counts), execution of the AT (notifying the operation mode), but also the processing related to the management of the AT state. This processing related to the instruction function can be executed at a bet number determined in advance for each game state. When multiple bet numbers are set as the specified numbers in a certain game state, the processing is configured to be executed only when any one of the bet numbers is selected. For example, when 2-bet and 3-bet are possible in the bonus internal 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 may not be carried out, or the AT game count may not be updated according to the progress of the game. Also, for the SB (single bonus) that ends in one game, or the CB that is dedicated to the 2-bet game, if the game after the end of the SB or CB is 2-bet or 3-bet, and the number of automatically bet when winning the replay in the SB or CB is 2, the processing related to the instruction function becomes impossible to execute in the game after the end of the SB or CB (the processing related to the instruction function can be executed with 3-bet). Therefore, the number of bets automatically inserted by automatic input is set to 3 when winning the replay in the SB or CB. By doing so, the processing related to the instruction function can be executed even in the game after winning the replay in the SB or CB, so that a game disadvantageous to the player can be eliminated. Note that the processing related to the advantageous section as described above is configured to be executed regardless of the bet number.
[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 used in combination with the acquired number display, the above-mentioned numbers (1 to 6) may be displayed in the lower digit, and "=" may be displayed in the upper digit as an identifier. 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 to prevent interference 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 on 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 winning of the pressing order role by 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 instructed winning item ratios (selectable according to the specifications of the gaming machine, also referred to as instructed winning ratios), continuous winning item ratios during the latest 6000 games, winning item ratios during the latest 6000 games, cumulative continuous winning item ratios, cumulative winning item ratios, cumulative winning item status ratios, etc. every 4800 ms. By using 4 seven-segment LEDs (with a DP), it is possible to display four-digit numbers. Of the four-digit numbers displayed by the 4 seven-segment LEDs, the upper two digits are called identification segments, and the lower two digits are called ratio segments.
[0145] "Winning item" in the winning item ratio refers to the first type of special winning item (so-called RB), the second type of special winning item (so-called CB), and ordinary winning items (so-called SB). "Winning item ratio" is a ratio calculated as payout during winning item operation ÷ total payout × 100. Note that the payouts in the operations of the first type of special winning item continuous operation device (so-called BB) and the second type of special winning item continuous operation device (so-called MB) are also included in the "payout during winning item operation", but the payouts in general games during BB and general games during MB are not included in the "payout during winning item operation". Note that "payout" is a term that does not subtract the input number. In the case of payout number - input number, it is called the difference number (difference). Also, the first type of special winning item continuous operation device and the second type of special winning item continuous operation device may be simply referred to as a winning item continuous operation device as a combined concept.
[0146] In the continuous accessory ratio, "continuous accessory" refers to the first type of special accessory (so-called RB), and "continuous accessory ratio" is a ratio calculated by (payout during the operation of the first type of special accessory) ÷ total payout × 100. In addition, the payout during the operation of the continuous operation device of the first type of special accessory (so-called BB) is also included in the "payout during the operation of the accessory", but the payout in the general game during BB is not included in the "payout during the operation of the accessory".
[0147] In the inserted accessory ratio, "inserted accessory" includes the payout in the game (so-called AT) in which the instruction function operates on the above-mentioned "accessory", and "inserted accessory ratio" is a ratio calculated by (payout during the operation of the instruction function or payout during the operation of the accessory) ÷ total payout × 100. Here, (payout during the operation of the instruction function or payout during the operation of the accessory) does not refer to the payout of the game in which the instruction function operates and the accessory operates, but refers to the sum of the number of payouts of the game in which the instruction function operates and the payout of the game in which the accessory operates. If the game in which the instruction function operates is the game in which the accessory operates, instead of adding the two numbers of payouts, the number of payouts of that game becomes (payout during the operation of the instruction function or payout during the operation of the accessory). In addition, when the player makes a mistake in the operation mode of the stop switch in the game in which AT operates, it may not be possible to obtain the maximum payout. In this case, it is calculated based on the actual payout.
[0148] Among the information displayed on the accessory ratio monitor, the information displayed on the identification segment is information for identifying which ratio among the cumulative advantageous interval ratio, cumulative inserted accessory ratio, continuous accessory ratio among the latest 6000 games, accessory ratio among the latest 6000 games, cumulative continuous accessory ratio, cumulative accessory ratio, and cumulative accessory status ratio is being displayed. They are respectively displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.". For example, when "7U." is displayed on the identification segment, it indicates the cumulative advantageous interval ratio, and when "6Y." is displayed on the identification segment, it indicates the continuous accessory ratio among 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 visually recognizing the calculation results of various ratios, and is displayed as two-digit numbers 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 is displayed 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. For the cumulative advantageous interval ratio, it is 175,000 games; for the cumulative instructed winning hand ratio, it is 175,000 games; for the consecutive winning hand ratio in the latest 6,000 games, it is 6,000 games; for the winning hand ratio in the latest 6,000 games, it is 6,000 games; for the cumulative consecutive winning hand ratio, it is 17,500 games; for the cumulative winning hand ratio, it is 17,500 games; for the cumulative winning hand and other status ratio, it is 175,000 games.
[0151] The ratio segment is displayed in a blinking mode when the displayed numerical value is greater than or equal to the threshold value. The threshold value is determined according to various ratios. For the cumulative advantageous interval ratio, it is 70; for the cumulative instructed winning hand ratio, it is 70; for the consecutive winning hand ratio in the latest 6,000 games, it is 60; for the winning hand ratio in the latest 6,000 games, it is 70; for the cumulative consecutive winning hand ratio, it is 60; for the cumulative winning hand ratio, it is 70; for the cumulative winning hand and other status ratio, it is 50. Note that when the cumulative number of games is less than 400 games and the calculation result is greater than or equal to 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, for 4800 ms after the power is turned on and the timer interrupt process is started, test patterns are displayed on the identification segment and the ratio segment. 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 mode. For example, "8.8.8.8." is displayed in a blinking mode. In addition to the case where the test pattern is displayed at the timing after the power is turned 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 mode. Specifically, it blinks by switching on for 300 ms → off for 300 ms → on for 300 ms → off for 300 ms → ···, switching on and off every 300 ms to display the blinking mode. 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 at the timing of lighting and blinking.
[0154] As described above, the cumulative advantageous interval ratio or the cumulative indicated winning combination ratio, the continuous winning combination ratio for the latest 6000 games, the winning combination ratio for the latest 6000 games, the cumulative continuous 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 so that at least one of the 7-segment LEDs is always lit even when displayed in a blinking mode at the switching timing of various ratios displayed on the duty ratio monitor.
[0155] With this configuration, 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, it becomes possible to display information regarding the cumulative advantageous section ratio or the cumulative instructed item ratio from lighting.
[0157] Subsequently, a control method for the blinking display in the ratio monitor will be described.
[0158] In order to blink the display mode of the 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 thereafter, values from 0 to 299 circulate each 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 calculating "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 calculating "298 - 299", the carry flag = 1).
