Gaming machine
The gaming machine improves performance and engagement by implementing notification gaming states and managing medal acquisition through controlled transitions and recommended operations, addressing limitations in existing rotary gaming machines.
Patent Information
- Application Number
- JP2021145843
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-08
- Publication Date
- 2025-07-09
- Estimated Expiration
- 2041-09-08
AI Technical Summary
Existing rotary gaming machines lack enhancements in performance and player engagement, particularly in transitioning between normal and advantageous game states, with limited notification of optimal operation modes and potential for excessive medal acquisition.
The gaming machine incorporates a normal and advantageous section with notification gaming states, allowing for controlled transitions and recommended stop switch operations, along with mechanisms to manage excessive medal acquisition through lottery systems and conditional device settings.
Enhances player engagement by providing clear notification of optimal operation modes and managing excessive medal acquisition, thereby improving overall gaming experience and performance.
Smart Images

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Abstract
Description
Technical Field
[0001] Relates to a gaming machine.
Background Art
[0002] In a rotary gaming machine (slot machine), a game starts when a game start instruction device (start lever) is operated after a predetermined number of game medals are inserted. Then, a plurality of rows of rotating drums (reels) with a plurality of symbols arranged on the outer circumference rotate, and as a result of using a drum stop device (stop button) to stop the rotation operation and stopping the drums, when a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the effective line, it generally shifts to a special game state where the profit state for the player is higher than the normal game state (a game state where the probability of drawing small winning combinations and the like is higher than normal). Here, in the rotary gaming machine, in addition to such basic games, various effects are performed to improve the overall appeal. Also, in conjunction with the payout of game medals, an output of a payout sound, a display of the number of acquired medals, and a backlight effect are performed so that it can be recognized that the game medals are properly paid out.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Patent Document 3
Patent Document 4
Patent Document 5
Patent Document 6
Patent Document 7
Summary of the Invention
Problems to be Solved by the Invention
[0004] In this type of gaming machine, improvement in its performance is desired.
Means for Solving the Problems
[0005] The first invention has a normal section and an advantageous section as gaming sections, and in the advantageous section, it can be controlled to a notification gaming state capable of notifying an advantageous operation mode of the stop switch. In a favorable section, a predetermined lottery related to a notification game state can be executed, For the first game in the advantageous section, which is the next game after a game that has shifted from the normal section to the advantageous section, it is possible to set any one of a plurality of states with different degrees of expectation of being controlled to the notification gaming state. For the first game in the advantageous section in the situation where it has shifted from the normal section inside the bonus to the advantageous section inside the bonus, compared with the first game in the advantageous section in the situation where it has shifted from the normal section outside the bonus to the advantageous section inside the bonus, it is configured such that a state with a higher degree of expectation of being controlled to the notification gaming state can be set. and the pushing order of the stop switch has a recommended pushing order and a non-recommended pushing order, compared with the case of operating the stop switch in the non-recommended pushing order in a predetermined game in the favorable section, operating the stop switch in the recommended pushing order in a predetermined game in the favorable section is more favorable for a predetermined lottery related to the notification game state, it is possible to execute recommended notification that recommends operating the stop switch in the recommended pushing order, when the recommended notification is being executed, when shifting to the setting confirmation mode, the recommended notification is interrupted, and it is configured to resume the recommended notification after the end of the setting confirmation mode A gaming machine characterized by the above. The second invention has a normal section and an advantageous section as gaming sections, and in the advantageous section, it can be controlled to a notification gaming state capable of notifying an advantageous operation mode of the stop switch. In a favorable section, a predetermined lottery related to a notification game state can be executed, When the first lottery result is obtained as the lottery result of the combination and and when the second lottery result is obtained and it has, When the first lottery result is obtained in a game in the normal section outside the bonus, it is possible to shift to the advantageous section inside the bonus. When the first lottery result occurs in a game during a normal period outside the bonus, predetermined information can be memorized, When the second lottery result occurs in a game during a normal period outside the bonus, it is possible to shift to a favorable section during the bonus-free period, When the second lottery result occurs in a game during a normal period outside the bonus, no predetermined information is memorized, There is no case where the first lottery result occurs in a game during a normal period inside the bonus, When the second lottery result occurs in a game during a normal period inside the bonus, it is possible to shift to a favorable section during the bonus period, When the second lottery result occurs in a game during a normal period inside the bonus, no predetermined information is memorized, For the first game in the favorable section, which is the next game after the game shifted from the normal section to the favorable section, it is possible to set any one of a plurality of states with different expectations of being controlled to the notification game state, For the first game in the favorable section in a situation where a shift is made from a normal section inside the bonus to a favorable section inside the bonus and no predetermined information is memorized, compared with the first game in the favorable section in a situation where a shift is made from a normal section outside the bonus to a favorable section inside the bonus and predetermined information is memorized, it is configured such that a state with a higher expectation of being controlled to the notification game state can be set. and the pushing order of the stop switch has a recommended pushing order and a non-recommended pushing order, compared with the case of operating the stop switch in the non-recommended pushing order in a predetermined game in the favorable section, operating the stop switch in the recommended pushing order in a predetermined game in the favorable section is more favorable for a predetermined lottery related to the notification game state, it is possible to execute recommended notification that recommends operating the stop switch in the recommended pushing order, when the recommended notification is being executed, when shifting to the setting confirmation mode, the recommended notification is interrupted, and it is configured to resume the recommended notification after the end of the setting confirmation mode The gaming machine is characterized by the above.
Advantages of the Invention
[0006] According to the present invention, the performance of the gaming machine can be improved.
Brief Description of the Drawings
[0007]
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Embodiments for Carrying Out the Invention
[0008] <Explanation of Terms> "Medal (number of medals)", "game medium (number of game media)", and "game value" are synonymous. "Bet", "BET", and "input" regarding the game medium are synonymous, and all are acts of wagering the game medium. When representing a hexadecimal numerical value, it is described as "0x〇〇" or "〇〇h", and when there is no particular description before and after the number, it is represented in decimal. "Reel" may be referred to as "rotating cylinder", and both are synonymous. "Storage means" may be referred to as "RWM", "RAM", or "storage area", and all are synonymous. "Grant" used in "grant of game medium" or "grant of score", etc. may be referred to as "payout", and all are synonymous. "Setting / reset switch" may be referred to as "setting change switch" and "reset switch" for each function, but in any case, it refers to the same switch. Note that the "setting change switch" and "reset switch" may be provided as different switches. When a minor combination with a large payout or a minor combination with a small payout stops depending on the operation mode, the minor combination with a large payout may be referred to as the high side (high side bell, high side minor combination are also synonymous), and the minor combination with a small payout may be referred to as the low side (low side bell, low side minor combination are also synonymous). Note that when a symbol combination with no payout stops at this time, it may be referred to as a spill (spill is also synonymous).
[0009] Hereinafter, embodiments of the present invention (hereinafter referred to as the present embodiments) will be described in detail with reference to the drawings.
[0010] <Explanation of Slot Machine PS1> Regarding the components of the slot machine PS1 according to the present embodiment, it will be described based on FIGS. 1 to 3.
[0011] The slot machine PS1 has necessary components and circuit boards mounted on the front panel PS2 side and the cabinet PS3 side, respectively, when broadly divided. Each side surface of the front panel PS2 and the cabinet PS3 of the slot machine PS1 is joined by a hinge device and a locking device. When a key is inserted into the locking device provided on the front panel PS2 and rotated in a specific direction, the locking device side can be opened. That is, the front panel PS2 functions as a door with respect to the cabinet PS3.
[0012] <Front panel PS2> The front panel PS2 (also referred to as the front door PS2, the front face door PS2, or the front panel door PS2) is a plate-shaped member with a design. On the front side (the player side), there are a middle panel (including a display window 4, an operation instruction lamp 24, etc.), an operation panel 11 (including a bet number display lamp 25, a credit number display 26, a winning number display 27, etc.), a lower panel 5 (also referred to as the bottom panel 5), upper or both side effect lamps, etc. On the back side, there are a medal selector 34 (hereinafter, may be simply referred to as a "selector"), a display device 32, a sub-control circuit board 1000, various circuit boards, etc., and setting display LEDs (hereinafter, may be referred to as setting value display LEDs, setting displays, setting value displays, setting display devices, setting value display devices).
[0013] <Display window 4> The display window 4 is an area provided in the front panel PS2, and the pattern drawn on the reel is visible with the front panel PS2 closed. The patterns printed on the outer peripheral surfaces of the respective reel tapes fixed to the reel rim portions of the left reel 8a, the middle reel 8b, and the right reel 8c are configured to be visible through the display window 4 from the front side (the player side). When the reels are stopped, among 21 patterns (which may be freely designed as 20, 16, etc. according to the specifications), three consecutive patterns are visible. That is, a total of 9 patterns, 3 [patterns] × 3 [reels], are visible from the display window 4. Here, among the stop positions where the left reel 8a, the middle reel 8b, and the right reel 8c each stop at three patterns, the uppermost stop position is the upper stage, the central stop position is the middle stage, and the lowermost stop position is the lower stage.
[0014] <Active line> The active line is a combination line of patterns that is the target of the winning determination process (described later) when the left reel 8a, the middle reel 8b, and the right reel 8c stop. The active line in the present embodiment is visible from the display window 4 and is constituted by a combination line of patterns (middle horizontal line) passing through the middle stage of each reel. When it is determined by the winning determination process that the combination of patterns stopped on the active line corresponds to any of the roles, a process corresponding to the stopped combination of patterns is performed. As an example, when it is determined that a combination of patterns corresponding to a small role such as a bell has stopped, a payout process of game medals (hereinafter, may be referred to as medals, game media, game values) or a credit addition process is executed, and when it is determined that a combination of patterns corresponding to a replay has stopped, an automatic bet process is executed.
[0015] In addition, depending on the slot machine PS1, five active lines, namely the upper horizontal line, the middle horizontal line, the lower horizontal line, the upward right diagonal line, and the downward right diagonal line, may be set; or six or more lines, including a substantially mountain shape that is not straight (lower part of the left reel 8a, upper part of the middle reel 8b, lower part of the right reel 8c), a substantially valley shape (upper part of the left reel 8a, lower part of the middle reel 8b, upper part of the right reel 8c), and a substantially L shape (upper part of the left reel 8a, lower part of the middle reel 8b, lower part of the right reel 8c), may be set; or the active lines may be set to change according to the number of bets; or they can be freely designed according to the specifications of the slot machine PS1. Also, a straight line other than the active lines may sometimes be referred to as an inactive line.
[0016] <Operation instruction lamp 24> The operation instruction lamp 24 is provided around the display window 4 and indicates the operation sequence of the stop switch 13 (described later) to the player when the left reel 8a, the middle reel 8b, and the right reel 8c are rotating. That is, when the left operation instruction lamp 24a is lit (the middle operation instruction lamp 24b and the right operation instruction lamp 24c are off), it indicates that the left stop switch 13a should be operated; when the middle operation instruction lamp 24b is lit (the left operation instruction lamp 24a and the right operation instruction lamp 24c are off), it indicates that the middle stop switch 13b should be operated; and when the right operation instruction lamp 24c is lit (the left operation instruction lamp 24a and the middle operation instruction lamp 24b are off), it indicates that the right stop switch 13c should be operated.
[0017] <Bet number display lamp 25> The bet number display lamp 25 (also referred to as the multiplied number display lamp 25, the multiplied sheets display lamp 25, the bet number display lamp 25, and the bet sheets display lamp 25) is provided on the operation panel 11 and has a function of displaying the number of bet sheets by the operation of the player. It is also composed of a 1 - bet lamp 25a (not shown), a 2 - bet lamp 25b (not shown), and a 3 - bet lamp 25c (not shown). When 1 medal is bet, the 1 - bet lamp 25a lights up. When a total of 2 medals are bet, the 1 - bet lamp 25a and the 2 - bet lamp 25b light up. When a total of 3 medals are bet, the 1 - bet lamp 25a, the 2 - bet lamp 25b, and the 3 - bet lamp 25c light up. Also, although not shown, after a symbol combination related to replay is displayed, when automatic bet processing is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay wins is lit, and the replay lamp is lit. Note that the lighting timing of the bet number display lamp 25 and the lighting timing of the replay lamp may be the same, or either one may be configured to light up first.
[0018] <Credit number display 26> The credit number display 26 is provided on the operation panel 11 and is composed of a segment display 26a (not shown) mainly for displaying the upper digit of the credit number, which is composed of 7 segments and a dot point (DP), and a segment display 26b (not shown) mainly for displaying the lower digit of the credit number, which is composed of 7 segments and a dot point (DP). Note that the credit number means the number of medals credited (electrically stored) in the slot machine PS1, and up to 50 can be stored at most. Also, when normal gaming cannot proceed, such as when an error is detected, a display related to the error may be made.
