Gaming machine
The gaming machine addresses the inconvenience of non-playable states by incorporating control means that allow specific operations and external signal management, thereby maintaining convenience and simplifying restoration processes.
Patent Information
- Application Number
- JP2024046519
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-22
- Publication Date
- 2025-06-26
- Estimated Expiration
- 2042-03-11
AI Technical Summary
Gaming machines often enter a non-playable state when the set value mismatch occurs, leading to inconvenience as other control operations are not executed, and the machine can only be restored by stopping and restarting the power supply.
A gaming machine with non-playable control means, specific control means, and external signal control means, allowing it to enter specific non-playable states where certain controls can be executed, and enabling external signal control to manage the output of external signals based on the machine's state.
The solution effectively suppresses the decrease in convenience by allowing controlled operations during non-playable states and ensuring that the machine can be restored without the need for a full power cycle in all cases.
Smart Images

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Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, among gaming machines, for example, like the gaming machine described in Patent Document 1, when the set value does not match the used memory set value, the gaming machine enters a non-playable state where the game cannot be advanced. To end the non-playable state, at least the power supply must be stopped.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, when the gaming machine enters a non-playable state, there is a risk that the convenience may decrease because controls different from the control related to the non-playable state are not executed.
Means for Solving the Problems
[0005] The gaming machine for solving the above problems is a gaming machine that can be controlled to enter a non-playable state where the game cannot be advanced, and includes non-playable control means for controlling the non-playable state, specific control means for executing specific control, and external signal control means for executing external signal control for outputting an external signal. , front The specific control includes a first specific control and a second specific control. The non-playable state includes a first non-playable state and a second non-playable state. The second non-playable state includes a specific non-playable state and a non-specific non-playable state. The non-specific gaming-inhibited state cannot end even if power supply is started without an initialization operation after power supply has stopped, and can be ended by starting power supply with an initialization operation after power supply has stopped. When the external signal control means is in the second non - playable game state, it executes the external signal control. When it is in the first non - playable game state, it cannot execute the first specific control. When it is in the specific non - playable game state, it cannot execute the first specific control. When it is in the specific non - playable game state, it can execute the second specific control. When it is in the non - specific non - playable game state, it can execute the first specific control. When it is in the non - specific non - playable game state, it cannot execute the second specific control. When executing the external signal control in the case of the non - specific non - playable game state, the output of the external signal ends when a predetermined time elapses. When executing the external signal control in the case of the specific non - playable game state, the output of the external signal does not end when the predetermined time elapses and continues until the power supply is stopped. This is the gist.
Advantages of the Invention
[0006] According to the present invention, a decrease in convenience can be suppressed.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] (First Embodiment) Hereinafter, a first embodiment of a slot machine (so-called, a reel-type gaming machine), which is a type of gaming machine, will be described. In this specification, the upper, lower, left, right, front (front face), and rear directions shall refer to the respective directions when viewed from a player who plays a game on the slot machine.
[0009] FIG. 1 shows a slot machine 10 as a gaming machine and a sand unit SU installed together with the slot machine 10 in the island facility of the game parlor. The sand unit SU is provided with an insertion / return port SUa for inserting a prepaid card as a storage medium. The sand unit SU is provided with a return button SUb that is operated when returning the inserted prepaid card. When the return button SUb is operated, the prepaid card is returned from the insertion / return port SUa. The prepaid card stores, for example, the card balance as a value usable for gaming and the number of acquired medals. The sand unit SU is also provided with a lending button SUc that is operated when borrowing medals as gaming media. The sand unit SU is provided with a medal lending outlet SUd through which the lent medals are discharged. When the lending button SUc is operated when there is value stored in the prepaid card, medals are discharged from the medal lending outlet SUd. The medals correspond to gaming values usable for gaming. The sand unit SU may be provided with a bill insertion slot for inserting bills. Then, the card balance of the prepaid card increases according to the bills inserted through the bill insertion slot.
[0010] The slot machine 10 includes a rectangular box-shaped main body cabinet 11. The main body cabinet 11 has an opening (not shown) on the front surface. The slot machine 10 includes a front door 12 that covers the opening of the main body cabinet 11. The front door 12 as a door member is supported so as to be openable and closable with respect to the main body cabinet 11. The slot machine 10 includes a door open sensor SEa (shown in FIG. 7) that can detect that the front door 12 is open. The front door 12 being open corresponds to a door open error regarding the opening of the door member. The door open sensor SEa corresponds to an opening detection means that can detect that the door member is open. The specific error includes the door open error. And the specific error detection means for detecting the specific error includes the door open sensor SEa. The slot machine 10 includes a locking unit SJ. In the slot machine 10, the opening of the front door 12 is restricted by the locking unit SJ. In the slot machine 10, for example, the locking unit SJ can be unlocked by operating it clockwise using a key managed by the casino manager, and the front door 12 can be opened.
[0011] The slot machine 10 includes a decorative lamp 13 as a light-emitting means capable of emitting light on the front door 12. The slot machine 10 includes a speaker 14 as a sound output means capable of outputting sounds such as sound effects and music on the front door 12. The slot machine 10 includes an effect display device 15 as a display means capable of displaying an image imitating a character, a letter, etc. on the front door 12. As the effect display device 15, for example, a liquid crystal display and an organic EL display can be adopted. The slot machine 10 includes a substantially rectangular display window 12a on the front surface of the front door 12 and below the effect display device 15. The display window 12a is made of, for example, a colorless and transparent resin material. In the present embodiment, some or all of the effect devices among the decorative lamp 13, the speaker 14, and the effect display device 15 correspond to the effect execution means.
[0012] The slot machine 10 includes an effect button BT that can be operated by a player on the front door 12. The effect button BT is an operation means to be operated when a predetermined effect is executed or when a predetermined effect is to be executed, and is an operation means that can be operated by the player. Further, the slot machine 10 includes an up button Ba that can be operated by a player on the front door 12. Similarly, the slot machine 10 includes a down button Bb that can be operated by a player on the front door 12. Although details will be described later, in the slot machine 10, it is possible to adjust the volume of at least a part of the sounds output from the speaker 14 by operating at least one of the buttons Ba and Bb. For this reason, the buttons Ba and Bb are operation means to be operated when adjusting the volume, and are operation means that can be operated by the player.
[0013] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so that a player can visually recognize it through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a middle reel 16b (second reel), and a right reel 16c (third reel). The reels 16a to 16c are drums also called cylinders. Thus, the slot machine 10 includes a plurality of reels. The reels 16a to 16c each include a symbol row in which a plurality of symbols are arranged in an identifiable manner along their outer peripheral surfaces. The symbol row is provided by winding a strip-shaped translucent film printed with a plurality of symbols along the longitudinal direction around the outside of the reels 16a to 16c. Each of the symbol rows of the reels 16a to 16c contains 21 symbols. There are a plurality of types of symbols. For example, the plurality of types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a red seven symbol imitating a red "7", a white seven symbol imitating a "7", and a replay symbol imitating the characters "REPLAY". Thus, the reels 16a to 16c each have a plurality of symbols.
[0014] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the middle reel 16b, and an actuator for driving the right reel 16c. As the actuator for driving the reels 16a to 16c, for example, a stepping motor can be adopted. The reels 16a to 16c can be rotated and stopped independently in the vertical direction by the actuators provided corresponding to each of them. In the slot machine 10, when the reels 16a to 16c rotate, a symbol row (a plurality of types of symbols) visible through the display window 12a fluctuates, and a variable game is executed. For example, the fluctuation of the symbol row is performed in such a manner that the symbol row is scrolled vertically from above to below. Thus, the slot machine 10 is configured to be capable of executing a variable game in which a plurality of reels 16a to 16c rotate. Further, the reel unit 16 includes a left reel sensor SE1 for detecting the rotational position of the left reel 16a, a middle reel sensor SE2 for detecting the rotational position of the middle reel 16b, and a right reel sensor SE3 for detecting the rotational position of the right reel 16c (shown in FIG. 7).
[0015] The display window 12a is sized to display three symbols that are continuous in the circumferential direction on the reels 16a to 16c. In the display window 12a, an upper stop position, a middle stop position, and a lower stop position are set for each of the reels 16a to 16c. When the rotation of the reel stops, one symbol stops and is displayed at each of the upper stop position, the middle stop position, and the lower stop position. Then, the symbol stopped at each stop position can be visually recognized through the display window 12a, and the symbol will be displayed in the display window 12a. That is, when the rotation of some or all of the reels 16a to 16c has stopped, at least three symbols stopped at the upper stop position, the middle stop position, and the lower stop position among the plurality of symbols of the reel whose rotation has stopped can be visually recognized through the display window 12a.
[0016] In the slot machine 10, an effective combination of stop positions is set, which can determine that the stopped symbol combination is a winning combination by a combination of stop positions each selected one by one from among three stop positions set for each of the reels 16a to 16c. In the following description, a line connecting a plurality of stop positions constituting an effective combination of stop positions is simply referred to as the "effective line YL". In the present embodiment, the effective line YL (effective combination of stop positions) is constituted by each middle stop position of the reels 16a to 16c. The effective line YL is also called a winning line.
[0017] Here, "stop" of a symbol means that the symbol stops within the display window 12a, that is, at any one of the upper stop position, the middle stop position, and the lower stop position, and is displayed in a visible manner to the player. Also, "winning" means that a symbol combination for which a prize is defined is displayed on the effective line YL. In the slot machine 10, when a winning occurs, a prize defined for the winning symbol combination is awarded. Note that combinations other than the effective combination of stop positions are invalid combinations of stop positions (so-called invalid lines) that cannot determine that the displayed symbol combination is a winning combination. Hereinafter, the "game result derived in the variable game" corresponds to the symbol combination stopped on the effective line YL in the variable game.
[0018] The slot machine 10 is provided with a medal insertion slot 17 for inserting medals on the front surface of the front door 12. The slot machine 10 is provided with a medal selector inside the machine. The medal selector is provided with an insertion sensor SE4 for detecting medals inserted from the medal insertion slot 17 (shown in FIG. 7). Further, the medal selector is provided with a selector sensor SE5 for detecting jamming of medals in the medal selector (shown in FIG. 7). Jamming of medals in the medal selector corresponds to an insertion error regarding the insertion of game media. And the selector sensor SE5 in the present embodiment realizes a function as insertion error detection means for detecting an insertion error. In the following description, "jamming of medals in the medal selector" may be referred to as "insertion error". For example, when an insertion error has occurred, it corresponds to the case where jamming of medals has occurred in the medal selector. Note that the insertion sensor SE4 may have the function of detecting the insertion error performed by the selector sensor SE5.
[0019] The slot machine 10 is provided with a bet button 18 on the front surface of the front door 12. The bet button 18 is a means for betting medals from the credits stored internally in the slot machine 10. The bet button 18 is an operation means to be operated when betting medals from the credits. The bet button 18 can be operated by the player. Credits correspond to medals stored internally. The slot machine 10 can store game values as data by storing medals as credits. Also, betting medals corresponds to wagering medals. Note that in the slot machine 10, it is also possible to bet medals by inserting medals from the medal insertion slot 17. In the slot machine 10, by betting medals, the medals are consumed and the variable game can be executed. For example, in the slot machine 10, the medals stored as credits can be consumed to execute the variable game. That is, the slot machine 10 of the present embodiment is configured to be able to execute the variable game by consuming the game value stored as data.
[0020] The slot machine 10 is provided with a settlement button 19 as operable settlement operation means on the front surface of the front door 12. The settlement button 19 is a means for operating when paying back the bet medals and the credits stored internally. That is, the settlement button 19 is an operation means for operating when settling the bet medals and credits. The settlement button 19 can be operated by the player.
[0021] The slot machine 10 is provided with a start lever 20 as a start operation part on the front surface of the front door 12. The start lever 20 is a means for performing a start operation to start the rotation of the reels 16a to 16c. That is, the reception of the start operation becomes an opportunity to start the variable game. Thus, the start lever 20 is an operation means for operating when starting the variable game. The start lever 20 can be operated by the player. The operation of the start lever 20 for starting the variable game can be called a start operation. In the slot machine 10, the variable game is started based on the start operation.
[0022] The slot machine 10 is provided with a left stop button 21 (first stop button) on the front surface of the front door 12. The left stop button 21 corresponds to the left reel 16a and is an operation means for performing a stop operation to stop the rotation of the left reel 16a. The slot machine 10 is provided with a middle stop button 22 (second stop button) on the front surface of the front door 12. The middle stop button 22 corresponds to the middle reel 16b and is an operation means for performing a stop operation to stop the rotation of the middle reel 16b. The slot machine 10 is provided with a right stop button 23 (third stop button) on the front surface of the front door 12. The right stop button 23 corresponds to the right reel 16c and is an operation means for performing a stop operation to stop the rotation of the right reel 16c. The stop buttons 21 to 23 can be operated by the player.
[0023] The stop buttons 21 to 23 respectively correspond to a plurality of symbol columns. The stop buttons 21 to 23 each correspond to a stop operation unit. In this way, the slot machine 10 is configured to be able to stop the rotation of the reels when the stop button is operated. Also, the operation of the stop button for stopping the rotating reel can be referred to as a stop operation. In the slot machine 10, the rotation of the reels stops based on the stop operation. As described above, the slot machine 10 includes the stop buttons 21 to 23 as a plurality of stop operation means respectively corresponding to the plurality of reels 16a to 16c. In the following description, the first stop operation among the stop buttons 21 to 23 may be referred to as the first stop operation, the second stop operation may be referred to as the second stop operation, and the third stop operation may be referred to as the third stop operation.
[0024] Regarding the operation order of the stop buttons 21 to 23 (hereinafter referred to as the pressing order), there are a total of six patterns, namely the first to sixth pressing orders, in which the stop buttons for performing the first stop operation, the second stop operation, and the third stop operation are pressed in different orders. The first pressing order is the order in which the stop buttons 21 to 23 are operated so that the rotation stops in the order of the left reel 16a → the middle reel 16b → the right reel 16c. The second pressing order is the order in which the stop buttons 21 to 23 are operated so that the rotation stops in the order of the left reel 16a → the right reel 16c → the middle reel 16b. The third pressing order is the order in which the stop buttons 21 to 23 are operated so that the rotation stops in the order of the middle reel 16b → the left reel 16a → the right reel 16c. The fourth pressing order is the order in which the stop buttons 21 to 23 are operated so that the rotation stops in the order of the middle reel 16b → the right reel 16c → the left reel 16a. The fifth pressing order is the order in which the stop buttons 21 to 23 are operated so that the rotation stops in the order of the right reel 16c → the left reel 16a → the middle reel 16b. The sixth pressing order is the order in which the stop buttons 21 to 23 are operated so that the rotation stops in the order of the right reel 16c → the middle reel 16b → the left reel 16a.
[0025] The slot machine 10 is provided with a payout opening 26 at the lower part on the front surface of the front door 12. The slot machine 10 is provided with a tray 27 for receiving medals paid out from the payout opening 26. The slot machine 10 is provided with a hopper unit HU (shown in FIG. 7) capable of performing a payout operation for paying out medals from the payout opening 26 inside the machine. The hopper unit HU is provided with a hopper sensor SE6 for detecting that the medals stored in the hopper unit HU have run out. The situation where the medals stored in the hopper unit HU have run out corresponds to a payout error regarding the payout of game media. And the hopper sensor SE6 in the present embodiment realizes a function as a payout error detecting means for detecting a payout error. In the following description, the situation where "the medals stored in the hopper unit HU have run out" may be referred to as a "payout error". For example, the case where a payout error has occurred corresponds to the case where the medals stored in the hopper unit HU have run out.
[0026] The slot machine 10 is provided with an information panel 30 on the front surface of the front door 12 that can display predetermined information. As shown in FIG. 2, the information panel 30 is provided with an insertable lamp 31. The insertable lamp 31 can be lit or extinguished. The insertable lamp 31 suggests or notifies whether the slot machine 10 is in a state where medals can be inserted, depending on whether it is lit or not. Specifically, in the slot machine 10, the insertable lamp 31 can suggest or notify that medals can be inserted by being lit, that is, the number of medals stored as credit can be increased. As described above, in the slot machine 10, medals can be wagered by inserting medals through the medal insertion slot 17. Therefore, it can also be said that the insertable lamp 31 can suggest or notify that it is possible to wager medals by being lit.
[0027] The information panel 30 includes a replay lamp 32. The replay lamp 32 can be turned on or off. The replay lamp 32 suggests or notifies whether it is a replay (re - game), that is, whether the replay (re - game) has been activated, depending on whether it is on or off. Specifically, in the slot machine 10, the replay lamp 32 can suggest or notify that the re - game has been activated by lighting up.
[0028] The information panel 30 includes a start lamp 33. The start lamp 33 can be turned on or off. The start lamp 33 suggests or notifies whether it is possible to start the execution of a variable game depending on whether it is on or off. Specifically, in the slot machine 10, the start lamp 33 can suggest or notify that it is possible to start the execution of the variable game by lighting up.
[0029] The information panel 30 includes an advantageous section lamp 34. The advantageous section lamp 34 can be turned on or off. The advantageous section lamp 34 suggests or notifies whether it is an advantageous section depending on whether it is on or off. Specifically, in the slot machine 10, the advantageous section lamp 34 can suggest or notify that it is an advantageous section by lighting up.
[0030] The information panel 30 includes a bet number display unit 35. The bet number display unit 35 is composed of a 1 - bet light - emitting unit 35a, a 2 - bet light - emitting unit 35b, and a 3 - bet light - emitting unit 35c. The bet number display unit 35 indicates or notifies the number of medals bet (bet number), that is, the set bet number, according to whether each of the light - emitting units 35a to 35c is lit or not. Specifically, in the slot machine 10, when the set bet number is "1 sheet", the 1 - bet light - emitting unit 35a is lit while the light - emitting units 35b and 35c are turned off. In the slot machine 10, when the set bet number is "2 sheets", the light - emitting units 35a and 35b are lit while the 3 - bet light - emitting unit 35c is turned off. In the slot machine 10, when the set bet number is "3 sheets", all the light - emitting units 35a to 35c are lit. Incidentally, in the slot machine 10, when the set bet number is "0 sheets", all the light - emitting units 35a to 35c are turned off. In this way, the bet number display unit 35 indicates or notifies the set bet number according to whether each of the light - emitting units 35a to 35c constituting the bet number display unit 35 is lit or not, that is, according to the content of the bet number display unit 35. Note that the "bet number" is sometimes also referred to as the "betting number".
[0031] The information panel 30 includes a credit display unit 36. The credit display unit 36 is composed of, for example, two 7 - segment displays. The credit display unit 36 displays the number of medals stored as credit inside the machine.
[0032] The information panel 30 includes a payout display unit 37. The payout display unit 37 is composed of, for example, two 7-segment displays. The payout display unit 37 displays information regarding the number of medals paid out due to the occurrence of a winning in a variable game. Further, the payout display unit 37 displays instruction information which is information regarding the operation modes of the stop buttons 21 to 23 recommended for deriving a predetermined symbol combination (game result) in the ongoing variable game. The "information regarding the operation modes of the stop buttons 21 to 23" includes, for example, information regarding the operation order (pressing order) of the stop buttons 21 to 23 and information regarding the symbols for which it is recommended to operate the stop buttons 21 to 23 so as to be stopped in the variable game. The information regarding the symbols for which it is recommended to operate the stop buttons 21 to 23 so as to be stopped in the variable game can also be said to be information regarding the eye-press positions.
[0033] Next, the symbol combinations for which prizes are determined will be described. The symbol combinations for which prizes are determined are also called "hands". The symbol combinations (hands) for which prizes are determined include symbol combinations (payout hands) for which medal payouts are determined as prizes and symbol combinations (replay hands) for which replays are determined as prizes. A replay means that the next variable game can be started without having to bet medals. The replay hand is also called a replay winning combination. Examples of the payout hands include a cherry hand, a watermelon hand, a bell hand, and a single symbol hand.
[0034] For the cherry combination, a payout of a predetermined number of medals (e.g., 3 medals) is defined as a prize. In the following description, the symbol combination that stops on the valid line YL when the cherry combination wins is referred to as the "cherry stop symbol". For the watermelon combination, a payout of a predetermined number of medals (e.g., 5 medals) is defined as a prize. In the following description, the symbol combination that stops on the valid line YL when the watermelon combination wins is referred to as the "watermelon stop symbol". For the bell combination, a payout of a predetermined number of medals (e.g., 15 medals) is defined as a prize. In the following description, the symbol combination that stops on the valid line YL when the bell combination wins is referred to as the "bell stop symbol". For the single symbol combination, a payout of a predetermined number of medals (e.g., 1 medal) is defined as a prize. In the following description, the symbol combination that stops on the valid line YL when the single symbol combination wins is referred to as the "bell spill stop symbol". Note that the number of medals paid out includes the number of medals added (credited) as credit and corresponds to the number of medals given to the player, rather than the number of medals actually paid out from the payout opening 26.
[0035] For the replay combination, a replay is defined as a prize. In the following description, the symbol combination that stops on the valid line YL when the replay combination wins is referred to as the "replay stop symbol". In the following description, the symbol combination that stops on the valid line YL when the replay combination wins is referred to as the "replay stop symbol".
[0036] In the slot machine 10, for example, the prize determined for the payout combination may vary depending on the bet amount. For example, for the bell combination, the payout may be set as "1 coin" when the bet amount is "1 coin", "2 coins" when the bet amount is "2 coins", and "15 coins" when the bet amount is "3 coins". Also, in the slot machine 10, for example, when the replay game is activated, the same bet amount as that set in the previous variable game may be set. For example, when the replay game wins in the variable game started when the bet amount is set as "1 coin" and the replay game is activated, the bet amount may be set as "1 coin" again. For example, when the replay game wins in the variable game started when the bet amount is set as "2 coins" and the replay game is activated, the bet amount may be set as "2 coins" again. Similarly, for example, when the replay game wins in the variable game started when the bet amount is set as "3 coins" and the replay game is activated, the bet amount may be set as "3 coins" again.
[0037] The slot machine 10 is configured to be able to control the game state. As shown in FIG. 3, there are multiple types of game states in the slot machine 10. Specifically, the game states in the slot machine 10 include a first normal state, a second normal state, a first advantageous state, and a second advantageous state. In the following description, the first normal state and the second normal state may be collectively referred to as the normal state, and the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. Although it will be described in detail later, the advantageous state is a more favorable game state compared to the normal state.
[0038] In the slot machine 10, when a transition to a favorable section is determined in the first normal state, it transitions to the second normal state. In the slot machine 10, when a transition to the first favorable state is determined in the second normal state, it transitions to the first favorable state. And in the slot machine 10, when the end condition of the first favorable state is satisfied and the transition condition is not satisfied (shown as not satisfied in FIG. 3), the favorable section ends and it transitions to the first normal state. On the other hand, in the slot machine 10, when the end condition of the first favorable state is satisfied and the transition condition is satisfied, it transitions to the second normal state. Note that in the slot machine 10, when the number of times of the variable game executed in the first favorable state reaches "30 times" corresponding to the specified number of times, the end condition of the first favorable state is satisfied. Also, in the slot machine 10, when it is transitioning from the second favorable state to the first favorable state, or when it is determined by lottery to transition to the second favorable state when transitioning from the second normal state to the first favorable state, the transition condition is satisfied and it transitions to the second favorable state after the end of the first favorable state. In the slot machine 10, when the remaining number of times of the variable game that can stay in the second favorable state reaches 0, the favorable section ends and it transitions to the first normal state. Additionally, in the slot machine 10, when the end condition of the favorable section is satisfied during the favorable section, the favorable section ends and it transitions to the first normal state. In the slot machine 10, when the number of times of execution of the variable game in the favorable section reaches "1500 times" corresponding to the upper limit number of staying times, or when the number of game media given in the favorable section reaches "2400 sheets" corresponding to the upper limit number of given sheets, the end condition of the favorable section is satisfied.
[0039] The slot machine 10 is configured to be able to control a presentation state (presentation mode). There are multiple types of presentation states in the slot machine 10. Specifically, the presentation states in the slot machine 10 include a normal presentation state, a pseudo-bonus presentation state, and a favorable presentation state. The normal presentation state is mainly the presentation state that stays when in the normal state. The pseudo-bonus presentation state is mainly the presentation state that stays when in the first favorable state. The favorable presentation state is mainly the presentation state that stays when in the second favorable state. In each presentation state, presentation state identification information that can identify the current presentation state is notified. The current presentation state corresponds to the controlled presentation state. In the slot machine 10, for example, different background images are displayed on the presentation display device 15 for each type of presentation state, the decoration lamp 13 emits light in different emission colors for each type of presentation state, or different background music (so-called BGM) is output from the speaker 14 for each type of presentation state, to notify the presentation state identification information. By notifying the presentation state identification information, the player can recognize the type of the current presentation state.