[0161] Example 3) When an update process is performed when the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is "299", the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) 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 for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is any value between 0 and 298, the carry flag = 1, and when the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) 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). 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 turned off. 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 in 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 blink switching 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 blink switching flag (_FL_CHG_FLS) is referred to or not, the blink switching flag (_FL_CHG_FLS) is also updated at any time. Thus, even when switching from a state where the blink switching 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 misaligned.
[0165] <Program start processing flow> Regarding the program start processing executed by the main control board 100 according to the present 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 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 unrecoverable, 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 unrecoverable, 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 number display 27.
[0171] <Power-off process> The power-off process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 6.
[0172] In this embodiment, when an event occurs in which the power supply is cut off, such as an off operation of the power switch 40 or a power outage (also referred to as the occurrence of a power cut), 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 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 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 a 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 starting the timer interrupt process, compare the necessary data stored in the register. When a power-off detection signal is received, execute the power-off process, read the input ports that determine the inputs of various sensors and operation switches, measure various timers (such as the freeze period measurement timer and the wait period measurement timer), and as the reel drive control, perform control according to the driving state of each reel (such as accelerating, rotating at a constant speed, starting deceleration, decelerating, or stopped) and update the driving state. Next, perform the port output process of 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), and check 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, perform the external signal output of setting (controlling on / off) external signals such as bonus signals, ART signals, security signals, etc. to be output to an external system such as a hall computer, medal input signals, and medal payout signals.
[0177] Next, in the control command transmission process, if there is a sub-control command set, output the sub-control command to the sub-control board 1000, perform control regarding the lighting of various LEDs, output notification data to be transmitted to the sub-control board such as the operation sound of the stop switch and the medal input sound, output signals related to the performance test, restore the register, and save the interrupt permission flag as on to end the timer interrupt process.
[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 extraction, 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 timer measurement process 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 to update the value stored in the storage area of the RWM that monitors (manages) the minimum game time per play (4.1 seconds) (hereinafter also referred to as timer area A), such as processing to subtract 1, is performed. 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 insertion of game medals by the insertion button (hereinafter also referred to as timer area B), the storage area of the RWM that monitors (manages) the output time of an 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 is executed. Also, when timer measurement is performed when the value stored in a certain timer area is "0", the value stored in the certain timer area is configured to be "0".
[0180] Note that, as an example of the control processing to update 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 insertion of game medals by the insertion button will be described. Monitoring (managing) the insertion of game medals by the insertion button means a timer that starts timing after the bet processing based on the operation of the 1-bet switch 19 is executed, and until the value of the timer becomes "0", it is a timer for not executing processing to determine whether the next 1-bet switch 19 has been operated.
[0182] For example, in a predetermined situation where the number of credits is equal to or greater than a predetermined value (for example, when the number of bets is 0, the number of credits is 3, and betting is 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. Then, by the timer measurement of the timer interrupt processing, the value stored in the timer area B is decremented by "1". And when the timer interrupt processing is executed 20 times, the value stored in the timer area B becomes "0". Note that when 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 processing, 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 that, after the value stored in the timer area B becomes "0", the 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 is 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 sent 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 this embodiment will be described with reference to the flowchart of FIG. 8.
[0185] In this 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 transmitted to the sub-control board 1000 is restored. Then, it is determined whether the set setting 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 ends. Note that when the power-off recovery process ends, 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, proceed 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, the operation of the bet switch is awaited (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), the operation of the start switch 12 is awaited.
[0191] In the internal lottery process, an internal lottery random number is generated and acquired, and predetermined arithmetic processing is executed using the acquired 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 reception of the stop switch operation 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 Type 1 special accessory. RB is generally set with the end condition of obtaining 8 minor winning combinations or 12 game results. During RB, the role drawing is performed using an RB medium role drawing table in which the winning probability of minor 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 Type 1 special accessory. BB is set with the end condition of the payout of more than a predetermined number (for example, 269 pieces) of game medals related to minor winning combinations. During BB, the role drawing is performed using a BB medium role drawing table in which the winning probability of minor 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, an RB medium role drawing table described later that is continuously operated 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 Type 2 special accessory. CB can be set to a state where at least all minor roles are won regardless of the result of the role drawing. Also, during CB, stop control different from normal stop control is performed for a predetermined reel. For example, it is conceivable to control the left reel 8a to stop within 190 milliseconds to 75 milliseconds.
[0197] CB may be configured such that a symbol combination that can be displayed according to the operation procedure cannot be displayed (also referred to as omission) because at least all minor roles are won as described above. For example, during CB, by controlling the left reel 8a to stop within 190 milliseconds to 75 milliseconds, a specific symbol could be displayed on the active line at any operation timing when stopping within 190 milliseconds, but there may be a case where a specific symbol cannot be displayed at a specific operation timing when stopping within 75 milliseconds.
[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, for example, the payout of more than 153 medals related to a small winning, the winning of RB, or the winning of SB described later as the end condition.
[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 the end condition. During SB, the winning probability of small roles is set higher than that of the normal role lottery table, and the role lottery is performed using the SB medium role lottery table.
[0200] In this embodiment, it is assumed that the role lottery for BB is performed using the BB medium role lottery table, but it is not limited to this. During BB, the winning probability of the normal role and the small role is set to the same probability in the normal role lottery table, and the game may be played using the BB general role lottery table in which the winning probability of RB has increased and the RB medium role lottery table in which the winning probability of the small role is set higher than that of the normal role lottery table. Even in this case, in BB, it still remains that the payout of more than a predetermined number of medals related to a small winning is set as the end condition. Also, those that control the control related to 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 combination of symbols when the combination of symbols 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 auto - betting without inserting new medals) when the combination of symbols 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 definitely 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 valid line.
[0204] Among the roles to be lottery-drawn by the role lottery, regarding BB, RB, and MB, when the symbol combination is not stopped and displayed on the valid 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 performed using the role lottery table before the winning flag was carried over, or the role lottery during carry-over table (also referred to as the internal internal lottery table or the internal role lottery table) corresponding to the winning flag may be used to perform the role lottery. When using the role lottery during carry-over table, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the valid line, it is determined that the transition condition of the role lottery table is satisfied, and the transition is made from the role lottery during carry-over table to the role lottery table corresponding to the winning flag.
[0205] In the role lottery table, the winning probabilities for multiple types of roles are determined, and multiple types of role lottery tables are provided according to the game state. For example, the BB in-game role lottery table used during BB or the MB in-game role lottery table used during MB, etc., are applicable.
[0206] In the role lottery table, a single winning role where one type of symbol combination can be stopped and displayed on the valid line, or a duplicate winning role where multiple symbol combinations can be stopped and displayed on one or multiple valid lines, is set according to the lottery result of the role lottery.
[0207] For the multiple symbol combinations set as duplicate winning roles, 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 a control role.