[0019] <Acquired number display 27> The number of medals won indicator 27 is provided on the operation panel 11 and consists of a segment display 27a (not shown) mainly for displaying the upper digits of the number of medals won, which is composed of seven segments and a dot point (DP), and a segment display 27b (not shown) mainly for displaying the lower digits of the number of medals won, which is also composed of seven segments and a dot point (DP). The number of medals won means the number of medals paid out to the player according to the result of the game in the slot machine PS1 (including the storage in the credit number display 26). Also, when normal gaming cannot proceed, such as when an error is detected, a display regarding the error may be made.
[0020] In addition to displaying their respective information by the segment displays 26a, 26b, 27a, and 27b, the credit number display 26 and the number of medals won indicator 27 may also display information different from the information regarding the credit number and the number of medals won by the presence or absence of the lighting of the DP. For example, information indicating staying in an advantageous section (described later) or information indicating that a predetermined external signal is being output can be notified by lighting the DP of any of the segment displays. Also, it may have the function of performing a press order notification using the upper digit display part and the lower digit display part of the number of medals won indicator 27. When performing a press order notification using the number of medals won indicator 27, the number of medals won indicator 27 may be referred to as an instruction monitor.
[0021] <Operation panel 11> The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a substantially horizontal horizontal part and a vertical part extending substantially vertically downward from the tip of the horizontal part. The vertical part is provided with a start switch 12 and a stop switch 13, which will be described later. The horizontal part is provided with a medal insertion slot 17, a plurality of bet switches (MAX bet switch 18, 1 bet switch 19), a sub-switch 20, a sub cross key switch 21, an eject switch 22, a settlement switch (not shown), and an effect switch (not shown), which will be described later.
[0022] <Start switch 12> The start switch (also referred to as a start lever) 12 is provided on the vertical portion of the operation panel 11. It consists of a lever-shaped operation part. When not in operation, the start switch sensor is ON, and when operated, the start switch sensor turns OFF, and it is configured such that when this occurs, it is determined that the start switch has been operated. The start switch 12 becomes operable when the number of bet pieces reaches the specified number, and when it receives an operation of the start switch 12, it executes internal lottery processing, processing related to the instruction function, or reel rotation processing, etc. Also, in this embodiment, since the input signal is low-active, when the start switch sensor is ON during non-operation, the start switch input signal is OFF, and when the start switch sensor changes from ON to OFF during operation, the start switch input signal is ON. It is not limited to this, and it may be configured such that the start switch input signal is ON when the start switch sensor is ON. That is, the specified number refers to the number of bets required to start the game.
[0023] Hereinafter, when simply referred to as "the start switch is ON (on)" or "the start switch is operated", it means that the start switch sensor has changed from ON to OFF, and the start switch input signal has changed from OFF to ON.
[0024] <Stop switch 13> The stop switch 13 is provided on the operation panel 11. In the case of this embodiment, the left reel 8a has a left stop switch 13a, the middle reel 8b has a middle stop switch 13b, and the right reel 8c has a right stop switch 13c, respectively corresponding. Also, when the stop switch 13 can be operated, it is suggested that the stop switch 13 is effective by changing the color of the lamp provided on the body of the stop switch 13 or the lamp around it. For example, when the stop switch 13 can be operated, it lights up in blue, and when it cannot be operated, it lights up in red. Also, for example, when the stop switch 13 can be operated, it lights up, and when it cannot be operated, it goes out.
[0025] <Medal insertion slot 17> The medal insertion slot 17 is provided on the operation panel 11. It has an opening for inserting medals, and restricts the insertion of medals larger than the standard size. Although multiple types of medal insertion slots 17 are manufactured according to the standard sizes of multiple types of medals, the attachment standards of various medal insertion slots 17 are made the same so that various medal insertion slots 17 can be commonly attached to the operation panel 11.
[0026] Regarding the input of game media, the game media is not limited to the above-mentioned medals. For example, game balls (so-called parrots) used in pachinko machines, or game media information stored in electrical storage media such as magnetic cards and flash memories may be input into the gaming machine, and based on the input game media information, settings of the number of bets, addition at the time of winning, etc. may be performed.
[0027] <Bet switches (MAX bet switch 18, 1 - bet switch 19)> The bet switches are provided on the operation panel 11. When a bet switch is operated when there are stored medals in credit, a bet process is executed and a setting process of the number of bets equivalent to the act of inserting medals into the medal insertion slot 17 is performed. However, when there are no medals stored in credit, even if a bet switch is operated, the bet process becomes invalid (the operation of the bet switch is not accepted). Also, the MAX bet switch 18 is composed of a pressing part operated by the player, a detection part for detecting the operation of the pressing part, and a light - emitting part (also called the MAX bet lamp) for lighting the pressing part, and the 1 - bet switch 19 is composed of a pressing part operated by the player and a detection part for detecting the operation of the pressing part (the 1 - bet switch 19 does not have a light - emitting part).
[0028] The MAX bet lamp is used to notify the player that bet processing can be executed when the MAX bet switch is operated. As notification modes, various modes are conceivable, such as lighting the MAX bet lamp in a predetermined color, or flashing the MAX bet lamp at a predetermined cycle. Conversely, when bet processing cannot be executed even if the MAX bet switch is operated, modes such as lighting the MAX bet lamp in a specific color or not lighting the MAX bet lamp are conceivable.
[0029] In addition, a MAX bet switch 18 that can bet the maximum number of coins (3 coins in this embodiment) set for each slot machine PS1 and a 1 - bet switch 19 that can bet 1 coin are provided. When the operation of the MAX bet switch 18 is received, MAX bet processing is executed, and when the operation of the 1 - bet switch 19 is received, 1 - bet processing is executed. The MAX bet processing can be executed when the sum of the credit number and the currently bet number is 3 or more and the currently bet number is less than 3. Also, the MAX bet processing cannot be executed in a situation where the sum of the credit number and the currently bet number is less than 3 (in other words, even if the MAX bet switch 18 is operated, the bet number is less than 3), or in a situation where 3 bets have already been made. The 1 - bet processing can be executed when the credit number is 1 or more and the currently bet number is less than 3, and cannot be executed in a situation where 3 bets have already been made.
[0030] In addition, the 1 - bet switch 19 executes 1 - bet processing each time it is operated. When the 1 - bet switch 19 is operated 3 times from a non - bet situation, it becomes 3 bets, and the operation of the 1 - bet switch 19 3 times is equivalent to the operation of the MAX bet switch 18 once.
[0031] Also, although an embodiment in which the 1 - bet switch 19 becomes invalid in a 3 - bet situation has been described, it may be configured such that when the 1 - bet switch 19 is operated once in a 3 - bet situation, it becomes a 1 - bet state and 2 coins are returned to the credit.
[0032] Also, although an embodiment has been described in which the MAX bet process executed by operating the MAX bet switch 18 is not executed when the number of bets is less than 3, a process of betting the maximum number that can be bet currently is also conceivable. In other words, a process of betting 2 bets when the MAX bet switch 18 is operated in a situation where no bets have been placed and the credit number is 2 is also conceivable.
[0033] Note that the maximum number of bets possible may be configured to differ depending on the game state, and it may be an aspect where the maximum number of bets possible is 3 during non-bonus periods and the maximum number of bets possible is 2 during bonus periods.
[0034] <Sub-switch 20> The sub-switch 20 is provided on the operation panel 11 and includes a push part composed of a translucent member for the player to directly operate, a detection part for detecting that the push part has been operated, and a sub-switch lamp for lighting the push part of the sub-switch. This sub-switch 20 is mainly a switch for displaying a menu screen on a display device 32 described later. Also, as input means managed by the sub-control board 1000, in addition to the sub-switch 20, a sub cross key switch 21 (up switch, down switch, left switch, right switch) and an effect switch (a switch to be operated using an instruction during the game) are provided. Also, the sub-switch 20 can also function as an opportunity to activate an interlocking system with a portable terminal (hereinafter also referred to as a portable interlocking system) described later. Note that although the sub-switch 20 is separated into a menu display function and the effect switch is used for operation during the game, they may be common switches.
[0035] On the menu screen, role configuration items, reel arrangement items, volume adjustment items, light quantity adjustment items, and mobile device linkage system related items are displayed. When the upper switch or the lower switch of the sub cross key switch 21 is operated, the cursor selecting an item is controlled to move up and down. Also, when the sub switch 20 is operated with the cursor on any of the items, the details of the item are displayed. For example, when the sub switch 20 is operated with the cursor on the volume adjustment item, a volume adjustment screen is displayed, and the volume can be adjusted with the left switch or the right switch of the sub cross key switch 21.
[0036] Also, the menu screen can be displayed by operating the sub switch 20 when no bet has been placed after the game ends. As the production state at this time, in any situation of normal production, continuous production, AT production, or a demo screen (a screen displayed after 60 seconds have passed since the game ended, which displays the manufacturer name and production introduction as a moving image), the menu screen is displayed by operating the sub switch 20. However, it is not limited to this embodiment, and the menu screen may not be displayed even when the sub switch 20 is operated during continuous production or AT production.
[0037] <Production switch> The production switch is provided on the operation panel 11 and is composed of a pressing part made of a translucent member for the player to directly operate, a detection part for detecting that the pressing part has been operated, and a production switch lamp for lighting the pressing part of the production switch. When the production switch is operated in a situation where the operation of the production switch is valid, a production based on the operation is executed. For example, when a continuous production is being executed on the display device (hereinafter sometimes simply referred to as "liquid crystal") 32, when displaying either a "success" display (hereinafter sometimes referred to as a success production) meaning the granting of a privilege in the final game of the continuous production or a "failure" display (hereinafter sometimes referred to as a failure production) meaning that no privilege is granted, a mode such as displaying "success" or "failure" by operating the production switch can be considered.
[0038] Also, in a situation where the operation of the effect switch is valid, the effect switch lamp lights up, enabling the player to be notified that the operation of the effect switch is valid. As a lighting mode of the effect switch, it is conceivable that the effect switch does not light up in a situation where the operation of the effect switch is invalid, and lights up in a situation where the operation of the effect switch is valid. As another lighting mode in a situation where the operation of the effect switch is valid, a mode of repeating lighting and extinguishing at a certain cycle may also be used.
[0039] Also, in a situation where the operation of the effect switch is valid, it is notified that the operation of the effect switch is valid by displaying an imitation of the effect switch on the liquid crystal. When displaying an imitation of the effect switch on the liquid crystal, it is displayed based on the command received from the main control means 100. For example, a mode of performing a display imitating the effect switch based on the start switch reception command, or performing a display imitating the effect switch based on the all-reel stop command, is conceivable.
[0040] <Payout Switch> The payout switch is provided on the operation panel 11. By being operated after the game ends, a process (payout process) of paying out the number of game media bet and the number of game media stored in credit to the player is executed. In this embodiment, when the payout switch is operated in a situation where there are bets and game media are stored in credit, the game media bet are paid out first, and then the game media stored in credit are subsequently paid out. However, the present invention is not limited to this, and a process of paying out only the game media stored in credit when the number of game media bet is 0 may be executed. That is, when the payout switch is operated in a bet situation, only the bet game media are paid out, and then, when the payout switch is operated again, the game media stored in credit may be configured to be paid out.
[0041] <Lower Panel 5> The lower panel 5 is provided below the front panel PS2. It is composed of two sheets of transparent resin, with a design sheet sandwiched between the combined resins. The design sheet is printed with the characteristics of each slot machine PS1.
[0042] <Medal payout outlet 45> The medal payout outlet 45 is provided below the lower panel 5. It is an outlet for discharging the medals paid out from a hopper 44 (also referred to as a hopper), which will be described later, to the outside of the slot machine PS1 (the tray 28). It also serves as a return port for discharging the medals excluded from a medal selector 34, which will be described later, to the outside of the slot machine PS1.
[0043] <Tray 28> The tray 28 is provided below the lower panel 5. It has a substantially concave structure so as to receive and store the medals discharged from the medal payout outlet 45, and is provided to protrude toward the player side so that the player can confirm the stored medals.
[0044] In addition, as another function, the tray 28 also has a seal storage portion 30 that houses an ashtray 29 for cigarettes and a resin sheet to which a combination license seal, a patent certificate seal, and a model seal are attached, and has an opening for displaying on the player side.
[0045] <Speaker S> The speaker S is provided at the upper and lower parts of the front panel PS2. It is connected to a sub-control board 1000 by a harness (not shown). From the speaker S, in addition to the sound effects according to the performance, an error sound or a warning sound for notifying the occurrence of an error is output.
[0046] <Display device 32> The display device 32 is provided above the front panel PS2. It is a device capable of displaying images, and various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used. It is electrically connected to the sub-control board 1000, and in addition to various effect images, it also displays a game instruction image (when only the pressing order is displayed, it may be called a pressing order navigation image (also called a pressing order image, operation order image, or operation order image), when only the pressing position is displayed, it may be called a pressing position navigation image (also called a pressing position image or operation position image), or when both the pressing order and the pressing position are displayed and in cases where it is called an operation mode navigation image (also called an operation mode image) as a higher concept of the pressing order and the pressing position.) that indicates the pressing order and the pressing position of the stop switch 13 during the game, an error image when an error occurs, etc. Also, there are slot machines PS1 that do not have the display device 32 depending on the model.