[0040] In the slot machine 10, for example, an operation-related presentation (hereinafter referred to as a navigation presentation) that suggests or notifies the operation mode of the stop button for stopping a winning symbol combination on the active line YL is executed. The operation mode of the stop button suggested or notified in the navigation presentation includes the pressing order of the stop button and the operation timing of the stop button. The operation timing of the stop button means the so-called eye-pressing position. The navigation presentation is also called an operation navigation presentation or a pressing order navigation presentation (pressing order navi).
[0041] In the slot machine 10, when in the normal presentation state, a navigation presentation with content advantageous to the player is not executed. On the other hand, in the slot machine 10, when in the pseudo-bonus presentation state and the advantageous presentation state, a navigation presentation with content advantageous to the player is executed. That is, when in the pseudo-bonus presentation state and the advantageous presentation state, the ratio of the execution of the navigation presentation with content advantageous to the player is higher than when in the normal presentation state. Note that in the slot machine 10, the navigation presentation is not executed when in the normal presentation state, and the navigation presentation is executed when in the pseudo-bonus presentation state and the advantageous presentation state. That is, in the slot machine 10, when in the pseudo-bonus presentation state and the advantageous presentation state, the ratio of the execution of the navigation presentation is higher than when in the normal presentation state. For this reason, the pseudo-bonus presentation state and the advantageous presentation state controlled in the advantageous state can be said to be more advantageous presentation states than the normal presentation state controlled in the normal state. The pseudo-bonus presentation state and the advantageous presentation state can be said to be more advantageous presentation states than the normal presentation state. The pseudo-bonus presentation state and the advantageous presentation state are the so-called "assist time (AT)". Therefore, the advantageous state is more advantageous than the normal state.
[0042] In the slot machine 10, by operating the set value switch 45 (shown in FIG. 7) along with the start of power supply, the set value can be set. The set value is composed of multiple steps, and any set value can be set. That is, the slot machine 10 can change the set value by operating the set value switch 45. The set values in this embodiment are "1" to "6". And in the slot machine 10, any one of "1" to "6" can be set as the set value. The slot machine 10 is controlled to a set value changeable state in which the set value can be changed by operating the set value switch 45 along with the start of power supply. In the slot machine 10, by operating the start lever 20 in the set value changeable state, the set value selected as the set value to be set can be changed one step at a time. And in the slot machine 10, the set value selected when the operation of the set value switch 45 is finished in the set value changeable state is set as the set value.
[0043] In the slot machine 10, various lotteries are held under a winning probability based on a set value. In the slot machine 10, the advantageous degree differs depending on the set value, and the machine payout differs. For example, in the slot machine 10, the probability that various roles are allowed to win in the role lottery differs depending on the set value. In addition, for example, in the slot machine 10, the probability that a transition to an advantageous zone is determined when the first normal state is in the first normal state differs depending on the set value. Also, for example, in the slot machine 10, the probability that a transition to a first advantageous state is determined when the second normal state is in the second normal state differs depending on the set value. For example, in the slot machine 10, the probability that a transition to a second advantageous state is determined when a transition is made from the second normal state to the first advantageous state differs depending on the set value. In the slot machine 10, the probability of being controlled to an advantageous state differs depending on the set value, and therefore the frequency of being controlled to an advantageous state differs depending on the set value. Incidentally, in the slot machine 10, the payout ratio and the degree of advantage are higher in the following order: setting value "1" < setting value "2" < setting value "3" < setting value "4" < setting value "5" < setting value "6." In the slot machine 10, when at least one of the setting values "4" to "6" is set, it is easier to control the machine to an advantageous state than when one of the setting values "1" to "3" is set.
[0044] The slot machine 10 is configured to be capable of executing a setting effect that suggests or notifies the user of a set value that has been set. For example, the slot machine 10 is capable of executing a setting effect that suggests or notifies the user of a set value when the effect button BT is operated. In the following description, the setting effect that suggests or notifies the user of a set value when the effect button BT is operated is referred to as a setting operation effect.
[0045] As shown in FIG. 4(a), in the slot machine 10, when a setting operation effect can be executed, an operation promotion image BG1 for prompting the operation of the effect button BT is displayed on the effect display device 15. Then, as shown in FIG. 4(b), in the slot machine 10, when a setting operation effect can be executed and the effect button BT is operated within an operation valid period in which the operation of the effect button BT is valid, an image BG2 related to the setting operation effect of the content determined according to the set setting value is displayed on the effect display device 15. For example, in the slot machine 10, it is possible to infer or specify the set setting value according to the type of character displayed as the image BG2 related to the setting operation effect.
[0046] The slot machine 10 is configured to be able to execute a history display effect for displaying history information based on the history related to the game on the effect display device 15. In the slot machine 10, as the history information based on the history related to the game, a multi-dimensional code readable by a reading device is adopted. As the reading device, for example, there is a smartphone. And, in the slot machine 10, as the history information, a two-dimensional code which is a kind of multi-dimensional code is adopted. Specifically, in the slot machine 10, a QR code (registered trademark) is adopted as the history information. Thus, in this embodiment, the history information is a multi-dimensional code readable by a reading device.
[0047] In the slot machine 10, for example, when being controlled in an advantageous state, there may be a case where the number of times of the pseudo bonus effect state controlled after being controlled in the advantageous state is displayed as the history information. For example, in the slot machine 10, when being controlled in an advantageous state, a history display notification effect for notifying that the history information is displayed by operating the effect button BT is executed on the effect display device 15. And, in the slot machine 10, when the effect button BT is operated while the history display notification effect is being executed, the two-dimensional code as the history information is displayed on the effect display device 15.
[0048] As shown in FIG. 5(a), in the slot machine 10, when it is controlled to an advantageous state, a history display image RG including character information of "History information will be displayed by operating the production button." is displayed on the production display device 15, and a history display notification production is executed. Then, as shown in FIG. 5(b), in the slot machine 10, when the production button BT is operated while the history display notification production is being executed, a two-dimensional code generated according to the number of times of the pseudo-bonus production state controlled after being controlled to the advantageous state is displayed on the production display device 15.
[0049] In the slot machine 10, as described above, it is configured to be able to adjust the volume. In the slot machine 10, it is configured to be able to adjust the volume of at least a part of the sounds output from the speaker 14. "Adjusting the volume" can also be understood as "adjusting the output intensity of the volume". The slot machine 10 is configured to be able to adjust the volume by operating the up button Ba or the down button Bb. That is, the slot machine 10 is configured to be able to adjust the volume by operating at least one of the up button Ba and the down button Bb. Therefore, in the present embodiment, at least one of the up button Ba and the down button Bb corresponds to an operation means to be operated when adjusting the volume.
[0050] In the following description, operating the up button Ba or the down button Bb, that is, operating at least one of the up button Ba and the down button Bb may be expressed as "operating the buttons Ba, Bb". Therefore, for example, the case of operating the buttons Ba, Bb includes not only the case of operating both the up button Ba and the down button Bb, but also the case of operating only the up button Ba and the case of operating only the down button Bb.
[0051] In the slot machine 10, the volume can be adjusted from the first level to the seventh level. For this reason, in the slot machine 10, among the volumes of the sound output from the speaker 14, the volume of the first level corresponds to the minimum volume among the adjustable volumes. When the volume is adjusted to the first level, it corresponds to the case where the volume level has reached the lower limit. Similarly, in the slot machine 10, among the volumes of the sound output from the speaker 14, the volume of the seventh level corresponds to the maximum volume among the adjustable volumes. When the volume is adjusted to the seventh level, it corresponds to the case where the volume level has reached the upper limit.
[0052] The slot machine 10 is configured to be controllable to enter a power-saving mode. In the slot machine 10, when it is controlled to enter the power-saving mode, the brightness of the decorative lamp 13 decreases compared to before being controlled to enter the power-saving mode. Also, in the slot machine 10, when it is controlled to enter the power-saving mode, the brightness of the backlight of the effect display device 15 decreases compared to before being controlled to enter the power-saving mode. In the slot machine 10, when a variable game is not being executed and the bet number is not set, and a predetermined power-saving standby time has elapsed, it is controlled to enter the power-saving mode. The power-saving mode is also referred to as an energy-saving mode or an eco mode.
[0053] And the slot machine 10 is configured to be selectable as to whether to allow control to enter the power-saving mode. In the slot machine 10, after returning to a state where power supply is started and it is possible to perform a variable game, when the set value switch 45 is operated, a set value confirmation state is entered. And in the slot machine 10, in the set value confirmation state, by operating the buttons Ba, Bb, it is possible to select whether to allow control to enter the power-saving mode.
[0054] As shown in FIGS. 6(a) and 6(b), in the set value confirmation state, on the effect display device 15, a first selection image SM1 that can specify restricting control to the power saving mode and a second selection image SM2 that can specify allowing control to the power saving mode are displayed. In the set value confirmation state, on the effect display device 15, an arrow image JS indicating the image being selected among the selection images SM1 and SM2 is displayed. The arrow image JS is an image imitating an arrow. The arrow image JS is displayed in either a display mode indicating the first selection image SM1 as shown in FIG. 6(a) or a display mode indicating the second selection image SM2 as shown in FIG. 6(b). When the down button Bb is operated while the arrow image JS is displayed in the display mode indicating the first selection image SM1, the arrow image JS is displayed in the display mode indicating the second selection image SM2. Similarly, when the up button Ba is operated while the arrow image JS is displayed in the display mode indicating the second selection image SM2, the arrow image JS is displayed in the display mode indicating the first selection image SM1. Then, in the slot machine 10, depending on the image selected when the operation of the set value switch 45 is finished in the set value confirmation state, control to the power saving mode is allowed or restricted. Specifically, in the slot machine 10, when the operation of the set value switch 45 is finished while the arrow image JS is displayed in the display mode indicating the first selection image SM1, control to the power saving mode is restricted. On the other hand, in the slot machine 10, when the operation of the set value switch 45 is finished while the arrow image JS is displayed in the display mode indicating the second selection image SM2, control to the power saving mode is allowed.
[0055] Next, the electrical configuration of the slot machine 10 will be described. As shown in FIG. 7, the slot machine 10 includes a main board 40 as a main control unit. The main board 40 performs processing related to variable games and outputs control information according to the result of the processing. The control information is also referred to as a control signal or a control command. The slot machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs processing based on the control information input from the main board 40. The slot machine 10 includes a power supply unit 60. The slot machine 10 includes an external terminal board 70.
[0056] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 performs various processes by executing a main control program. The main ROM 42 stores the main control program and determination values used for a predetermined lottery, etc. The main RAM 43 is configured to be able to store various information that can be appropriately rewritten during the operation of the slot machine 10. Information stored in the main RAM 43 includes, for example, flags, counters, and timers. The main RAM 43 realizes a function as a storage means capable of storing various information. The main board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0057] Reel sensors SE1 to SE3, a coin insertion sensor SE4, a selector sensor SE5, a hopper sensor SE6, and a door open sensor SEa are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output from various sensors SE1 to SE6, SEa via a port (not shown). Actuators of the reels 16a to 16c are connected to the main board 40. The main CPU 41 is configured to be able to control the operations of the actuators of the reels 16a to 16c via a drive circuit (not shown).
[0058] The main board 40 is connected with a bet button 18, a settlement button 19, a start lever 20, and stop buttons 21 to 23. The main CPU 41 is configured to be able to input detection signals output by the bet button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 via a port (not shown).
[0059] An information panel 30 is connected to the main board 40. The main CPU 41 is configured to be able to control the display content of the information panel 30 via a drive circuit (not shown). A hopper unit HU is connected to the main board 40. The main CPU 41 is configured to be able to control the hopper unit HU via a drive circuit (not shown).
[0060] The main board 40 is connected with a set value switch 45. The main CPU 41 is configured to be able to input a detection signal output when the set value switch 45 is operated via a port (not shown). The set value switch 45 is provided on the back side (rear side) of the front door 12, that is, inside the machine. The set value switch 45 is configured to be operable by using a predetermined key. In the following description, the case of "the set value switch 45 is operated" means that the set value switch 45 is operated by using a predetermined key. Thus, the set value switch 45 can be operated by opening the front door 12.
[0061] Here, among the lottery tables stored in the main ROM 42, a role lottery table used for internal lottery to determine a winning number from a plurality of winning numbers and the above-mentioned winning numbers will be described. Note that the internal lottery for determining the winning number is a "role lottery". The winning number determined in the role lottery is also called a conditional device combination. Therefore, the role lottery can also be said to be a "conditional device combination lottery". In the following description, the case of "a predetermined winning number is determined in the role lottery" may be shown as "winning a predetermined winning number in the role lottery", or the "winning number determined in the role lottery" may be shown as the "won winning number".
[0062] The winning number is control information in which one or more symbol combinations are defined as symbol combinations that can be derived (displayed) in a variable game. That is, the winning number is a conditional device identifier in which one or more roles are defined as roles that can win in a variable game. The winning number includes, for example, a winning number that allows a cherry role to win, a winning number that allows a watermelon role to win, a winning number that allows a bell role to win, and a winning number that allows a replay role to win. Among the winning numbers that allow a bell role to win, there is a winning number that allows a single-symbol role to win in addition to the bell role. The winning numbers that allow a bell role and a single-symbol role to win include winning numbers in which the operation order of the stop button for winning the bell role is different from the operation order of the stop button for winning the single-symbol role. For example, the winning numbers that allow a bell role and a single-symbol role to win include a winning number in which the bell role wins when the stop button is operated in a predetermined operation order, while the single-symbol role wins when the stop button is operated in an operation order different from the predetermined operation order.
[0063] In the following description, the case of winning a winning number that allows the winning of the cherry combination by the role lottery is referred to as "the case where the winning of the cherry combination is allowed". Note that the case where the winning of the cherry combination is allowed corresponds to the lottery result of the role lottery being "the lottery result that allows the winning of the cherry combination". Also, in the following description, the case of winning a winning number that allows the winning of the watermelon combination by the role lottery is referred to as "the case where the winning of the watermelon combination is allowed". Note that the case where the winning of the watermelon combination is allowed corresponds to the lottery result of the role lottery being "the lottery result that allows the winning of the watermelon combination". Similarly, in the following description, the case of winning a winning number that allows the winning of the bell combination by the role lottery is referred to as "the case where the winning of the bell combination is allowed". Note that the case where the winning of the bell combination is allowed corresponds to the lottery result of the role lottery being "the lottery result that allows the winning of the bell combination". The winning numbers that allow the winning of the bell combination here include the winning numbers that allow the winning of the bell combination and the single combination. Also, in the following description, the case of winning a winning number that allows the winning of the replay combination by the role lottery is referred to as "the case where the winning of the replay combination is allowed". The case where the winning of the replay combination is allowed corresponds to the lottery result of the role lottery being "the lottery result that allows the winning of the replay combination".
[0064] The main ROM 42 stores a role lottery table that is referred to for each set value. For example, when making different role lottery tables referred to for each bet amount, the main ROM 42 may be configured to store a role lottery table referred to for each bet amount. In the role lottery table, for the winning numbers that can be determined, the values of the random numbers used for the role lottery (hereinafter referred to as role lottery random numbers) are allocated one by one from within the range of numbers that can be taken as the values of the random numbers. In the slot machine 10, when no winning number is won in the role lottery, that is, when the winning of a role is not allowed, the lottery result of the role lottery becomes "a loss". And when the lottery result of the role lottery is "a loss", no winning pattern combination determined based on the lottery result of the role lottery is derived on the effective line YL.
[0065] A first display 47 is connected to the main board 40. The main CPU 41 is configured to be able to control the display content of the first display 47 via a drive circuit (not shown). For example, when in the set value confirmation state, information (e.g., a numerical value indicating the set value) that can identify the set value is displayed on the first display 47. A second display 48 is connected to the main board 40. The main CPU 41 is configured to be able to control the display content of the second display 48 via a drive circuit (not shown). For example, information (display information) that can identify the advantageous section ratio is displayed on the second display 48. The advantageous section ratio is, for example, the ratio occupied by the variable games executed within the advantageous section during a period in which a predetermined number of variable games are executed. The predetermined number is, in principle, the number of variable games executed since the slot machine 10 was manufactured. However, exceptionally, for example, when the number of variable games executed since the slot machine 10 was manufactured is initialized, the number of variable games since the initialization becomes the "predetermined number" here. The advantageous section ratio can be regarded as information based on the history related to the game.
[0066] An external terminal board 70 is connected to the main board 40. The external terminal board 70 is provided with connection terminals that can be connected to external devices. The main CPU 41 can control the output of an external signal output to an external device connected to the connection terminals via a port. Examples of the external device include a hall computer and a data counter.
[0067] Next, the sub-board 50 will be described in detail. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. For example, the sub-CPU 51 performs various processes (such as processes related to effects) by executing a sub-control program. The sub-ROM 52 stores the sub-control program and determination values used for various lotteries, etc. The sub-ROM 52 stores light emission effect data related to the light emission effect in the decorative lamp 13. The sub-ROM 52 stores sound effect data related to the sound effect in the speaker 14. The sub-ROM 52 stores display effect data related to the display effect in the effect display device 15. The sub-RAM 53 is configured to be able to store various information that can be appropriately rewritten during the operation of the slot machine 10. Information stored in the sub-RAM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.
[0068] The decorative lamp 13, the speaker 14, and the effect display device 15 are connected to the sub-board 50. The sub-CPU 51 is configured to be able to control the decorative lamp 13, the speaker 14, and the effect display device 15 via a drive circuit (not shown). The effect button BT, the up button Ba, and the down button Bb are connected to the sub-board 50. The sub-CPU 51 is configured to be able to input detection signals output by the effect button BT, the up button Ba, and the down button Bb via a port (not shown).
[0069] Next, the power supply unit 60 will be described. The power supply unit 60 converts the power supply voltage supplied from an external power supply such as a game arcade into a predetermined power supply voltage and further converts the converted power supply voltage into a power supply voltage to be supplied to each of the boards 40 and 50. The power supply unit 60 includes a power switch 61. The power switch 61 can be switched between an on state and an off state and maintains the switched operation state. To start the slot machine 10, it is necessary to start the power supply from the external power supply with the power switch 61 in the on state or to operate the power switch 61 from the off state to the on state while the power supply from the external power supply is being supplied.
[0070] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RAM 43 even after the power supply is cut off. When power is supplied from the backup power supply 62 to the main RAM 43, the main RAM 43 can retain the stored content at the time when the power supply is cut off even after the power supply is cut off. The backup power supply 62 supplies power to the sub-RAM 53 even after the power supply is cut off. When power is supplied from the backup power supply 62 to the sub-RAM 53, the sub-RAM 53 can retain the stored content at the time when the power supply is cut off even after the power supply is cut off. For example, one or both of the main RAM 43 and the sub-RAM 53 may be configured to be able to retain the stored information even after the power supply is cut off by being a non-volatile memory capable of retaining the stored content even in a state where the power supply is cut off.
[0071] The slot machine 10 has a backup function. The backup function is a function that internally retains (backs up) various types of information related to game control even when the power supply from an external power source is cut off, and resumes game control based on the retained various types of information when the power supply is started. In the present embodiment, both the main board 40 and the sub-board 50 have the backup function. For example, the sub-board 50 may not have the backup function. The main RAM 43 is an example of storage means that can store various types of information and is configured to be able to retain at least some of the stored information even after the power supply is cut off. The slot machine 10 is configured to be able to store and retain at least some of the information stored in the storage means even when the power supply is stopped.
[0072] Here, the processing performed when the power supply is stopped will be described. In the slot machine 10, when the supply voltage becomes equal to or lower than a predetermined value due to, for example, the power supply being stopped, the main CPU 41 performs a main power-off process. Similarly, in the slot machine 10, when the supply voltage becomes equal to or lower than a predetermined value due to, for example, the power supply being stopped, the sub CPU 51 performs a sub power-off process.
[0073] First, based on FIG. 8, the main power-off process will be described. In the main power-off process, the main CPU 41 stores and holds, as backup information, information such as registers and stack pointers in the main RAM 43 in addition to various types of information stored in the main RAM 43 (step S101). The backup information includes, for example, information that can identify the gaming state. The backup information includes, for example, information that can identify the set values (hereinafter referred to as set value information). The backup information includes information (stored information) regarding the advantageous section ratio. In the slot machine 10, by storing and holding the stack pointer, even if the power supply stops during processing, when the power supply resumes later, it is possible to resume from the middle of the processing.
[0074] Subsequently, in the main power-off process, the main CPU 41 calculates the checksum of the main RAM 43 (step S102). Then, the main CPU 41 stores the calculated checksum in the main RAM 43 (step S103). The checksum stored in the main RAM 43 is stored and held. Further, the main CPU 41 sets a backup flag in the main RAM 43 (step S104). Subsequently, the main CPU 41 prohibits access to the main RAM 43 (step S105). Thereafter, the main CPU 41 performs a loop process. As a result, until the power supply stops, the main CPU 41 performs a loop process.
[0075] Next, based on FIG. 9, the sub power-off process will be described. In the sub-power-off process, the sub-CPU 51 stores and retains information such as registers and stack pointers, in addition to various information stored in the sub-RAM 53, as backup information in the sub-RAM 53 (step S201). The backup information includes, for example, information that can identify the effect state. In the slot machine 10, by storing and retaining the stack pointer, even if the power supply stops during the process, when the power supply is resumed later, it is possible to resume from the middle of the process.
[0076] Subsequently, in the sub-power-off process, the sub-CPU 51 calculates the checksum of the sub-RAM 53 (step S202). Then, the sub-CPU 51 stores the calculated checksum in the sub-RAM 53 (step S203). The checksum stored in the sub-RAM 53 is stored and retained. Further, the sub-CPU 51 sets a backup flag in the sub-RAM 53 (step S204). Subsequently, the sub-CPU 51 prohibits access to the sub-RAM 53 (step S205). Thereafter, the sub-CPU 51 performs a loop process. As a result, until the power supply stops, the sub-CPU 51 performs a loop process.
[0077] Next, the process performed when the power supply is started will be described. In the slot machine 10, when the power supply is started, the main CPU 41 performs a main power recovery process. Similarly, in the slot machine 10, when the power supply is started, the sub-CPU 51 performs a sub-power recovery process.
[0078] First, based on FIG. 10, the main power recovery process will be described. In the main power supply restoration process, the main CPU 41 sets the stack pointer (step S301). Subsequently, the main CPU 41 executes the initial settings of the main CPU 41 (step S302). Thereafter, the main CPU 41 determines whether the setting value switch 45 is being operated (step S303). If the setting value switch 45 is not being operated (step S303; NO), the main CPU 41 determines whether a backup flag is set in the main RAM 43 (step S304). If the backup flag is set (step S304; YES), the main CPU 41 calculates the checksum of the main RAM 43 (step S305). Then, the main CPU 41 determines whether the checksum is normal (step S306). In step S306, the main CPU 41 determines whether the checksum is normal by determining whether the checksum calculated in step S305 is the same as the checksum calculated in step S102 of the main power-off process. And if the checksum is normal (step S306; YES), the main CPU 41 performs a backup restoration process (step S307). Thereafter, the main CPU 41 ends the main power supply restoration process and returns to the game progress process when the power supply is stopped. Thereby, it is possible to return to a state where the game can be played, that is, a game progress possible state where the game can be advanced. Note that the game progress process will be described later.
[0079] In step S307, the main CPU 41, for example, restores the stack pointer before the power supply is stopped. In step S307, the main CPU 41, for example, stores control information (hereinafter referred to as a return command) that can identify that backup restoration processing has been performed in the output buffer. In step S307, the main CPU 41, for example, sets the interval timer for interrupt processing. In step S307, the main CPU 41, for example, restores the contents of the registers when the power supply is stopped. In step S307, the main CPU 41, for example, determines whether interrupt processing is permitted when the power supply is stopped, and permits interrupt processing if interrupt processing is permitted. Note that the control information (control command) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in subsequent interrupt processing.
[0080] Also, when the determination result in step S303 is affirmative, that is, when the setting value switch 45 is operated, the main CPU 41 sets the interval timer for interrupt processing and permits interrupt processing (step S308). Subsequently, the main CPU 41 performs setting change processing (step S309). Thereafter, the main CPU 41 ends the main power supply restoration processing and returns to the game progress processing. As a result, it is possible to return to a state where the game can be played, that is, a game progressable state where the game can be advanced.