[0208] As a role of the control staff, even when it is possible to stop and display the same symbol combination as the result of a plurality of role lottery results on the effective line, it is possible to control so as to vary the effective line 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 lottery of the role lottery, the winning flag control means turns on the flag corresponding to the winning role. Then, when all the stop switches 13 are operated by the player and the winning process related to the winning role is completed, the flag corresponding to the winning 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 winning 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 after the next game, the carry-over role lottery table described above is set, and when the symbol combination of the winning 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 lottery table is provided in the role lottery table. RT is a game state in which the winning probability of replay in role lottery is different from that of the normal role lottery table, and is an abbreviation of replay time.
[0212] As a specific usage example of RT, the losing area of the normal role lottery table may be replaced with replay to increase the winning probability of replay, or the replay area of the normal role lottery table may be replaced with a loss to decrease the winning probability of replay. Furthermore, although the normal role lottery table and the replay area are the same, the types of replay that win within the replay area may be made different. In the slot machine PS1, a plurality of RT role lottery tables are provided, and each is configured to shift to another RT state when a predetermined transition condition is satisfied.
[0213] The transition conditions of the RT role lottery table can be listed as follows. Transition condition 1 is when a specific symbol combination (symbol combination related to the bonus, RT transition symbol combination) stops being displayed. 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 being displayed. 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 playability.
[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 specified lottery result with a setting number of 4 is 1 / 16384.
[0215] Also, when any of the above transition conditions 1 to 5 of the RT role lottery table are 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 can be changed to 1 / 1.5. This way, by transitioning to a state with a high replay probability, the decrease in medals can be suppressed, and the game playability can be made interesting.
[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 a new minimum game time. 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. Thereby, since the minimum game time does not extend due to 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 of the start of rotation of all reels, and set a sub-control command (reel rotation start command) indicating the start of rotation of the reels.
[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 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 stepping 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 the stepping motor is moved one step after 30 timer interrupt processes, then the stepping motor is moved one step after 10 timer interrupt processes, then the stepping motor is moved one step after 5 timer interrupt processes, then the stepping motor is moved one step after 2 timer interrupt processes, and then the stepping motor is moved 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 the constant-speed rotation process is being executed, the value of the above-described rotation defect detection counter is incremented for each timer interrupt process to detect a rotation defect. 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 has been detected when the value reaches 0.
[0224] Also, in the constant-speed rotation state, acceptance of a stop by the stop switch is permitted, and the operation of the stop switch is awaited. When acceptance of a 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 a 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 a push-order navigation, the lamp of the stop switch may be configured to blink or the like so that the player can easily 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 reel that is rotating, 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. By doing so, 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 stop switch operation in the main game progress process, the determination process (reel stop reception check process) for receiving the stop switch operation 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 at a constant speed until the target stop position. 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 as follows: when the index sensor described above detects an index (at the rising edge of the index signal), the initial symbol number is set, and when it is moved by one symbol by the timer interrupt process from there, the next symbol number after the initial symbol number is set.
[0229] After executing the reel stop acceptance 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 acceptance waiting process for the stop switch corresponding to the spinning 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 acceptance 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. In order to determine 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 a privilege 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 awarding 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. Also, 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 performing a payout 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 combination lottery table according to the game state to shift to, set reel control according to the game state to shift to, set a freeze winning probability according to the game state to shift to, or a combination of these.
[0234] In the winning determination process, when determining the winning symbol combination, the winning symbol combination information (stopped outcome information) stopped and displayed on the valid line and the combination 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 combination 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, when a plurality of symbol combinations based on overlapping winning combinations are stopped and displayed on a plurality of valid lines, a winning process is performed for each of the plurality of stopped symbol combinations.
[0236] For example, as a winning process when a minor combination set to have a payout number of 2 and a minor combination set to have a payout number of 10 are stopped and displayed on a plurality of valid lines, the payout numbers based on the minor combination set to 2 and the payout numbers based on the minor combination set to 10 are added together, and a payout of 12 is made.
[0237] Then, an upper limit is set for the number of payouts in one instance. When a symbol combination based on a plurality of minor combinations is stopped and displayed on a valid line and exceeds the upper limit value of the payout number, the number of payouts up to the upper limit value is made.
[0238] For example, when the upper limit value of the payout number is set to 15, and as a winning process when a minor combination set to have a payout number of 12 and a minor combination set to have a payout number of 10 are stopped and displayed on a plurality of valid lines, when the sum of the minor combination set to 12 and the minor combination set to 10 exceeds the upper limit value, a payout of 15, which is the upper limit value, is made.
[0239] In this embodiment, medals are set to be paid out only for minor combinations. However, as a winning process based on a replay, medals corresponding to the number of bets may be paid out, or as a winning process based on a bonus, a preset number of medals may be paid out.
[0240] <Favorable Interval Clear Counter Management Process> Regarding the favorable interval clear counter management process related to the management of favorable intervals among the processes executed by the main game progress according to this embodiment, it will be described based on FIG. 11.
[0241] Set the favorable 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 it is a section that is not an advantageous section and is a normal section, and advantageous section type = 1 means it 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 replay operation symbol has stopped being displayed. If it is determined that the 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 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 data (OUT number) of the payout number buffer obtained 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 input 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 input 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 input sheets from the MY counter, save the value obtained by subtracting the number of input 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 it exceeds the upper limit value (65535 in the case of 2 bytes) and becomes 0 when it does not exceed 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 advantageous section type. In the determination process of the advantageous section type, if the advantageous section type is 0, end the advantageous section clear counter management process, and if the advantageous section type is not 0, set the initial value (1500) to the advantageous section clear counter and end the advantageous 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 advantageous section clear counter management process.
[0253] Determine 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. The 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 plunge, suppress the state where medals continue to increase throughout the day, and not significantly incite 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 from when the start switch is received until 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, set 1 to the advantageous section type, and if not winning the advantageous section transition lottery, set the advantageous section type 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. And 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 inserted number are automatically bet, so OUT-IN is always 0. However, since there is a possibility that the value of the MY counter may be 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 section being the elapse of 1500 games 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 a random number of games (less than 1500 games) are executed. When ending the advantageous section at an arbitrary end timing like this, by setting the value of the advantageous section clear counter to 1 before executing the advantageous section clear counter management process (it is desirable to perform the process related to the AT executed after all reels stop), before the subtraction of the advantageous section clear counter when the advantageous section clear counter management process is executed, the value is 1, the subtraction result of the advantageous section clear counter becomes 0, and the advantageous section can be ended in the advantageous section clear counter management process. That is, after setting the value of the advantageous section clear counter to 1, by subtracting 1 from the counter value, the value of the advantageous section clear counter becomes 0 and the advantageous section can be ended. As a result, when an arbitrary end condition is achieved, it becomes possible to process within the same module without using another advantageous section end module.
[0257] In addition, the advantageous section clear counter subtraction process in the advantageous section clear counter management process is configured to be executed regardless of any 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 using 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 the 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 set value confirmation process 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 different role lottery tables are provided for each set value, with different determination probabilities (role winning probabilities) for the lottery results by internal lottery.