[0047] <Other effect devices such as dot displays and movable accessories> Other effect devices such as dot displays and movable accessories are provided at any position on the front panel PS2 such as around the display window 4, the middle panel, or the lower panel 5. The other effect devices are electrically connected to the sub-control board 1000 and perform various effect images, effect operations, in addition to displaying and operating a game instruction image or operation that indicates the pressing order and the pressing position of the stop switch 13 during the game, and an error image when an error occurs. The other effect devices are optionally installed according to the model of the slot machine PS1. Also, various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used as the other effect devices. In particular, in a gaming machine that additionally has a liquid crystal as the other effect device, the display device 32 may be referred to as the main display device, and the liquid crystal as the other effect device may be referred to as the sub-display device. In this case, the main display device is configured to have a larger display area than the sub-display device.
[0048] <Medal selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2 and is provided in the flow-down passage below the medal insertion port 17. The medal selector 34 has a medal counting function that counts the number of medals inserted by the player with a sensor provided in the flow-down passage, a medal exclusion function that guides non-standard medals inserted into the receiving tray 28, an ejection function that ejects the medals jammed in the medal selector 34 when the eject switch provided on the front of the front panel PS2 is operated, and a blocker function that electrically drives a blocking member (also referred to as a blocker) to exclude medals inserted other than when receiving medals from the flow-down passage. Also, when the medals inserted during medal reception are regular medals, the medal selector 34 discharges the medals to the hopper 44 located downstream.
[0049] The various sensors in the medal selector are composed of a passage sensor, an insertion sensor 1, an insertion sensor 2, and a shoot sensor. The passage sensor is a sensor that first detects the medals inserted from the medal insertion port and is provided to count the number of inserted medals and discharged medals. The insertion sensor 1 and the insertion sensor 2 are located downstream of the passage sensor and the blocker, and are provided to judge the passing time of the medals passing through the insertion sensor 1 and the insertion sensor 2 to judge normal passing or abnormal passing. Note that the insertion sensor 2 is located downstream of the insertion sensor 1. The shoot sensor is located downstream of the insertion sensor 2 and is provided to count the number of inserted medals and discharged medals. Since the functions of the passage sensor and the shoot sensor overlap, only one of them may be provided.
[0050] When the blocker in the medal selector is ON, it permits the passage of game medals, and when it is OFF, it does not permit the passage of game medals. Permitting the passage of game medals means that the game medals inserted from the medal insertion port are guided to the hopper 44, and not permitting the passage of game medals means that the game medals inserted from the medal insertion port are not guided to the hopper 44.
[0051] The components on the cabinet PS3 side of the slot machine PS1 will be described below.
[0052] <Cabinet PS3> The cabinet PS3 is configured in a shape with an opening on one side of a rectangular box, and inside, there are provided a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter, may be simply referred to as "reset switch" or "setting switch"), a power supply device 39, a main control board 100, an external output terminal board 47, etc.
[0053] <Main control board 100> The main control board 100 is housed in the internal space formed when the main control board case body and the main control board case cover are combined, and the main control board case body and the main control board case cover cannot be easily opened and closed (sealed) by caulking. The main control board 100 is fixed to the main control board case bracket inside the cabinet PS3.
[0054] <Reel unit 6> The reel unit 6 is mainly composed of a reel frame body, a left reel 8a, a middle reel 8b, and a right reel 8c. The reel unit 6 is attached to the reel base 7 inside the center of the cabinet PS3 and is fixed by locking members (screws or rivets).
[0055] The reels (left reel 8a, middle reel 8b, right reel 8c) are composed of a reel base, a reel tape with a plurality of types of patterns drawn on the outer periphery of the reel base, a stepping motor pivotally supported on the reel base, and a motor fixing base for fixing the stepping motor and regarded as a part of the reel unit. Different pattern arrangements are drawn on the reel tape for each reel.
[0056] When the start switch 12 is operated by the player, the acceleration process of the reel is performed. After reaching a constant speed (about 80 revolutions per minute), every time a timer interrupt process (hereinafter, may be simply referred to as an interrupt process) is executed once, the stepping motor is moved one step to maintain a constant speed rotation state (constant speed rotation). After that, in response to the operation of the stop switch 13 by the player, the corresponding reel is moved at a constant speed to the stop position determined for each stop operation reception position. After moving the reel to the stop position, a brake is applied (output a 4-phase excitation signal) to stop the rotation of the reel and end the excitation output.
[0057] In addition, an index is provided on the spoke portion provided at the reel base of each reel. The index sensor provided on the motor fixing base of each reel detects the index to determine the position of the reference symbol (also referred to as the initial symbol) during rotation every one revolution. Note that the number of steps of the stepping motor, which is the drive source of the reel in this embodiment, is 336 steps, and it makes one revolution in 336 timer interrupt processes during constant speed rotation. Also, during constant speed rotation, the rotation failure detection counter is incremented every time the timer interrupt process is executed twice. When the counter value of the rotation failure detection counter reaches 180, it is determined that there is a rotation failure. In other words, if the reel does not rotate even after 360 timer interrupt processes are executed, it is determined that there is a rotation failure. The rotation failure detection counter is set to 0 when the index is detected, so that if the constant speed rotation process is normal, it is configured to become 0 before the rotation failure detection counter reaches 180.
[0058] In this embodiment, it is determined whether the index is detected during the constant speed process, and the determination of whether the index is detected is not performed during the acceleration process. However, it is not limited to this, and the determination of whether the index is detected may be performed during both the constant speed process and the acceleration process. According to such a configuration, it becomes possible to make the state where the stop reception can be performed for the player earlier.
[0059] In addition, a backlight unit is provided on the motor fixing base of each reel, which is lit to emphasize the stopped symbols after the reel stops or to improve the visibility of the symbols during reel rotation.
[0060] <Hopper 44> The hopper 44 is mainly a device for storing medals inserted by the player. The hopper 44 is engaged with and placed on a rail provided on the bottom plate of the cabinet PS3 and can slide back and forth along the rail. The hopper 44 includes a storage tank portion for receiving and storing medals led into the gaming machine from the medal selector 34, a hopper motor driven by inputting a drive signal from the hopper drive means, a rotating disk pivotally supported by the hopper motor for aligning the medals in the storage tank portion, a medal payout portion provided with a discharge mechanism for discharging the medals one by one to the tray 28 by rotating the rotating disk, a medal discharge port for discharging the medals by the medal payout portion, and a payout sensor for detecting the medals discharged from the medal discharge port.
[0061] <Auxiliary tank 46> The auxiliary tank 46 is configured to be able to store medals. Medals stored in excess of the allowable capacity of the storage tank portion of the hopper 44 are stored in the auxiliary tank 46 through a rail portion having a downward slope provided in the storage tank portion. The auxiliary tank 46 has a rectangular box shape. In a state where it is installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are exposed in the auxiliary tank 46 through through holes provided on at least one side surface. When a certain amount or more of medals are stored in the auxiliary tank 46, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. Note that the number of fullness detection electrodes is not limited to two, and the number of fullness detection electrodes such as three may be changed. Also, the method of fullness detection is not limited to the method using fullness detection electrodes, and fullness detection may be configured by a sensor provided at a predetermined position detecting the medals.
[0062] <Setting key switch 37> The setting key switch 37 is provided in a setting key switch unit provided inside the slot machine PS1 and having an opening / closing door on its front surface. After opening the front panel PS2, access can be achieved by opening the opening / closing door of the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is turned on with the medal acceptor enabled, the current setting value can be confirmed. If it is determined that the setting key switch 37 is on during the power-off recovery process (also referred to as the power-on process) at power-on, a setting change process (described later) is executed.
[0063] <Power supply device 39> The power supply device 39 is provided at the lower left when viewed from the front of the cabinet PS3. The power supply device 39 has a rectangular box shape, with a power switch 40 provided on the outside and a power supply board for generating voltage provided on the inside. The power supply device 39 is individually connected to the reel device board and the sub-control board 1000 via a harness (not shown), and is further connected to the main control board 100 via a harness from the reel device board, supplying power to the main control board 100.
[0064] When the power switch 40 is turned on, the power supply device 39 is configured to take in power from outside the slot machine PS1 and then generate respective predetermined voltages, causing the main control board 100 and the sub-control board 1000 to take in the respective predetermined voltages. When the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1.
[0065] <External output terminal board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally installed inside the cabinet PS3 of the slot machine PS1, converts the signal related to the result of the game output from the main control board 100 into a signal of a predetermined format, and transmits it to the outside of the slot machine PS1. The contents of the game results include the number of inserted coins, the number of paid-out coins, the number of bonus times (big bonus times, regular bonus times), the door opening signal, etc. Other conditions for transmitting signals to the outside can be set based on the predetermined information controlled by the main control board 100, such as when the AT state is reached, when a specific symbol combination is displayed, and when the value of the counter related to the game reaches a predetermined value.
[0066] <Functional block diagram> The functional block diagram of the slot machine PS1 according to the present embodiment will be described with reference to FIG. 4.
[0067] <Main control board 100> The slot machine PS1 of the present embodiment is electrically connected to a sub-control board 1000 (also referred to as sub-control means 1000, auxiliary control board 1000, auxiliary control means 1000), a door relay board (also referred to as a central display board), a reel device board, a reset / setting switch 38, a setting key switch, etc. from the main control board 100 (also referred to as main control means 100, main control board 100, main control means 100) that controls the general game flow, enabling data communication. However, the main control board 100 and the sub-control board 1000 cannot perform two-way communication, and data communication is enabled by one-way communication from the main control board 100 to the sub-control board 1000.
[0068] The main control board 100 is equipped with a main control chip. In the main control chip, a main control CPU, a main control ROM, a main control RAM, etc. can communicate with each other via a bus for data. Also, the main control chip has a built-in main control register, and the main control built-in register and the main control CPU can communicate with each other via a bus for data. Furthermore, the main control chip has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that can be used by the main control CPU for operations, etc., a PC register that stores the program (return address) after the execution of a program by a call instruction (e.g., CALL instruction) and then a return instruction (e.g., RET instruction), and an interrupt register (e.g., IFF1 register, IFF2 register) that manages the permitted or prohibited state of maskable interrupts.
[0069] Under the control of the main control chip, data communication is appropriately performed to various boards for functions such as role lottery (also referred to as internal lottery), driving control of reels (also referred to as reel control), payout control, etc. Also, for the sub-control board 1000, when winning a selected role (AT role, AT target role, push order role, button press role, operation procedure role including both push order role and button press role) as a result of the internal lottery, and the main control means 100 notifies information regarding the display of the selected role (push order, operation timing), the sub-control means side can also be notified by transmitting the selected role information (selected role group information, information regarding the display of the selected role), so that the sub-control means side can also notify information regarding the display of the selected role. Note that all processes related to the AT, such as the transition to AT, the extension of the number of AT games, and the push order notification, etc., may also be referred to as processes related to the instruction function. Note that the push order role is a conditional device where the combination of symbols to stop and the game medals given to the player differ depending on the order of the reels to be stopped (push order), and the button press role is a conditional device where the combination of symbols to stop and the game medals given to the player differ depending on the timing of receiving the operation of the stop button.
[0070] The storage capacity of the main control ROM mounted on the main control board 100 is "16 KB or less", and it has a usage area of "7.5 KB or less" (also referred to as the first program area) and an area outside the usage area (also referred to as the second program area). The usage area has a control area of "4.5 KB or less" (also referred to as the first control area) where the program executed by the main control board 100 is stored, and a data area of "3.0 KB or less" (also referred to as the first data area) where only information other than the program (for example, internal lottery table information) is stored or will be stored. Outside the usage area, there are a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the usage area. The usage area stores programs related to the progress of the game, and outside the usage area, programs related to anti-cheating measures and programs used for game machine testing are stored.
[0071] The storage capacity of the main control RAM mounted on the main control board 100 is "1024 B or less", and it has a usage area of "512 B or less" (also referred to as the first working area) and an area outside the usage area (also referred to as the second working area). The first working area is a storage area that can be rewritten according to the progress of the game, and the second working area is a storage area that can be rewritten when programs for anti-cheating measures and game machine testing are executed.
[0072] As the storage area of the main control RAM built into the main control chip, there are a storage area for the switch state flag indicating the on / off state of the stop switch and the on / off state of the automatic settlement switch, a storage area for the set value information indicating one of the values from 1 to 6, a storage area for the RT state information indicating which of the multiple RT states, a storage area for the specific condition device indicating the winning state of a specific condition device such as a bonus, and other storage areas for game information where information necessary for advancing the game is stored, an unused storage area, a storage area for the stack area where data retreated from the register is stored, and a storage area for the temporary stack area set when the power is turned on.
[0073] The opportunities to initialize the main control RAM are during the setting change process by the setting change means, during the power-off recovery process, and at the start of each game. The range of initialization of the storage area of the main control RAM to be initialized is different depending on each case.
[0074] During the setting change process, when the power-off recovery cannot be performed normally or in the case of an unrecoverable state, data 0 is set (initialized) in the RAM area excluding the storage area of the switch state flag. That is, the only thing that inherits the state before the setting change is the switch state flag. For example, the RT state, the conditional device flag, etc. are cleared and not inherited.