[0081] In step S309, the main CPU 41 changes the configurable set value by one step each time a predetermined change operation means is operated. Here, the predetermined change operation means may be an operation means dedicated to setting changes, or may be an operation means shared with other operation means, such as the start lever 20, for example. Then, when the operation of the set value switch 45 ends, the main CPU 41 sets the set value selected at that time as the set value. At this time, the main CPU 41 stores set value information that can identify the selected set value in the main RAM 43. Thereby, in the slot machine 10, the set value is set. Further, the main CPU 41 stores control information (hereinafter referred to as a set value command) that can identify the set set value in the output buffer. Further, in step S309, the main CPU 41 stores, for example, initial information in the main RAM 43 and initializes the stored content of the main RAM 43. For example, the main CPU 41 sets an initial value in the main RAM 43, such as a stack pointer. At this time, since the set value information stored in the main RAM 43 is not initialized, the set value newly set in step S309 is not initialized. In step S309, the main CPU 41 stores, for example, control information (hereinafter referred to as an initialization command) that can identify that the setting change process has been performed in the output buffer.
[0082] Also, when the determination result in step S304 is negative, that is, when the backup flag is not set, the main CPU 41 performs the first non-gameable process (step S310). Similarly, when the determination result in step S306 is negative, that is, when the checksum is not normal, the main CPU 41 performs the first non-gameable process (step S310). When proceeding to the first non-gameable process in step S310, the main CPU 41 stores control information (hereinafter referred to as the first non-gameable command) that can identify that the first non-gameable process is being performed in the output buffer.
[0083] A situation where the backup flag is not set can be said to be a situation where there is a possibility that the information stored in the main RAM 43 may not be accurately retained when the power supply is stopped. In the slot machine 10, a situation where the backup flag is not set is a situation where an error regarding the information stored in the main RAM 43, that is, a RAM error, occurs. A situation where the checksum is not normal can be said to be a situation where there is a possibility that an abnormality such as partial or complete rewriting of the information stored in the main RAM 43 has occurred, and there is a possibility that the information stored in the main RAM 43 may not be accurately retained. In the slot machine 10, a situation where the checksum is not normal is a situation where an error regarding the information stored in the main RAM 43, that is, a RAM error, occurs.
[0084] As shown in FIG. 11, in the first non-game process, the main CPU 41 prohibits various interrupt processes (step S401). As a result, in the slot machine 10, various interrupt processes are no longer performed. Subsequently, the main CPU 41 prohibits access to the main RAM 43 (step S402). As a result, in the slot machine 10, the stored content of the main RAM 43 cannot be rewritten. Further, the main CPU 41 controls the second display 48 to display information indicating that a RAM error has occurred (step S403). Thereafter, the main CPU 41 performs a loop process. As a result, until the power supply is stopped, the main CPU 41 performs a loop process. In the following description, the loop process performed after the process of step S403 may be referred to as the "loop process in the first non-game process".
[0085] When the loop process in the first game unplayable process is being performed, the game progress process is not performed, and it becomes an unplayable state where the game cannot progress. The unplayable state of the game in which the loop process in the first game unplayable process is being performed corresponds to the "unplayable state of the game in the first game unplayable process". In the following description, the "unplayable state of the game in the first game unplayable process" may be referred to as the "unplayable state in the first process". In the slot machine 10, in order to end the unplayable state in the first process, it is necessary to at least stop the power supply. Specifically, in the slot machine 10, in order to end the unplayable state in the first process, if the stored content of the main RAM 43 is not initialized by operating the setting value switch 45 when starting the power supply after stopping the power supply, it will again enter the unplayable state in the first process.
[0086] In the slot machine 10, in the main power supply restoration process, the main power supply restoration process ends without executing the first game unplayable process, and the situation where the game progress process described later is performed becomes a playable state where the game can progress. Specifically, in the slot machine 10, even if it is a situation where the game progress process described later is being performed, a situation where the second game unplayable process described later is not executed and the third game unplayable process described later is not being executed becomes a playable state. The slot machine 10 can be controlled to a playable state where the game can progress.
[0087] The slot machine 10 can be controlled to the unplayable state in the first process and can be controlled to an unplayable state where the game cannot progress. The unplayable state in the first process can be regarded as the first unplayable state of the game progress. The unplayable state in the first process can be regarded as a non-specific unplayable state of the game progress. The unplayable state in the first process can be regarded as a special unplayable state of the game progress. In this embodiment, by controlling the main CPU 41 to the unplayable state in the first process, the function as the uncontrollable control means for controlling to the unplayable state of the game progress can be realized.
[0088] In the slot machine 10, when an error occurs in the information stored and held in the main RAM 43, it is controlled to an inoperable state in the first process. The inoperable state in the first process is a game inoperable state controlled by the occurrence of an error in the information stored and held in the storage means. In the slot machine 10, when a RAM error occurs with the start of power supply, it is not controlled to a playable state but to an inoperable state in the first process. That is, if an error occurs in the information stored and held after the start of power supply and before returning to the playable state, it is not controlled to the playable state but to the first game inoperable state. Thus, in the slot machine 10, the game inoperable state includes the first game inoperable state that can be controlled not to become the playable state where the game can be advanced after the start of power supply. On the other hand, in the slot machine 10, if no RAM error occurs with the start of power supply, it is controlled to the playable state. That is, if no error occurs in the information stored and held after the start of power supply, it is controlled to the playable state.
[0089] Next, based on FIG. 12, the sub-power supply return process will be described. In the sub-power supply return process, the sub-CPU 51 sets the stack pointer (step S501). Subsequently, the sub-CPU 51 executes the initial settings of the sub-CPU 51 (step S502). Thereafter, the sub-CPU 51 determines whether an initialization command has been input (step S503). If no initialization command has been input (step S503; NO), the sub-CPU 51 determines whether a return command has been input (step S504). And if no return command has been input (step S504; NO), the sub-CPU 51 returns to the process of step S503. That is, the sub-CPU 51 repeatedly performs the processes of step S503 and step S504 until either the initialization command or the return command is input.
[0090] When an initialization command is input (step S503; YES), the sub-CPU 51 performs initialization processing (step S505). After completing the initialization processing in step S505, the sub-CPU 51 ends the sub-power restoration processing. In step S505, the sub-CPU 51, for example, stores initial information in the sub-RAM 53 and initializes the stored content of the sub-RAM 53. For example, the sub-CPU 51 sets initial values in the sub-RAM 53 such as the stack pointer. Note that when a setting value command is input, the sub-CPU 51 identifies the setting value set from the command and stores information (hereinafter referred to as sub-use setting value information) that can identify the identified specific value in the sub-RAM 53.
[0091] When a return command is input (step S504; YES), the sub-CPU 51 determines whether a backup flag is set in the sub-RAM 53 (step S506). When the backup flag is not set (step S506; NO), the sub-CPU 51 proceeds to the processing of step S505. On the other hand, when the backup flag is set (step S506; YES), the sub-CPU 51 calculates the checksum of the sub-RAM 53 (step S507).
[0092] Then, the sub-CPU 51 determines whether the checksum is normal (step S508). In step S508, the sub-CPU 51 determines whether the checksum is normal by determining whether the checksum calculated in step S507 is the same as the checksum calculated in step S202 of the sub-power-off process. And when the checksum is not normal (step S508; NO), the sub-CPU 51 proceeds to the processing of step S505. On the other hand, when the checksum is normal (step S508; YES), the sub-CPU 51 performs backup setting processing (step S509). After completing the backup setting processing in step S509, the sub-CPU 51 ends the sub-power restoration processing.
[0093] In step S509, the sub-CPU 51, for example, restores the stack pointer before the power supply is stopped. In step S509, the sub-CPU 51, for example, restores the contents of the registers when the power supply is stopped.
[0094] Next, the processing performed by the main CPU 41 after the power supply is started and restored will be described. For example, the main CPU 41 performs game progress processing. Hereinafter, the game progress processing will be described based on FIG. 13.
[0095] In the game progress processing, the main CPU 41 performs game start set processing (step S601). In the game start set processing, the main CPU 41, for example, stores information regarding the game state of the slot machine 10. In the game start set processing, the main CPU 41, for example, erases or updates the information in a predetermined storage area in the main RAM 43.
[0096] Next, the main CPU 41 starts accepting medals (step S602). Next, the main CPU 41 checks the game state (step S603). Subsequently, the main CPU 41 determines whether it is during the operation of a replay game (step S604). The operation during a replay game corresponds to when a replay game is granted. If it is not during the operation of a replay game (step S604; NO), the main CPU 41 performs medal management processing to set the number of bets in the current variable game (step S605). When the bet amount is set in step S605, the main CPU 41 stores control information (hereinafter referred to as a bet amount setting command) that can identify that the bet amount has been set in the output buffer. Note that the set bet amount can also be identified from the bet amount setting command. In step S605, when the main CPU 41 inputs a detection signal from the bet button 18, the main CPU 41 adds the bet amount so that the bet amount stored in the main RAM 43 becomes "3 medals", and subtracts the credit stored in the main RAM 43 by the added amount. In step S605, when the main CPU 41 inputs a detection signal from the insertion sensor SE4, the main CPU 41 increases the bet amount by 1. At this time, if the bet amount has reached "3 medals", the main CPU 41 adds 1 to the credit stored in the main RAM 43 and updates the credit. At this time, if the credit has reached the upper limit, the credit does not increase.
[0097] When the main CPU 41 is during the operation of a replay game (step S604; YES), or when the processing in step S605 is completed, the main CPU 41 determines whether the bet amount has reached the game specified number X (step S606). In step S606, the main CPU 41 determines whether the bet amount has reached 3 medals, that is, whether the bet amount is 3 medals. That is, the game specified number X in the present embodiment is 3 medals. Note that when the main CPU 41 is during the operation of a replay game (step S604; YES), the bet amount in the previous variable game is reset as the bet amount in the current variable game. Incidentally, even when the bet amount is set, since information that can identify whether it is during the operation of a replay game is stored in the main RAM 43, the main CPU 41 can identify whether it is during the operation of a replay game by referring to the information.
[0098] When the bet count has not reached the game specified number X (step S606; NO), the main CPU 41 proceeds to the process of step S603. That is, in step S606, the main CPU 41 determines whether it has become possible to start executing the variable game. On the other hand, when the bet count has reached the game specified number X (step S606; YES), the main CPU 41 determines whether a start operation has been received by the start lever 20 (step S607). In the present embodiment, in the situation where no replay game is operating (step S604; NO) from the end of the process of step S602 until an affirmative determination is made in the process of step S606, it corresponds to a situation where the bet count can be set.
[0099] In step S607, when the main CPU 41 receives an input of a detection signal from the start lever 20, it makes an affirmative determination, while when no detection signal is input from the start lever 20, it makes a negative determination. When no start operation has been received (step S607; NO), the main CPU 41 proceeds to the process of step S603. On the other hand, when a start operation has been received (step S607; YES), the main CPU 41 performs a game count subtraction process (step S608). Note that when the main CPU 41 receives a start operation, it stores control information (hereinafter referred to as a variable game start command) that can specify the start of the variable game in the output buffer.
[0100] In the game count subtraction process, the main CPU 41 performs a first game count subtraction process, a second game count subtraction process, and a third game count subtraction process. In the game count subtraction process, the main CPU 41 performs the first game count subtraction process, performs the second game count subtraction process after the completion of the first game count subtraction process, and performs the third game count subtraction process after the completion of the second game count subtraction process. Then, after the completion of the third game count subtraction process in the game count subtraction process, the main CPU 41 returns to the game progress process.
[0101] In the first game count subtraction process, the main CPU 41 refers to the value of the game state flag stored in the main RAM 43 and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 ends the first game count subtraction process. On the other hand, if it is the first advantageous state, the main CPU 41 subtracts 1 from the remaining number of virtual bonus stays stored in the main RAM 43 and updates it. The remaining number of virtual bonus stays corresponds to the remaining number of variable games that can stay in the first advantageous state. After that, the main CPU 41 ends the first game count subtraction process.
[0102] In the second game count subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 ends the second game count subtraction process. On the other hand, if it is the second advantageous state, the main CPU 41 subtracts 1 from the remaining number of stays stored in the main RAM 43 and updates it. The remaining number of stays corresponds to the remaining number of variable games that can stay in the second advantageous state. After that, the main CPU 41 ends the second game count subtraction process.
[0103] In the third game count subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is either the second normal state or the advantageous state. If it is neither the second normal state nor the advantageous state, the main CPU 41 ends the third game count subtraction process. On the other hand, if it is either the second normal state or the advantageous state, the main CPU 41 subtracts 1 from the advantageous upper limit value stored in the main RAM 43 and updates it. The advantageous upper limit value is the value until the end condition of the advantageous section is satisfied, and when the advantageous upper limit value reaches 0, the end condition of the advantageous section is satisfied. After that, the main CPU 41 ends the third game count subtraction process.
[0104] When the game number subtraction process ends, the main CPU 41 performs a winning combination drawing process for determining a winning number as a winning combination drawing (step S609). In the winning combination drawing process, the main CPU 41 acquires the value of the random number for winning combination drawing. The main CPU 41 refers to the set value information to identify the set set value. Then, the main CPU 41 selects a winning combination drawing table corresponding to the identified set value and the bet number. The main CPU 41 performs a winning combination drawing by referring to the selected winning combination drawing table based on the acquired value of the random number for winning combination drawing. Specifically, the main CPU 41 determines the winning number to which the acquired value of the random number for winning combination drawing is allocated. If the value of the random number for winning combination drawing is not allocated to a winning number that allows winning of a symbol combination for which a prize is defined, the lottery result of the winning combination drawing is "loss". In the present embodiment, by the main CPU 41 performing the winning combination drawing process, the function as a winning combination drawing means for performing the winning combination drawing is realized. In the present embodiment, by the main CPU 41 performing the winning combination drawing as an internal lottery according to the set set value, the function as an internal lottery means for performing an internal lottery according to the set set value is realized.
[0105] In the winning combination drawing process, the main CPU 41 stores information (hereinafter referred to as winning information) that can identify the lottery result of the winning combination drawing in the main RAM 43. Further, the main CPU 41 stores control information (hereinafter referred to as winning information command) that can identify the lottery result of the winning combination drawing in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 ends the winning combination drawing process and returns to the game progress process.
[0106] However, in the role lottery process, when the main CPU 41 refers to the set value information, it determines whether the set value information is correct. For example, the main CPU 41 determines whether the information stored as the set value information is within the range of information that can be taken as the set value information. For example, when none of the set values "1" to "6" can be specified from the set value information, the main CPU 41 determines that the set value information is incorrect. Additionally, for example, the main CPU 41 may be configured to determine that the set value information is incorrect when the set value that can be specified from the set value information referred to last time is different from the set value that can be specified from the set value information referred to this time. And when it is determined that the set value information is incorrect, the main CPU 41 performs the second non-gameable process (step S610). When proceeding to the second non-gameable process in step S610, the main CPU 41 stores control information (hereinafter referred to as the second non-gameable command) that can identify that the second non-gameable process is to be performed in the output buffer. On the other hand, when it is determined that the set value information is correct, the main CPU 41 conducts a role lottery in the role lottery process, finishes the role lottery process, and proceeds to the advantageous lottery process (step S611). Note that the specific control in the second non-gameable process of step S610 will be described later.
[0107] In the advantageous lottery process of step S611, the main CPU 41 performs an advantageous section transition lottery process, a first advantageous transition lottery process, a second advantageous transition lottery process, a ceiling determination process, and a bonus lottery process. In the advantageous lottery process, the main CPU 41 conducts the advantageous section transition lottery process, and after finishing the advantageous section transition lottery process, it performs the first advantageous transition lottery process. After finishing the first advantageous transition lottery process, it performs the second advantageous transition lottery process. Further, in the advantageous lottery process, the main CPU 41 conducts the ceiling determination process after finishing the second advantageous transition lottery process, and after finishing the ceiling determination process, it performs the bonus lottery process. And in the advantageous lottery process, after finishing the bonus lottery process, the main CPU 41 returns to the game progress process.
[0108] In the advantageous section transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first normal state. If it is not the first normal state, the main CPU 41 ends the advantageous section transition lottery process. On the other hand, if it is the first normal state, the main CPU 41 conducts an advantageous section transition lottery based on the lottery result of the role lottery. For example, the main CPU 41 obtains the value of a random number generated within the main board 40 and refers to a predetermined lottery table based on the obtained random number value to conduct an advantageous section transition lottery that can determine the transition to the advantageous section. The probability of determining the transition to the advantageous section in the advantageous section transition lottery varies according to the set value and the lottery result of the role lottery. For example, in the slot machine 10, when the lottery results of the role lottery are the same, the probability of determining the transition to the advantageous section is high in the order of set value "1" < set value "2" < set value "3" < set value "4" < set value "5" < set value "6". Note that the probability of determining the transition to the advantageous section in the advantageous section transition lottery may be configured to vary according to one of the set value and the lottery result of the role lottery. Also, if the transition to the advantageous section is not determined in the advantageous section transition lottery, the main CPU 41 ends the advantageous section transition lottery process. On the other hand, if the transition to the advantageous section is determined in the advantageous section transition lottery, the main CPU 41 stores the advantageous transition permission information in the main RAM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as the advantageous permission command) that can identify that the transition to the advantageous performance state has been determined in the output buffer and ends the advantageous transition lottery process.
[0109] However, in the advantageous section transition lottery process, when the main CPU 41 refers to the set value information, it determines whether the set value information is correct. For example, the main CPU 41 determines whether the set value information is correct in the same way as in the role lottery process. And if it is determined that the set value information is incorrect, the main CPU 41 performs the second non-gameable process (step S610). When proceeding to the second non-gameable process in step S610, the main CPU 41 stores the second non-gameable command in the output buffer. On the other hand, if it is determined that the set value information is correct, the main CPU 41 conducts an advantageous section transition lottery.
[0110] In the first advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the second advantageous state. If it is not the second normal state or the second advantageous state, the main CPU 41 ends the first advantageous transition lottery process. On the other hand, if it is the second normal state or the second advantageous state, the main CPU 41 performs the first advantageous transition lottery based on the lottery result of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main board 40, refers to a predetermined lottery table based on the acquired value of the random number, and performs the first advantageous transition lottery capable of determining the transition to the first advantageous state. The probability of determining the transition to the first advantageous state in the first advantageous transition lottery varies according to the set value and the lottery result of the role lottery. For example, in the slot machine 10, when the lottery results of the role lottery are the same, in the order of set value "1" < set value "2" < set value "3" < set value "4" < set value "5" < set value "6", the probability of determining the transition to the first advantageous state is high. Note that the probability of determining the transition to the first advantageous state in the first advantageous transition lottery may be configured to vary according to one of the set value and the lottery result of the role lottery. Also, the probability of determining the transition to the first advantageous state in the first advantageous transition lottery is different when it is the second normal state and when it is the second advantageous state. Specifically, the probability of determining the transition to the first advantageous state in the first advantageous transition lottery when it is the second advantageous state is higher than the probability of determining the transition to the first advantageous state in the first advantageous transition lottery when it is the second normal state. If the transition to the first advantageous state is not determined in the first advantageous transition lottery, the main CPU 41 ends the first advantageous transition lottery process. On the other hand, if the transition to the first advantageous state is determined in the first advantageous transition lottery, the main CPU 41 stores in the main RAM 43 the first advantageous permission information capable of specifying that the transition to the first advantageous state has been determined. Further, the main CPU 41 stores in the output buffer the control information (hereinafter referred to as the first advantageous permission command) capable of specifying that the transition to the first advantageous state has been determined, and ends the first advantageous transition lottery process.
[0111] However, in the first advantageous transition lottery process, when the main CPU 41 refers to the set value information, it determines whether the set value information is correct. For example, the main CPU 41 determines whether the set value information is correct in the same way as in the role lottery process. And when it determines that the set value information is incorrect, the main CPU 41 performs the second game disable process (step S610). When proceeding to the second game disable process in step S610, the main CPU 41 stores the second game disable command in the output buffer. On the other hand, when it determines that the set value information is correct, the main CPU 41 conducts the first advantageous transition lottery.
[0112] In the second advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if it is the first advantageous state, the main CPU 41 determines whether second advantageous permission information that can identify that the transition to the second advantageous state has been determined is stored in the main RAM 43. Then, if the second advantageous permission information is stored, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if the second advantageous permission information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the lottery result of the role lottery. The main CPU 41, for example, acquires the value of a random number generated within the main board 40, refers to a predetermined lottery table based on the acquired value of the random number, and performs a second advantageous transition lottery that can determine the transition to the second advantageous state. The probability of determining the transition to the second advantageous state in the second advantageous transition lottery varies according to the set value and the lottery result of the role lottery. For example, in the slot machine 10, when the lottery results of the role lottery are the same, in the order of set value "1" < set value "2" < set value "3" < set value "4" < set value "5" < set value "6", the probability of determining the transition to the second advantageous state is high. Note that the probability of determining the transition to the second advantageous state in the second advantageous transition lottery may be configured to vary according to one of the set value and the lottery result of the role lottery. If the transition to the second advantageous state is not determined in the second advantageous transition lottery, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if the transition to the second advantageous state is determined in the second advantageous transition lottery, the main CPU 41 stores the second advantageous permission information in the main RAM 43. Further, the main CPU 41 stores control information (hereinafter referred to as the second advantageous permission command) that can identify that the transition to the second advantageous state has been determined in the output buffer, and ends the second advantageous transition lottery process.
[0113] However, in the second advantageous transition lottery process, when the main CPU 41 refers to the set value information, it determines whether the set value information is correct. For example, the main CPU 41 determines whether the set value information is correct in the same way as in the role lottery process. And when it is determined that the set value information is incorrect, the main CPU 41 performs the second game disable process (step S610). When proceeding to the second game disable process in step S610, the main CPU 41 stores the second game disable command in the output buffer. On the other hand, when it is determined that the set value information is correct, the main CPU 41 performs the second advantageous transition lottery.
[0114] In the ceiling determination process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state. If it is not the second normal state, the main CPU 41 ends the ceiling determination process. On the other hand, if it is the second normal state, the main CPU 41 adds 1 to the normal execution count stored in the main RAM 43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the second normal state without being controlled to an advantageous state. The main CPU 41 determines whether the updated normal execution count has reached the ceiling count stored in the main RAM 43. If the normal execution count has not reached the ceiling count, the main CPU 41 ends the ceiling determination process. On the other hand, when the normal execution count has reached the ceiling count, the main CPU 41 stores the first advantageous permission information in the main RAM 43. Further, the main CPU 41 stores the first advantageous permission command in the output buffer and ends the ceiling determination process.
[0115] In the superimposed lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 ends the superimposed lottery process. On the other hand, if it is the second advantageous state, the main CPU 41 conducts a superimposed lottery based on the lottery result of the combination lottery. For example, the main CPU 41 obtains the value of a random number generated within the main board 40, refers to a predetermined lottery table based on the obtained random number value, and conducts a superimposed lottery to determine whether to perform a superimposition or not according to the obtained random number value. In this embodiment, when it is determined to perform a superimposition, the number of times of superimposition (so-called, the number of superimposition times) is also determined. The "superimposition" here corresponds to increasing the remaining number of stay times corresponding to the remaining number of variable games that can stay in the second advantageous state, that is, it corresponds to extending the period controlled in the second advantageous state. The "number of superimposition times" corresponds to the number of times of increasing the remaining number of stay times, that is, the number added to the remaining number of stay times. However, if the remaining number of stay times stored in the main RAM 43 exceeds the advantageous upper limit value stored in the main RAM 43, the main CPU 41 does not conduct a superimposed lottery in the superimposed lottery process and ends the superimposed lottery process. When it is determined to perform a superimposition in the superimposed lottery, the main CPU 41 adds the determined number of superimposition times to the remaining number of stay times and updates the remaining number of stay times. Further, the main CPU 41 stores control information (hereinafter referred to as the superimposed number of times command) that can specify the number of superimposition times in the output buffer and ends the superimposed lottery process.
[0116] When the advantageous lottery process ends, the main CPU 41 performs an instruction information determination process (step S612). In the instruction information determination process, when the main CPU 41 wins a winning number that is in an advantageous state and allows winning of the bell combination and single combination in the role lottery, it determines an instruction number corresponding to the operation sequence for causing the bell combination to win. Further, the main CPU 41 stores the determined instruction information in the output buffer as control information (hereinafter referred to as an instruction information command) that can specify the determined instruction information, ends the instruction information determination process, and returns to the game progress process. The instruction information displayed on the payout display unit 37 in the present embodiment has corresponding instruction information for each operation sequence (pressing order) of the stop button. Note that in the instruction information determination process, the main CPU 41 refers to the value of the game state flag to identify the current game state.
[0117] When the instruction information determination process ends, the main CPU 41 performs an instruction information display process (step S613). When the instruction information is determined in the instruction information determination process, the main CPU 41 controls the payout display unit 37 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 37 so that the instruction information is displayed until the variable game ends. Note that when the instruction information is not determined in the instruction information determination process, the main CPU 41 ends the instruction information display process and returns to the game progress process.