[0266] When the power of the slot machine PS1 is not turned on, if the setting key used for setting changes by the casino manager is rotated and the setting key is held at the rotation position where the setting key switch signal turns on, and then 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 a power failure occurred, no rising "on" is detected after the power is turned on, so 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", and even if the setting key was on before a power failure occurred, it may be configured to shift to the setting change mode when the setting key is on when the power is re-supplied.
[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 setting 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, a mode can be considered in which the setting changeable flag is turned off during the period from when the start switch 12 is operated until the game ends, and the setting changeable flag is turned on 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 changeable 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 setting value data that can be changed in the setting change mode has six levels: "1", "2", "3", "4", "5", and "6". For each higher setting value, a winning combination selection table with a higher payout rate is set.
[0270] After activating the setting change mode, 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 storing the setting value data stored in the setting value data storage area in six 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 activating the setting change mode, continue to determine whether the sensor signal of the start switch 12 is on. When it is determined that the start switch 12 has been operated and the sensor signal of the start switch 12 has become on, determine the setting value and display the current setting value on the setting display LED. In other words, when it is determined that the sensor signal of the start switch 12 has become 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. Note that 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] Note that 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 the present embodiment> In the present embodiment, the specified number related to the start of the game is only 3 sheets. That is, the game cannot be started except for 3 sheets, and even during bonus operation, the game is started only with 3 sheets.
[0276] In the present 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 stop of the symbol combination on the effective line is simply referred to as the stop 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 just examples, and there is no problem in changing them.
[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·Actuating 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 payout of 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 (payout of 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%, it is necessary to press the reels 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"), and 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 middle") 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 activate (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 middle and then the power is restored, the one type BB activation state is one type BB middle, and when a power-off occurs in the situation of RT1 and then the power is restored, the RT state is RT1.
[0283] The condition device in this embodiment will be described with reference to FIG. 19. In the item "prize replay game" in FIG. 19, the numbers corresponding to the hit numbers are described. Also, in the item "condition device", the operating condition devices are described. In the item "common name", the simple names of the operating condition devices are described. For example, the common name corresponding to the replay-H condition device is "right push: strong - battle eye", indicating that when the right reel stops at the first stop, the strong battle eye stops. The common name corresponding to the prize-A1 condition device is "push order bell A group 123", indicating that 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 prize 52 (a prize with a larger payout number of coins than prizes 01 - 02, 09, 29 - 31) stops). Also, in the item "component", the symbol combinations corresponding to the condition devices are shown. For example, it is shown that when the replay-A condition device activates (hits), replay 01 or replay 02 can be displayed. Note that the part described as "0" in the item "prize 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 any one of 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 hit simultaneously, which corresponds 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 item of "Internal Lottery" in FIGS. 20, 21, and 22 indicates 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 item of "Favorable Zone Transition" in FIGS. 20, 21, and 22 indicates 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 hit 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, 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 hit, and hitting Re-game - A or Re-game - B does not 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, 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 is hit, 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, Prize K hits, 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, 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 are no misses (either the re-game winning combination or the prize winning combination will surely hit), once it shifts to RT1, it is possible to stop the BB symbol combination in some operation modes when the Push Order Bell C group (Prizes C1 to C6) hits. A part when the Push Order Bell C group hits means, for example, the middle reel when Prize C1 hits, or some of the button-pushing positions for 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 in which the BB symbol combination does not stop, the user can maintain RT1. Also, the number of misses in RT1 is set to 4 (because the minimum hitting probability in design is 1 / 17500 or more), and for other re-game winning combinations and prize winning combinations, the BB symbol combination is configured not to stop, so that the BB symbol combination may be configured to stop only when there is a miss.
[0291] In this embodiment, as 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 respectively. Also, the game state managed by the main control means in the normal section is only the normal section general state, and no transition of the game state occurs until it transitions 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 where, when the internal lottery result hits any of winning prizes - A1 to winning prize - C6, it does not notify the advantageous winning pressing order.
[0293] CZ is a state that transitions when the internal lottery result hits any of winning prizes - D to winning prize - H in the normal state. During CZ, a transition lottery to AT is performed 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 hitting the AT lottery during CZ, and is a state that notifies an advantageous operation mode (winning pressing order) when hitting any of winning prizes - A1 to winning prize - C6.
[0295] In this embodiment, as conditions for always transitioning from the advantageous section to the normal section, when the number of game plays in the advantageous section reaches a predetermined number (for example, 1500 times), when 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 (for example, 2300 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 roles). Basically, the more difficult the internal lottery result is to hit, the easier it is for CZ to hit. In this embodiment, in the order of ease of hitting CZ, it is in 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 from CZ to AT, 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 tilt 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 always the case that AT is always performed in the advantageous section. Since 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.) at the start of 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, and it is difficult to meet the user's expectation of acquisition. Therefore, by ending the advantageous section once with a CZ hit and starting CZ when newly transitioning to the 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 starting CZ at the transition of the advantageous section and hitting AT, a mode of varying the hitting probability of CZ within the remaining advantageous section after the end of AT when 50 medals are acquired and when 1000 medals are acquired can be considered. 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 in 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 few remaining advantageous sections after acquiring 1000 medals (because it is close to the end condition of the advantageous section, which is 1500 game plays or 2400 acquired medals), even if the CZ probability is increased, the gambling mentality will not increase significantly in terms of the design of the appearance of balls, 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 kind of privilege has been granted, so that 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, which can create an expectation 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 expectation for the CZ is created during "Preparing for CZ", it is less likely for the user to feel disadvantaged even if the payout rate is reduced.
[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 by means of an effect to determine whether the CZ has been hit or not (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 goes out when the advantageous section ends, so that it is not possible to tell whether the CZ has been hit or not from the lighting state of the advantageous section lamp until the fact that the CZ has been hit is notified from the CZ hit game. Note that it is also possible to shift 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 games in the advantageous section is more than a predetermined number (for example, 1000 times). By configuring in this way, since the CZ preparation in progress is executed when there is a margin in the remaining number of games in the advantageous section, even if the CZ is executed after the CZ preparation in progress and as a result the AT is executed, a sufficient feeling of ball output can be created. Also, since the normal section is not used during the CZ preparation in progress, a surprise such as starting the AT immediately after the CZ preparation in progress can be created (since the 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 and thus the AT cannot be started).
[0304] Also, when executing the CZ preparation in progress in the advantageous section described above, 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 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, the user can be made to expect the winning of rare hands.
[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 awarded. 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 awarded as the number of games in the advantageous section is closer to the aforementioned predetermined number (for example, 1500 times), or may be more likely to be awarded 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 the first type of BB, the information in the middle of the first 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 configured 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, when 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. When the RT state of the next game in which the transition to the advantageous section is determined is non-RT, it is assumed that after the setting change, CZ is not started. Note that as the games 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 drawn.
[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 drawn 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 drawn 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 only by playing several games, and it is possible to suppress the probability of winning.