[0075] Also, during the setting change process, when the power-off recovery can be performed normally or in any case other than the unrecoverable state, that is, when the setting change process is performed normally, data 0 is set in the RAM area excluding the storage area of the switch state flag, the storage area of the setting value information, the storage area of the RT state information, and the storage area where the storage area of the specific conditional device is stored. That is, while maintaining the game state before the setting change, the RT state, the setting value data, and the conditional device flag are inherited so that the game can be played with the setting value after the setting change. The setting value data inherits the information before the setting change and is used in the sub-control board 1000 to determine whether the setting has been changed because a new setting value will be set in the subsequent setting change process.
[0076] Furthermore, during the power-off recovery process and at the start of each game, data 0 is set in the storage area of the stack area excluding the unused storage area of the RAM area and the maximum used area during the power-off recovery RAM initialization during the power-off recovery process.
[0077] The main control built-in register built into the main control chip is for setting the operations of each peripheral circuit (for example, timer circuit, etc.) built into the main control chip and controlling its functions.
[0078] For example, by writing (also referred to as setting or storing) data in a predetermined storage area of the main control built-in register by a program stored in the main control ROM, settings (settings of the timer circuit) regarding maskable interrupt processing (for example, timer interrupt processing), which is one of the programs stored in the main control ROM, can be performed.
[0079] <Sub-control board 1000> The sub-control board 1000 is equipped with a sub-control chip. In the sub-control chip, a sub-control CPU, a sub-control ROM, a sub-control RAM, etc. can communicate with each other via a bus for data. The sub-control board 1000 can perform two-way communication with the effect control board and transmits data specifying effects to be output to the speaker S, the LED lamp, the sub-switch 20, the effect switch, etc. Information to the display device 32 is transmitted as data to the image control board. Also, the sub-control board 1000 is directly supplied with power from the power supply board.
[0080] <Drum device board> The drum device board is a relay board that performs data communication between the reel motor, the reel sensor, the door switch, the payout sensor, the external output terminal board 47 (also referred to as the external centralized terminal board 47), etc. and the main control board 100. The reel motor controls the drive of the reel. The reel sensor is a sensor that determines whether the reel is operating normally, and transmits data to the drum device board when the protruding piece (also referred to as an index) passes through the sensor. The door switch is a sensor that determines whether the front door PS2 is opened. The payout sensor is a sensor that determines whether the medals are passing through appropriately when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to the hall computer outside the gaming machine. Also, the drum device board is directly supplied with power from the power supply board.
[0081] <Door relay board> The door relay board receives, as input information, various sensor information within the selector (insert sensor 1, insert sensor 2, passage sensor, shoot sensor), bet switch information, stop switch information, and settlement switch information, and outputs, as output information, blocker information, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number display 26, payout number display, replay lamp, 1-bet lamp, 2-bet lamp, 3-bet lamp, start lamp, medal insertable lamp, and advantageous section lamp.
[0082] <Performance control board> The performance control board (also referred to as performance control means) is electrically connected to the sub-switch 20, sub-cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and the image control board that controls the display content of the display device 32.
[0083] The performance control means is configured to enable two-way communication with the sub-control means 1000, and controls the output of the performance to the performance device based on the performance command received from the sub-control means 1000.
[0084] The performance control means selects the performance content based on the result of the role lottery by the internal lottery means. In this embodiment, a plurality of types of performance contents are provided in advance. The performance control means selects the performance content by lottery using software random numbers after the role lottery by the internal lottery means at the start of the game or the like.
[0085] In addition, the performance content is provided in a plurality of types according to not only the result of the role lottery but also the result of the freeze lottery and the game state (RT state, freeze state), etc. Specifically, a plurality of types of performance contents are provided corresponding to when a bonus is won, when a small role is won, when a replay is won, when not won, etc.
[0086] The performance content determines, according to the progress of the game, at what timing (such as when operating the start switch 12 or each stop switch 13, etc.) and what kind of performance to output (such as how to turn on, blink, or turn off the lamp, what kind of sound to output from the speaker S, and what kind of image to display on the display device 32, etc.).
[0087] Also, it is possible to generate the performance output by the performance control means according to the operation by the player. For example, based on the sub-control command transmitted from the main control board 100 according to the operation signals of the start switch 12, stop switch 13, medal insertion port 17, bet switches (MAX bet switch 18, 1 bet switch 19), settlement switch, etc. whose operation signals are input to the main control board 100, the performance control means of the sub-control board 1000 generates the performance. It is also conceivable to directly generate the performance from the sub-control board 1000 according to the sub-input switch operation means such as the sub-switch 20, sub cross key switch 21, performance switch, etc. whose operation signals are input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are separate boards, they may be configured as one board. In that case, the sub-control board 1000 has the functions and processes of the performance control board, and the sub-switch 20, sub cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and the image control board for controlling the display content of the display device 32 may be electrically connected to the sub-control board 1000.
[0088] <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM, a sound ROM, a cooling fan, etc. for specifically displaying the performance content on the display device 32.
[0089] <Supplement to the board configuration> Note that the sub-control board and the performance control board may be configured as one (one sheet) board, or the sub-control board, the performance control board, and the image control board may be configured as one board.
[0090] <Power supply board> Based on the operation of the power switch 40, the slot machine PS1 of this embodiment supplies power from the power supply board to the reel device board and the sub-control board. The power supplied to the reel device board supplies power to the main control board 100 and the door relay board. Then, the supplied power is electrically connected by being supplied to each component. The power supplied to the sub-control board 1000 supplies power to the effect control board and then supplies power to the image control board. The supplied power is electrically connected by being supplied to each component.
[0091] Next, the control of the main control board 100 that controls the game of the gaming machine will be described.
[0092] <Type of error> Errors are roughly classified into recoverable errors and non-recoverable errors.
[0093] <Recoverable error> A recoverable error refers to an error related to the selector (medal retention error, medal reverse flow error, medal passing time error), an error related to the hopper 44 (hopper retention error, hopper empty error, abnormal detection error), a door opening error, a harness disconnection error, etc. When a recoverable error is set, after removing the factors of various recoverable errors and receiving the operation of the reset switch, it is configured to be able to resume the game without restarting the power. Among the recoverable errors, in order to notify the player of what error has occurred, information about the error occurring on the display device 32, the payout number display, and various lamps is displayed.
[0094] When a recoverable error is detected during the game, the progress of the game may be stopped at the time of detection, or the progress of the game may be stopped after the end of the game in which the recoverable error was detected. By stopping the progress of the game during a recoverable error, it is possible to suppress damage to the casino manager even if a recoverable error occurs due to fraud. As a condition for recovering from the recoverable error state, it may be configured to automatically recover by removing the cause of the error, and an error that can be recovered without restarting the power supply is called a recoverable error.
[0095] <Irrecoverable error> In the slot machine PS1 of this embodiment, when an irrecoverable error occurs, interrupts are prohibited, the progress of the game is restricted such as clearing the output of the output port, and the credit number display 26 notifies that it is in an irrecoverable state by displaying according to the type of error.
[0096] Also, when a recoverable error is set, the recoverable error is canceled when an operation of a reset switch (not shown) is received. However, once an irrecoverable error is set, the irrecoverable error is not canceled only by receiving an operation of the reset switch or by restarting the power supply. In this case, it is configured to cancel the irrecoverable error by performing a setting change process. When the power supply is restarted during an irrecoverable error, after executing a part of the power-on / power-off recovery process, the game process after that is controlled not to be executed by repeatedly executing the irrecoverable error display.
[0097] Examples of irrecoverable errors include cases where the number of bet chips is outside the specified number during the combination drawing, cases where the value is not within the normal range in the set value error check, cases where it is determined that the power-off process was not performed normally during power-on / power-off recovery, cases where a random number abnormality such as an abnormal frequency of the crystal oscillator is detected, and cases where a symbol combination corresponding to a non-winning combination on an active line is stopped during the winning determination process.
[0098] Also, when an irrecoverable error occurs, the progress of the game stops during the game or during the game standby (from after the game ends until the next game starts).
[0099] <Game method, game flow> To play a game on the slot machine PS1, first insert medals from the medal insertion slot 17 or bet the pre-stored medals (MAX bet switch 18, 1 bet switch 19) to set the number of bet medals (also referred to as the specified number) that is pre-defined. In this embodiment, 3 medals are set as the specified number. By setting the number of bet medals, the active lines are effectively set and the game becomes possible.
[0100] When medals are inserted from a new medal insertion slot in a situation where the number of bet medals is set to the upper limit, the number of game medals stored in credit increases. The maximum number of medals stored in credit is set to 50 as the upper limit. When medals exceeding the upper limit of the number of bet medals (3 medals) and the upper limit of the stored amount (50 medals) are inserted from the medal insertion slot (the 54th medal), the blocker of the medal selector is turned off (a state that prevents the insertion of medals into the game machine) and they are returned to the tray. That is, when the number of bet medals is at the upper limit and the number of stored medals in credit is at the upper limit, the blocker is turned off (the passage to the hopper 44 in the selector is not formed).
[0101] When medals are inserted, the number of bet medals is added when the number of bet medals is less than 3 (less than the maximum number of bet medals in the game state when the medal is inserted). Also, when medals are inserted and can be stored in credit, the number of bet medals is 3 (the maximum number of bet medals in the game state when the medal is inserted), and the credit is less than 50 (less than the upper limit number that can be stored in credit). That is, when the sum of the number of bet medals and the stored number of credits is less than 53, when a medal is inserted from the medal insertion slot, the medal enters the gaming machine. In addition, a condition for the medal to enter the gaming machine when it is inserted is that it is in the game standby state (the period from the end of the game to the start of the next game). For example, even during the game standby after the symbol combination related to replay is displayed and the automatic bet process is executed, it satisfies the requirement for medal insertion. In this case, since it is in a state where 3 bets are placed automatically, if the stored number of credits is less than 50, it satisfies the requirement for medal insertion.
[0102] Next, when the operation of the start switch 12 is received, an internal lottery process is executed. After determining the result of the internal lottery process (also referred to as the winning lottery result or the conditional device number), it is judged whether the minimum game time (also referred to as the wait time (period) or the 4.1 - second timer) has elapsed. If the wait time has elapsed, the rotation of each reel is started. If the wait time has not elapsed, each reel waits without rotating until the wait time elapses.
[0103] Next, when an operation (stop operation) of any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is received, the reel corresponding to the stop switch 13 operated according to the lottery result and the timing when the stop operation was received stops. When all the reels stop (also referred to as all stops), it is determined whether each stop symbol determined at the time of receiving the stop of each reel is abnormal. If it is not abnormal, it is searched for which symbol combination the stopped symbol combination is, and according to the symbol combination corresponding to the search result, medal payout (including addition to credit), replay setting (automatic bet processing), bonus state setting, bonus state end, RT state setting, RT state end, etc. are performed, and one game ends.
[0104] <Freeze process> As a freeze process (also referred to as a freeze effect) that temporarily stops and delays the progress of the game for a predetermined period, for example, functions related to the progress of the game, such as receiving game media, receiving an operation of a bet switch for determining the number of bet game media credited in advance, receiving an operation of a start switch 12 for starting the game, or receiving a function related to receiving a stop operation of a reel, are put into a temporary stop state. Note that the freeze process (freeze effect) is a process controlled by the main control board 100.
[0105] As a freeze effect, all functions related to the progress of the game described above may be put into a temporary stop state, or only some functions may be put into a temporary stop state.
[0106] As a mode of putting the progress of the game into a temporary stop state, control processes based on the operations of the player (process of forming a passage through which medals are guided to the hopper 44 by blocker control, bet number setting process based on the operation of the bet switch, reel rotation process or internal lottery process based on the operation of the start switch 12, reel stop process based on the operation of the stop switch 13) are not performed.
[0107] When an input signal based on the player's operation is issued during the period when the progress of the game is temporarily stopped by the freeze effect, by performing processes such as not performing control processing based on the input signal, not receiving the input signal, or delaying the transmission of the input signal until a predetermined period has elapsed, the game end timing in one game will be delayed compared to the case where the freeze effect is not performed.
[0108] Regarding the freeze effect performed based on the operation of the start switch 12, when the start switch 12 is operated, the reels may not rotate for a predetermined period and then rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery and the reels may not rotate for a predetermined period and then internal lottery and the reels may rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery may be performed but the reels may not rotate and then the reels may rotate after the elapse of the predetermined period, or when the start switch 12 is operated and internal lottery is performed, a predetermined period may be set and the reels may rotate or stop during the predetermined period, or when the start switch 12 is operated and internal lottery and the rotation of the reels are performed, a predetermined period may be set and the stop acceptance of the stop switch 13 may be invalidated during the predetermined period, etc.
[0109] Regarding the freeze effect performed based on the operation of the stop switch 13, in the freeze effect performed based on the acceptance of the operation of the stop switch 13 and the freeze effect performed based on the fact that a specific symbol has stopped and is displayed on the reel as a result of the operation of the stop switch 13, the control processing of the freeze effect is different.