[0118] When the indication information display process ends, the main CPU 41 determines whether the wait time has elapsed (step S614). If the wait time has not elapsed (step S614; NO), the main CPU 41 waits until the wait time elapses. If the wait time has elapsed (step S614; YES), the main CPU 41 controls each actuator of the reels 16a to 16c so that the rotation of the reels 16a to 16c is started (step S615). In the slot machine 10, the variable game is started by starting the rotation of the reels 16a to 16c in step S615. Incidentally, in the slot machine 10, rotation control for accelerating and maintaining the rotation of the reels 16a to 16c is performed in the interrupt process. When the rotation speed of the reels 16a to 16c reaches a constant speed, the rotation speed of the reels 16a to 16c is maintained at the constant speed. In step S615, the main CPU 41 starts the rotation of all the reels 16a to 16c simultaneously or substantially simultaneously. For example, in step S615, the main CPU 41 may determine the order in which the rotation of the reels 16a to 16c is started and start the rotation of the reels 16a to 16c in the determined order. At this time, for example, the order in which the rotation of the reels 16a to 16c is started may be configured to be determined from a plurality of orders, or may be a predetermined single order.
[0119] Subsequently, the main CPU 41 determines whether the rotation speeds of the reels 16a to 16c have reached a constant speed (step S616). If the rotation speeds of the reels 16a to 16c have not reached a constant speed (step S616; NO), the main CPU 41 waits until the rotation speeds of the reels 16a to 16c reach a constant speed. If the rotation speeds of the reels 16a to 16c have reached a constant speed (step S616; YES), the main CPU 41 determines whether a stop operation has been received by any of the stop buttons 21 to 23 (step S617). In step S617, the main CPU 41 makes an affirmative determination when a detection signal is input from any of the stop buttons 21 to 23, while making a negative determination when no detection signal is input from any of the stop buttons 21 to 23. If a stop operation has not been received (step S617; NO), the main CPU 41 proceeds to the process of step S616. As a result, the main CPU 41 waits until a stop operation is received when the rotation of the reels 16a to 16c is at a constant speed.
[0120] On the other hand, when a stop operation is received (step S617; YES), the main CPU 41 executes a reel stop process for stopping the rotation of the reel corresponding to the stop button that has received the detection signal (step S618). That is, the main CPU 41 controls the actuator upon receiving the stop operation, and stops the symbols on the reel corresponding to the stop operation. More specifically, the main CPU 41 searches for a symbol that can stop on the valid line YL from among the symbols located within a predetermined drawing-in range (for example, 4 symbols) based on the lottery result of the role lottery and the operation modes (operation order and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbol stops on the valid line YL. By performing such reel stop control regarding the stop operations of the reels 16a to 16c, the main CPU 41 stops a symbol combination corresponding to the winning number and the operation mode of the stop button on the valid line YL. In step S618, when the main CPU 41 receives a detection signal from the stop buttons 21 to 23, it stores control information (hereinafter referred to as an operation command) that can identify the stop button that has received the detection signal in the output buffer.
[0121] Subsequently, the main CPU 41 determines whether all of the reels 16a to 16c have stopped (step S619). If some of the reels 16a to 16c have not stopped (step S619; NO), the main CPU 41 proceeds to the process of step S616. On the other hand, if all of the reels 16a to 16c have stopped (step S619; YES), the main CPU 41 performs a display symbol determination process of determining the symbol combination stopped on the active line YL (step S620). In the display symbol determination process, the main CPU 41 determines whether the symbol combination (winning combination) for which a prize is defined is stopped on the active line YL, and when the symbol combination (winning combination) for which a prize is defined is stopped, determines the type of that symbol combination. Then, when the symbol combination for which a prize is defined is stopped, that is, when a winning combination wins, the main CPU 41 stores control information (hereinafter referred to as a winning command) that can identify the winning combination in the output buffer. In step S620, when the symbol combination for which a replay is defined as a prize is stopped on the active line YL, the main CPU 41 sets the bet amount set in the current variable game again as the bet amount and activates the replay. Thereby, a replay is awarded as a prize.
[0122] Subsequently, the main CPU 41 determines whether to pay out medals to the player (step S621). In step S621, the main CPU 41 makes an affirmative determination when a payout winning combination has won, while making a negative determination when a payout winning combination has not won. When paying out medals (step S621; YES), the main CPU 41 executes a medal payout process (step S622). In the medal payout process, the main CPU 41 increases the credit stored in the main RAM 43 by the number of medals to be paid out. At this time, if the credit exceeds the upper limit, the main CPU 41 controls the hopper unit HU so that the number of medals exceeding the upper limit is paid out. In the medal payout process, the main CPU 41 controls the payout display unit 37 so that the number of medals to be paid out is displayed due to the occurrence of a win. Incidentally, when a symbol combination for which no prize is defined (for example, a losing stop combination) is stopped on the active line YL, no prize is awarded.
[0123] When medal payout is not performed (step S621; NO), and when the medal payout process is completed, the main CPU 41 performs an end process to end one variable game (step S623). In the end process, the main CPU 41 stores control information (hereinafter referred to as a variable game end command) that can identify the end of the variable game in the output buffer. The variable game end command in the present embodiment is control information that can also identify the presence or absence of winning and the winning combination. In the end process, the main CPU 41 performs a favorable section ratio counting process, a specified achievement counting process, a number of acquired medals counting process, a game state transition process, and a presentation state transition process.
[0124] First, the favorable section ratio counting process will be described. In the favorable section ratio counting process, the main CPU 41 updates information (stored information) regarding the favorable section ratio. Specifically, in the favorable section ratio counting process, the main CPU 41 updates information (hereinafter referred to as ratio base count information) that can identify the "number of variable games executed within a predetermined period" counted when calculating the favorable section ratio. Specifically, the main CPU 41 adds 1 to the ratio base count information and updates the ratio base count information. Further, in the favorable section ratio counting process, the main CPU 41 updates information (hereinafter referred to as ratio favorable count information) that can identify the "number of variable games executed within the favorable section" counted when calculating the favorable section ratio. Specifically, the main CPU 41 adds 1 to the ratio favorable count information and updates the ratio favorable count information.
[0125] In the favorable interval ratio counting process, when at least one of the ratio-based count information and the ratio favorable count information is abnormal, the main CPU 41 initializes the ratio-based count information and the ratio favorable count information. At this time, the main CPU 41 sets 0 for both the ratio-based count information and the ratio favorable count information to initialize the ratio-based count information and the ratio favorable count information. For example, in the slot machine 10, the "number of variable games executed within the favorable interval" that can be specified from the ratio favorable count information is the number of variable games executed within a predetermined period and within the favorable interval. Therefore, in the slot machine 10, the number of games that can be specified from the ratio favorable count information does not exceed the number of games that can be specified from the ratio-based count information. For this reason, for example, when the number of games that can be specified from the ratio favorable count information exceeds the number of games that can be specified from the ratio-based count information, the main CPU 41 may be configured to determine that at least one of the ratio-based count information and the ratio favorable count information is abnormal. In addition, when the number of games cannot be specified from at least one of the ratio-based count information and the ratio favorable count information, the main CPU 41 may be configured to determine that at least one of the ratio-based count information and the ratio favorable count information is abnormal.
[0126] When information regarding the favorable interval ratio is stored in the main RAM 43, the main CPU 41 calculates the favorable interval ratio by multiplying the value that can be specified from the ratio favorable count information by 100 and then dividing the result by the value that can be specified from the ratio-based count information. For example, when the value that can be specified from the ratio favorable count information is "200 times" and the value that can be specified from the ratio-based count information is "1000 times", the main CPU 41 calculates "20 ((200 ÷ 1000) × 100)" as the favorable interval ratio. Then, the main CPU 41 controls the second display 48 so that the calculated favorable interval ratio is displayed. Each time the main CPU 41 updates the information regarding the favorable interval ratio, it calculates the favorable interval ratio, causes the calculated favorable interval ratio to be displayed on the second display 48, and updates the display content of the second display 48. Incidentally, information other than the favorable interval ratio may be displayed on the second display 48. In this case, by switching the display content of the second display 48 in order, the favorable interval ratio and information other than the favorable interval ratio are displayed on the second display 48 in order. Information other than the favorable interval ratio includes, for example, information that can identify that an error has occurred.
[0127] Next, the specified achievement counting process will be described. In the regulation achievement counting process, the main CPU 41 may update the post-power-on acquired number information regarding the increased number of game media paid out since the power supply was started. The post-power-on acquired number information is stored in the main RAM 43. For example, the main CPU 41 reflects, in the post-power-on acquired number information, a value obtained by subtracting the number of medals consumed (bet amount) in executing a variable game from the number of medals paid out, and updates the post-power-on acquired number information. For example, when the bell combination wins in a variable game executed with a bet amount of "3 medals" set, "12 medals (= 15 medals - 3 medals)" is added to the post-power-on acquired number information. Also, when a single combination wins in a variable game executed with a bet amount of "3 medals" set, "-2 medals (= 1 medal - 3 medals)" is added to the post-power-on acquired number information. That is, at this time, "2" is subtracted from the post-power-on acquired number information. Incidentally, the main CPU 41 does not update the post-power-on acquired number information when a replay combination wins. If the updated post-power-on acquired number information falls below 0, the main CPU 41 sets the post-power-on acquired number information to "0" and updates the post-power-on acquired number information. In the present embodiment, it can be said that the post-power-on acquired number information is the number of medals acquired without decreasing to the reference value of 0 after increasing from the reference value of 0.
[0128] When the main CPU 41 updates the post-power-on acquired number information, it stores, in the output buffer, control information (hereinafter referred to as the post-power-on acquired number command) that can identify the updated post-power-on acquired number information. When a value that can be identified from the updated post-power-on acquired number information reaches a specified value, the main CPU 41 performs third game disable processing (step S624). However, when a value that can be identified from the updated post-power-on acquired number information has not reached the specified value, the main CPU 41 does not perform the third game disable processing. When proceeding to the third game disable processing in step S624, the main CPU 41 stores, in the output buffer, control information (hereinafter referred to as the third game disable command) that can identify that the third game disable processing is being performed. The specific control in the third game disable processing in step S624 will be described later.
[0129] In the slot machine 10, the so-called "specified value" here is set to "19000". Therefore, in the slot machine 10, when the number of acquired credits after power restoration reaches "19000", the third non-gameable process is performed. Incidentally, the number of acquired credits after power restoration is one of the information that is not retained in memory after the power supply is stopped. Therefore, the number of acquired credits after power restoration will be erased when the power supply is stopped. For example, the number of acquired credits after power restoration may be configured to be initialized by setting 0 when the power supply is started. Note that the number of acquired credits after power restoration may also be information that is retained in memory even after the power supply is stopped.
[0130] Note that even when a value that can be specified from the updated number of acquired credits after power restoration reaches the specified value, the display content of the second display 48 is not changed thereby, and information that can specify the advantageous section ratio is displayed on the second display 48. That is, on the second display 48, information indicating that a RAM error has occurred is displayed when a RAM error occurs, while information regarding the advantageous section ratio is displayed when a value that can be specified from the updated number of acquired credits after power restoration reaches the specified value.
[0131] Next, the credit counting process will be described. In the number-of-winnings counting process, when the main CPU 41 is in either the second normal state or the advantageous state, it may update the advantageous interval acquisition information that can identify the number of gaming media given in the advantageous interval based on the result of the display symbol determination process. The advantageous interval acquisition information is stored in the main RAM 43. For example, the main CPU 41 reflects the value obtained by subtracting the number of medals consumed (bet amount) in executing the variable game from the number of medals paid out in the advantageous interval acquisition information and updates the advantageous interval acquisition information. For example, when the bell combination wins in a variable game executed with a bet amount of "3" medals, "12" medals (= 15 medals - 3 medals) are added to the advantageous interval acquisition information. Also, when a single-coin combination wins in a variable game executed with a bet amount of "3" medals, "-2" medals (= 1 medal - 3 medals) are added to the advantageous interval acquisition information. That is, at this time, "2" is subtracted from the game interval acquisition information. Incidentally, when a replay combination wins, the main CPU 41 does not update the advantageous interval acquisition information. If the updated advantageous interval acquisition information falls below 0, the main CPU 41 sets the advantageous interval acquisition information to "0" and updates the advantageous interval acquisition information. The advantageous interval acquisition information is updated to "0" and initialized as it is controlled to the first normal state. Specifically, the advantageous interval acquisition information is initialized when the first variable game is executed after being controlled to the first normal state.
[0132] Also, in the acquired number counting process, when the main CPU 41 is in an advantageous state, it may update the first-period acquisition information that can identify the number of game media given when in the advantageous state based on the result of the display symbol determination process. The first-period acquisition information is stored in the main RAM 43. For example, similar to the advantageous section acquisition information, the main CPU 41 reflects the value obtained by subtracting the number of medals consumed (bet amount) when executing the variable game from the number of medals paid out in the first-period acquisition information, and updates the first-period acquisition information. If the updated first-period acquisition information falls below 0, the main CPU 41 sets the first-period acquisition information to "0" and updates the first-period acquisition information. The first-period acquisition information is updated to "0" and initialized as the control enters the first normal state. Specifically, the first-period acquisition information is initialized when the first variable game is executed after the control enters the first normal state.
[0133] Also, in the acquired number counting process, when the main CPU 41 is in the first advantageous state, it may update the second-period acquisition information that can identify the number of game media given when in the first advantageous state based on the result of the display symbol determination process. The second-period acquisition information is stored in the main RAM 43. For example, similar to the advantageous section acquisition information and the first-period acquisition information, the main CPU 41 reflects the value obtained by subtracting the number of medals consumed (bet amount) when executing the variable game from the number of medals paid out in the second-period acquisition information, and updates the second-period acquisition information. If the updated second-period acquisition information falls below 0, the main CPU 41 sets the second-period acquisition information to "0" and updates the second-period acquisition information. The second-period acquisition information is updated to "0" and initialized as the control enters the first normal state or the second advantageous state. Specifically, the second-period acquisition information is initialized when the first variable game is executed after the control enters the first normal state or the second advantageous state.
[0134] Next, the game state transition process will be described. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. Note that the main CPU 41 refers to the game state flag to identify the current game state. The main CPU 41 identifies the winning combination based on the result of the display symbol determination process (step S620). When the main CPU 41 updates the value of the game state flag, it stores control information (hereinafter referred to as the game state designation command) that indicates the game state that can be identified from the updated value in the output buffer.
[0135] Specifically, in the game state transition process, when the advantageous transition permission information is stored in the main RAM 43 when the main CPU 41 is in the first normal state, that is, when the transition to the advantageous section is determined, the main CPU 41 sets a value that can identify the second normal state in the game state flag. In addition, the main CPU 41 determines the ceiling number of times and stores the determined ceiling number of times in the main RAM 43. For example, the main CPU 41 determines the ceiling number of times from the number of times less than "1500 times" corresponding to the upper limit stay number of times under the lottery probability according to the set value. Further, the main CPU 41 deletes the advantageous transition permission information stored in the main RAM 43.
[0136] In addition, when the first advantageous permission information is stored in the main RAM 43 when the main CPU 41 is in the second normal state or the second advantageous state, that is, when the transition to the first advantageous state is determined, the main CPU 41 sets a value that can identify the first advantageous state in the game state flag. In addition, the main CPU 41 stores "30 times" in the main RAM 43 as the remaining number of times of the pseudo bonus stay. Further, the main CPU 41 deletes the first advantageous permission information stored in the main RAM 43.
[0137] Also, when the pseudo-bonus remaining stay count stored in the main RAM 43 reaches 0 in the first advantageous state, that is, when the first advantageous state ends, when the second advantageous permission information is stored, or when the remaining stay count is 1 or more, the main CPU 41 sets a value that can specify the second advantageous state in the game state flag. Here, the case where the second advantageous permission information is stored corresponds to the case where it is determined by lottery to shift to the second advantageous state when shifting from the second normal state to the first advantageous state. Also, here, the case where the remaining stay count is 1 or more corresponds to the case where it is shifting from the second advantageous state to the first advantageous state. Further, the main CPU 41 adds "50 times" to the remaining stay count stored in the main RAM 43 and updates the remaining stay count. Therefore, when shifting from the second advantageous state to the first advantageous state and then shifting back to the second advantageous state after the end of the first advantageous state, an additional "50 times" will be added. Furthermore, when the second advantageous permission information is stored, the main CPU 41 deletes the second advantageous permission information stored in the main RAM 43. On the other hand, when the pseudo-bonus remaining stay count stored in the main RAM 43 reaches 0 in the first advantageous state, when the second advantageous permission information is not stored, and when the remaining stay count is not 1 or more, the main CPU 41 sets a value that can specify the first normal state in the game state flag. Thus, in this embodiment, when the pseudo-bonus remaining stay count stored in the main RAM 43 reaches 0 in the first advantageous state, if the second advantageous permission information is stored, or if the remaining stay count is 1 or more, the transition condition is satisfied. On the other hand, in this embodiment, when the pseudo-bonus remaining stay count stored in the main RAM 43 reaches 0 in the first advantageous state, if the second advantageous permission information is not stored and the remaining stay count is not 1 or more, the transition condition is not satisfied.
[0138] Further, when the remaining number of stays stored in the main RAM 43 reaches 0 in the second advantageous state, the main CPU 41 sets a value that can specify the first normal state in the game state flag. In addition, when the advantageous upper limit value stored in the main RAM 43 reaches 0 in the second normal state and the advantageous state, that is, when the end condition of the advantageous section is satisfied, the main CPU 41 sets a value that can specify the first normal state in the game state flag. Similarly, when the advantageous section acquisition information stored in the main RAM 43 reaches 2400 in the second normal state and the advantageous state, that is, when the end condition of the advantageous section is satisfied, the main CPU 41 sets a value that can specify the first normal state in the game state flag. Further, when the end condition of the advantageous section is satisfied and any of the advantageous transition permission information, the first advantageous permission information, and the second advantageous permission information is stored in the main RAM 43, the main CPU 41 deletes that information. Thus, in the present embodiment, by the main CPU 41 performing the game state transition process, the function as game state control means for controlling the game state is realized.
[0139] Next, the effect state transition process will be described. In the effect state transition process, the main CPU 41 updates the value of the effect state flag and shifts the effect state. The main CPU 41 refers to the effect state flag and specifies the current effect state. In the effect state transition process, when a value that can specify the first normal state or the second normal state is set in the game state flag, the main CPU 41 sets a value that can specify the normal effect state in the effect state flag. In addition, when a value that can specify the first advantageous state is set in the game state flag, the main CPU 41 sets a value that can specify the pseudo bonus effect state in the effect state flag. When a value that can specify the second advantageous state is set in the game state flag, the main CPU 41 sets a value that can specify the advantageous effect state in the effect state flag. Thus, in the present embodiment, by the main CPU 41 performing the effect state transition process, the function as effect state control means for controlling the effect state is realized.
[0140] Also, when the main CPU 41 finishes the end process in the game progress process, it ends the game progress process related to the execution of one variable game and returns to the process of step S601 again. As described above, in the slot machine 10, when the rotation of all reels is started upon the start operation, the rotation of the reels is stopped upon the stop operation. The control excluding the second non-gameable process in step S610 and the third non-gameable process in step S624 in the game progress process corresponds to the control related to the execution of the variable game and the control related to the progress of the game.
[0141] Here, based on FIG. 14, the second non-gameable process will be described. In the second non-gameable process, the main CPU 41 executes control to output a first external signal via the connection terminal of the external terminal board 70 (step S701). The first external signal is output in the second non-gameable process. The first external signal can be said to be an external signal that can identify that the second non-gameable process has been performed. Once the first external signal is output, the first external signal continues to be output until the power supply stops. Here, "until the power supply stops" can also be said to be "until the second non-gameable process ends". The control executed in step S701 can be regarded as external signal control for outputting an external signal. By the main CPU 41 executing the control to output the first external signal in the process of step S701, a function as external signal control means capable of executing external signal control for outputting an external signal is realized. Subsequently, the main CPU 41 prohibits various interrupt processes (step S702).
[0142] The main CPU 41 enables interrupts for the settlement process (step S703). Also, the main CPU 41 enables interrupts for the door opening detection process (step S704). Furthermore, the main CPU 41 enables interrupts for the input error detection process (step S705). In addition, the main CPU 41 enables interrupts for the payout error detection process (step S706). Note that the settlement process, the door opening detection process, the input error detection process, and the payout error detection process will be described later. After the process of step S706 is completed, the main CPU 41 disables interrupts for the settlement process (step S707). Also, the main CPU 41 disables interrupts for the door opening detection process (step S708). Furthermore, the main CPU 41 disables interrupts for the input error detection process (step S709). In addition, the main CPU 41 disables interrupts for the payout error detection process (step S710). Then, when the process of step S710 is completed, the main CPU 41 returns to the process of step S703 again.
[0143] In the slot machine 10, when the second non-gameable process is executed, the processes from step S703 to step S710 are repeated. The state in which the processes from step S703 to step S710 are repeated in the second non-gameable process is a non-gameable state where the game progress process is not performed and the game cannot be advanced. The state in which the processes from step S703 to step S710 are repeated in the second non-gameable process corresponds to the "non-gameable state in the second non-gameable process". In the following description, the "non-gameable state in the second non-gameable process" may be referred to as the "non-gameable state in the second process". In the slot machine 10, in order to end the non-gameable state in the second process, it is necessary to at least stop the power supply. Specifically, in the slot machine 10, in order to end the non-gameable state in the second process, after stopping the power supply, if the stored content of the main RAM 43 is not initialized by operating the setting value switch 45 when starting the power supply again, the non-gameable state in the second process will occur again. In the slot machine 10, when the second non-gameable process is executed in a gameable state, the non-gameable state in the second process is entered. Therefore, the case of entering the non-gameable state in the second process from a state other than the non-gameable state in the second process corresponds to the case of entering the non-gameable state in the second process from a gameable state.
[0144] Note that in the second non-gameable process, when control information is stored in the output buffer, the control information stored in the output buffer is output to the sub CPU 51 by an interrupt process that outputs control information. That is, although not shown in the figure, in the second non-gameable process, even after various interrupt processes are prohibited in step S702, the interrupt process for outputting the control information stored in the output buffer is allowed and the interrupt process can be executed.
[0145] In the slot machine 10, it is possible to control to a non-progressable state in the second process, and it is possible to control to a game non-progressable state in which the game cannot proceed. The non-progressable state in the second process can be regarded as a second game non-progressable state. The non-progressable state in the second process can be regarded as a specific game non-progressable state. In the present embodiment, the main CPU 41 can realize a function as non-control means for controlling to a game non-progressable state by controlling to a non-progressable state in the second process.
[0146] In the slot machine 10, when no error occurs regarding the information stored and held in the main RAM 43, the game can proceed. Then, in the slot machine 10, when no error occurs regarding the information stored and held in the main RAM 43 and the game can proceed, and the game progress process is performed, it can be controlled to a non-progressable state in the second process. Thus, the non-progressable state in the second process is a game non-progressable state that is controlled without an error occurring regarding the information stored and held in the storage means.
[0147] In the slot machine 10, the non-progressable state in the second process is controlled by determining that the set value information is incorrect. That is, the non-progressable state in the second process is controlled based on the set value information. In the slot machine 10, after the game becomes a playable state and the game progress process is executed, it is controlled to a non-progressable state in the second process. Thus, in the slot machine 10, among the game non-progressable states, there is a game non-progressable state that can be controlled after the game becomes a playable state.
[0148] Next, based on FIG. 15, the third game non-processable process will be described. In the third game-unable process, the main CPU 41 executes control to output a second external signal via the connection terminals of the external terminal board 70 (step S801). The second external signal is output in the third game-unable process. The second external signal can be said to be an external signal that can identify that the third game-unable process has been performed. Note that the second external signal is output until a predetermined output time (for example, 10 seconds) elapses after the second external signal is output, or until the power supply stops before the predetermined output time elapses. Here, "until the power supply stops" can also be said to be "until the third game-unable process ends". The control executed in step S801 can be regarded as external signal control for outputting an external signal. By the main CPU 41 executing the control to output the second external signal in the process of step S801, the function as external signal control means capable of executing external signal control for outputting an external signal is realized. Subsequently, the main CPU 41 prohibits various interrupt processes (step S802).
[0149] The main CPU 41 permits the interrupt of the settlement process (step S803). The main CPU 41 permits the interrupt of the set value confirmation process (step S804). The main CPU 41 permits the interrupt of the door open detection process (step S805). Further, the main CPU 41 permits the interrupt of the insertion error detection process (step S806). In addition, the main CPU 41 permits the interrupt of the payout error detection process (step S807). Note that the settlement process, the set value confirmation process, the door open detection process, the insertion error detection process, and the payout error detection process will be described later. After the process of step S807, the main CPU 41 prohibits the interrupt of the settlement process (step S808). The main CPU 41 prohibits the interrupt of the set value confirmation process (step S809). The main CPU 41 prohibits the interrupt of the door open detection process (step S810). Further, the main CPU 41 prohibits the interrupt of the insertion error detection process (step S811). In addition, the main CPU 41 prohibits the interrupt of the payout error detection process (step S812). Then, when the process of step S810 ends, the main CPU 41 returns to the process of step S803 again.