[0315] It is also conceivable to reduce the probability of winning by using a specification that changes 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. In this case, it is also possible that the advantageous section that has shifted to non-RT (during non-first type BB internal) does not perform AT, and the advantageous section that has shifted to RT1 (during first type BB internal) 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 it is not possible to acquire balls, the probability of winning is suppressed. The end condition of the advantageous section at this time may be until it corresponds to CZ described above, or it 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 that has been 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 that has been subjected to the advantageous section transition lottery. In this case, when winning - A1 occurs during first type BB internal in the normal section, it is controlled to start CZ at the start of the advantageous section based on the fact that the condition devices of first type BB and winning - A1 are operating. Also, when winning - A1 occurs during non - first type BB internal in the normal section, it is controlled not to start CZ at the start of the advantageous section based on the fact that the condition device of winning - A1 is operating.
[0317] In this embodiment, only the first type BB is the lottery target, but instead, RB or MB may be the lottery target, or two or all of the first type BB, RB, and MB may be the lottery targets.
[0318] <Gameplay with an increased expected value of obtaining game value at the start of the advantageous section> The gameplay with an increased expected value of obtaining game value at the start of the advantageous section applicable to this embodiment will be described. Here, in order to increase the expected value of obtaining game value at the start of the advantageous section, it is configured such that the advantageous section does not end depending on the completion of a predetermined number of games. In other words, it is configured such that the advantageous section does not end depending on the number of games in the advantageous section.
[0319] When a predetermined number of preliminary games are executed in the general advantageous section state after starting one advantageous section, the game shifts to a predetermined AT (also referred to as AT1) from the next game. A predetermined lottery is executed at the AT1. If the predetermined lottery is won, the AT1 is continued until the number of winnings in the advantageous section exceeds 2400 (until the value of the MY counter exceeds the upper limit value). When the end condition of the advantageous section is satisfied, the advantageous section ends and the normal section is started from the next game. Then, when a predetermined number of preliminary games are executed in the general advantageous section state after starting a new advantageous section through the normal section, the game shifts to AT1. If the predetermined lottery is won at the AT1, the AT1 is continued until the number of winnings in the advantageous section exceeds 2400. When the end condition of the advantageous section is satisfied, the advantageous section ends and the normal section is started from the next game. That is, until losing the predetermined lottery at the AT1, the acquisition of game value of about 2400 loops. The probability of winning the predetermined lottery can be set as appropriate, but it is preferably configured to win with a relatively high probability of 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 the AT1. Even when losing the predetermined lottery at the AT1, the AT1 is configured to continue until the minimum guarantee AT is executed without immediately ending the AT1. The predetermined lottery may be configured to be executed at the start of the AT1, or may be configured to be executed after the minimum guarantee AT is executed in the AT1.
[0320] Also, when losing the predetermined lottery at the AT1, after the end of the AT1, the game shifts to the general advantageous section state without ending the advantageous section. If a predetermined winning combination (such as Re-game - A, Re-game - J, Winning - J, etc.) that can be won with a low probability (for example, 1 / 8192 of the minimum probability in the winning combination lottery) in the winning combination lottery in the general advantageous section state is won, the advantageous section ends and the normal section is started from the next game. When a predetermined number of preliminary games are executed in the general advantageous section state after starting a new advantageous section through the normal section, the game shifts 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 when winning a predetermined role in the general advantageous section state that transitions after losing in a predetermined lottery at AT1, the advantageous section ends, it is not limited to this. A predetermined CZ for ending the advantageous section may be executed, and it may be configured such that when winning the lottery in the predetermined CZ, the advantageous section ends.
[0323] Also, it is configured such that even if winning a predetermined role during a predetermined number of preliminary games during AT1 or immediately after the start of the advantageous section, the advantageous section does not end. By configuring it in this way, the tempo of the game in the state where the number of winnings 2400 loops can be improved. Also, even if winning a predetermined role in the situation where it is certain that about 2400 game values can be obtained by winning a predetermined lottery at AT1, AT1 does not end halfway, so the possibility of giving disadvantage to the player can be prevented. Also, even if winning a predetermined role in the situation where a predetermined effect indicating that it is certain that about 2400 game values can be obtained by winning a predetermined lottery at AT is being executed, the predetermined effect does not end halfway, so the possibility of giving distrust to the player 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 if winning a predetermined lottery at AT1, AT does not continue exceeding 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 each time a game with a ceiling number of game counts (for example, 1000 games) is executed (ATs other than AT1 are 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 excessive increase in the probability of winning and 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 the transition to the advantageous section is determined during RT1 (inside one type of BB) by the method described above, the advantageous section is started and then shifted to AT1 after a predetermined number of precursor games. However, when the transition to the advantageous section is determined during non-RT, no AT is executed even after a predetermined number of games after starting the advantageous section. In other words, it is preferable to configure that no AT is executed after a predetermined number of games after starting the advantageous section in the first advantageous section after the setting change. By configuring it so that the case where the transition to the advantageous section is determined during RT1 is relatively more advantageous than the case where the transition to the advantageous section is determined during non-RT in this way, it is possible to suppress the specifications regarding the morning.
[0327] Also, when a game is executed a specific number of times (for example, 5000 games) without one advantageous section ending, it may be configured to shift 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. Note that 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 a day.
[0328] Also, 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 to AT2 may be made, and the AT2 may be configured to always end in a specific number of games (for example, 50 games), or 2) a plurality of scenarios may be provided in which the number of games for transitioning to AT2 and the number of wins in AT2 after the transition are predetermined, and the game may be configured to proceed according to any one 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] In addition, 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 be configured not to end. 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] Also, 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 configured to end. By configuring in this way, it is possible to enhance the sense of expectation when winning a predetermined combination.
[0332] 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 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] 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 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 as the set value increases, the advantageous section can be ended earlier, so it is possible to accelerate the transition to a state with a high expected value of obtaining game value.
[0334] Further, 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 the 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 the closed state, after the game is over, not bet three times (including the situation where auto-betting is not performed), and the number of credits stored is equal to or more than the number that can be bet three times (for example, the number of credits in the situation where no bet is placed is 3 or more, or the number of credits in the situation where one bet is placed 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, and 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).
[0336] In addition, 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 situation where no bet is placed is 3 or more, or the number of credits in the situation where 1 bet is placed is 2 or more), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, and 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 hereinafter, unless otherwise specified, when the power is turned on, the front panel PS2 is in the closed state, but it may be configured to have the same behavior even when the front panel PS2 is in the open state.
[0337] Also, the MAX bet possible state includes the situation where no bet is placed, the situation where 1 bet is placed, and the situation where 2 bets are placed. 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 the MAX bet possible state where no bet is placed. In the MAX bet possible state where 1 bet is placed, the 2-bet lamp and 3-bet lamp newly light up in the situation where the 1-bet lamp is already lit. In the MAX bet possible state where 2 bets are placed, the 3-bet lamp newly lights up in the situation where 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 restored 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, 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. For this reason, a player who recognizes that the operation of the MAX bet switch 18 is valid can release the pressed MAX bet switch 18 once (after the sensor of the MAX bet switch 18 changes from ON to OFF), and then press 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 a new 1 bet switch 19 is operated (pressed) (by the sensor detecting the 1 bet switch 19 changing from OFF to ON), the 1 bet process can be executed.