[0110] As control processing for freeze effects performed based on reception of an operation of the stop switch 13, for example, when the left stop switch 13a is operated and frozen during rotation of all reels, after the left reel corresponding to the left stop switch 13a stops, reception of stops of the middle stop switch 13b and the right stop switch 13c is disabled. Thereby, for a predetermined period, the player cannot stop the rotating middle reel and right reel, but after the predetermined period has elapsed, reception of stops of the middle stop switch 13b and the right stop switch 13c is enabled, so that the timing until the end of the game in one game can be delayed.
[0111] As control processing for freeze effects performed based on the fact that a specific symbol has stopped and been displayed on the reels as a result of receiving an operation of the stop switch 13, when a specific symbol has stopped and been displayed on each reel by receiving an operation of a stop switch 13 other than the stop switch 13 that is stopped last, cases where reception of the stop of the stop switch 13 that is stopped last is disabled, or based on the fact that a specific symbol has stopped and been displayed on each reel by receiving an operation of the stop switch 13 that is stopped last, control processing based on a bet number setting process based on an operation of a bet switch for starting the next game, a detection process for detecting insertion of a game medium by a passage sensor, or an automatic bet process performed when a replay stops on an active line, etc. are not performed.
[0112] The predetermined period during which the freeze effect is performed temporarily stops game progress control based on the player's operation, but game machine operations not related to the progress of the game can be executed. For example, even when stop control processing based on an operation of the stop switch 13 is not performed, the rotation mode of the reels can be set arbitrarily, such as rotating in the normal rotation mode, rotating at a lower speed or a higher speed than normal.
[0113] As the rotation mode of the reel during a predetermined period, there are rotating the reel in the direction opposite to the normal rotation (so-called reverse rotation), rotating the reel a predetermined number of symbols and stopping at a specific symbol combination, stopping a predetermined reel among a plurality of reels and rotating the other reels, changing the rotation speed of the reel, or changing the operation of the reel due to the operation of the player.
[0114] The predetermined period for performing the freeze effect can be changed according to predetermined conditions. Here, the predetermined conditions include detection of a signal based on the operation reception status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, or settlement switch, etc.), and the lottery result by freeze lottery. Also, changing means shortening, lengthening, or switching the rotation mode of the reel the predetermined period for performing the freeze effect during which the progress of the game temporarily stops.
[0115] As control processing for shortening the temporary stop period, there are forcibly ending the temporary stop period or rewriting it to a period shorter than the temporary stop period. And as control processing for lengthening the temporary stop period, there are adding another period after the temporary stop period or rewriting the temporary stop period to a longer period. Also, the upper limit time does not have to be defined for the temporary stop period based on the freeze effect, and it may continue until a certain result is obtained based on the result of operation reception.
[0116] The freeze effect period can be set after the elapse of the wait period, or can be set to include the wait period. When the wait period is included, the wait period and the freeze effect period are compared. If the freeze effect ends during the wait period, the freeze effect is executed during the wait period. If the freeze effect does not end during the wait period, the freeze effect period can be set after the wait period, or the remaining wait period can be resumed after the freeze effect ends. Also, if there is only a freeze effect period longer than the wait period in advance, the process of comparing the wait period and the freeze effect period can be omitted, and it is also possible to start the freeze effect after the operation of the start switch 12 (after the internal lottery process).
[0117] As the freeze effect, it is also possible to perform a freeze effect (also referred to as a pseudo-game) as if the normal game is in progress during the acceleration process. In the pseudo-game, after the start switch 12 is operated and the internal lottery is performed, a pseudo-game period is determined during the acceleration process of the reels. During the pseudo-game period, the reel rotation control is performed as in the normal game (the reel rotation control is performed based on the operation of the start switch based on the start of the pseudo-game), and the reel stop control is performed based on the operation of the stop switch 13. Also, it may be configured to rotate the reels again by operating the start switch 12 during the pseudo-game period. However, the internal lottery process based on the operation of the start switch 12, the winning determination process or the payout control process based on the operation of the stop switch 13 are not performed.
[0118] Also, in the pseudo-game, when the reels stop due to the operation of the stop switch 13, or when the reels are automatically stopped as a reel effect, the stopped reels are swung up and down (so-called shake variation). Thereby, the player can determine whether it is a normal game or a pseudo-game when operating the stop switch 13.
[0119] <Symbol combination that does not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning symbol combination on the valid line regardless of the timing when the stop switch 13 is operated while the reels are rotating. For example, when the bell symbols are arranged at intervals of three symbols on all reels, bell - bell - bell will always stop (the winning rate is 100%), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, a winning rate of 100% is referred to as PB = 1, and in some cases, a winning combination with a winning rate of 100% for all reels is referred to as a PB = 1 winning combination.
[0120] On the contrary, PB≠1 means that depending on the stop timing of the stop switch 13 while the reels are rotating, the symbol combination of the winning combination may not stop. For example, if there is a part where the symbols related to the winning combination do not exist within the drawing range (such as being separated by five symbols), then PB≠1, and in some cases, the said winning combination is referred to as a PB≠1 winning combination.
[0121] <Minor winning combination priority control, bonus priority control> Minor winning combination priority control means that when there is an overlapping win between a minor winning combination and a bonus, or when a minor winning combination is won within the bonus, if both the symbols related to the minor winning combination and the symbols related to the bonus can be drawn in, the symbols related to the minor winning combination are drawn in.
[0122] Bonus priority control means that when there is an overlapping win between a minor winning combination and a bonus, or when a minor winning combination is won within the bonus, if both the symbols related to the minor winning combination and the symbols related to the bonus can be drawn in, the symbols related to the bonus are drawn in.
[0123] Also, the replay has the highest priority and cannot be missed. Therefore, when the condition device flags for replay and a minor winning combination, or replay and a bonus are simultaneously in the on state, the symbols related to the replay must always be drawn in.
[0124] <Normal section> The normal section is a section where the processing related to the instruction function cannot be performed. When winning the draw for the push order in the normal section, a process of transmitting information (production group number) obtained by masking which push order was won to the sub-control means 1000 is executed. Also, when winning the draw for the push order in the normal section, the notification of the push order (both the correct push order and the incorrect push order) is not displayed on the instruction monitor. As a result, in the normal section, neither the main control means 100 nor the sub-control means 1000 notifies the push order even when winning the draw for the push order, so it is impossible to tell whether it is correct or incorrect even when winning the draw for the push order in the normal section.
[0125] <Advantageous section> The advantageous section is a section where the processing related to the instruction function can be executed, and an advantageous section is provided to suppress excessive medal acquisition by the AT. When winning the draw for shifting to the advantageous section executed in the normal section, it is possible to shift to the advantageous section. In the advantageous section, it is possible to conduct a lottery for shifting to the AT, but in order to suppress the excessive medal acquisition described above, it is designed to end the advantageous section based on certain conditions and shift to the normal section. Specifically, 1) When 1500 games have been played since the next game after shifting to one advantageous section 2) When more than 2400 medals have been acquired since the next game after shifting to one advantageous section 3) When any condition is satisfied can be cited. By these, excessive medal acquisition can be suppressed. Note that the arbitrary condition in 3) includes, for example, when one AT ends, when a specific symbol combination is displayed, and the like.
[0126] In the case of the advantageous section, information indicating that it is the advantageous section (also referred to as the advantageous section type) is stored in a predetermined RAM area. When the value stored in the said RAM area is 0 (when the advantageous section type is 0), it indicates the normal section, and when the value stored in the said RAM area is 1 (when the advantageous section type is 1), it indicates the advantageous section.
[0127] <Advantageous section lamp> As information indicating that the main side is staying in the advantageous section, an advantageous section lamp is provided. Thereby, when the player checks whether they are staying in the advantageous section, they can easily determine it by the lighting / non-lighting of the advantageous section lamp. Specifically, when the DP of the credit display 26 is lit, it indicates that the player is staying in the advantageous section, and when the DP of the credit display 26 is not lit, it indicates that the player is not staying in the advantageous section. Note that the lighting timing of the advantageous section lamp includes after all reels stop, after receiving the bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, when detecting the third medal inserted manually, after receiving the start switch, or after winning a selected combination by internal lottery, etc. Also, as a condition for always lighting, there is a case where the player is staying in the advantageous section and the operation procedure information of the selected combination is notified, and the payout rate (maximum payout rate) of the notified game exceeds 1 (increases).
[0128] Also, even when notifying the RT transition push order to RT with a high replay probability where the payout rate does not exceed 1 due to the non-installation of the small winning combination in the push order in terms of specifications, the advantageous section lamp is configured to be lit. This is to inform the player of an advantageous state with the advantageous section lamp, and the purpose is to prevent the player from suffering damage due to not knowing the specifications of the gaming machine.
[0129] Note that when the conditions for always lighting the advantageous section lamp as described above are not satisfied, it is not a problem if the timing of lighting the advantageous section lamp after newly transitioning to the advantageous section is arbitrary.
[0130] Note that when the advantageous section lamp is lit once, it continues to be lit until the advantageous section ends, and is turned off before receiving the operation of the start switch of the next game after the game where the advantageous section has ended (after all reels stop, after receiving the bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, or when detecting the third medal inserted manually).
[0131] By configuring it in this way, even if the advantageous section lamp is not lit, there may be an advantageous section, and even if the advantageous section lamp is off, it is possible to give the player an expectation that the process related to the indication function will be executed. As a result, conventionally, in the normal section, the game was just waiting to shift to the advantageous section, but in the gaming machine of this embodiment, since there may be an AT shift lottery or the like even if the advantageous section lamp is not lit, it is possible to maintain the motivation of the game.
[0132] Also, when the advantageous section type is 1, it is not always an advantageous section. This is because in a game that is in the normal section (advantageous section type is 0) and wins the advantageous section transition lottery and the advantageous section type becomes 1, since it is still before shifting to the advantageous section although the advantageous section type is 1, the game state is the normal section. When executing the process for transmitting a test signal indicating whether it is an advantageous section or a normal section, referring to the advantageous section type will result in sending a signal for the advantageous section although it is the normal section, thus sending a signal different from the original state.
[0133] To prevent this situation, when transmitting a test signal indicating whether it is an advantageous section or a normal section, it is configured to refer to the value of the advantageous section clear counter. When the value of the advantageous section clear counter is 0, execute the process for outputting a test signal indicating that it is the normal section, and when the value of the advantageous section clear counter is not 0 (the value of the advantageous section clear counter is 1 to 1500), execute the process for outputting a test signal indicating that it is the advantageous section. By configuring it in this way, as the process for outputting the test signal, it only needs to determine whether the value of the advantageous section clear counter is 0, and the state can be accurately specified, so that the compression of the program capacity can be eliminated and the program execution speed can be improved. In addition, when ending the advantageous section with an arbitrary end condition, as described above, since 1 is added to the value of the advantageous section clear counter, in the process for outputting the test signal, it is possible to accurately output that it is the advantageous section even in a game where the advantageous section ends. <at> "AT" is an abbreviation for "assist time" and is also referred to as the notification period. It is a period for facilitating the winning of a winning combination of a role that a player has won by role lottery (hereinafter referred to as "notification"). Generally, as means for notification during AT, there are the operation timing of the stop switch, the operation order of the stop switch, and the operation timing of the stop switch and the operation order of the stop switch, which are also referred to as operation procedures and operation modes.
[0134] <Grouping of Selectable Roles> When a selectable role is won during non-AT, the main control means 100 transmits the production group number indicating that the selectable role has been won to the sub-control means 1000. When a selectable role is won during AT, the production group number and operation procedure information are transmitted to the sub-control means 1000. In other words, since the operation procedure information is not transmitted to the sub-control means 1000 during non-AT, the sub-control means 1000 cannot notify the operation procedure. As a result, on the side of the sub-control means 1000, it is unclear which operation procedure can display a symbol combination advantageous to the player during non-AT. During AT, since the operation procedure information for displaying a symbol combination advantageous to the player is transmitted, the operation procedure can be notified by the liquid crystal display device and the operation instruction lamp on the side of the sub-control means 1000. Thereby, the player can easily recognize the operation procedure, and furthermore, it is possible to suppress the unauthorized acquisition of the operation procedure information during non-AT.
[0135] <Processing Related to the Instruction Function> The processing related to the instruction function is a concept that includes not only the drawing related to the AT, such as AT transfer drawing, AT overdraw drawing, and update of the AT end condition (addition / subtraction of the number of AT games, addition / subtraction of the number of AT execution notification times), but also the processing related to the management of the AT state. The processing related to this instruction function can be executed at a bet number determined in advance for each game state. When a plurality of bet numbers are set as the specified numbers in a certain game state, the processing is configured to be executed only when any one of the bet numbers is selected. For example, when 2-bet and 3-bet are possible in the bonus internal state, the processing related to the instruction function can be executed only in the game with 3-bet, and the processing related to the instruction function cannot be executed in the game with 2-bet. That is, in the game with 2-bet, even if winning the AT lottery target combination, the AT lottery may not be carried out, or the number of AT games may not be updated according to the progress of the game. Also, an SB (single bonus) that ends in one game, or a CB is dedicated to the 2-bet game. In the game after the SB or CB ends, if it is 2-bet or 3-bet, if the number of automatically bet sheets when a replay is won in the SB or CB is 2, the processing related to the instruction function becomes impossible to execute in the game after the SB or CB ends (the processing related to the instruction function can be executed with 3-bet). Therefore, the number of bet sheets automatically inserted when a replay is won in the SB or CB is set to 3. By doing so, the processing related to the instruction function can be executed even in the game after a replay is won in the SB or CB, so that a game disadvantageous to the player can be eliminated. Note that the processing related to the advantageous section is configured to be executed regardless of the bet number as described above.