[0150] In the slot machine 10, when the third non-game process is executed, the processes from step S803 to step S812 are repeated. The state in which the processes from step S803 to step S812 are repeated in the third non-game process is a non-game progressable state in which the game progress process is not performed and the game cannot be advanced. The state in which the processes from step S803 to step S812 are repeated in the third non-game process corresponds to the "non-game progressable state in the third non-game process". In the following description, the "non-game progressable state in the third non-game process" may be referred to as the "non-progressable state in the third process". In the slot machine 10, in order to end the non-progressable state in the third process, it is necessary to at least stop the power supply. Specifically, in the slot machine 10, in order to end the non-progressable state in the third process, if the stored content of the main RAM 43 is not initialized by operating the setting value switch 45 when starting the power supply after stopping the power supply, the non-progressable state in the third process will occur again. In the slot machine 10, when the third non-game process is executed in a game progressable state, the non-progressable state in the third process is entered. Therefore, the case of changing from a state other than the non-progressable state in the third process to the non-progressable state in the third process corresponds to the case of changing from the game progressable state to the non-progressable state in the third process.
[0151] Note that in the third non-game process, when control information is stored in the output buffer, the control information stored in the output buffer is output to the sub-CPU 51 by an interrupt process that outputs the control information. That is, although not shown, in the third non-game process, even after various interrupt processes are prohibited in step S802, the interrupt process for outputting the control information stored in the output buffer is permitted and the interrupt process can be executed.
[0152] In the slot machine 10, it is possible to control to a non - progressable state in the third process, and it is possible to control to a game non - progressable state where it is impossible to progress the game. The non - progressable state in the third process can be regarded as the second game non - progressable state. The non - progressable state in the third process can be regarded as a specific game non - progressable state. The non - progressable state in the third process can be regarded as a special game non - progressable state. In the present embodiment, by the main CPU 41 controlling to the non - progressable state in the third process, it is possible to realize the function as non - control means for controlling to the game non - progressable state.
[0153] In the slot machine 10, when no error occurs regarding the information stored and held in the main RAM 43, the game can be progressed. And in the slot machine 10, when no error occurs regarding the information stored and held in the main RAM 43 and the game becomes in a progressable state, and the game progress process is performed, it can be controlled to the non - progressable state in the third process. Thus, the non - progressable state in the third process is a game non - progressable state that is controlled without an error occurring regarding the information stored and held in the storage means.
[0154] In the slot machine 10, the non - progressable state in the third process is controlled when a value specifiable from the number of acquired medals information after power - on restoration reaches a specified value. That is, the non - progressable state in the third process is controlled based on the number of acquired medals information after power - on restoration. The number of acquired medals information after power - on restoration can be regarded as special information. In the slot machine 10, after the game becomes in a progressable state and the game progress process is executed, it is controlled to the non - progressable state in the third process. Thus, in the slot machine 10, among the game non - progressable states, there is a game non - progressable state that can be controlled after the game becomes in a progressable state.
[0155] As described above, in the slot machine 10, it is possible to control the non-progressable state in the first process, the non-progressable state in the second process, and the non-progressable state in the third process. In the slot machine 10, a situation where it is not any of the non-progressable state in the first process, the non-progressable state in the second process, and the non-progressable state in the third process can be regarded as a game progressable state.
[0156] In the slot machine 10, for example, when the power supply is stopped while in the non-progressable state in the first process, and then the power supply is started and the set value switch 45 has not been operated, it returns to the non-progressable state in the first process. At this time, without becoming the game progressable state, it returns to the non-progressable state in the first process. From the stack pointer stored and held in the main RAM 43 when the power supply is stopped when it becomes the non-progressable state in the first process, it is possible to specify that it was controlled to the non-progressable state in the first process when the power supply was stopped. Therefore, the stack pointer stored and held in the main RAM 43 when the power supply is stopped when it becomes the non-progressable state in the first process corresponds to information that can specify that it was controlled to the non-progressable state in the first process. Thus, among the information stored and held in the main RAM 43 when the power supply is stopped when it is in the non-progressable state in the first process, there is information that can specify that it was controlled to the non-progressable state in the first process.
[0157] In the slot machine 10, for example, when the power supply is stopped while in the non-progressable state in the first process, and then the power supply is started and the set value switch 45 is being operated, it does not return to the non-progressable state in the first process and can become the game progressable state. The slot machine 10 needs to at least stop the power supply in order to end the non-game progressable state when it is controlled to the non-progressable state in the first process.
[0158] In the slot machine 10, for example, when the power supply is stopped while in the inoperable state in the second process, and then the power supply is started and the setting value switch 45 has not been operated, it returns to the inoperable state in the second process. At this time, it returns to the inoperable state in the second process without becoming a playable state. From the stack pointer stored and held in the main RAM 43 when the power supply is stopped when it becomes the inoperable state in the second process, it is possible to identify that it was controlled to the inoperable state in the second process when the power supply was stopped. Therefore, the stack pointer stored and held in the main RAM 43 when the power supply is stopped when it becomes the inoperable state in the second process corresponds to information that can identify that it was controlled to the inoperable state in the second process. Thus, among the information stored and held in the main RAM 43 when the power supply is stopped when it is in the inoperable state in the second process, there is information that can identify that it was controlled to the inoperable state in the second process.
[0159] However, in the slot machine 10, even if information that can identify that it was controlled to the inoperable state in the second process is stored and held, when a RAM error occurs when the power supply is started, it does not become the inoperable state in the second process but becomes the inoperable state in the first process. Therefore, in the slot machine 10, when information that can identify that it was controlled to the inoperable state in the second process is stored and held and no RAM error occurs when the power supply is started, it does not become the inoperable state in the first process but becomes the inoperable state in the second process. When the information stored and held in the storage means when the power supply is started includes information that can identify that it was controlled to the inoperable state of the second game, when an error occurs regarding the information stored and held in the storage means when the power supply is started, it does not become the inoperable state of the second game but becomes the inoperable state of the first game. On the other hand, when no error occurs regarding the information stored and held in the storage means when the power supply is started, it does not become the inoperable state of the first game but becomes the inoperable state of the second game.
[0160] In the slot machine 10, for example, when the power supply is stopped while in an inoperable state in the second process, and then the set value switch 45 is being operated as the power supply is started, it may not return to the inoperable state in the second process and may enter a playable game state. In order to end the inoperable game state when the slot machine 10 is controlled to be in the inoperable state in the second process, it is necessary to at least stop the power supply.
[0161] In the slot machine 10, for example, when the power supply is stopped while in an inoperable state in the third process, and then the set value switch 45 is not being operated as the power supply is started, it returns to the inoperable state in the third process. At this time, it does not enter a playable game state but returns to the inoperable state in the third process. From the stack pointer stored and held in the main RAM 43 when the power supply is stopped while in the inoperable state in the third process, it is possible to identify that the slot machine was controlled to be in the inoperable state in the third process when the power supply was stopped. Therefore, the stack pointer stored and held in the main RAM 43 when the power supply is stopped while in the inoperable state in the third process corresponds to information (stored information) that can identify that the slot machine was controlled to be in the inoperable state in the third process. Thus, among the information stored and held in the main RAM 43 when the power supply is stopped while in the inoperable state in the third process, there is information that can identify that the slot machine was controlled to be in the inoperable state in the third process.
[0162] However, in the slot machine 10, even if information capable of identifying that it was controlled to a non - progressable state in the third process is stored and retained, when a RAM error occurs when power supply is started, it does not enter the non - progressable state in the third process but enters the non - progressable state in the first process. Therefore, in the slot machine 10, when information capable of identifying that it was controlled to a non - progressable state in the third process is stored and retained and no RAM error occurs when power supply is started, it does not enter the non - progressable state in the first process but enters the non - progressable state in the third process. When the information stored and retained in the storage means when power supply is started includes information capable of identifying that it was controlled to the second non - game - progressable state, when an error occurs regarding the information stored and retained in the storage means when power supply is started, it does not enter the second non - game - progressable state but enters the first non - game - progressable state. On the other hand, when no error occurs regarding the information stored and retained in the storage means when power supply is started, it does not enter the first non - game - progressable state but enters the second non - game - progressable state.
[0163] In the slot machine 10, for example, when power supply is stopped while in the non - progressable state in the third process, and then the setting value switch 45 is operated as power supply is started, it may not return to the non - progressable state in the third process but may enter a game - progressable state. In the slot machine 10, in order to end the non - game - progressable state when it is controlled to the non - progressable state in the third process, it is necessary to at least stop the power supply.
[0164] In the slot machine 10, external signal control is executed in step S701 when it enters the non - progressable state in the second process. Also, in the slot machine 10, external signal control is executed in step S801 when it enters the non - progressable state in the third process. However, in the slot machine 10, no external signal is output when it enters the non - progressable state in the first process. The external signal control means does not execute external signal control when it enters the first non - game - progressable state, while it executes external signal control when it enters the second non - game - progressable state.
[0165] Next, the settlement process will be described. The settlement process is one of the interrupt processes. For example, during the period when the game progress process is being performed, the period in which the interruption of the settlement process is permitted is the period from when the process of step S601 is performed until the determination result of step S607 becomes affirmative. In addition, as described above, at least a part of the period when the second game-inhibiting process is being performed, and at least a part of the period when the third game-inhibiting process is being performed are periods in which the interruption of the settlement process is permitted.
[0166] In the settlement process, the main CPU 41 determines whether the settlement conditions are satisfied. The settlement conditions are satisfied when the settlement button 19 is operated and the credit is 1 or more. In addition, the settlement conditions are satisfied even when the credit is 0, when the settlement button 19 is operated, and when the replay is not activated and the multiplier is set. Thus, the operation of the settlement button 19 is included in the settlement conditions. Incidentally, the main CPU 41 can identify that the settlement button 19 has been operated by inputting a detection signal from the settlement button 19.
[0167] When the settlement condition is not satisfied, the main CPU 41 ends the settlement process. On the other hand, when the settlement condition is satisfied, the main CPU 41 executes settlement control related to the settlement of game media. For example, when the credit stored in the main RAM 43 is 1 or more, the main CPU 41 controls the hopper unit HU to pay out (settle) the number of medals stored as the credit, and executes settlement control. For example, when replay is not activated and the bet number is 1 or more, the main CPU 41 controls the hopper unit HU to pay out the number of medals set as the bet number, and executes settlement control. However, when replay is activated, the main CPU 41 does not control the hopper unit HU to pay out the number of medals set as the bet number. Instead, when the credit is 1 or more, the main CPU 41 controls the hopper unit HU so that only the number of medals stored as the credit is paid out, and executes settlement control. Thus, when replay is activated, the settlement of the number of medals set as the bet number is not performed. When the main CPU 41 starts settlement control, it stores control information (hereinafter referred to as a settlement start command) that can identify that the settlement control has started in the output buffer. When the settlement control ends, after a predetermined waiting time has elapsed, the main CPU 41 ends the settlement process. When the main CPU 41 ends the settlement control, it stores control information (hereinafter referred to as a settlement end command) that can identify that the settlement control has ended in the output buffer.
[0168] When settlement control is executed, settlement is performed on the game media. That is, the ability to execute settlement control corresponds to the ability to perform settlement on the game media. On the other hand, when settlement control is not executed, settlement is not performed on the game media. That is, the inability to execute settlement control corresponds to the inability to perform settlement on the game media.
[0169] In this embodiment, by the main CPU 41 executing the settlement control, a function as settlement control means capable of executing settlement control related to the settlement of game media is realized. The settlement control related to the settlement of game media can be regarded as specific control. The settlement control related to the settlement of game media can be regarded as special information control. As the information used for special information control, for example, there is information capable of specifying credit. As the information used for special information control, for example, there is information capable of specifying the bet number. Thus, the information used for special information control includes information capable of specifying the quantity of game media. The settlement control related to the settlement of game media can be regarded as special operation control. The settlement control can be regarded as special control. That is, the special control is control related to the settlement of game media. And by the main CPU 41 executing the settlement control, a function as special control means capable of executing special control is realized.
[0170] Incidentally, even when the power supply is stopped, the information stored and held in the main RAM 43 includes information regarding credit. The information regarding credit is, for example, information capable of specifying the number of medals stored as credit. Even when the power supply is stopped, the information stored and held in the main RAM 43 includes information regarding the bet number. The information regarding the bet number is, for example, information capable of specifying the number of medals set as the bet number. Thus, even when the power supply is stopped, the information stored and held in the main RAM 43 includes the information used for the settlement control related to the settlement of game media. In the slot machine 10, the inoperable state in the first process is controlled by an error occurring in the stored content of the main RAM 43 that can store a plurality of information including the information regarding credit and the information regarding the bet number used for the settlement control related to the settlement of game media.
[0171] Next, the set value confirmation process will be described. The set value confirmation process is one of the interrupt processes. For example, during the period when the game progress process is being performed, the interruption of the setting value confirmation process is allowed. In addition, as described above, at least a part of the period when the third game disable process is being performed is the period when the interruption of the setting value confirmation process is allowed. Incidentally, when the second game disable process is performed, the interruption of the setting value confirmation process is prohibited.
[0172] In the setting value confirmation process, the main CPU 41 determines whether the setting value switch 45 is being operated. If the setting value switch 45 is not being operated, the main CPU 41 ends the setting value confirmation process. On the other hand, if the setting value switch 45 is being operated, the main CPU 41 refers to the setting value information stored in the main RAM 43 and identifies the set setting value. Then, the main CPU 41 controls the first display 47 to display information that can identify the identified setting value. In the slot machine 10, the state where information that can identify the set setting value is displayed on the first display 47 is the setting value confirmation state. That is, the main CPU 41 controls the first display 47 to display information that can identify the set setting value, thereby controlling to the setting value confirmation state. Also, when the operation of the setting value switch 45 ends, the main CPU 41 ends the setting value confirmation process.
[0173] In addition, when the main CPU 41 controls to the setting value confirmation state triggered by the operation of the setting value switch 45, the main CPU 41 stores control information (hereinafter referred to as a confirmation state start command) that can identify that it has been controlled to the setting value confirmation state in the output buffer and outputs it to the sub CPU 51. Also, when the operation of the setting value switch 45 ends after outputting the confirmation state start command, the main CPU 41 stores control information (hereinafter referred to as a confirmation state end command) that can identify that the setting value confirmation state has ended in the output buffer and outputs it to the sub CPU 51.
[0174] In the slot machine 10, the control for setting the control state to the set value confirmation state corresponds to the control for setting the set value confirmation state, and corresponds to the set value display control for displaying information that can identify the set set value. In the present embodiment, by the main CPU 41 executing the control for setting the set value confirmation state, a function as set value display control means capable of executing the set value display control for displaying information that can identify the set set value is realized. The control for setting the set value confirmation state can be regarded as special operation control. At this time, as the information used for the special information control, for example, there is set value information. The information used for the special information control includes information that can identify the set set value.
[0175] Incidentally, even when the power supply is stopped, the information stored and held in the main RAM 43 includes the set value information. Thus, even when the power supply is stopped, the information stored and held in the main RAM 43 includes the set value information used for the control for setting the set value confirmation state. In the slot machine 10, the inoperable state in the first process is controlled by an error occurring in the stored content of the main RAM 43 that can store a plurality of information including the set value information used for the control for setting the set value confirmation state.
[0176] Next, the door opening detection process will be described. The door opening detection process is one of the interrupt processes. For example, during the period in which the game progress process is being performed, the interrupt of the door opening detection process is an allowable period. In addition, as described above, at least a part of the period when the second game inoperable process is being performed, and at least a part of the period when the third game inoperable process is being performed are periods in which the interrupt of the door opening detection process is an allowable period.
[0177] In the door open detection process, the main CPU 41 determines whether it is detected by the door open sensor SEa that the front door 12 is open. When it is detected that the front door 12 is open, the main CPU 41 determines whether it is notifying the occurrence of a door open error in which the front door 12 is open. When it is detected that the front door 12 is open and the occurrence of a door open error is being notified, the main CPU 41 ends the door open detection process. When it is detected that the front door 12 is open and the occurrence of a door open error is not being notified, the main CPU 41 controls the second display 48 to display information that can identify that a door open error has occurred. In the slot machine 10, the occurrence of a door open error is notified by displaying information that can identify that a door open error has occurred on the second display 48. In addition, the main CPU 41 stores control information (hereinafter referred to as a door open error notification start command) that can identify that the notification of a door open error has started in the output buffer and outputs it to the sub CPU 51. Then, the main CPU 41 ends the door open detection process.
[0178] On the other hand, when it is not detected that the front door 12 is open, the main CPU 41 determines whether it is notifying the occurrence of a door open error. When it is not detected that the front door 12 is open and the door open error is not being notified, the main CPU 41 ends the door open detection process. When it is not detected that the front door 12 is open and the occurrence of a door open error is being notified, the main CPU 41 ends the notification of the door open error and ends the door open detection process. At this time, the main CPU 41 stores control information (hereinafter referred to as a door open error notification end command) that can identify that the notification of a door open error has ended in the output buffer and outputs it to the sub CPU 51. Then, the main CPU 41 ends the door open detection process.
[0179] In the slot machine 10, control is configured to be able to detect a door opening error by executing door opening detection processing. In the slot machine 10, executing the door opening detection processing corresponds to executing door opening detection control for detecting the opening of the door member. And in the present embodiment, by the main CPU 41 executing the door opening detection processing, a function as door opening detection control means capable of executing door opening detection control for detecting the opening of the door member is realized. The control for detecting a door opening error can be regarded as specific control.
[0180] Next, the coin insertion error detection processing will be described. The coin insertion error detection processing is one of the interrupt processes. For example, during the period when the game progress processing is being performed, the interrupt of the coin insertion error detection processing is an allowable period. In addition, as described above, at least a part of the period when the second game non - playable processing is being performed, and at least a part of the period when the third game non - playable processing is being performed are the periods when the interrupt of the coin insertion error detection processing is allowable.
[0181] In the coin insertion error detection processing, the main CPU 41 determines whether the coin jam in the medal selector is detected by the selector sensor SE5. For example, when medals are continuously detected by the selector sensor SE5 for a predetermined time, the main CPU 41 may be configured to determine that a coin jam in the medal selector is detected. Alternatively, a plurality of sensors functioning as the selector sensor SE5 are provided, and when medals are detected simultaneously in all the sensors, the main CPU 41 may be configured to determine that a coin jam in the medal selector is detected.
[0182] When a jam of medals in the medal selector is detected, the main CPU 41 determines whether it has notified the occurrence of an insertion error. When a jam of medals in the medal selector is detected and the occurrence of an insertion error has been notified, the main CPU 41 ends the insertion error detection process. When a jam of medals in the medal selector is detected and the occurrence of an insertion error has not been notified, the main CPU 41 controls the second display 48 to display information that can identify that an insertion error has occurred. In the slot machine 10, the occurrence of an insertion error is notified by the display of information that can identify the occurrence of an insertion error on the second display 48. In addition, the main CPU 41 stores control information (hereinafter referred to as an insertion error notification start command) that can identify the start of the insertion error notification in the output buffer and outputs it to the sub CPU 51. Then, the main CPU 41 ends the insertion error detection process.
[0183] On the other hand, when a jam of medals in the medal selector is not detected, the main CPU 41 determines whether it has notified the occurrence of an insertion error. When a jam of medals in the medal selector is not detected and the insertion error has not been notified, the main CPU 41 ends the insertion error detection process. When a jam of medals in the medal selector is not detected and the occurrence of an insertion error has been notified, the main CPU 41 ends the notification of the insertion error and ends the insertion error detection process. At this time, the main CPU 41 stores control information (hereinafter referred to as an insertion error notification end command) that can identify the end of the insertion error notification in the output buffer and outputs it to the sub CPU 51. Then, the main CPU 41 ends the insertion error detection process.
[0184] In the slot machine 10, control is configured to be able to detect an insertion error by executing an insertion error detection process. In the slot machine 10, executing the insertion error detection process corresponds to executing insertion error detection control for detecting an insertion error related to the insertion of a game medium. And in the present embodiment, by the main CPU 41 executing the insertion error detection process, a function as insertion error detection control means capable of executing insertion error detection control for detecting an insertion error related to the insertion of a game medium is realized. The control for detecting an insertion error can be regarded as specific control.
[0185] Next, the payout error detection process will be described. The payout error detection process is one of the interrupt processes. For example, during the period when the game progress process is being performed, the interruption of the payout error detection process is permitted. In addition, as described above, at least a part of the period when the second game non - executable process is being performed, and at least a part of the period when the third game non - executable process is being performed are periods in which the interruption of the payout error detection process is permitted.
[0186] In the payout error detection process, the main CPU 41 determines whether it is detected by the hopper sensor SE6 that the medals stored in the hopper unit HU have run out. When it is detected that the medals stored in the hopper unit HU have run out, the main CPU 41 determines whether it is notifying the occurrence of a payout error. When it is detected that the medals stored in the hopper unit HU have run out and the occurrence of a payout error is being notified, the main CPU 41 ends the payout error detection process. When it is detected that the medals stored in the hopper unit HU have run out and the occurrence of a payout error is not being notified, the main CPU 41 controls the second display 48 to display information that can identify that a payout error has occurred. In the slot machine 10, the occurrence of a payout error is notified by displaying information that can identify that a payout error has occurred on the second display 48. In addition, the main CPU 41 stores control information (hereinafter referred to as a payout error notification start command) that can identify that the notification of a payout error has started in the output buffer and outputs it to the sub CPU 51. Then, the main CPU 41 ends the payout error detection process.
[0187] When it is not detected that the medals stored in the hopper unit HU have run out, the main CPU 41 determines whether it is notifying the occurrence of a payout error. When it is not detected that the medals stored in the hopper unit HU have run out and the occurrence of a payout error is not being notified, the main CPU 41 ends the payout error detection process. When it is not detected that the medals stored in the hopper unit HU have run out and the occurrence of a payout error is being notified, the main CPU 41 ends the notification of a payout error and ends the payout error detection process. At this time, the main CPU 41 stores control information (hereinafter referred to as a payout error notification end command) that can identify that the notification of a payout error has ended in the output buffer and outputs it to the sub CPU 51. Then, the main CPU 41 ends the payout error detection process.
[0188] In the slot machine 10, control is configured to be executable to detect a payout error by executing a payout error detection process. In the slot machine 10, executing the payout error detection process corresponds to executing payout error detection control for detecting a payout error related to the payout of game media. And in the present embodiment, by the main CPU 41 executing the payout error detection process, a function as payout error detection control means capable of executing payout error detection control for detecting a payout error related to the payout of game media is realized. The control for detecting a payout error can be regarded as specific control.
[0189] Next, control related to the lighting modes of the insertable lamp 31, replay lamp 32, start lamp 33, and advantageous section lamp 34 will be described. First, control related to the lighting mode of the insertable lamp 31 will be described.
[0190] The main CPU 41 controls the insertable lamp 31 to light up during a period when the credit has not reached the upper limit number and within the period from when the process of step S601 is performed in the game progress process until the determination result of step S607 becomes affirmative. However, when the credit has reached the upper limit number, the main CPU 41 controls the insertable lamp 31 to turn off even within the period from when the process of step S601 is performed in the game progress process until the determination result of step S607 becomes affirmative. When it is not within the period from when the process of step S601 is performed in the game progress process until the determination result of step S607 becomes affirmative, the main CPU 41 controls the insertable lamp 31 to turn off regardless of the credit. For example, when the insertable lamp 31 is lit and the determination result of step S607 becomes affirmative, the main CPU 41 controls the insertable lamp 31 to turn off.
[0191] When the replay game is operating and the insertable lamp 31 is lit, when the main CPU 41 executes the settlement control related to the settlement of game media, it controls the insertable lamp 31 to turn off. When the settlement control is executed when the replay game is operating and the insertable lamp 31 is lit, when the main CPU 41 returns to the game progress process, it controls the insertable lamp 31 to turn on. Similarly, when the replay game is not operating and the insertable lamp 31 is lit, when the main CPU 41 executes the settlement control, it controls the insertable lamp 31 to turn off. When the settlement control is executed when the replay game is not operating and the insertable lamp 31 is lit, when the main CPU 41 returns to the game progress process, it controls the insertable lamp 31 to turn on. The insertable lamp 31 turns off when it is in a non-progressive state in the first process. The insertable lamp 31 turns off when it is in a non-progressive state in the second process. Similarly, the insertable lamp 31 turns off when it is in a non-progressive state in the third process.