[0343] As a result, even in a situation where, for example, 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 notify 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 the power failure recovery process is executed), the MAX bet process 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, the state 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, the state does not change to the 1-bit state and the 3-bit state is maintained, 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 process has been executed. Also, whether the MAX bet lamp is lit or extinguished after the power is turned on, it is possible to notify that the MAX bet process has been executed by outputting a 3-bit sound (equivalent to three 1-bit sounds) when the power is turned on.
[0345] Subsequently, when the 1-bit switch 19 is operated (pressed) in a state where the MAX bet is possible (a situation where no bet has been placed), 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, 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 failure (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 inform 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. For this reason, a player who recognizes that the operations of the maximum bet switch 18 and the 1-bit switch 19 are valid can release the pressed 1-bit switch 19 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 pressed 1-bit switch 19 (while the sensor of the 1-bit switch 19 remains ON), press the maximum bet switch 18 (when the sensor of the maximum bet switch 18 changes 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 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 power failure recovery processing is executed), the maximum bet lamp lights up and the 1-bit process is not executed. However, if the new maximum bet switch 18 is operated (pressed), the maximum bet process can be executed.
[0349] As a result, even in a situation where an unintended operation of the 1-bit switch 19 (such as having a hand placed on the 1-bit switch 19) occurs when the power is turned on after a power outage, it is possible to notify that the bet process is possible based on the lighting state of the maximum bet lamp and suggest that the maximum bet switch 18 is operable. Also, even in such a case, since the operation of the maximum bet switch 18 is effective, the game can be advanced.
[0350] Also, in a state where the maximum bet is possible, 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 power failure recovery processing is executed), the 1-bit process may be executed. In this case, the maximum bet lamp lights up after the power is turned on, suggesting that the maximum bet switch 18 is operable, and when the maximum bet switch 18 is operated, the state changes from 1-bit to 3-bit. 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 can be executed. 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 can be executed. 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 3 bets have been placed 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 in a situation where, for example, 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 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-off, 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.
[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 a 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 a game with the front panel PS2 open is not normal, by deliberately not outputting the 1-bit sound, it becomes 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 (when no bet has been placed), the operating voltage drops below the threshold, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed (regardless of whether the front - panel PS2 is not open or has already been opened), 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, 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, and when the new 1 - bet switch 19 is operated (pressed), the 1 - bet process may be made possible.
[0356] As a result, for example, even if there is a situation where an unintended operation of the MAX bet switch 18 is made 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), 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 hindering the progress of the game as much as possible.
[0357] 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, 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 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, 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] As a result, even in a situation where unintended operations of the MAX bet switch 18 and the 1 bet switch 19 are performed 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 from occurring. 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. 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 normal effect display (effect states other than continuous effects and 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, rendering 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 remains ON), the sub-switch lamp lights up, and the menu screen is not displayed.
[0361] As a result, even if there is a situation where an unintended operation of the sub-switch 20 occurs during power-on after a power outage (such as a hand being placed on the sub-switch 20), the menu screen is not displayed unintentionally, and the lighting state of the sub-switch lamp can inform that the display process of the menu screen is possible 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 cut recovery process is executed), the sub-switch lamp may be lit 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. Further, by lighting the sub-switch lamp, it can be suggested that the determination operation for each item in the menu screen is valid.
[0363] Also, in a situation where the maximum 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 maximum bet switch 18 and the sub-switch 20 are pressed and the power is turned on while the maximum bet switch 18 and the sub-switch 20 are being pressed (when the power cut recovery process is executed), the maximum bet lamp is lit, the maximum bet process is not executed, the sub-switch lamp is lit, and the menu screen is not displayed. Also, because the maximum bet switch 18 is being pressed, a new maximum bet process by pressing the maximum bet switch 18 cannot be performed. In other words, because the maximum bet switch 18 is being pressed (the sensor signal of the maximum bet switch is on), the maximum bet switch 18 cannot be pressed and the maximum bet process cannot be performed.
[0364] As a result, for example, even in a situation where unintended operations of the maximum bet switch 18 and the sub-switch 20 are performed when the power is turned on after a power failure (such as a situation where hands are placed on the maximum 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 maximum bet lamp, that the operation of the maximum 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 is 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 cannot operate. 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 failure recovery process is executed), the MAX bet lamp may light, the MAX bet process may not be executed, the sub-switch lamp may light, 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 is possible to suggest that the determination operation for each item in the menu screen is valid. 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 the closed state, after the game is over, no bets have been made (the replay function is not activated), and the credit count is 1 or more (hereinafter referred to as the settleable state), when the settle 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 state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed (the sensor detecting the settlement switch changes from OFF to ON), and power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed with the sensor of the settlement switch in the ON state), the MAX bet lamp lights up and the settlement process is not executed. Also, while the settlement switch is being pressed, even if the MAX bet switch 18 is pressed, the MAX bet process is not executed.
[0369] This prevents, for example, unintentional execution of the settlement process even if there is a situation where an unintentional operation of the settlement switch is made when power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), and also enables notification that medals remain in credit based on the lighting state of the MAX bet lamp, thus preventing the player from leaving the seat with credit remaining.
[0370] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed and power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up and the settlement process is not executed, but the MAX bet process may be executed when the MAX bet switch 18 is pressed while the settlement switch is being pressed.
[0371] This prevents, for example, unintentional execution of the settlement process even if there is a situation where an unintentional operation of the settlement switch is made when power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), and also, by making the operation of the MAX bet switch effective, it is possible to avoid reducing the enjoyment of the game by not hindering the progress of the game as much as possible.
[0372] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the settlement switch is pressed and 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 with a hand placed on the settlement switch), the settlement process can be executed immediately after the power is turned on. Thus, the power-on operation before opening and the settlement operation for the medals remaining in credit can be simplified.
[0374] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the settlement switch is pressed and power is turned on while the settlement switch is being pressed (when power failure recovery processing is executed), regardless of whether the settlement process is executed or not, the lamp of the sub-switch 20 lights up and the operation of the sub-switch 20 is effective (the menu screen can be displayed by accepting the operation of the sub-switch 20).
[0375] Accordingly, for example, even in a situation where an unintended operation of the settlement switch is made when power is turned on after a power outage, the menu screen can be displayed by operating the sub-switch 20. Information useful for the game, such as checking the game history and adjusting the volume, can be viewed 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 number of inserted medals can be adjusted without executing the settlement process, the player is not disadvantaged, and it is possible to execute the game without disturbing the progress as much as possible.
[0376] Also, in a situation where the MAX bet is possible and the settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, making the gaming machine inoperable, if the MAX bet switch 18 and the settlement switch 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 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] This makes it possible to prevent unintentional operations of the MAX bet switch 18 and the settlement switch (such as having a hand on the MAX bet switch 18 and the settlement switch) when the power is turned on after a power failure, for example, and also to prevent betting and settlement processing. Also, the lighting state of the MAX bet lamp can accurately inform that there are medals remaining in the credit and that the operation of the MAX bet switch 18 is valid.