[0136] <Instruction monitor> In the AT, when notifying information regarding the operation procedure of the pushing order role, the operation procedure information may be notified using the acquired number display. Specifically, in the case of the pushing order role A (left, middle, right correct answer), "1" is displayed on the instruction monitor, in the case of the pushing order role B (left, right, middle correct answer), "2" is displayed on the instruction monitor, in the case of the pushing order role C (middle, left, right correct answer), "3" is displayed on the instruction monitor, in the case of the pushing order role D (middle, right, left correct answer), "4" is displayed on the instruction monitor, in the case of the pushing order role E (right, left, middle correct answer), "5" is displayed on the instruction monitor, and in the case of the pushing order role F (right, middle, left correct answer), "6" is displayed on the instruction monitor.
[0137] With such a configuration, the player can know the correct pushing order by checking the instruction monitor. Also, since the instruction monitor is controlled by the main control board, even if the sub-control board is illegally modified, the pushing order can be accurately notified.
[0138] Also, when the instruction monitor is used in combination with the acquired number display, the above-mentioned numbers (1 to 6) may be displayed in the lower digit, and "=" may be displayed as an identifier in the upper digit. In this case, since it is possible to determine whether the acquired number display is displaying the acquired number or the pushing order using the identifier, it is possible not to interfere with the player's recognition.
[0139] Also, when the instruction monitor is configured as a dedicated display, a 3-digit 7-segment display may be used. The reason for having 3 digits is that it corresponds to the number of reels. And in the case of the pushing order role A (left, middle, right correct answer), "123" is displayed on the instruction monitor, in the case of the pushing order role B (left, right, middle correct answer), "132" is displayed on the instruction monitor, in the case of the pushing order role C (middle, left, right correct answer), "213" is displayed on the instruction monitor, in the case of the pushing order role D (middle, right, left correct answer), "312" is displayed on the instruction monitor, in the case of the pushing order role E (right, left, middle correct answer), "231" is displayed on the instruction monitor, and in the case of the pushing order role F (right, middle, left correct answer), "321" is displayed on the instruction monitor. With such a configuration, the pushing order of the instruction monitor can be intuitively grasped easily, and the player can easily grasp the correspondence between the pushing order and the display on the instruction monitor.
[0140] As the timing for causing the instruction monitor to display the pressing order, it is preferable to set it to any timing from after the pressing order winner is selected by internal lottery executed based on the operation of the start switch in the advantageous section until the stop switch becomes operable. With such a configuration, since the pressing order can be notified before the player operates the stop switch, it is possible to suppress the player from performing a stop operation with an incorrect pressing order.
[0141] <Status display monitor (winning ratio monitor)> The winning ratio monitor is a display device that switches and displays the cumulative advantageous section ratio or the cumulative instructed winning item ratio (selectable according to the specifications of the gaming machine, also referred to as the instructed winning ratio), the continuous winning item ratio during the latest 6000 games, the winning item ratio during the latest 6000 games, the cumulative continuous winning item ratio, the cumulative winning item ratio, the cumulative winning item status ratio, etc. every 4800 ms. By using 4 seven-segment LEDs (with DP), 4-digit numbers can be displayed. Among the 4-digit numbers displayed by the 4 seven-segment LEDs, the upper 2 digits are called the identification segments, and the lower 2 digits are called the ratio segments.
[0142] In the winning item ratio, "winning item" refers to the first type of special winning item (so-called RB), the second type of special winning item (so-called CB), and the normal winning item (so-called SB). "Winning item ratio" is the ratio calculated by payout during winning item operation ÷ total payout × 100. Note that the payouts during the operation of the first type of special winning item continuous operation device (so-called BB) and the second type of special winning item continuous operation device (so-called MB) are also included in the "payout during winning item operation", but the payouts in general games during BB or MB are not included in the "payout during winning item operation". Note that "payout" is a term without subtracting the input number. In the case of payout number - input number, it is called the difference number of medals.
[0143] In the continuous winning item ratio, "continuous winning item" refers to the first type of special winning item (so-called RB). "Continuous winning item ratio" is the ratio calculated by payout during the operation of the first type of special winning item ÷ total payout × 100. Note that the payouts during the operation of the first type of special winning item continuous operation device (so-called BB) are also included in the "payout during winning item operation", but the payouts in general games during BB are not included in the "payout during winning item operation".
[0144] The "game device with instruction input" in the ratio of game devices with instruction input includes the payouts in games (so-called AT) in which the instruction function has been activated for the above-mentioned "game device", and the "ratio of game devices with instruction input" is the ratio calculated by (payout during instruction function activation or payout during game device activation) ÷ total payout × 100. Here, (payout during instruction function activation or payout during game device activation) does not refer to the payouts of games in which the instruction function is activated and the game device is operating, but rather refers to the sum of the number of payouts of games in which the instruction function is activated and the payouts of games in which the game device is operating. If the game in which the instruction function is activated is a game in which the game device is operating, instead of adding the two numbers of payouts, the number of payouts of that game becomes (payout during instruction function activation or payout during game device activation). Note that if a player makes a mistake in the operation mode of the stop switch in a game in which AT is activated, they may not obtain the maximum payout. In this case, it is calculated based on the actual payout.
[0145] Among the information displayed on the game ratio monitor, the information displayed in the identification segment is information for identifying which of the cumulative advantageous interval ratio, cumulative ratio of game devices with instruction input, continuous game device ratio among the latest 6000 games, game device ratio among the latest 6000 games, cumulative continuous game device ratio, cumulative game device ratio, and cumulative game device status ratio is being displayed. They are respectively displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.". For example, when "7U." is displayed in the identification segment, it indicates that it is the cumulative advantageous interval ratio, and when "6Y." is displayed in the identification segment, it indicates that it is the continuous game device ratio among the latest 6000 games. Note that the "." displayed on the game ratio monitor refers to the decimal point.
[0146] Among the information displayed on the ratio monitor, the information displayed in the ratio segment is information for visually recognizing the calculation results of various ratios, and is displayed as a two-digit number using two 7-segment LEDs. For example, when the calculation result is 70, "70" is displayed in the ratio segment. Note that the decimal part of the calculated result is truncated and displayed. Also, when the calculation result is 100, "99" is displayed. Further, when the cumulative number of games is less than 400 games, the ratio segment displays "00".
[0147] The identification segment displays the identification segment in a blinking mode when the cumulative number of games is less than the reference number of games. The reference number of games is determined according to various ratios. In the case of the cumulative advantageous interval ratio, it is 175,000 games. In the case of the cumulative designated role item ratio, it is 175,000 games. In the case of the consecutive role item ratio for the latest 6,000 games, it is 6,000 games. In the case of the role item ratio for the latest 6,000 games, it is 6,000 games. In the case of the cumulative consecutive role item ratio, it is 17,500 games. In the case of the cumulative role item ratio, it is 17,500 games. In the case of the cumulative role item status ratio, it is 175,000 games.
[0148] The ratio segment displays the ratio segment in a blinking mode when the displayed numerical value is equal to or greater than the threshold value. The threshold value is determined according to various ratios. In the case of the cumulative advantageous interval ratio, it is 70. In the case of the cumulative designated role item ratio, it is 70. In the case of the consecutive role item ratio for the latest 6,000 games, it is 60. In the case of the role item ratio for the latest 6,000 games, it is 70. In the case of the cumulative consecutive role item ratio, it is 60. In the case of the cumulative role item ratio, it is 70. In the case of the cumulative role item status ratio, it is 50. Note that when the cumulative number of games is less than 400 games and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit mode.
[0149] In order to confirm whether the duty ratio monitor can operate normally, for 4800 ms after the power is turned on and the timer interrupt process is started, test patterns are displayed on the identification segment and the ratio segment. As the test pattern, all segments (including DP) of the four 7-segment LEDs that make up the duty ratio monitor are displayed in a blinking mode. For example, "8.8.8.8." can be displayed in a blinking mode. In addition to the case where the test pattern is displayed at the timing after the power is turned on, it may also be displayed at any timing during setting change, setting confirmation, or RWM (RAM) abnormal error.
[0150] When the cumulative number of games in the identification segment is less than the reference number of games, when the displayed value in the ratio segment is equal to or greater than the threshold value, and when the test pattern is displayed in the identification segment and the ratio segment, the segments are displayed in a blinking mode. Specifically, it blinks at 300 ms intervals, such as lighting for 300 ms → turning off for 300 ms → lighting for 300 ms → turning off for 300 ms → ···. Also, when switching various ratio information, it starts from lighting, so that the display period of various ratio information does not become longer or shorter due to the timing of lighting and blinking.
[0151] As described above, the cumulative advantageous interval ratio or the cumulative indicated winning combination ratio, the continuous winning combination ratio during the latest 6000 games, the winning combination ratio during the latest 6000 games, the cumulative continuous winning combination ratio, the cumulative winning combination ratio, and the cumulative winning combination status ratio displayed on the duty ratio monitor are configured to switch the display content every 4800 ms. By setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure the duty ratio monitor so that at least one of the 7-segment LEDs is always lit even when the various ratio displays are switched and are in a blinking mode.
[0152] With this configuration, even at the timing when various ratio information is switched, since it starts from lighting, it is possible to continuously display a non-awkward display without a deviation in the blinking cycle.
[0153] Also, since the display period of the test pattern after power-on described above is also set to 4800 ms, when the display of the test pattern ends after 4800 ms, the 7-segment LED turns off, and in the next timer interrupt process, it becomes possible to display information regarding the cumulative favorable interval ratio or the cumulative instructed component ratio from the lit state.
[0154] Subsequently, a control method for the blinking display in the component ratio monitor will be described.
[0155] In order to blink the display mode of the component ratio monitor, it has a storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is a 2-byte storage area, and a process of adding 1 is executed for each timer interrupt process. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is initialized at power-on (0 is stored), and thereafter, values from 0 to 299 circulate each time the timer interrupt process is executed. In other words, the value after 299 is 0.
[0156] Example 1) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "0", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "1". At this time, the carry flag = 1 (since a carry occurs as a result of the calculation of "0 - 299", the carry flag = 1).
[0157] Example 2) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "298", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "299". At this time, the carry flag = 1 (since a carry occurs as a result of the calculation of "298 - 299", the carry flag = 1).
[0158] Example 3) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "299", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "0". At this time, the carry flag = 0 (since there is no carry when calculating "299 - 299", the carry flag = 0).
[0159] As described above, when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is any value between 0 and 298, the carry flag = 1, and when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is 299, the carry flag = 0. In other words, the carry flag = 0 every 300 ms.
[0160] When the carry flag = 0, it is configured to update the blink switching flag (_FL_CHG_FLS). The blink switching flag (_FL_CHG_FLS) is initialized when the power is turned on (0 is stored), and when 0 is stored in the blink switching flag (_FL_CHG_FLS), the duty ratio monitor is lit, and when 1 is stored in the blink switching flag (_FL_CHG_FLS), the duty ratio monitor is extinguished. In other words, since the carry flag = 0 every 300 ms, by repeatedly storing 0 and 1 in the blink switching flag (_FL_CHG_FLS) every 300 ms, it becomes possible to repeatedly display the lighting mode and the extinguishing mode (blinking display) of the duty ratio monitor every 300 ms.
[0161] When the game ratio monitor is to be displayed in a blinking mode, since it is any one of the cases where the cumulative game count in the identification segment is less than the reference game count, the display value in the ratio segment is greater than or equal to the threshold value, or a test pattern is to be displayed in the identification segment and the ratio segment, in cases other than these, it is configured to be displayed in a lit mode without referring to the blink switching flag (_FL_CHG_FLS). However, since the storage area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is updated for each timer interrupt process regardless of whether the blink switching flag (_FL_CHG_FLS) is referred to or not, the blink switching flag (_FL_CHG_FLS) is also updated at any time, and even when switching from a state where the blink switching flag (_FL_CHG_FLS) is not referred to to a state where it is referred to, it is possible to display without the timings of lighting and extinguishing and the switching timings of various ratio displays being misaligned.
[0162] <Program start processing flow> Regarding the program start processing executed by the main control board 100 according to this embodiment, it will be described with reference to the flowchart of FIG. 5.
[0163] When the power is turned on, the main control board 100 performs initial settings regarding the operation of the gaming machine. Specifically, it sets the interrupt mode, configures the functions of the main CPU, and performs a RAM check process to create power-off recovery data. The RAM check process determines whether the checksum of all the RAMs is normal. If the conditions are met, it determines that the power-off recovery data is normal, and if the conditions are not met, it determines that the power-off recovery data is abnormal.