[0192] Next, the control related to the light emission mode of the replay lamp 32 will be described. When the replay game is in operation, the main CPU 41 controls the replay lamp 32 to light up. Note that even when the replay game is in operation and during the execution of a variable game started while the replay game is in operation, the main CPU 41 controls the replay lamp 32 to light up. On the other hand, when the replay winning combination does not win in the variable game started while the replay game is in operation, the main CPU 41 controls the replay lamp 32 to turn off when the variable game ends. Also, when the replay winning combination wins in the variable game started while the replay game is in operation, the main CPU 41 controls the replay lamp 32 to continue lighting. In the case where the replay winning combination wins continuously like this, the replay lamp 32 may be controlled to continue lighting by temporarily turning off the replay lamp 32 and then turning it on again. Also, in the case where the replay winning combination wins continuously, the replay lamp 32 may be controlled to continue lighting by keeping the replay lamp 32 lit without temporarily turning it off.
[0193] When performing settlement control while the replay game is in operation, the main CPU 41 controls the replay lamp 32 to continue lighting. That is, even when performing settlement control, the main CPU 41 does not turn off the lit replay lamp 32. The replay lamp 32 turns off when it is in an unproceedable state in the first process. The replay lamp 32 turns off when it is in an unproceedable state in the second process. Similarly, the replay lamp 32 turns off when it is in an unproceedable state in the third process.
[0194] Next, the control regarding the light emission mode of the start lamp 33 will be described. When the set number of multipliers has reached 3 and within the period from when the process of step S601 is performed in the game progress process until the determination result of step S607 becomes affirmative, the main CPU 41 controls so that the start lamp 33 lights up. When it is not within the period from when the process of step S601 is performed in the game progress process until the determination result of step S607 becomes affirmative, the main CPU 41 controls so that the start lamp 33 turns off. For example, when the start lamp 33 is lit and the determination result of step S607 becomes affirmative, the main CPU 41 controls so that the start lamp 33 turns off.
[0195] When the replay is operating and the start lamp 33 is lit, when the main CPU 41 executes the settlement process, it controls so that the start lamp 33 turns off. When the settlement control is executed when the replay is operating and the start lamp 33 is lit, when the main CPU 41 returns to the game progress process, it controls so that the start lamp 33 lights up. Similarly, when the replay is not operating and the start lamp 33 is lit, when the main CPU 41 executes the settlement control, it controls so that the start lamp 33 turns off. When the settlement control is executed when the replay is not operating and the start lamp 33 is lit, when the main CPU 41 returns to the game progress process, it controls so that the start lamp 33 lights up. The start lamp 33 turns off when it is in a non - progressable state in the first process. The start lamp 33 turns off when it is in a non - progressable state in the second process. Similarly, the start lamp 33 turns off when it is in a non - progressable state in the third process.
[0196] Next, the control regarding the light emission mode of the advantageous section lamp 34 will be described. When it is the advantageous section, the main CPU 41 controls so that the advantageous section lamp 34 lights up. On the other hand, when it is not the advantageous section, the main CPU 41 controls so that the advantageous section lamp 34 turns off. Note that when performing the settlement control when it is the advantageous section, the main CPU 41 controls so that the advantageous section lamp 34 continues to light up. The advantageous section lamp 34 turns off when it is in the non-progressable state in the first process. The advantageous section lamp 34 turns off when it is in the non-progressable state in the second process. Similarly, the advantageous section lamp 34 turns off when it is in the non-progressable state in the third process.
[0197] Next, the process performed by the sub CPU 51 after the power supply is started and restored will be described. When the sub CPU 51 inputs a game state command, it updates the game state information stored in the sub RAM 53. At this time, the sub CPU 51 updates to the game state information indicating the game state that can be specified from the game state command. Also, when the sub CPU 51 inputs a production state command, it updates the production state information stored in the sub RAM 53. At this time, the sub CPU 51 updates to the production state information indicating the production state that can be specified from the production state command.
[0198] When the sub CPU 51 inputs a multiplier setting command, it controls to the production state that can be specified from the production state information. Incidentally, after the replay winning combination wins, when the sub CPU 51 inputs a variable game start command, it controls to the production state that can be specified from the production state information. Specifically, when the type of the production state that can be specified from the production state information is changed, the sub CPU 51 controls to the changed production state. On the other hand, when the type of the production state that can be specified from the production state information has not been changed, the sub CPU 51 continues to control to the production state being controlled.
[0199] The sub-CPU 51 counts the number of times of the controlled pseudo-bonus effect state after being controlled to an advantageous state. Specifically, when the sub-CPU 51 inputs an effect state command that can specify the pseudo-bonus effect state while in an effect state other than the pseudo-bonus effect state, it adds 1 to the continuous bonus count information that can specify the number of times of the controlled pseudo-bonus effect state after being controlled to an advantageous state, and updates the continuous bonus count information. The continuous bonus count information is stored in the sub-RAM 53. Also, when the sub-CPU 51 inputs an effect state command that can specify the first normal state, it initializes the continuous bonus count information. At this time, the sub-CPU 51 updates the continuous bonus count information to 0 and initializes the continuous bonus count information.
[0200] When the sub-CPU 51 inputs an instruction information command, it performs a push order navigation effect process for executing a navigation effect that suggests or notifies the push order. The sub-CPU 51 performs the push order navigation effect process based on the winning number that can be specified from the winning information command and the instruction information that can be specified from the instruction information command. In the push order navigation effect process, the sub-CPU 51 controls the effect display device 15 so that a navigation effect based on the instruction information that can be specified from the instruction information command is executed. For example, when executing a navigation effect that suggests or notifies the fourth push order, the sub-CPU 51 may cause a navigation effect in which a navigation image including "3" from the left, a navigation image including "1", and a navigation image including "2" are displayed in the area above the stop buttons 21 to 23 in the effect display device 15. The sub-CPU 51 controls the effect display device 15 so that the navigation effect is executed until the rotation of all the reels 16a to 16c stops.
[0201] Incidentally, when the sub-CPU 51 is executing a navigation effect based on instruction information that can be specified from an instruction information command, if the stop button is operated in a pressing order different from the pressing order suggested or notified in the navigation effect, the sub-CPU 51 ends the navigation effect and aborts the execution of the navigation effect. For this reason, in the slot machine 10, for example, when a navigation effect that suggests or notifies the fourth pressing order is being executed, if a stop button 21 or 23 other than the stop button 22 is operated for the first time, the navigation effect ends. Similarly, in the slot machine 10, for example, when a navigation effect that suggests or notifies the fourth pressing order is being executed, even if the stop button 22 is operated for the first time and then the stop button 21 is operated for the second time, the navigation effect ends. Note that in the slot machine 10, even when the execution of the navigation effect in the effect display device 15 is aborted, the display of the instruction information in the payout display unit 37 continues to be performed.
[0202] When the sub-CPU 51 receives an additional spin count command, the sub-CPU 51 performs an additional spin effect process. On the other hand, when the sub-CPU 51 has not received an additional spin count command, the sub-CPU 51 does not perform an additional spin effect process. In the additional spin effect process, the sub-CPU 51 specifies the additional spin count from the input additional spin count command, and controls the effect display device 15 so that an additional spin effect for notifying the additional spin count is executed.
[0203] When the sub-CPU 51 receives an input winning command, it may execute an effect corresponding to the winning combination that can be identified from the winning command. For example, when the sub-CPU 51 receives a winning command that can identify that the bell combination has won, it controls the decorative lamp 13 to emit yellow light and controls the effect display device 15 to display an image imitating a bell. For example, when the sub-CPU 51 receives a winning command that can identify that the replay combination has won, it controls the decorative lamp 13 to emit blue light and controls the effect display device 15 to display an image that can identify that the replay combination has won. For example, when configured to be able to execute a variable game even if the bet count is not 3, the images that can identify that the replay combination displayed on the effect display device 15 has won may be made different according to the bet count.
[0204] Next, the control related to volume adjustment will be described. The sub-RAM 53 stores information (hereinafter referred to as volume information) that can identify the set volume level among the levels that can be set as the volume. The sub-CPU 51 controls the speaker 14 so that a sound effect is executed at the volume level that can be identified from the volume information. For example, the sub-CPU 51 controls the speaker 14 so that background sound is output at the volume level that can be identified from the volume information.
[0205] In a situation where the volume can be adjusted, when the sub-CPU 51 receives a detection signal from the up button Ba and the volume level that can be identified from the volume information has not reached the upper limit, the sub-CPU 51 increases the volume level by one and updates the volume information that can identify the increased volume level. Similarly, in a situation where the volume can be adjusted, when the sub-CPU 51 receives a detection signal from the down button Bb and the volume level that can be identified from the volume information has not reached the lower limit, the sub-CPU 51 decreases the volume level by one and updates the volume information that can identify the decreased volume level. Also, when updating the volume information, the sub-CPU 51 may control the speaker 14 to output a volume adjustment sound.
[0206] Next, the control for selecting whether to allow control to the power saving mode and the control for setting the power saving mode will be described. The control for setting the power saving mode corresponds to the power saving control for controlling to the power saving mode.
[0207] When the sub-CPU 51 inputs a confirmation state start command, the sub-CPU 51 controls the effect display device 15 so that the first selection image SM1, the second selection image SM2, and the arrow image JS are displayed. The sub-CPU 51 refers to information that can specify whether to allow control to the power saving mode (hereinafter referred to as power saving allowable information). The power saving allowable information is stored in the sub-RAM 53. Then, when the sub-CPU 51 can specify from the power saving allowable information that control to the power saving mode is restricted, the sub-CPU 51 controls the effect display device 15 so that the arrow image JS is displayed in a display mode indicating the first selection image SM1. On the other hand, when the sub-CPU 51 can specify from the power saving allowable information that control to the power saving mode is allowed, the sub-CPU 51 controls the effect display device 15 so that the arrow image JS is displayed in a display mode indicating the second selection image SM2.
[0208] When the arrow image JS is displayed in a display mode indicating the first selection image SM1, if the sub-CPU 51 inputs a detection signal from the lower button Bb, the sub-CPU 51 controls the effect display device 15 so that the arrow image JS is displayed in a display mode indicating the second selection image SM2. Further, the sub-CPU 51 updates the power saving allowable information to information that can specify that control to the power saving mode is allowed. On the other hand, when the arrow image JS is displayed in a display mode indicating the second selection image SM2, if the sub-CPU 51 inputs a detection signal from the upper button Ba, the sub-CPU 51 controls the effect display device 15 so that the arrow image JS is displayed in a display mode indicating the first selection image SM1. Further, the sub-CPU 51 updates the power saving allowable information to information that can specify that control to the power saving mode is restricted. When the sub-CPU 51 inputs a confirmation state end command, the sub-CPU 51 ends the display of the first selection image SM1, the second selection image SM2, and the arrow image JS, and controls to an effect state that can be specified from the effect state information.
[0209] When the sub-CPU 51 is in a situation where the variable game is not being executed and the multiplier has not been set, and a predetermined power-saving standby time has elapsed, it may control to enter the power-saving mode. Specifically, when the variable game is not being executed and the multiplier has not been set, and a predetermined power-saving standby time has elapsed, if power-saving permission information that can identify that it is allowed to control to the power-saving mode is stored in the sub-RAM 53, the sub-CPU 51 controls to enter the power-saving mode. However, if power-saving permission information that can identify that it is restricted to control to the power-saving mode is stored in the sub-RAM 53, the sub-CPU 51 does not control to enter the power-saving mode. When the sub-CPU 51 controls to enter the power-saving mode, it controls the decorative lamp 13 so that the brightness of the decorative lamp 13 decreases compared to before controlling to the power-saving mode. When the sub-CPU 51 controls to enter the power-saving mode, it controls the effect display device 15 so that the brightness of the backlight of the effect display device 15 decreases compared to before controlling to the power-saving mode.
[0210] When the multiplier is set while the power-saving mode is being controlled, the sub-CPU 51 ends the power-saving mode. When ending the power-saving mode, the sub-CPU 51 returns the brightness of the decorative lamp 13 to the brightness before controlling to the power-saving mode. When ending the power-saving mode, the sub-CPU 51 returns the brightness of the backlight of the effect display device 15 to the brightness before controlling to the power-saving mode.
[0211] Next, the control related to the execution of the setting operation effect among the set effects will be described. When the sub-CPU 51 receives a variable game start command, it conducts a lottery to determine whether to execute the setting operation effect. If it is determined not to execute the setting operation effect in the lottery for the setting operation effect, the sub-CPU 51 terminates the control related to the execution of the setting operation effect. On the other hand, if it is determined to execute the setting operation effect in the lottery for the setting operation effect, the sub-CPU 51 determines the content of the setting operation effect. Specifically, the sub-CPU 51 determines the type of character to be displayed as the image BG2 related to the setting operation effect. At this time, the sub-CPU 51 determines the type of character to be displayed as the image BG2 related to the setting operation effect according to the set value that can be specified from the sub-setting value information, that is, according to the determination rate corresponding to the set set value.
[0212] During the operation valid period of the effect button BT related to the setting operation effect, the sub-CPU 51 controls the effect display device 15 so that the operation promotion image BG1 is displayed. And when a detection signal from the effect button BT is input during the operation valid period of the effect button BT related to the setting operation effect, the sub-CPU 51 controls the effect display device 15 so that the image BG2 related to the setting operation effect showing the determined type of character is displayed. Thereby, on the effect display device 15, the setting suggestion effect of the determined content is executed.
[0213] Next, the control related to the execution of the history display effect will be described. When being controlled in the advantageous state, the sub-CPU 51 controls the effect display device 15 so that the history display image RG is displayed and the history display notification effect is executed. And when a detection signal from the effect button BT is input while the history display image RG is being displayed, the sub-CPU 51 generates a two-dimensional code as history information and controls the effect display device 15 so that the two-dimensional code is displayed. At this time, the sub-CPU 51 generates the two-dimensional code based on the continuous bonus count information. Also, when a detection signal from the effect button BT is input while the two-dimensional code is being displayed, the sub-CPU 51 controls the effect display device 15 so that the history display image RG is displayed and the history display notification effect is executed.
[0214] Next, based on FIG. 16, the control when various errors are detected will be described together with an example of the display content of the effect display device 15. When the sub CPU 51 inputs a door open error notification start command, the sub CPU 51 controls the effect display device 15 so that an error notification image ER1 for notifying the occurrence of a door open error is displayed. When the sub CPU 51 inputs a door open error notification end command, the sub CPU 51 controls the effect display device 15 so that the display of the error notification image ER1 ends. The error notification image ER1 is an image including character information of "The door is open."
[0215] In the slot machine 10, the occurrence of a door open error is notified by the error notification image ER1 being displayed on the effect display device 15. Thus, in the slot machine 10, when a door open error is detected, the error notification image ER1 is displayed on the effect display device 15. The situation where the error notification image ER1 is displayed and the occurrence of a door open error is notified corresponds to a specific error detection state. In the present embodiment, the control for causing the error notification image ER1 to be displayed on the effect display device 15 when a door open error is detected corresponds to specific error control for controlling to a specific error detection state. Then, by the sub CPU 51 executing control for causing the error notification image ER1 to be displayed on the effect display device 15 when a door open error is detected, a function as specific error control means capable of executing specific error control for controlling to a specific error detection state when a specific error is detected is realized. Note that in the slot machine 10, when the occurrence of a door open error ends while the door open error is occurring, that is, when the door open error is resolved, the notification of the occurrence of the door open error ends. That is, in the slot machine 10, it is possible to end the specific error detection state by resolving the specific error without stopping the power supply.
[0216] When the sub-CPU 51 receives an input of an input error notification start command, it controls the effect display device 15 so that an error notification image ER2 for notifying the occurrence of an input error is displayed. When the sub-CPU 51 receives an input of an input error notification end command, it controls the effect display device 15 so that the display of the error notification image ER2 ends. The error notification image ER2 is an image including character information of "An input error has been detected. Please call an attendant."
[0217] In the slot machine 10, when the error notification image ER2 is displayed on the effect display device 15, the occurrence of an input error is notified. In this way, in the slot machine 10, when an input error is detected, the error notification image ER2 is displayed on the effect display device 15. Note that in the slot machine 10, when the occurrence of an input error ends while an input error is occurring, that is, when the input error is resolved, the notification of the occurrence of the input error ends.
[0218] When the sub-CPU 51 receives an input of a payout error notification start command, it controls the effect display device 15 so that an error notification image ER3 for notifying the occurrence of a payout error is displayed. When the sub-CPU 51 receives an input of a payout error notification end command, it controls the effect display device 15 so that the display of the error notification image ER3 ends. The error notification image ER3 is an image including character information of "A payout error has been detected. Please call an attendant."
[0219] In the slot machine 10, when the error notification image ER3 is displayed on the effect display device 15, the occurrence of a payout error is notified. In this way, in the slot machine 10, when a payout error is detected, the error notification image ER3 is displayed on the effect display device 15. Note that in the slot machine 10, when the occurrence of a payout error ends while a payout error is occurring, that is, when the payout error is resolved, the notification of the occurrence of the payout error ends.
[0220] As shown in FIG. 16, the error notification images ER1 to ER3 are displayed at non-overlapping positions respectively. For this reason, in the slot machine 10, even if two or more errors occur among the door opening error, the insertion error, and the payout error, the notifications of various errors in the effect display device 15 do not overlap.
[0221] Next, the control executed by the sub-CPU 51 when the first non-gameable process is executed in the main CPU 41 will be described in conjunction with various effects. As shown in FIG. 17, when the sub-CPU 51 inputs the first non-gameable command, the sub-CPU 51 controls the effect display device 15 so that an error notification image ERr, which is information capable of specifying that a RAM error has occurred, is displayed. The error notification image ERr is an image including character information of "A RAM error has occurred."
[0222] Furthermore, the sub-CPU 51 outputs a RAM error sound from the speaker 14 that can identify that a RAM error has occurred. In the slot machine 10, the RAM error sound is a sound whose volume cannot be adjusted. Incidentally, when the non-proceedable state in the first process occurs, a sound whose volume can be adjusted is not output. Thus, when the non-proceedable state in the first process occurs, thereafter, a sound whose volume can be adjusted is not output until at least the non-proceedable state in the first process ends. In the slot machine 10, when the non-proceedable state in the first process occurs, if the power supply is not stopped, the non-proceedable state in the first process does not end. Therefore, "until the non-proceedable state in the first process ends" as used herein means "until the power supply is stopped."
[0223] Next, the control executed by the sub-CPU 51 when the second non-gameable process is executed in the main CPU 41 will be described in conjunction with various effects. As shown in FIG. 18, when the sub-CPU 51 inputs the second non-gameable command, the sub-CPU 51 controls the effect display device 15 so that an error notification image ERs is displayed as information capable of specifying that the set value is abnormal. The error notification image ERs is an image including character information of "An abnormality has been confirmed in the set value. Please call the staff."
[0224] When the sub-CPU 51 inputs the second non-gameable command, the sub-CPU 51 generates a two-dimensional code as history information and controls the effect display device 15 so that the two-dimensional code is displayed. Specifically, the sub-CPU 51 generates a two-dimensional code based on the continuous bonus count information. At this time, even if the value that can be specified from the continuous bonus count information is "0", the sub-CPU 51 generates a two-dimensional code and controls the effect display device 15 so that the two-dimensional code is displayed. The control for causing the effect display device 15 to display the two-dimensional code triggered by the input of the second non-gameable command is included in the history information display control for causing the display means to display the history information based on the history related to the game. The sub-CPU 51 that executes the control for causing the effect display device 15 to display the two-dimensional code triggered by the input of the second non-gameable command can realize the function as the history display control means capable of executing the history information display control for causing the display means to display the history information based on the history related to the game.
[0225] When the sub-CPU 51 receives the second non-gameable command, it controls the speaker 14 to output background music. At this time, the background music classified as special background music among multiple types of background music is output from the speaker 14. The second non-gameable command is control information output when the main CPU 41 executes the second non-gameable process. Therefore, the timing at which the special background music is output is the timing after the main CPU 41 executes the second non-gameable process. That is, when the main CPU 41 executes the second non-gameable process, then the special background music is output from the speaker 14. And in the slot machine 10, the special background music is a sound whose volume can be adjusted. Thus, in the slot machine 10, when it becomes an unprogressable state in the second process, then there may be a case where a sound whose volume can be adjusted is output afterwards.
[0226] Even when the main CPU 41 is executing the second non-gameable process, the sub-CPU 51 can execute control related to volume adjustment. Therefore, in the slot machine 10, when the main CPU 41 executes the second non-gameable process and then the special background music is output, the volume of the output special background music can be adjusted.
[0227] Even when the main CPU 41 is executing the second non-gameable process, the sub-CPU 51 can be controlled to enter the power-saving mode. Therefore, after the second non-gameable command is input, when a predetermined power-saving standby time has elapsed in a situation where no variable game is being executed and no multiplier is set, if the sub-CPU 51 has stored power-saving permission information that can identify that it is allowed to control the sub-RAM 53 to enter the power-saving mode, it will control to enter the power-saving mode.
[0228] Next, the control executed by the sub-CPU 51 when the main CPU 41 executes the third non-gameable process will be described together with various effects. As shown in FIG. 19, when the sub-CPU 51 inputs the third non-gameable command, the sub-CPU 51 controls the effect display device 15 so that an error notification image ERt, which is information (display information) capable of specifying that a value specifiable from the acquired number information after power restoration has reached a specified value, is displayed. The error notification image ERt is an image including character information of "Congratulations. The game is over. Please call the staff."
[0229] When the sub-CPU 51 inputs the third non-gameable command, the sub-CPU 51 generates a two-dimensional code as history information and controls the effect display device 15 so that the two-dimensional code is displayed. At this time, the sub-CPU 51 generates the two-dimensional code based on the fact that a value specifiable from the acquired number information after power restoration has reached a specified value. In the slot machine 10, the two-dimensional code generated at this time is a two-dimensional code that is displayed only when the third non-gameable process is executed in the main CPU 41. Then, the sub-CPU 51 controls the effect display device 15 so that the generated two-dimensional code is displayed. The control for causing the effect display device 15 to display the two-dimensional code triggered by the input of the third non-gameable command is included in the history information display control for causing the display means to display the history information based on the history related to the game. The sub-CPU 51 that executes the control for causing the effect display device 15 to display the two-dimensional code triggered by the input of the third non-gameable command can realize a function as history display control means capable of executing the history information display control for causing the display means to display the history information based on the history related to the game.
[0230] When the sub-CPU 51 inputs the third non-playable command, it controls the effect display device 15 so that the background image BP that can be displayed when the third non-playable process is executed is displayed. In this embodiment, the effect of displaying the background image BP is one of the setting effects that suggest or notify the set setting values. In the slot machine 10, there are multiple types of background images BP. The sub-CPU 51 determines the type of the background image BP to be displayed from among the multiple types of background images BP according to the setting value that can be specified from the sub-setting value information, that is, the determination rate corresponding to the set setting value. Then, the sub-CPU 51 controls the effect display device 15 so that the background image BP of the determined type is displayed.
[0231] Incidentally, in the slot machine 10, when the main CPU 41 executes the first non-playable process, the sub-CPU 51 does not execute the control to display the background image BP. In the slot machine 10, when the main CPU 41 executes the second non-playable process, the sub-CPU 51 does not execute the control to display the background image BP.
[0232] When the sub-CPU 51 inputs the third non-playable command, it controls the speaker 14 so that the background sound is output. At this time, the background sound classified as a special background sound among the multiple types of background sounds is output from the speaker 14. The third non-playable command is control information output when the main CPU 41 executes the third non-playable process. For this reason, the timing at which the special background sound is output is the timing after the main CPU 41 executes the third non-playable process. That is, when the main CPU 41 executes the third non-playable process, then, the special background sound is output from the speaker 14. And in the slot machine 10, the special background sound is a sound whose volume can be adjusted. Thus, in the slot machine 10, when it becomes a non-progressive state in the third process, then, there may be a case where a sound whose volume can be adjusted is output afterwards.
[0233] Even when the third non-game process is being executed in the main CPU 41, the sub CPU 51 can execute control related to volume adjustment. For this reason, in the slot machine 10, when the third non-game process is executed in the main CPU 41 and then a special background sound is output, the volume at which the special background sound is output can be adjusted.
[0234] Even when the third non-game process is being executed in the main CPU 41, the sub CPU 51 can be controlled to enter the power-saving mode. For this reason, even after a third non-game command is input, when a predetermined power-saving standby time has elapsed after a variable game is not being executed and the multiplier is not set, the sub CPU 51 enters the power-saving mode when power-saving permission information that can identify that control to enter the power-saving mode is permitted is stored in the sub RAM 53.