[0378] When the front panel PS2 is in the closed state, after the game ends, and in a situation where 3 bets have been made (including when the 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 and the operating voltage drops below the threshold value, making the gaming machine inoperable, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when the 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 failure occurs in a state where the reel can rotate and the operating voltage drops below the threshold value, making the gaming machine inoperable, if 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 reel does 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, regardless of the timing at which the player operates the start switch 12, it becomes possible to advance the game (rotate all the reels), which reduces the player's effort and improves the game tempo.
[0385] When the front panel PS2 is in a closed state, all the reels are rotating, and the reception of the operation of the stop switch 13 is enabled (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 a situation where all the reels are rotating, and even a situation where any one of the reels is rotating 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 effective, 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 ineffective.
[0387] Here, the state where the reel cannot be stopped may be a state where the stop switch 13 cannot accept an operation even though the reel is rotating (such as when rotation failure is being detected or when another switch managed by the main control means 100 is being operated), or it may be a state where the reel is not rotating (such as when all reels are stopped or when the left stop switch 13a is operated when the left reel is stopped).
[0388] Also, the lighting mode indicating that the LED constituting the stop switch 13 is effective 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 ineffective is a mode of being turned off (extinguished) or a mode of lighting in a lighting color different from the lighting color indicating effectiveness (for example, blue, etc.).
[0389] Also, in a state where the reel can be stopped, when a power failure occurs, 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 the sensor of the left stop switch 13a maintains ON and a power failure recovery process is executed), for the left reel, the stop control process is not executed. 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 ineffectiveness.
[0390] Thereby, for example, even if the left stop switch 13a is the stop switch corresponding to the final stop operation, and in a situation where an unintended operation of the left stop switch 13a is made at the time of power-on after a power failure has occurred in a state where the left reel can be stopped, it is possible to prevent giving an advantage to the player, such as missing a small role that requires pressing the button, which would otherwise cause a disadvantage to the player. 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 winning combination) in which a symbol combination advantageous to the player stops according to the pressing order is won.
[0391] Also, in a situation where the power is turned off while the reel is in a stoppable state, 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 failure 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] Accordingly, for example, if a power failure occurs during a game, the operating voltage instantaneously drops below the threshold value, and then the left stop switch 13a is pressed before the operating voltage rises above the threshold value and the power is automatically turned on. If the power is automatically turned on while the left stop switch 13a is being pressed (when power failure recovery processing is executed), the left reel stops after the power is turned on. Therefore, no matter at what timing the player presses the stop switch 13, the game can proceed (the corresponding reel stops), which reduces the player's effort and improves the game tempo. When stopping the reel corresponding to the stop switch 13 that is being pressed after the power is turned on, by configuring it to stop the reel even if it is accelerating, it is possible to approach the timing that the player originally wanted to stop. However, if there are multiple stop switches 13 being pressed after the power is turned on, none of the reels are configured to stop.
[0393] <Control corresponding to power failure 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 reel is rotating, the reel is rotated from the reception position of the stop switch 13 to the stop position (so-called slip control). When the reel rotates to the stop position, the reel stops. If the power failure process is executed during this slip control, the slip control cannot be executed, and thus the reel 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 reel has 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 is won by internal lottery processing, 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-off recovery, even if the symbol corresponding to the minor winning combination does not stop on the valid line, it is determined by the winning determination process after all the reels have stopped that the symbol combination corresponding to the minor winning combination has stopped, and medal payout corresponding to the stopped symbol combination is performed.
[0396] This is due to the following reasons. That is, there is an effect that a situation where the player cannot receive medal payout does not occur even though the player performs a stop operation at the timing of receiving medal payout. 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 is won by internal lottery processing, during the slip control (from the reception of the stop to the end of the slip control) 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-off recovery, the reel is rotated to detect the index, and based on the detected index information, the reel is 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 recovery, 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 a power-off process is executed during slip control and the index is detected during the re-rotation process after power restoration, 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 designed to move to the planned position.
[0399] Also, if a power-off process is executed during slip control, during the re-rotation process after power restoration, acceleration processing and constant-speed processing are executed in the same manner as in the normal reel rotation start processing. Note that this is not limited to this, and acceleration processing and constant-speed processing different from normal 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 constant-speed mode in this way from normal, it is possible to make the player recognize that the rotation is different from normal.
[0400] Also, when it rotates to the same position as the stop reception position while performing constant-speed rotation during re-rotation, it is considered to be under slip control as if a stop operation has been received in the same manner as in normal rotation processing. When it rotates to the planned stop position, a full-phase excitation signal is output to the stepping motor driving the reel (a 4-phase excitation signal is output in the case of a 4-phase stepping motor) to stop the re-rotating reel.
[0401] Also, if a power-off process is executed during slip control, during the re-rotation process after power restoration, 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 normal.
[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 is released by a reset switch. Any of these modes applies to the re-rotation process in the following 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 along with the execution of the re-rotation process, the update (counting) of the rotation failure detection counter is started. Then, after the index is detected 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 the index is detected 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 revolutions 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, by executing the power-off process during the slip control and detecting a rotation failure 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, the re-acceleration process is not 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 performed 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 passing time error, hopper retention error, hopper empty error, abnormality detection error, door opening 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, or a form of lighting the upper or side performance lamps and the performance switch lamps in a predetermined color (for example, a highly visible and prominent color such as red or blue). Note that the error notification may be performed by only one of the error notifications, or a combination of multiple error notifications may be performed.
[0409] In this way, by performing the error notification after the re-rotation process ends, it becomes possible for players and casino staff to easily recognize whether it is a notification during re-rotation or an error notification. When a re-rotation notification is being made during re-rotation, the re-rotation notification is terminated after the re-rotation ends and 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 also executed.
[0410] The error modes during the above-described re-rotation process are not limited to this, and the detected errors may be some of the errors (for example, the hopper retention error is detected, but the medal retention error is not detected, 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 may be made on the acquired number display 27, the liquid crystal display, or the speaker after the error is detected.
[0411] Subsequently, during the slip control, a power-off process is executed. 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 recovery after power-off during slip control, there is also power recovery after power-off during normal reel rotation. In the case of power recovery 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 it is during the reel re-rotation process or during normal reel rotation.
[0413] Also, as another situation where the reel rotates when the power is turned on, power recovery after power-off during the freeze when the reel rotates can be considered. As types of freezes where the reel rotates, there are pseudo-games that perform temporary stop control by operating the stop switch 13, and reel effects where 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 recovery 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 it is during the reel re-rotation process or during 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 cut 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 an 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 an effective 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 cut 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 cut process is executed during the slip control and the power cut 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 planned stop position and stops. Note that if the power cut process is executed immediately before detecting the index and the index cannot be detected during the acceleration after the power restoration and the reel is rotated again until the index detection timing, it can also be said that it rotates until the index is detected.