[0164] Next, it checks the states of the setting key switch signal and the door open detection switch signal, and determines whether the setting key switch 37 and the door open detection switch are on.
[0165] When the setting key switch 37 and the door open detection switch are on, it is determined whether the power failure recovery data is normal or recoverable. If the power failure recovery data is normal or recoverable, a first initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. If the power failure recovery data is not normal or recoverable, a second initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. Then, after the setting change process, the process proceeds to the main game progress in FIG. 9.
[0166] When the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. If the power failure recovery data is abnormal or unrecoverable, an unrecoverable error notification is performed and the process proceeds to the unrecoverable error process that stops the progress of the game of the slot machine PS1. On the other hand, if the power failure recovery data is not abnormal or unrecoverable, the process proceeds to the power failure recovery process in FIG. 8. Then, after the power failure recovery process, the process proceeds to the main game progress in FIG. 9. Note that after the power failure recovery process, in order to restore the state saved when a power failure is detected, the process is not always executed from the beginning of the main game progress.
[0167] Note that in the unrecoverable error process, interrupts are prohibited and the outputs of the output ports (such as the output of the sub-control command and the excitation signal to the stepping motor) are cleared. Then, the error display (notification) is repeated on the acquired number display 27.
[0168] <Power-off process> The power-off process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart in FIG. 6.
[0169] In this embodiment, when an off operation of the power switch 40 or an event in which the power supply is interrupted, such as a power failure (also referred to as the occurrence of a power cut), occurs, the operating voltage for operating the slot machine PS1 drops. When the operating voltage falls below the threshold value, the voltage monitoring circuit detects the power cut, generates a power cut detection signal, and the power cut detection signal is input to the input port of the main control chip. Then, in a determination process for determining whether the power cut detection signal is input in the timer interrupt process, when it is determined that the power cut detection signal is input, a power cut process is executed. Note that when determining whether the power cut detection signal is input in the timer interrupt process, it may be determined in one timer interrupt process, or it may be determined in a plurality of timer interrupt processes two or more times. In other words, when determining whether there is a power cut in a plurality of timer interrupt processes, if it is determined that the power cut detection signal is input for the first time but not input for the second time, the power cut process is not executed. This is to prevent the power cut process from being executed when noise or momentary interruption (a state in which the voltage falls below the threshold value only for a moment but immediately exceeds the threshold value) occurs.
[0170] In the power cut process, the output port is cleared, interrupts that are periodically executed are prohibited, and the interrupt prohibition / permission state at the time of power cut is saved. Next, the used registers are saved and the stack pointer is saved. After saving, a power cut process completed flag indicating that the power cut process has been performed is saved as being on, and checksum data for the entire RAM area is calculated and saved. Then, writing to the RAM is prohibited and the system waits for a reset. Note that the address range of the stack pointer to be saved, the presence or absence of the power cut process completed flag, and whether the checksum of the entire RAM area is normal are determined at the time of power cut recovery process.
[0171] <Timer interrupt process> The timer interrupt process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 7.
[0172] In this embodiment, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).
[0173] When the timer interrupt process is started, the necessary data stored in the register is compared. When a power-off detection signal is received, the power-off process is executed. The input ports for determining the inputs of various sensors and operation switches are read. The measurements of various timers (such as the timer for measuring the freeze period, the timer for measuring the wait period, etc.) are performed. As the reel drive control, control according to the driving state of each reel during acceleration, constant-speed rotation, deceleration start, deceleration, or stop, and the update of the driving state are performed. Next, port output processing for creating and outputting the data to be output for each output port (such as the excitation signal to the stepping motor and the drive signal for the hopper 44) is performed, and a check is made as to whether various abnormalities have occurred. The various abnormalities include whether the current set value is a normal value and whether the operation pattern of the input / output sensor is normal. Next, external signal output for setting (controlling on / off) external signals such as bonus signals, ART signals, security signals, etc. to be output to an external system such as a hall computer, the medal input signal, and the medal payout signal is performed.
[0174] Next, in the control command transmission process, if there is a sub-control command set, the sub-control command is output to the sub-control board 1000, control regarding the lighting of various LEDs is performed, notification data to be transmitted to the sub-control board such as the operation sound of the stop switch and the medal input sound is output, a signal related to the performance test is output, the register is reset, and the timer interrupt process is terminated by saving the interrupt permission flag as on.
[0175] The types of sub-control commands include a start command due to the operation of the start switch, a winning information command indicating the result of internal extraction, a cylinder rotation start command due to the start of acceleration of the reel, a left cylinder stop command, a middle cylinder stop command, a right cylinder stop command, a full cylinder stop command, etc. due to the operation of each stop switch for stopping the rotating reel.
[0176] Also, within the timer interrupt process, the timer measurement process may be performed. In timer measurement, control processing is performed to update information regarding the timer (time) stored in the RWM (RAM). For example, processing to update the value stored in the storage area of the RWM that monitors (manages) the minimum game time per round (4.1 seconds) (hereinafter also referred to as timer area A), such as processing to subtract 1, is performed. Note that not only the storage area of the RWM that monitors the minimum game time, but also the storage area of the RWM that monitors (manages) the insertion of game medals by the insertion button (hereinafter also referred to as timer area B), the storage area of the RWM that monitors (manages) the output time of an external signal (hereinafter also referred to as timer area C), etc., may have storage areas of the RWM related to a plurality of timers. In this case, in timer measurement, processing to subtract 1 from the value stored in timer area A, processing to subtract 1 from the value stored in timer area B, processing to subtract 1 from the value stored in timer area C, etc., processing to subtract 1 from the value stored in the storage area of the RWM that stores information regarding the timer (hereinafter also referred to as the timer area) is executed. Also, when timer measurement is performed when the value stored in a certain timer area is "0", the value stored in a certain timer area is configured to be "0".
[0177] Note that, as an example of the control processing to update the information regarding the timer stored in the RWM, processing to subtract 1 from the value stored in the timer area has been given, but processing to add 1 to the value stored in the timer area may also be used.
[0178] Here, the monitoring (management) of the insertion of game medals by the insertion button will be described. Monitoring (managing) the insertion of game medals by the insertion button is a timer that starts timing after the bet processing based on the operation of the 1-bet switch 19 is executed, and until the value of the timer becomes "0", it is a timer for not executing processing to determine whether the next 1-bet switch 19 has been operated.
[0179] For example, in a predetermined situation where the number of credits is equal to or greater than a predetermined value (for example, when the number of bets is 0, the number of credits is 3, and betting is possible by operating the 1 - bet switch 19), after bet processing based on the operation of the 1 - bet switch 19 is executed, "20" is stored in the timer area B. Then, by the timer measurement of the timer interrupt process, the value stored in the timer area B is decremented by "1". And when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". When the value stored in the timer area B is not "0" (when the value stored in the timer area B is any one of "1" to "20"), in the main game progress process, it is not determined whether the 1 - bet switch 19 has been operated. That is, even if the 1 - bet switch 19 is operated when the value stored in the timer area B is not "0", the bet processing is not executed. After that, after the value stored in the timer area B becomes "0", bet processing can be executed when the 1 - bet switch 19 is operated.
[0180] By configuring in this way, it is possible to prevent the bet processing from being executed multiple times due to malfunction even though the 1 - bet switch 19 has been operated once. Also, it is possible to prevent a malicious player from continuously pressing the 1 - bet switch 19, causing the bet processing based on the operation of the 1 - bet switch 19 to be executed multiple times and the commands based on the execution of the bet processing to be continuously transmitted to the sub - control means 1000.
[0181] <Power - off recovery process> The power - off recovery process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 8.
[0182] In this embodiment, when the power is turned on by operating the power switch 40, the main control board 100 executes a power - off recovery process for restoring various data to the state before the power - off.
[0183] In the power-off recovery process, the stack pointer is restored, and the output data related to the sub-control command transmitted to the sub-control board 1000 is restored. Then, it is determined whether the set value data is within the normal range. As a result of the determination, if it is abnormal (the value is outside the defined range), the process proceeds to the unrecoverable error process. On the other hand, if it is normal (the value is within the defined range), the unused RAM area is initialized, the interrupt that is periodically executed is activated, and the input port is read. Then, the power-off processed flag is cleared, the used registers are restored, the interrupt disable / enable state at the time of power-off is restored, and the power-off recovery process ends. Note that when the power-off recovery process ends, it returns to the state before the power-off occurred. If it does not return (when the settings are changed), the control process of the main game progress is performed from the beginning.
[0184] In this embodiment, the interrupt is activated at a predetermined timing within the power-off recovery process, but the interrupt may be activated after the power-off recovery process of the program start process.
[0185] <Explanation of the main game progress> The control process of the main game progress executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 9.
[0186] The main control board 100 refers to the value of the freeze effect number saved before the previous game. If the saved freeze effect number corresponds to the number for which the freeze effect should be executed, the freeze effect is executed. If the saved freeze effect number does not correspond to the number for which the freeze effect should be executed, the process proceeds to the next process without executing the freeze effect. When the freeze effect is not executed, it may be configured not to save the freeze effect number. In that case, it may be configured to determine whether the freeze effect number is saved, and if it is not saved, proceed to the next process.
[0187] Next, when game medals are inserted through the medal insertion slot 17, the number of bets or credits is updated (game value insertion process). Next, it is determined whether the number of bets at which the game can be executed has been bet. If it is determined that the number of bets has been placed, it is determined whether the start switch 12 has been operated. If it is determined that the number of bets has not been placed, if game medals are inserted or in the state of being stored in credits, it waits for the operation reception of the bet switch (in the case of being stored in credits). If the number of bets at which the game can be executed has been bet and the start switch 12 has been operated (it is determined that the start switch signal is on), an internal lottery process is performed. If the start switch 12 has not been operated (it is not determined that the start switch signal is on), it waits for the operation reception of the start switch 12.
[0188] In the internal lottery process, an internal lottery random number is generated and obtained, and a predetermined arithmetic process is executed using the obtained internal lottery random number value to determine the winning combination (condition device number). After determining the winning combination, a stop control table corresponding to the stop timing of each stop switch is created in advance, and it is prepared so that stop control can be executed even if the operation of the stop switch is received immediately after permitting the reception of the stop switch operation after the reel rotation.
[0189] The types of winning combinations provided in the slot machine PS1 are roughly classified into bonus, minor winning combination, and replay.
[0190] The bonus means a device that operates when a predetermined condition is met. Generally, it operates when a symbol combination such as "7·7·7" or "7·7·bar" is stopped and displayed on the effective line of the display window 4. Due to the operation of the device related to the bonus, the number of symbol combinations related to winning for each specified number changes, or the condition device operation probability related to winning for each specified number is changed. The bonus is divided into RB, BB, CB, MB, and SB.
[0191] RB is an abbreviation for Regular Bonus and is also referred to as a first-class special accessory. RB is generally set with the end condition of obtaining 8 minor winning combinations or 12 game results. During RB, the draw for roles is performed using an RB mid-role draw table in which the winning probability of minor roles is set higher than that of the normal role draw table.
[0192] BB is an abbreviation for Big Bonus and is also referred to as a continuous operating device related to a first-class special accessory. BB is set with the end condition that the payout of a predetermined number (for example, 269 pieces) of game medals related to minor winning combinations ends. During BB, the draw for roles is performed using a BB mid-role draw table in which the winning probability of minor roles (described later) is set higher than that of the normal role draw table. Note that it is not necessary to provide a BB mid-role draw table during BB. For example, an RB mid-role draw table described later that continuously operates until the end condition of BB is satisfied may be referred to as a BB mid-role draw table.
[0193] CB is an abbreviation for Challenge Bonus and is also referred to as a second-class special accessory. CB can be set to a state in which at least all minor roles are won regardless of the result of the role draw. Also, during CB, for a predetermined reel, a stop control different from the normal stop control is performed. For example, it is conceivable to control the left reel 8a to stop within 190 milliseconds to 75 milliseconds.
[0194] CB may be configured such that the symbol combination that can be displayed according to the operation procedure cannot be displayed (also referred to as a miss) because at least all minor roles are won as described above. For example, during CB, by controlling the left reel 8a to stop within 190 milliseconds to 75 milliseconds, a specific symbol could be displayed on the effective line at an arbitrary operation timing when stopping within 190 milliseconds, but there may be a case where a specific symbol cannot be displayed at a specific operation timing when stopping within 75 milliseconds.
[0195] MB is an abbreviation for Middle Bonus and is also referred to as a continuous operating device related to the second type of special accessory. MB is set with, for example, the payout of more than 153 medals related to a small winning, the winning of RB, or the winning of SB described later as the end condition.
[0196] SB is an abbreviation for Single Bonus and is also referred to as a normal accessory. For SB, it is set that the result of one game is obtained as the end condition. During SB, the winning probability of small roles is set higher than that of the normal role lottery table, and the role lottery is performed using the SB medium role lottery table.