[0235] As described above, the slot machine 10 is configured to be capable of executing control to cause the effect display device 15 to display a two-dimensional code as history information. In the slot machine 10, executing control to cause the effect display device 15 to display a two-dimensional code corresponds to executing history information display control to cause the display means to display history information based on the history related to the game. And in the present embodiment, by the sub-CPU 51 executing control to cause the effect display device 15 to display a two-dimensional code, a function as history display control means capable of executing history information display control to cause the display means to display history information based on the history related to the game is realized. The control to cause the effect display device 15 to display a two-dimensional code can be regarded as specific control. The control to cause the effect display device 15 to display a two-dimensional code can be regarded as special operation control. The control to cause the effect display device 15 to display a two-dimensional code is executed, for example, in the control related to the execution of the history display effect. That is, when the effect button BT is operated, the sub-CPU 51 can execute control to cause the effect display device 15 to display a two-dimensional code. The control to cause the effect display device 15 to display a two-dimensional code is executed, for example, when the second game disabling process is being executed in the main CPU 41, that is, when it is in an unprogressable state in the second process. The control to cause the effect display device 15 to display a two-dimensional code is executed, for example, when the third game disabling process is being executed in the main CPU 41, that is, when it is in an unprogressable state in the third process. That is, without being triggered by the operation of the effect button BT, the sub-CPU 51 can execute control to cause the effect display device 15 to display a two-dimensional code.
[0236] The slot machine 10 is configured to execute control for causing a setting effect to be executed and to execute control for suggesting or notifying a set value. In the slot machine 10, executing control for suggesting or notifying a set value corresponds to executing setting effect control related to the execution of a setting effect for suggesting or notifying the set value. And in the present embodiment, by the sub-CPU 51 executing control for suggesting or notifying a set value, a function as setting effect control means capable of executing setting effect control related to the execution of a setting effect for suggesting or notifying the set value is realized. The control for suggesting or notifying a set value is executed, for example, in control related to the execution of a setting operation effect. That is, when the operation button BT is operated, the sub-CPU 51 can execute control related to the execution of a setting operation effect. The control for suggesting or notifying a set value is executed, for example, when the third game disable process is being executed in the main CPU 41, that is, when it is in a non-progressable state in the third process. That is, without being triggered by the operation of the operation button BT, the sub-CPU 51 can execute control related to the execution of a setting operation effect.
[0237] The slot machine 10 is configured to be able to execute control related to volume adjustment. In the slot machine 10, executing control related to volume adjustment corresponds to executing volume adjustment control for adjusting the volume of at least a part of the sounds output from the sound output means. In the present embodiment, by the sub-CPU 51 executing control related to volume adjustment, a function as volume adjustment control means capable of executing volume adjustment control for adjusting the volume of at least a part of the sounds output from the sound output means is realized. The control related to volume adjustment can be regarded as specific control. The control related to volume adjustment can be regarded as special operation control. The control related to volume adjustment is executed, for example, when the game is in a playable state. The control related to volume adjustment is executed, for example, when the second game-inhibiting process is being executed in the main CPU 41, that is, when it is in a non-progressive state in the second process. The control related to volume adjustment is executed, for example, when the third game-inhibiting process is being executed in the main CPU 41, that is, when it is in a non-progressive state in the third process. That is, when the buttons Ba and Bb are operated, the sub-CPU 51 can execute control related to volume adjustment.
[0238] The slot machine 10 is configured to be able to execute control to enter the power-saving mode. In the slot machine 10, executing control to enter the power-saving mode corresponds to executing power-saving control for controlling to enter the power-saving mode. In the present embodiment, by the sub-CPU 51 executing control to enter the power-saving mode, a function as power-saving control means capable of executing power-saving control for controlling to enter the power-saving mode is realized. The control to enter the power-saving mode can be regarded as specific control. The control to enter the power-saving mode can be regarded as special operation control. The control to enter the power-saving mode is executed, for example, when the game is in a playable state. The control to enter the power-saving mode is executed, for example, when the second game-inhibiting process is being executed in the main CPU 41, that is, when it is in a non-progressive state in the second process. The control to enter the power-saving mode is executed, for example, when the third game-inhibiting process is being executed in the main CPU 41, that is, when it is in a non-progressive state in the third process.
[0239] In the slot machine 10, before the post-power restoration acquired number information reaches the specified value, the remaining value until the post-power restoration acquired number information reaches the specified value may be notified. Specifically, in the slot machine 10, when the remaining value until the value specifiable from the post-power restoration acquired number information reaches the specified value becomes equal to or less than the notification start reference value, the notification of the remaining value until the post-power restoration acquired number information reaches the specified value is started. The case where the remaining value until the value specifiable from the post-power restoration acquired number information reaches the specified value becomes equal to or less than the notification start reference value corresponds to the case where the value specifiable from the post-power restoration acquired number information reaches a value smaller than the notification start reference value by the specified value.
[0240] In the slot machine 10, even if the remaining value until the value specifiable from the post-power restoration acquired number information reaches the specified value becomes higher than the notification start reference value after the remaining value until the value specifiable from the post-power restoration acquired number information reaches the specified value becomes equal to or less than the notification start reference value, the notification of the remaining value until the post-power restoration acquired number information reaches the specified value does not end. Specifically, in the slot machine 10, after starting the notification of the remaining value until the post-power restoration acquired number information reaches the specified value, when the value until the value specifiable from the post-power restoration acquired number information reaches the specified value becomes equal to or higher than the notification end reference value, which is higher than the notification start reference value, the notification of the remaining value until the post-power restoration acquired number information reaches the specified value ends. The case where the value until the value specifiable from the post-power restoration acquired number information reaches the specified value becomes equal to or higher than the notification end reference value, which is higher than the notification start reference value, corresponds to the case where the value specifiable from the post-power restoration acquired number information becomes equal to or less than a value smaller than the notification end reference value by the specified value. Note that in the slot machine 10, even when the post-power restoration acquired number information reaches the specified value, the notification of the remaining value until the post-power restoration acquired number information reaches the specified value ends.
[0241] In the slot machine 10, the notification start reference value is set to "500" and the notification end reference value is set to "600". Therefore, in the slot machine 10, when the remaining value until the value specifiable from the number of medals acquired after power restoration reaches the specified value becomes equal to or less than the notification start reference value, it corresponds to the case where the value specifiable from the number of medals acquired after power restoration reaches "18500 (= 19000 - 500)". Also, in the slot machine 10, when the value until the value specifiable from the number of medals acquired after power restoration reaches the specified value becomes equal to or higher than the notification end reference value, which is higher than the notification start reference value, it corresponds to the case where the value specifiable from the number of medals acquired after power restoration becomes "18400 (= 19000 - 600)" or less. Thus, in the slot machine 10, the difference between the notification start reference value and the notification end reference value is larger than the maximum number of medals paid out as a prize in the slot machine 10. For this reason, it is easy to suppress the frequent repetition of the start and end of the notification of the remaining value until the number of medals acquired after power restoration reaches the specified value.
[0242] As shown in FIG. 20, in the slot machine 10, a remaining number of medals notification image NHg including the remaining value until the number of medals acquired after power restoration reaches the specified value is displayed on the effect display device 15, and the remaining value until the number of medals acquired after power restoration reaches the specified value is notified. For example, as shown in FIG. 20, when the remaining value until the number of medals acquired after power restoration reaches the specified value is "76", a remaining number of medals notification image NHg including the character information "The game ends with 76 remaining" is displayed on the effect display device 15.
[0243] When the sub-CPU 51 inputs a command for the number of medals acquired after power restoration, the sub-CPU 51 specifies the value of the number of medals acquired after power restoration from the command, stores the specified value as information that can be specified (hereinafter referred to as sub-used number of medals acquired after power restoration information) in the sub-RAM 53, and updates the sub-used number of medals acquired after power restoration information. In the slot machine 10, the value specifiable from the sub-used number of medals acquired after power restoration information stored in the sub-RAM 53 is the same as the value specifiable from the number of medals acquired after power restoration information stored in the main-RAM 43.
[0244] When the remaining value until the number of acquired pieces of information after power restoration reaches the specified value is not notified, the sub-CPU 51 starts notifying the remaining value until the number of acquired pieces of information after power restoration reaches the specified value when the value that can be specified from the number of acquired pieces of information after secondary power restoration reaches "18500" after the update. When notifying the remaining value until the number of acquired pieces of information after power restoration reaches the specified value, the sub-CPU 51 specifies the difference between the specified value and the value that can be specified from the number of acquired pieces of information after secondary power restoration, and notifies the specified "difference" as the "remaining value until the number of acquired pieces of information after power restoration reaches the specified value". When notifying the remaining value until the number of acquired pieces of information after power restoration reaches the specified value, the sub-CPU 51 controls the effect display device 15 so that the remaining number of pieces notification image NHg that can specify the remaining value until the number of acquired pieces of information after power restoration reaches the specified value is displayed. When the remaining value until the number of acquired pieces of information after power restoration reaches the specified value is being notified, the sub-CPU 51 ends the notification of the remaining value until the number of acquired pieces of information after power restoration reaches the specified value when the value that can be specified from the number of acquired pieces of information after secondary power restoration becomes "18400" or less after the update.
[0245] In the slot machine 10, when the settlement control is executed by the main CPU 41 in a game progressable state where the game can be progressed, it enters the standby state. In the slot machine 10, even when it is not in the game progressable state, there may be a case where the settlement control is executed by the main CPU 41 in the non-progressable state in the second process, but in this case, it does not enter the standby state. Similarly, in the slot machine 10, even when it is not in the game progressable state, there may be a case where the settlement control is executed by the main CPU 41 in the non-progressable state in the third process, but in this case, it does not enter the standby state.
[0246] However, as shown in FIG. 21(a), in any of the game progressable state, the non-progressable state in the second process, and the non-game progressable state in the third non-game progressable process, when the settlement control is performed, the effect display device 15 displays a settlement-in-progress image SGa that can specify that the settlement control has been performed. Then, in the effect display device 15, when the settlement control ends, the display of the settlement-in-progress image SGa ends. The settlement-in-progress image SGa is an image including the character information of "settlement in progress".
[0247] When in the standby state, the effect display device 15 executes a demonstration effect (so-called demo effect) by a character themed on the slot machine 10. When in the standby state, the effect display device 15 executes a warning about overindulgence. As shown in FIG. 21(b), in the slot machine 10, a warning image NTa is displayed on the effect display device 15, and a warning about overindulgence is executed. The warning image NTa is an image including character information of "Pachinko and pachislot are games to be enjoyed moderately. Be careful of overindulgence."
[0248] When the sub-CPU 51 inputs a settlement start command, it controls the effect display device 15 so that a settlement-in-progress image SGa is displayed. When the sub-CPU 51 inputs a settlement end command, it controls the effect display device 15 so that the display of the settlement-in-progress image SGa ends. When the sub-CPU 51 inputs a settlement end command when the game is in a playable state, it controls to the standby state. When controlling to the standby state, the sub-CPU 51 controls the effect display device 15 so that a demonstration effect is executed. After the end of the demonstration effect, the sub-CPU 51 controls the effect display device 15 so that a warning image NTa is displayed and a warning about overindulgence is executed. In this way, the slot machine 10 is configured to be able to execute a warning about overindulgence.
[0249] In the slot machine 10, various controls are executed by the main CPU 41 and the sub CPU 51. In the present embodiment, one or both of the main CPU 41 and the sub CPU 51 that execute control as specific control can realize the function as specific control means capable of executing the specific control. The control as specific control is a control that can be executed when in a game progressable state in which the game can be advanced. The control as specific control is a control that can be executed when in a game progressable state in which the game can be advanced and is different from the control related to the progress of the game. In the present embodiment, by the main CPU 41 executing the control as special information control, the function as special information control means capable of executing the special information control is realized. In the present embodiment, one or both of the main CPU 41 and the sub CPU 51 that execute the control as special operation control can realize the function as special operation control means capable of executing the special operation control.
[0250] Here, based on FIG. 22, an example of the control that can be executed and the control that cannot be executed in each state of the game progressable state, the non-progressable state in the first process, the non-progressable state in the second process, and the non-progressable state in the third process will be described.
[0251] In the slot machine 10, by executing various processes excluding the second non-game process in step S610 and the third non-game process in step S623 in the game progress process, the control related to the execution of the variable game is executed. And the control related to the execution of the variable game can be executed when in the game progressable state. On the other hand, the control related to the execution of the variable game cannot be executed when in the non-progressable state in the first process. The control related to the execution of the variable game cannot be executed when in the non-progressable state in the second process. Similarly, the control related to the execution of the variable game cannot be executed when in the non-progressable state in the third process.
[0252] In the slot machine 10, it is configured to be able to execute settlement control in the settlement process. When executing the settlement control, it is necessary for various settlement conditions that can be established depending on the operation of the settlement button 19, the number of credits, the bet amount, etc. to be satisfied. In the slot machine 10, if the settlement conditions are satisfied, the settlement control is executed in the settlement process. And the settlement control is executable when the game is in a playable state. On the other hand, the settlement control is not executable when it is in a non-progressive state in the first process. Also, the settlement control is executable when it is in a non-progressive state in the second process. Similarly, the settlement control is executable when it is in a non-progressive state in the third process.
[0253] In the slot machine 10, when the settlement control is executed while it is in a non-progressive state in the second process, it does not enter the standby state. And in the slot machine 10, after the settlement control is executed while it is in a non-progressive state in the second process, a warning regarding entrapment is not executed. Similarly, in the slot machine 10, when the settlement control is executed while it is in a non-progressive state in the third process, it does not enter the standby state. And in the slot machine 10, after the settlement control is executed while it is in a non-progressive state in the third process, a warning regarding entrapment is not executed. In the present embodiment, when it is in a specific non-progressive game state, when special control is executed, it does not enter the standby state. In the present embodiment, after special control is executed when it is in a specific non-progressive game state, a warning regarding entrapment is not executed. On the other hand, in the slot machine 10, when the settlement control is executed while the game is in a playable state, it enters the standby state. And in the slot machine 10, after the settlement control is executed while the game is in a playable state, a warning regarding entrapment is executed. In the present embodiment, when the game is in a playable state, when special control is executed, it enters the standby state. In the present embodiment, after special control is executed when the game is in a playable state, a warning regarding entrapment is executed.
[0254] In the slot machine 10, control for detecting an insertion error is configured to be executable by executing insertion error detection processing. And the control for detecting an insertion error is executable when the game can be advanced. On the other hand, the control for detecting an insertion error is not executable when it is in a non - executable state in the first process. Also, the control for detecting an insertion error is executable when it is in a non - executable state in the second process. Similarly, the control for detecting an insertion error is executable when it is in a non - executable state in the third process.
[0255] In the slot machine 10, control for detecting a payout error is configured to be executable by executing payout error detection processing. And the control for detecting a payout error is executable when the game can be advanced. On the other hand, the control for detecting a payout error is not executable when it is in a non - executable state in the first process. Also, the control for detecting a payout error is executable when it is in a non - executable state in the second process. Similarly, the control for detecting a payout error is executable when it is in a non - executable state in the third process.
[0256] In the slot machine 10, control for detecting a door - opening error is configured to be executable by executing door - opening detection processing. And the control for detecting a door - opening error is executable when the game can be advanced. On the other hand, the control for detecting a door - opening error is not executable when it is in a non - executable state in the first process. Also, the control for detecting a door - opening error is executable when it is in a non - executable state in the second process. Similarly, the control for detecting a door - opening error is executable when it is in a non - executable state in the third process.
[0257] In the slot machine 10, it is configured to be able to execute control to set the confirmation state in the set value confirmation process. When executing the control to set the confirmation state, conditions such as operating the set value switch 45 are required. In the slot machine 10, if the set value switch 45 is operated, the control to set the confirmation state in the set value confirmation process is executed. And the control to set the confirmation state is executable when the game is in a playable state. On the other hand, the control to set the confirmation state is not executable when it is in a non - progressable state in the first process. Also, the control to set the confirmation state is not executable when it is in a non - progressable state in the second process. On the other hand, the control to set the confirmation state is executable when it is in a non - progressable state in the third process.
[0258] In the slot machine 10, the set value being set is suggested or notified by executing the setting operation effect. In addition, in the slot machine 10, the set value being set is suggested or notified by displaying the background image BP. And the control related to the execution of the setting operation effect is executable when the game is in a playable state. Note that the control to display the background image BP is not executed when the game is in a playable state. The control related to the execution of the setting operation effect is not executable when it is in a non - progressable state in the first process. Similarly, the control to display the background image BP is not executable when it is in a non - progressable state in the first process. Also, the control related to the execution of the setting operation effect is not executable when it is in a non - progressable state in the second process. Similarly, the control to display the background image BP is not executable when it is in a non - progressable state in the second process. The control related to the execution of the setting operation effect is not executable when it is in a non - progressable state in the third process. However, the control to display the background image BP is executable when it is in a non - progressable state in the third process.
[0259] Therefore, in the slot machine 10, the control for suggesting or notifying the set value can be executed when the game is in a playable state. On the other hand, the control for suggesting or notifying the set value cannot be executed when the game is in a non - progressable state in the first process. Also, the control for suggesting or notifying the set value cannot be executed when the game is in a non - progressable state in the second process. On the other hand, the control for suggesting or notifying the set value can be executed when the game is in a non - progressable state in the third process.
[0260] In the slot machine 10, when a two - dimensional code is displayed, history information based on the history of the game is displayed. For example, in the slot machine 10, when the production button BT is operated while the machine is being controlled in an advantageous state and a history display notification effect is being executed, a two - dimensional code is displayed on the production display device 15. For example, in the slot machine 10, even if the second non - playable game process is executed, a two - dimensional code generated based on a value identifiable from the continuous bonus count information is displayed on the production display device 15. For example, in the slot machine 10, even if the third non - playable game process is executed, a two - dimensional code generated based on the fact that a value identifiable from the number of coins acquired after power restoration has reached a specified value is displayed on the production display device 15. And the control for displaying the two - dimensional code on the production display device 15 can be executed when the game is in a playable state. On the other hand, the control for displaying the two - dimensional code on the production display device 15 cannot be executed when the game is in a non - progressable state in the first process. Also, the control for displaying the two - dimensional code on the production display device 15 can be executed when the game is in a non - progressable state in the second process. Similarly, the control for displaying the two - dimensional code on the production display device 15 can be executed when the game is in a non - progressable state in the third process.
[0261] In the slot machine 10, control related to volume adjustment is configured to be executable. And the control related to volume adjustment is executable when the game can be advanced. On the other hand, the control related to volume adjustment is not executable when it is in a non - executable state in the first process. Also, the control related to volume adjustment is executable when it is in a non - executable state in the second process. Similarly, the control related to volume adjustment is executable when it is in a non - executable state in the third process.
[0262] In the slot machine 10, control to enter a power - saving mode is configured to be executable. And the control to enter a power - saving mode is executable when the game can be advanced. On the other hand, the control to enter a power - saving mode is not executable when it is in a non - executable state in the first process. Also, the control to enter a power - saving mode is executable when it is in a non - executable state in the second process. Similarly, the control to enter a power - saving mode is executable when it is in a non - executable state in the third process.
[0263] Hereinafter, the effects of the present embodiment will be described. (1 - 1) If it becomes a non - executable state in the second process among the non - executable states of the game progress, even if it becomes a non - executable state of the game progress, the settlement control related to the settlement of the game medium can be executed. For this reason, it is possible to suppress the situation where the settlement control cannot be executed due to the non - executable state of the game progress, and it is possible to suppress the deterioration of convenience.
[0264] (1 - 2) If it becomes a non - executable state in the third process among the non - executable states of the game progress, even if it becomes a non - executable state of the game progress, the settlement control related to the settlement of the game medium can be executed. For this reason, it is possible to suppress the situation where the settlement control cannot be executed due to the non - executable state of the game progress, and it is possible to suppress the deterioration of convenience.
[0265] (1 - 3) If it becomes a non - executable state in the second process among the non - executable states of the game progress, even if it becomes a non - executable state of the game progress, the control to detect an input error can be executed. For this reason, it is possible to suppress the situation where the control to detect an input error cannot be executed due to the non - executable state of the game progress, and it is possible to suppress the deterioration of convenience.
[0266] (1-4) Even if it becomes an inoperable state in the third process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control for detecting an input error. For this reason, it is possible to suppress a situation where it becomes impossible to execute control for detecting an input error even when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0267] (1-5) Even if it becomes an inoperable state in the second process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control for detecting a payout error. For this reason, it is possible to suppress a situation where it becomes impossible to execute control for detecting a payout error even when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0268] (1-6) Even if it becomes an inoperable state in the third process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control for detecting a payout error. For this reason, it is possible to suppress a situation where it becomes impossible to execute control for detecting a payout error even when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0269] (1-7) Even if it becomes an inoperable state in the second process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control for detecting a door opening error. For this reason, it is possible to suppress a situation where it becomes impossible to execute control for detecting a door opening error even when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0270] (1-8) Even if it becomes an inoperable state in the third process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control for detecting a door opening error. For this reason, it is possible to suppress a situation where it becomes impossible to execute control for detecting a door opening error even when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0271] (1-9) Even if it becomes an inoperable state in the second process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control to cause the effect display device 15 to display a two-dimensional code as history information. For this reason, it is possible to suppress a situation where control to cause the effect display device 15 to display a two-dimensional code cannot be executed when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0272] (1-10) Even if it becomes an inoperable state in the third process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control to cause the effect display device 15 to display a two-dimensional code as history information. For this reason, it is possible to suppress a situation where control to cause the effect display device 15 to display a two-dimensional code cannot be executed when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0273] (1-11) Even if it becomes an inoperable state in the second process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control related to volume adjustment. For this reason, it is possible to suppress a situation where control related to volume adjustment cannot be executed when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0274] (1-12) Even if it becomes an inoperable state in the third process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control related to volume adjustment. For this reason, it is possible to suppress a situation where control related to volume adjustment cannot be executed when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0275] (1-13) Even if it becomes an inoperable state in the second process among the game inoperable states, even if it becomes a game inoperable state, it is possible to execute control to enter the power-saving mode. For this reason, it is possible to suppress a situation where control to enter the power-saving mode cannot be executed when the game becomes inoperable, and it is possible to suppress a decrease in convenience.
[0276] (1-14) Even if it becomes an inoperable state in the third process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, it is possible to execute control to enter the power-saving mode. Therefore, it is possible to suppress the situation where it becomes impossible to execute the control to enter the power-saving mode when the game becomes inoperable, and it is possible to suppress the deterioration of convenience.
[0277] (1-15) Even if it becomes an inoperable state in the third process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, it is possible to execute control to enter the set value confirmation state. Therefore, it is possible to suppress the situation where it becomes impossible to execute the control to enter the set value confirmation state when the game becomes inoperable, and it is possible to suppress the deterioration of convenience.
[0278] (1-16) Even if it becomes an inoperable state in the third process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, it is possible to execute control to suggest or notify the set set value. Therefore, it is possible to suppress the situation where it becomes impossible to execute the control to suggest or notify the set value when the game becomes inoperable, and it is possible to suppress the deterioration of convenience.
[0279] (1-17) When it is an inoperable state in the first process, it is impossible to execute the settlement control related to the settlement of the game medium. However, when it is an inoperable state in the second process, it is possible to execute the settlement control. Thus, even if it is an inoperable state in the second process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, it is possible to execute the settlement control. Therefore, it is possible to suppress the situation where it becomes impossible to execute the settlement control when the game becomes inoperable, and it is possible to suppress the deterioration of convenience.
[0280] (1-18) When it is an inoperable state in the first process, it is impossible to execute the settlement control related to the settlement of the game medium. However, when it is an inoperable state in the third process, it is possible to execute the settlement control. Thus, even if it is an inoperable state in the third process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, it is possible to execute the settlement control. Therefore, it is possible to suppress the situation where it becomes impossible to execute the settlement control when the game becomes inoperable, and it is possible to suppress the deterioration of convenience.
[0281] (1-19) When it is in an impossible-to-proceed state in the first process, the control for detecting an input error cannot be executed. However, when it is in an impossible-to-proceed state in the second process, the control for detecting an input error can be executed. Thus, even if it is in an impossible-to-proceed state in the second process among the game-impossible-to-proceed states, even if it becomes a game-impossible-to-proceed state, the control for detecting an input error can be executed. For this reason, it is possible to suppress the state where it becomes a game-impossible-to-proceed state and the control for detecting an input error cannot be executed, and it is possible to suppress a decrease in convenience.
[0282] (1-20) When it is in an impossible-to-proceed state in the first process, the control for detecting an input error cannot be executed. However, when it is in an impossible-to-proceed state in the third process, the control for detecting an input error can be executed. Thus, even if it is in an impossible-to-proceed state in the third process among the game-impossible-to-proceed states, even if it becomes a game-impossible-to-proceed state, the control for detecting an input error can be executed. For this reason, it is possible to suppress the state where it becomes a game-impossible-to-proceed state and the control for detecting an input error cannot be executed, and it is possible to suppress a decrease in convenience.