[0418] Thus, since the re-rotation process can be executed even when the power is restored after a power cut during the re-rotation process, it is possible to display the stop symbol to the player even in an unstable situation where the power cut 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> If, 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, it 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 a rotation for detecting the index again is executed so that it can stop at the planned stop position.
[0422] <Pattern 2-1> Also, if, 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, it 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 when 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 the detection of the index during the first re-rotation process and the rotation to the planned stop position until the brake is applied (until the 4-phase excitation is output), regardless of whether the timing of the power-off process has not rotated to the stop acceptance position or has rotated to the stop acceptance position, after the power is restored, the re-rotation process 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 process or stop control can be executed after the second power restoration, so the process does not become complicated and the program can be speeded up.
[0426] <Pattern 2-2> Also, when a 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 is restored at a timing after the index is detected during the re-rotation process, a mode of rotating to the planned stop position after detecting the index again after the power is restored and then stopping can be considered.
[0427] In this case, considering the possibility that the reel has moved between the second power-off and the power restoration, in order to perform re-rotation until the index is detected again, it becomes 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 the detection of the index during the first re-rotation process and the rotation to the planned stop position until the brake is applied (until the 4-phase excitation is output), regardless of whether the timing of the power-off process has not rotated to the stop acceptance position or has rotated to the stop acceptance position, after the power is restored, 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 when 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 of executing the re-rotation process for detecting the index again after the power-on and moving and stopping the symbol to the planned stop position can be considered.
[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. In addition, 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 production of "Win at Rock-Paper-Scissors!!" is displayed on the liquid crystal 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. At this time, since the operation of the production switch is still invalid, the production switch is turned off.
[0434] Subsequently, in the upper middle diagram of FIG. 23, the production of "Jya~n!" is displayed on the liquid crystal 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. At this time, since the operation of the production switch is still invalid, the production switch is turned off.
[0435] Subsequently, in the upper right diagram of FIG. 23, the production of "Ke~n!" is displayed on the liquid crystal 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. At this time, since the operation of the production switch is still invalid, the production switch is turned off.
[0436] Subsequently, in the lower left diagram of FIG. 23, the production of "Pon!" is displayed on the liquid crystal 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. At this time, since the operation of the production switch is still invalid, the production switch is turned off.
[0437] Subsequently, in the lower right figure of FIG. 23, an image of a switch imitating an effect switch (hereinafter, may be 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 reduced brightness). 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 reducing the brightness, it may also be in a mode of reducing the luminance or in a mode of overlaying a gray semi-transparent display on the image. In any case, when displaying the image 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, may be 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 in the lower right 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 paying attention to, and it becomes possible to intuitively prompt the player to operate the effect switch.
[0440] In addition, for the performance switch image, an image representation showing the lighting state of the performance switch (hereinafter sometimes referred to as the lighting state image) is also provided. When the performance switch is valid, the performance switch lamp is lit (not flashing), and as the representation of the lighting state image, it is represented in a blinking state where lighting and extinguishing are repeated at a predetermined cycle. According to such a configuration, since the performance switch image repeatedly brightens and darkens, the performance switch image can be made prominent, and as a result, it becomes possible to effectively prompt the operation of the performance switch.
[0441] In addition, when the performance switch is valid, the performance switch lamp may be lit in a blinking state where lighting and extinguishing are repeated at a specific cycle, and the representation of the lighting state image may be in a blinking state where lighting and extinguishing are repeated at a predetermined cycle. In this case, by making the predetermined cycle of the lighting state image shorter than the specific cycle of the performance switch lamp, it becomes possible to make the lighting state image prominent. In this case, even at the timing when the performance switch lamp is extinguished, the operation (pressing) of the performance switch is made valid, and based on the fact that the performance switch is operated at this timing, from the state where it is dimly displayed as "pon!" (the state of the lower figure in Fig. 23), it switches to the state where "Victory!" is displayed (the state of the lower right figure in Fig. 23), and thus 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 performance 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 performance switch is lit when performing the push button performance during the eco mode, the brightness of the performance switch is made the same as the brightness of the performance switch when the push button performance is performed when not in the eco mode. Thereby, it becomes possible to effectively prompt the player to operate the performance switch (press).
[0443] In addition, even when the error notification is given by lighting or flashing the upper or both-side effect lamps or effect switch lamps in a predetermined color (a highly visible and prominent color such as red or blue), it is preferable that the brightness of the upper or both-side effect lamps or effect switch lamps is made equal between during the eco mode and when not in the eco mode.
[0444] Also, as the lighting state image, when displaying an image indicating extinction, the brightness of the effect switch image is lowered for display, but until it becomes black, it is expressed as being slightly lit without lowering the brightness. On the other hand, when the effect switch lamp goes out, it is not lit. By making the expression of the extinction state of the effect switch lamp and the lighting state image different in this way, it becomes possible to make the lighting state 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 state 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 immediately previous image as in the lower figure of FIG. 23, the brightness of the immediately previous image is lowered, but the immediately previous image is made lower in brightness than the lowest brightness of the lighting state image of the effect switch image. By configuring in this way, since the brightness of the effect switch image is higher than the surrounding images even in the state where the brightness of the effect switch image is the lowest, it becomes possible to make the effect switch image prominent.
[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 advance and retreat 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 in such a way that the state where the effect switch image is in the initial position and the state where it is in the pressed position are repeatedly shown, 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 certain 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 pattern 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 pattern, 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 pattern, it becomes possible to intuitively express to the player the need to continuously press the effect switch. Note that this is not the only way. Even if the position of the effect switch image does not change, an effect mode meaning continuous pressing may be used by making the switching cycle of the lighting pattern image shorter than the cycle when the effect switch is operated once and then ends.
[0450] Alternatively, the mode may be such that 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 indicating that the player should press an effect switch such as "PUSH BUTTON".
[0451] When the effect switch is operated while the effect switch image for operating the effect switch on the liquid crystal is 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 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 is displayed on the liquid crystal, 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 r...
Claims
【Claim 1】 A predetermined switch and a setting key switch, first effect control means for determining an effect to be executed, second effect control means for executing an effect using a predetermined output means based on information transmitted from the first effect control means are provided, and there is a case where a predetermined effect is executed in which a display mode is changed in conjunction with a predetermined operation mode of the predetermined switch, the predetermined effect is configured to include a numerical image to be updated and a moving image that can be reproduced over a predetermined period, when the predetermined switch is being operated in the predetermined operation mode, the moving image is configured to be reproducible, when the predetermined switch is not being operated in the predetermined operation mode, the reproduction of the moving image is configured to be stoppable, when the predetermined switch is being operated in the predetermined operation mode under a predetermined situation, the front door is opened during the reproduction of the moving image, and the setting key switch is not in a predetermined state, the reproduction of the moving image does not stop and the reproduction of the moving image continues, when the predetermined switch is being operated in the predetermined operation mode under a predetermined situation, the front door is opened during the reproduction of the moving image, and the setting key switch is in a predetermined state, even if the predetermined switch was being operated in the predetermined operation mode, the reproduction of the moving image does not continue and the reproduction of the moving image is interrupted A gaming machine.
Citation Information
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