[0283] (1-21) When it is in an impossible-to-proceed state in the first process, the control for detecting a payout error cannot be executed. However, when it is in an impossible-to-proceed state in the second process, the control for detecting a payout error can be executed. Thus, even if it is in an impossible-to-proceed state in the second process among the game-impossible-to-proceed states, even if it becomes a game-impossible-to-proceed state, the control for detecting a payout error can be executed. For this reason, it is possible to suppress the state where it becomes a game-impossible-to-proceed state and the control for detecting a payout error cannot be executed, and it is possible to suppress a decrease in convenience.
[0284] (1-22) When it is in an inoperable state in the first process, the control for detecting a payout error cannot be executed. However, when it is in an inoperable state in the third process, the control for detecting a payout error can be executed. Thus, even if it is in an inoperable state in the third process among the inoperable states of the game progress, even if the game becomes inoperable, the control for detecting a payout error can be executed. For this reason, it is possible to suppress the state where the control for detecting a payout error cannot be executed due to the game becoming inoperable, and it is possible to suppress the deterioration of convenience.
[0285] (1-23) When it is in an inoperable state in the first process, the control for detecting a door opening error cannot be executed. However, when it is in an inoperable state in the second process, the control for detecting a door opening error can be executed. Thus, even if it is in an inoperable state in the second process among the inoperable states of the game progress, even if the game becomes inoperable, the control for detecting a door opening error can be executed. For this reason, it is possible to suppress the state where the control for detecting a door opening error cannot be executed due to the game becoming inoperable, and it is possible to suppress the deterioration of convenience.
[0286] (1-24) When it is in an inoperable state in the first process, the control for detecting a door opening error cannot be executed. However, when it is in an inoperable state in the third process, the control for detecting a door opening error can be executed. Thus, even if it is in an inoperable state in the third process among the inoperable states of the game progress, even if the game becomes inoperable, the control for detecting a door opening error can be executed. For this reason, it is possible to suppress the state where the control for detecting a door opening error cannot be executed due to the game becoming inoperable, and it is possible to suppress the deterioration of convenience.
[0287] (1-25) When it is in an impossible-to-progress state in the first process, it is impossible to execute control to cause the production display device 15 to display a two-dimensional code as history information. However, when it is in an impossible-to-progress state in the second process, it is possible to execute control to cause the production display device 15 to display a two-dimensional code. Thus, even if it is in an impossible-to-progress state during the game, as long as it is an impossible-to-progress state in the second process, it is possible to execute control to cause the production display device 15 to display a two-dimensional code. Therefore, it is possible to suppress the state where control to cause the production display device 15 to display a two-dimensional code cannot be executed due to the game being in an impossible-to-progress state, and it is possible to suppress a decrease in convenience.
[0288] (1-26) When it is in an impossible-to-progress state in the first process, it is impossible to execute control to cause the production display device 15 to display a two-dimensional code as history information. However, when it is in an impossible-to-progress state in the third process, it is possible to execute control to cause the production display device 15 to display a two-dimensional code. Thus, even if it is in an impossible-to-progress state during the game, as long as it is an impossible-to-progress state in the third process, it is possible to execute control to cause the production display device 15 to display a two-dimensional code. Therefore, it is possible to suppress the state where control to cause the production display device 15 to display a two-dimensional code cannot be executed due to the game being in an impossible-to-progress state, and it is possible to suppress a decrease in convenience.
[0289] (1-27) When it is in an impossible-to-progress state in the first process, it is impossible to execute control related to volume adjustment. However, when it is in an impossible-to-progress state in the second process, it is possible to execute control related to volume adjustment. Thus, even if it is in an impossible-to-progress state during the game, as long as it is an impossible-to-progress state in the second process, it is possible to execute control related to volume adjustment. Therefore, it is possible to suppress the state where control related to volume adjustment cannot be executed due to the game being in an impossible-to-progress state, and it is possible to suppress a decrease in convenience.
[0290] (1-28) When in an inoperable state in the first process, the control related to volume adjustment cannot be executed. However, when in an inoperable state in the third process, the control related to volume adjustment can be executed. Thus, even if it is in an inoperable state in the third process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, the control related to volume adjustment can be executed. Therefore, it is possible to suppress the situation where it becomes an inoperable state of the game progress and the control related to volume adjustment cannot be executed, and suppress the decrease in convenience.
[0291] (1-29) When in an inoperable state in the first process, the control to enter the power-saving mode cannot be executed. However, when in an inoperable state in the second process, the control to enter the power-saving mode can be executed. Thus, even if it is in an inoperable state in the second process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, the control to enter the power-saving mode can be executed. Therefore, it is possible to suppress the situation where it becomes an inoperable state of the game progress and the control to enter the power-saving mode cannot be executed, and suppress the decrease in convenience.
[0292] (1-30) When in an inoperable state in the first process, the control to enter the power-saving mode cannot be executed. However, when in an inoperable state in the third process, the control to enter the power-saving mode can be executed. Thus, even if it is in an inoperable state in the third process among the inoperable states of the game progress, even if it becomes an inoperable state of the game progress, the control to enter the power-saving mode can be executed. Therefore, it is possible to suppress the situation where it becomes an inoperable state of the game progress and the control to enter the power-saving mode cannot be executed, and suppress the decrease in convenience.
[0293] (1-31) When it is in an unprocessable state in the first process, the control to set it to the set value confirmation state cannot be executed. However, when it is in an unprocessable state in the third process, the control to set it to the set value confirmation state can be executed. Thus, even if it is in an unprocessable state during the game progress, as long as it is in an unprocessable state in the third process, the control to set it to the set value confirmation state can be executed even if the game becomes unprocessable. Therefore, it is possible to suppress the state where the control to set it to the set value confirmation state cannot be executed when the game becomes unprocessable, and it is possible to suppress the deterioration of convenience.
[0294] (1-32) When it is in an unprocessable state in the first process, the control to suggest or notify the set set value cannot be executed. However, when it is in an unprocessable state in the third process, the control to suggest or notify the set set value can be executed. Thus, even if it is in an unprocessable state during the game progress, as long as it is in an unprocessable state in the third process, the control to suggest or notify the set set value can be executed even if the game becomes unprocessable. Therefore, it is possible to suppress the state where the control to suggest or notify the set set value cannot be executed when the game becomes unprocessable, and it is possible to suppress the deterioration of convenience.
[0295] (1-33) The settlement control related to the settlement of game media is a control that can be executed when it is in a game progressable state where the game can be progressed, and is a control different from the control related to the progress of the game, that is, the control related to the execution of the variable game. Thus, although the settlement control is a control different from the control related to the progress of the game, it is a control that can be executed when it is in a game progressable state. Therefore, even if it becomes in an unprocessable state, as long as it is in an unprocessable state in the second process, the settlement control can be executed in the same manner as in the game progressable state, and it is possible to suppress the situation where the settlement control cannot be executed. Similarly, even if it becomes in an unprocessable state, as long as it is in an unprocessable state in the third process, the settlement control can be executed in the same manner as in the game progressable state, so it is possible to suppress the situation where the settlement control cannot be executed.
[0296] (1-34) The control for detecting an input error is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control for detecting an input error is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes in an unplayable state, if it is an unplayable state in the second process, the control for detecting an input error can be executed in the same way as in the playable state, and it is possible to suppress the situation where the control for detecting an input error cannot be executed. Similarly, even when the game becomes in an unplayable state, if it is an unplayable state in the third process, since the control for detecting an input error can be executed in the same way as in the playable state, it is possible to suppress the situation where the control for detecting an input error cannot be executed.
[0297] (1-35) The control for detecting a payout error is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control for detecting a payout error is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes in an unplayable state, if it is an unplayable state in the second process, the control for detecting a payout error can be executed in the same way as in the playable state, and it is possible to suppress the situation where the control for detecting a payout error cannot be executed. Similarly, even when the game becomes in an unplayable state, if it is an unplayable state in the third process, since the control for detecting a payout error can be executed in the same way as in the playable state, it is possible to suppress the situation where the control for detecting a payout error cannot be executed.
[0298] (1-36) The control for detecting a door opening error is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control for detecting a door opening error is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes unplayable, if it is an unplayable state in the second process, the control for detecting a door opening error can be executed in the same way as in the playable state, and the situation where the control for detecting a door opening error cannot be executed can be suppressed. Similarly, even when the game becomes unplayable, if it is an unplayable state in the third process, the control for detecting a door opening error can be executed in the same way as in the playable state, so the situation where the control for detecting a door opening error cannot be executed can be suppressed.
[0299] (1-37) The control for causing the production display device 15 to display a two-dimensional code as history information is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control for causing the production display device 15 to display a two-dimensional code is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes unplayable, if it is an unplayable state in the second process, the control for causing the production display device 15 to display a two-dimensional code can be executed in the same way as in the playable state, and the situation where the control for causing the production display device 15 to display a two-dimensional code cannot be executed can be suppressed. Similarly, even when the game becomes unplayable, if it is an unplayable state in the third process, the control for causing the production display device 15 to display a two-dimensional code can be executed in the same way as in the playable state, so the situation where the control for causing the production display device 15 to display a two-dimensional code cannot be executed can be suppressed.
[0300] (1-38) The control related to volume adjustment is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control related to volume adjustment is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes unplayable, if it is an unplayable state in the second process, the control related to volume adjustment can be executed in the same way as in the playable state, and the situation where the control related to volume adjustment cannot be executed can be suppressed. Similarly, even when the game becomes unplayable, if it is an unplayable state in the third process, the control related to volume adjustment can be executed in the same way as in the playable state, so the situation where the control related to volume adjustment cannot be executed can be suppressed.
[0301] (1-39) The control to enter the power-saving mode is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control to enter the power-saving mode is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes unplayable, if it is an unplayable state in the second process, the control to enter the power-saving mode can be executed in the same way as in the playable state, and the situation where the control to enter the power-saving mode cannot be executed can be suppressed. Similarly, even when the game becomes unplayable, if it is an unplayable state in the third process, the control to enter the power-saving mode can be executed in the same way as in the playable state, so the situation where the control to enter the power-saving mode cannot be executed can be suppressed.
[0302] (1-40) The control for setting the confirmation state is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control for setting the confirmation state is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes unplayable, if it is an unplayable state in the third process, the control for setting the confirmation state can be executed in the same way as in the playable state, and the situation where the control for setting the confirmation state cannot be executed can be suppressed.
[0303] (1-41) The control for suggesting or notifying the set value is a control that can be executed when the game is in a playable state where the game can proceed, and is a control different from the control related to the progress of the game. Thus, although the control for suggesting or notifying the set value is different from the control related to the progress of the game, it is a control that can be executed when the game is in a playable state. Therefore, even when the game becomes unplayable, if it is an unplayable state in the third process, the control for suggesting or notifying the set value can be executed in the same way as in the playable state, and the situation where the control for suggesting or notifying the set value cannot be executed can be suppressed.
[0304] (1-42) The unplayable state in the first process is controlled by an error related to the stored content in the main RAM 43, that is, a RAM error occurs. In contrast, the unplayable state in the second process is controlled without a RAM error occurring. That is, it can be said that the unplayable state in the second process where the settlement control related to the settlement of the game medium can be executed is a situation where no RAM error has occurred, that is, a situation where the stored content in the main RAM 43 has a certain degree of reliability. By making the settlement control executable in such an unplayable state in the second process where the stored content in the main RAM 43 has a certain degree of reliability, even if the game is in an unplayable state, a settlement control with a certain degree of reliability can be made executable.
[0305] (1-43) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the third process where the settlement control related to the settlement of game media can be executed is under the situation where no RAM error has occurred, that is, under the situation where the stored content of the main RAM 43 has a certain degree of reliability. By making it possible to execute the settlement control in such an inoperable state in the third process where the stored content of the main RAM 43 has a certain degree of reliability, even if it is an inoperable state of the game progress, it becomes possible to execute the settlement control having a certain degree of reliability.
[0306] (1-44) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the second process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the second process where the control for detecting an input error can be executed is under the situation where no RAM error has occurred, that is, under the situation where the stored content of the main RAM 43 has a certain degree of reliability. By making it possible to execute the control for detecting an input error in such an inoperable state in the second process where the stored content of the main RAM 43 has a certain degree of reliability, even if it is an inoperable state of the game progress, it becomes possible to execute the control for detecting an input error having a certain degree of reliability.
[0307] (1-45) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the third process where the control for detecting an input error can be executed is under the situation where no RAM error has occurred, that is, under the situation where the stored content of the main RAM 43 has a certain degree of reliability. By making it possible to execute the control for detecting an input error in such an inoperable state in the third process where the stored content of the main RAM 43 has a certain degree of reliability, even if it is an inoperable state of the game progress, it becomes possible to execute the control for detecting an input error having a certain degree of reliability.
[0308] (1-46) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the second process is controlled without the occurrence of a RAM error. That is, the inoperable state in the second process where control to detect a payout error can be executed is in a situation where no RAM error has occurred, that is, in a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control to detect a payout error in such an inoperable state in the second process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control to detect a payout error with a certain degree of reliability.
[0309] (1-47) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, the inoperable state in the third process where control to detect a payout error can be executed is in a situation where no RAM error has occurred, that is, in a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control to detect a payout error in such an inoperable state in the third process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control to detect a payout error with a certain degree of reliability.
[0310] (1-48) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the second process is controlled without the occurrence of a RAM error. That is, the inoperable state in the second process where control to detect a door opening error can be executed is in a situation where no RAM error has occurred, that is, in a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control to detect a door opening error in such an inoperable state in the second process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control to detect a door opening error with a certain degree of reliability.
[0311] (1-49) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the third process, in which the control for detecting a door opening error can be executed, is in a situation where no RAM error has occurred, that is, in a situation where the stored content of the main RAM 43 has a certain degree of reliability. By making it possible to execute the control for detecting a door opening error in such an inoperable state in the third process where the stored content of the main RAM 43 has a certain degree of reliability, even if it is a game inoperable state, it becomes possible to execute the control for detecting a door opening error having a certain degree of reliability.
[0312] (1-50) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the second process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the second process, in which the control for causing the two-dimensional code as history information to be displayed on the effect display device 15 can be executed, is in a situation where no RAM error has occurred, that is, in a situation where the stored content of the main RAM 43 has a certain degree of reliability. By making it possible to execute the control for causing the two-dimensional code to be displayed on the effect display device 15 in such an inoperable state in the second process where the stored content of the main RAM 43 has a certain degree of reliability, even if it is a game inoperable state, it becomes possible to execute the control for causing the two-dimensional code having a certain degree of reliability to be displayed on the effect display device 15.
[0313] (1-51) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, the inoperable state in the third process, which enables the control to cause the rendering display device 15 to display the two-dimensional code as history information, is in a situation where no RAM error has occurred, that is, in a situation where the stored content of the main RAM 43 has a certain degree of reliability. By enabling the control to cause the rendering display device 15 to display the two-dimensional code in such an inoperable state in the third process where the stored content of the main RAM 43 has a certain degree of reliability, even if it is in a game inoperable state, it becomes possible to execute the control to cause the rendering display device 15 to display a two-dimensional code with a certain degree of reliability.
[0314] (1-52) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the second process is controlled without the occurrence of a RAM error. That is, the inoperable state in the second process, which enables the control related to volume adjustment to be executed, is in a situation where no RAM error has occurred, that is, in a situation where the stored content of the main RAM 43 has a certain degree of reliability. By enabling the control related to volume adjustment to be executed in such an inoperable state in the second process where the stored content of the main RAM 43 has a certain degree of reliability, even if it is in a game inoperable state, it becomes possible to execute the control related to volume adjustment with a certain degree of reliability.
[0315] (1-53) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the third process where control related to volume adjustment can be executed is under a situation where no RAM error has occurred, that is, under a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control related to volume adjustment in such an inoperable state in the third process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control related to volume adjustment with a certain degree of reliability.
[0316] (1-54) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the second process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the second process where control to enter the power saving mode can be executed is under a situation where no RAM error has occurred, that is, under a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control to enter the power saving mode in such an inoperable state in the second process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control to enter the power saving mode with a certain degree of reliability.
[0317] (1-55) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the third process where control to enter the power saving mode can be executed is under a situation where no RAM error has occurred, that is, under a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control to enter the power saving mode in such an inoperable state in the third process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control to enter the power saving mode with a certain degree of reliability.
[0318] (1-56) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the third process, in which control to set the confirmation state can be executed, is a situation where no RAM error has occurred, that is, a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control to set the confirmation state in such an inoperable state in the third process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control to set a confirmation state with a certain degree of reliability.
[0319] (1-57) The inoperable state in the first process is controlled by the occurrence of a RAM error. In contrast, the inoperable state in the third process is controlled without the occurrence of a RAM error. That is, it can be said that the inoperable state in the third process, in which control to suggest or notify the set value can be executed, is a situation where no RAM error has occurred, that is, a situation where there is a certain degree of reliability in the stored content of the main RAM 43. By making it possible to execute control to suggest or notify the set value in such an inoperable state in the third process where there is a certain degree of reliability in the stored content of the main RAM 43, even if it is a game inoperable state, it becomes possible to execute control to suggest or notify the set value with a certain degree of reliability.
[0320] (1-58) When the power supply is stopped when in an inoperable state in the third process, the information stored and held in the main RAM 43 includes information that can identify that a value that can be specified from the number of acquired pieces of information after power restoration has reached a specified value. The stack pointer stored and held in the main RAM 43 when the power supply is stopped when in an inoperable state in the third process corresponds to information that can identify that it was controlled to be in an inoperable state in the third process. And when information that can identify that it was controlled to be in an inoperable state in the third process is stored and held in the main RAM 43 when the power supply is started, if a RAM error occurs when the power supply is started, it will not be in an inoperable state in the third process but will be in an inoperable state in the first process. On the other hand, when information that can identify that it was controlled to be in an inoperable state in the third process is stored and held in the main RAM 43 when the power supply is started, if a RAM error does not occur when the power supply is started, it will be in an inoperable state in the third process, similar to when the power supply was stopped.
[0321] Thus, if a RAM error does not occur when the power supply is started, it will be controlled to be in an inoperable state in the third process, similar to when the power supply was stopped, and it will be in a situation where the settlement control related to the settlement of game media can be executed. That is, even if the power supply is stopped after being controlled to be in an inoperable state in the third process, if the power supply is resumed, it will again be in an inoperable state in the third process and the settlement control can be executed. Thereby, it is possible to suppress the situation where the game becomes inoperable and the settlement control cannot be executed, and it is possible to suppress the deterioration of convenience.
[0322] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and a situation where control for detecting an input error can be executed is achieved. That is, even if power supply is stopped after being controlled to the inoperable state in the third process, if power supply is resumed, it will again be in the inoperable state in the third process and control for detecting an input error can be executed. Thereby, it is possible to suppress a situation where control for detecting an input error cannot be executed due to the game being in an inoperable state, and it is possible to suppress a decrease in convenience.
[0323] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and a situation where control for detecting a payout error can be executed is achieved. That is, even if power supply is stopped after being controlled to the inoperable state in the third process, if power supply is resumed, it will again be in the inoperable state in the third process and control for detecting a payout error can be executed. Thereby, it is possible to suppress a situation where control for detecting a payout error cannot be executed due to the game being in an inoperable state, and it is possible to suppress a decrease in convenience.
[0324] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and a situation where control for detecting a door opening error can be executed is achieved. That is, even if power supply is stopped after being controlled to the inoperable state in the third process, if power supply is resumed, it will again be in the inoperable state in the third process and control for detecting a door opening error can be executed. Thereby, it is possible to suppress a situation where control for detecting a door opening error cannot be executed due to the game being in an inoperable state, and it is possible to suppress a decrease in convenience.
[0325] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and a situation becomes possible where control for causing the production display device 15 to display a two-dimensional code as history information can be executed. That is, even if power supply is stopped after being controlled to the inoperable state in the third process, if power supply is resumed, it again becomes the inoperable state in the third process and control for causing the production display device 15 to display a two-dimensional code can be executed. Thereby, it is possible to suppress a situation where control for causing the production display device 15 to display a two-dimensional code cannot be executed due to the game becoming inoperable, and it is possible to suppress a decrease in convenience.
[0326] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and a situation becomes possible where control related to volume adjustment can be executed. That is, even if power supply is stopped after being controlled to the inoperable state in the third process, if power supply is resumed, it again becomes the inoperable state in the third process and control related to volume adjustment can be executed. Thereby, it is possible to suppress a situation where control related to volume adjustment cannot be executed due to the game becoming inoperable, and it is possible to suppress a decrease in convenience.
[0327] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and a situation becomes possible where control for setting the power saving mode can be executed. That is, even if power supply is stopped after being controlled to the inoperable state in the third process, if power supply is resumed, it again becomes the inoperable state in the third process and control for setting the power saving mode can be executed. Thereby, it is possible to suppress a situation where control for setting the power saving mode cannot be executed due to the game becoming inoperable, and it is possible to suppress a decrease in convenience.
[0328] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and it becomes a situation where control for suggesting or notifying the set value can be executed. That is, even if the power supply is stopped after being controlled to the inoperable state in the third process, if the power supply is restarted, it again becomes in the inoperable state in the third process and control for suggesting or notifying the set value can be executed. Thereby, it is possible to suppress a situation where control for suggesting or notifying the set value cannot be executed in a game inoperable state, and it is possible to suppress a decrease in convenience.
[0329] Also, if no RAM error occurs when power supply is started, similar to when power supply is stopped, it is controlled to an inoperable state in the third process, and it becomes a situation where control for suggesting or notifying the set value can be executed. That is, even if the power supply is stopped after being controlled to the inoperable state in the third process, if the power supply is restarted, it again becomes in the inoperable state in the third process and control for suggesting or notifying the set value can be executed. Thereby, it is possible to suppress a situation where control for suggesting or notifying the set value cannot be executed in a game inoperable state, and it is possible to suppress a decrease in convenience.
[0330] (1-59) The inoperable state in the first process is controlled by an error in the stored content of the main RAM 43 that can store a plurality of information including information on credits and information on bet amounts used for settlement control related to the settlement of game media, that is, a RAM error. In contrast, the inoperable state in the third process is controlled based on the number of acquired medals after power restoration, which is different from the information on credits and information on bet amounts used for settlement control. Thus, in the inoperable state in the first process that is controlled by the occurrence of a RAM error in the main RAM 43 that can store a plurality of information including information on credits and information on bet amounts used for settlement control, there is a possibility that the information on credits and information on bet amounts used for settlement control are incorrect. Therefore, by disabling the settlement control, it is possible to suppress the execution of the settlement control using incorrect information. On the other hand, in the inoperable state in the third process that is controlled based on the number of acquired medals after power restoration, it is considered that the possibility of the information on credits and information on bet amounts used for settlement control being incorrect is lower than at least the inoperable state in the first process. Therefore, by enabling the settlement control in such an inoperable state in the third process, even if it is a game inoperable state, it is possible to suppress the execution of the settlement control using incorrect information.
[0331] (1-60) The inoperable state in the first process is controlled by an error regarding the stored content of the main RAM 43 that can store a plurality of information including the set value information used for the control to set the set value confirmation state, that is, a RAM error. In contrast, the inoperable state in the third process is controlled based on the number of acquired pieces of information after power restoration, which is different from the set value information. Thus, in the inoperable state in the first process that is controlled by the occurrence of a RAM error in the main RAM 43 that can store a plurality of information including the set value information, the set value information may be i...
Claims
[Claim 1] In a gaming machine that can be controlled to a game progress disabled state in which a game cannot be progressed, A disable control means for controlling the game to be in a state where game progress is disabled; A specific control means capable of executing specific control; an external signal control means capable of executing external signal control for outputting an external signal; The specific control includes a first specific control and a second specific control, The game progress impossible state includes a first game progress impossible state and a second game progress impossible state, The second game progress impossible state includes a specific game progress impossible state and a non-specific game progress impossible state, The non-specific game progress disabled state cannot be ended even if power supply is started without an initialization operation after the power supply is stopped, but can be ended by starting power supply with an initialization operation after the power supply is stopped, The external signal control means executes the external signal control when the second game progress is impossible, When the first game progress impossible state is in effect, the first specific control is infeasible; When the specific game progress is impossible, the first specific control is impossible to execute; When the specific game progress is impossible, the second specific control can be executed. When the non-specific game progress impossible state is reached, the first specific control can be executed; When the non-specific game progress impossible state is in effect, the second specific control is infeasible; When the external signal control is executed in the non-specific game progress impossible state, the output of the external signal is terminated by the passage of a predetermined time, A gaming machine characterized in that when the external signal control is executed in the specific game progress impossible state, the output of the external signal does not end when the specified time has elapsed, but continues until the power supply is stopped.
Citation Information
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