[0197] In this embodiment, BB performs the role lottery using the BB medium role lottery table. However, it is not limited to this. During BB, the winning probability of small roles is set to the same probability as that of the normal role lottery table, and the BB general role lottery table with an increased winning probability of RB, and the game may be played using the RB medium role lottery table in which the winning probability of small roles is set higher than that of the normal role lottery table. Even in this case, in BB, it remains unchanged that the payout of more than a predetermined number of medals related to a small winning is set as the end condition. Also, those that control the control related to these bonuses are collectively referred to as special game control means.
[0198] A small role is a role that pays out medals based on the stopped display symbol combination when the symbol combination based on the winning small role stops and is displayed on the effective line and is determined to be a winning by the winning determination process (described later).
[0199] Replay (also referred to as a re - game role) is a role that grants a re - game (a game in which it is possible to play the next game by automatic betting without inserting new medals) when the symbol combination based on the winning replay stops and is displayed on the effective line and is determined to be a winning by the winning determination process. Since replay will not be missed in the winning game, the next game in which replay wins will always be a re - game.
[0200] In the lottery result of the role lottery, if the player fails to win any of the bonus, minor roles, and replay, it is a loss and the winning process described below is not performed. When it is a loss, a symbol combination that does not correspond to any role is stopped and displayed on the valid line.
[0201] Among the roles to be lottery-selected by the role lottery, regarding BB, RB, and MB, if the symbol combination does not stop and display on the valid line in the winning game, the winning flag can be carried over to the next game and subsequent games (special role carry-over means). When the winning flag is being carried over (also referred to as being in the internal state), the role lottery can be performed using the role lottery table before the winning flag is carried over, or the carry-over role lottery table corresponding to the winning flag (also referred to as the internal carry-over lottery table or the internal role lottery table) can be used for the role lottery. When using the carry-over role lottery table, if the symbol combination based on the winning BB, RB, or MB stops and displays on the valid line, it is determined that the transition condition of the role lottery table is met, and a transition is made from the carry-over role lottery table to the role lottery table corresponding to the winning flag.
[0202] In the role lottery table, the winning probabilities for multiple types of roles are determined, and multiple types of role lottery tables are provided according to the game state. For example, the BB-in-role lottery table used during BB or the MB-in-role lottery table used during MB, etc., are applicable.
[0203] In the role lottery table, a single winning role where one type of symbol combination can stop and display on the valid line, or a duplicate winning role where multiple symbol combinations can stop and display on one or multiple valid lines, is set according to the lottery result of the role lottery.
[0204] For the multiple symbol combinations set as the duplicate winning role, all the symbol combinations can be set so that one winning role can be stopped and displayed according to the operation mode, or some of the symbol combinations can be set as impossible to stop and display. Among these duplicate winning roles, the role corresponding to some of the symbol combinations that are impossible to stop and display may also be referred to as the control role.
[0205] As a role of the control staff, even when it is possible to stop and display the same symbol combination as the result of multiple role lottery results on the effective line, it is possible to control so as to make the effective lines to be stopped and displayed different according to the type of control staff set as the overlapping winning staff.
[0206] When any role is won as a result of the lottery of the role lottery, the winning flag control means turns on the flag corresponding to the winning role. Then, when all the stop switches 13 are operated by the player and the winning process related to the winning role is completed, the flag corresponding to the winning role is turned off.
[0207] Also, regarding the above-mentioned BB, RB, and MB, the flag is turned on in the winning game, but if the symbol combination of the winning BB, RB, or MB is not stopped and displayed on the effective line when all the stop switches 13 are operated, the flag is carried over in the on state after the next game, the above-mentioned carry-over role lottery table is set, and when the symbol combination of the winning BB, RB, or MB is stopped and displayed and the winning process related to the winning role is completed, the flag corresponding to BB, RB, or MB is turned off.
[0208] Also, a RT role lottery table is provided in the role lottery table. RT is a game state in which the winning probability of replay in role lottery is different from that of the normal role lottery table, and is an abbreviation of replay time.
[0209] As a specific usage example of RT, the losing area of the normal role lottery table may be replaced with replay to increase the winning probability of replay, or the replay area of the normal role lottery table may be replaced with a loss to decrease the winning probability of replay. Furthermore, although the normal role lottery table and the replay area are the same, the types of replay that win within the replay area may be made different. In the slot machine PS1, a plurality of RT role lottery tables are provided, and each is configured to shift to another RT state when a predetermined transition condition is satisfied.
[0210] The transition conditions of the RT role lottery table can be listed as follows. Transition condition 1 is when a specific symbol combination (the symbol combination related to the bonus, the RT transition symbol combination) stops being displayed. Transition condition 2 is when the bonus is won. Transition condition 3 is when BB, RB, or MB among the bonuses ends. Transition condition 4 is when a specified number of games have been played after a specific symbol combination (the RT transition symbol combination) stops being displayed. Transition condition 5 is when a specified number of games have been played after BB, RB, or MB ends. These transition conditions of the RT role lottery table can be set as appropriate according to the game playability.
[0211] The setting number is the number of winning instances of each lottery result defined in the internal lottery table by the internal lottery means. For example, when the total setting number is 65536, dividing each setting number by 65536 gives the winning probability. For example, the winning probability of a specified lottery result with a setting number of 4 is 1 / 16384.
[0212] Also, when any of the above transition conditions 1 to 5 of the RT role lottery table are satisfied, the setting number related to replay can be changed. For example, if the replay probability of RT1 is 1 / 7.3, when transitioning from RT1 to RT2, the replay probability of RT2 can be changed to 1 / 1.5. By doing so, by transitioning to a state with a high replay probability, the decrease in medals can be suppressed, and the game playability can be made interesting.
[0213] Next, check whether the minimum game time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum game time has elapsed (if it is determined that the value of the minimum game time timer is 0), set a new minimum game time. If it is not determined that the minimum game time has elapsed (if it is not determined that the value of the minimum game time timer is 0), decrement the value of the minimum game time timer and then check whether the minimum game time has elapsed. This check process for the minimum game time is executed until it is determined that the minimum game time has elapsed, and other processes are not executed as the main game progress process between the determination process of the minimum game time and the process of newly setting the minimum game time. Thereby, since the minimum game time will not be extended by other processes, the game can be enabled earlier. That is, it is possible to prevent the game from being delayed without keeping the player waiting.
[0214] However, not limited to this, other processes may be configured to be executed as the main game progress process between the determination process of the minimum game time and the process of newly setting the minimum game time. Other processes in this case may include a process of clearing the RWM address, a process of storing other data in the RWM, or other instructions with a short processing time. Since these processes have an extremely short processing time, the extension of the minimum game time is a time that the user cannot perceive. After newly setting the minimum game time, execute the preparation process for starting the reel rotation.
[0215] In the preparation process for starting the reel rotation, initialize the data related to the drum stop saved in the previous game, set the stop table to be used in this game, request the output of the start of rotation of all reels, and set a sub-control command (reel rotation start command) indicating the start of reel rotation.
[0216] The stop table is provided corresponding to the symbol control number determined by the result of the winning combination lottery by the internal lottery means, and is a predetermined stop position of the reel corresponding to the operation timing of the stop switch 13.
[0217] After the preparation process for starting the reel rotation is completed, a process related to a freeze effect (for example, a reel effect before the reel rotation) is executed. In the freeze effect, the reel is moved slightly or rotated in the reverse direction, mainly to suggest the degree of expectation of the winning combination.
[0218] When the freeze effect is not executed or after the freeze effect is executed and the execution of the freeze effect is completed, a process of rotating the reel (also referred to as a reel rotation process, a reel rotation start process, or a drum rotation start process) is executed. As the rotation state of the reel, there are four states: an acceleration state, a constant-speed rotation state, a stop preparation state, and a stop state. When rotating the reel, the acceleration state is set. In the acceleration state, a process of gradually rotating the stepping motor by timer interrupt processing is executed.
[0219] The acceleration process executed in the acceleration state is a process executed from the state where the rotation of the reel has stopped until the constant-speed rotation process is performed. In the constant-speed rotation process, the stepping motor is moved one step for each timer interrupt process. However, if the constant-speed rotation process is executed immediately when the reel is stopped, the torque may become insufficient and the stepping motor may lose synchronization. Therefore, an acceleration process is required to gradually rotate the reel. In the acceleration process in this embodiment, first, the stepping motor is moved one step after 50 timer interrupt processes, then the stepping motor is moved one step after 30 timer interrupt processes, then the stepping motor is moved one step after 10 timer interrupt processes, then the stepping motor is moved one step after 5 timer interrupt processes, then the stepping motor is moved one step after 2 timer interrupt processes, and then the stepping motor is moved one step after 1 timer interrupt process. After that, it is connected to the constant-speed rotation process of moving the stepping motor one step for each timer interrupt process.
[0220] When the constant-speed rotation process is being executed, the value of the rotation failure detection counter described above is incremented for each timer interrupt process to detect rotation failures. Since the initial value of the rotation failure detection counter is set to 0, it is incremented for each timer interrupt process. However, if the initial value of the rotation failure detection counter is set to 180, the value of the rotation failure detection counter may be decremented for each timer interrupt process, and when it reaches 0, it may be determined that a rotation failure has been detected.
[0221] Also, in the constant-speed rotation state, acceptance of the stop by the stop switch is permitted, and the operation of the stop switch is awaited. When acceptance of the stop by the stop switch is permitted, the lamp of the stop switch is lit blue to notify the player that the stop switch is effective (when acceptance of the stop by the stop switch is not permitted, it is lit red). Regarding the lighting control of this stop switch lamp, it may be the process of the main control means 100 or the process of the sub-control means 1000. Also, as the lighting control of the lamp of the stop switch, when executing the push order navigation, the lamp of the stop switch may be blinked or the like so that it is easier for the player to recognize the stop switch to be operated.
[0222] Also, a command indicating that the reel has started rotating is transmitted to the sub-control means 1000. When the sub-control means 1000 receives the command, a reel rotation time measurement timer for measuring the rotation time of the reel is set and the count is started. Then, when the value of the reel rotation time measurement timer reaches a predetermined value (time corresponding to 3 minutes), "Please stop the reel" (reel stop warning image) is displayed on the liquid crystal to prompt the player to rotate the reel. The reel rotation time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there is still a reel that is rotating, the count is executed again. In this way, the reel rotation time measurement timer is continuously updated until all the reels stop.
[0223] In addition, when the reel stop warning image is displayed simultaneously with the push order navigator, it is displayed in front of the push order navigator, so that even when the display areas of the reel stop warning image and the push order navigator overlap, the visibility of the reel stop warning image is ensured, and the player can be clearly prompted to operate the stop switch. Also, at this time, since the push order navigator may become difficult to see and it may become unclear which reel to stop, the reel stop warning image may be canceled (or the reel stop warning image may be made smaller or moved) by operating the sub-switch, the effect switch, etc., so that the push order navigator can be recognized.
[0224] After enabling the reception of the stop switch operation in the main game progress process, the determination process (reel stop reception check process) of the stop switch operation reception is repeated until the stop switch is operated. When it is determined that any of the stop switches has been operated, stop control (also referred to as slip control) of the reel corresponding to the operated stop switch is executed. At this time, the reel corresponding to the operated stop switch shifts from the constant speed rotation state to the stop preparation state. In the stop preparation state, the reel is rotated to the target stop position while rotating at a constant speed. Then, when the target stop position is reached, it shifts to the stop state, and all four-phase excitations become ON to apply a brake. Note that the slip control is performed within 190 milliseconds from the operation of the stop switch 13. In this embodiment, when the operation of the stop switch 13 is received, it is possible to draw in the symbols up to four symbols ahead.
[0225] Here, the target stop position is determined by whether the symbol number currently passing through and the symbol number stored as the stop position match. If it is determined that they match, all four-phase excitations are turned ON as the target stop position. Also, the symbol number currently passing through is determined by setting the initial symbol number at the moment when the above-described index sensor detects the index (when the index signal rises), and then setting the next symbol number after moving one symbol by the timer interrupt process from there.
[0226] After executing the reel stop reception check process, check whether all reels have stopped. If all reels have stopped, execute the winning determination process and then the winning process. If not all reels have stopped, execute the stop operation reception waiting process for the stop switch corresponding to the spinning reel. After all reels have stopped, update the display content of the status display monitor and shift to the advantageous section clear counter management process. Then, perform a game end check process for updating the RT status and other information, and end the series of flows in the main game progress. Note that the soft random number update process may be performed during the period from the start of the reel rotation to the reception of the stop operation.
[0227] The winning determination process is a process for determining whether a symbol combination constituting a winning combination has stopped and is displayed on the active line. Since it determines whether the stop symbol determined when the stop switch is operated is abnormal, it does not actually determine based on the symbol combination that has stopped on the active line. After it is determined by the winning determination process that a symbol combination constituting a winning combination has stopped and is displayed on the active line, the winning process is performed. When it is not determined by the winning determination process that a symbol combination constituting a winning combination has stopped on the active line, a process based on a loss is performed.
[0228] The winning process is a process of granting benefits to the player based on the symbol combination to be stopped on the active line. As the winning process when stopping a symbol combination based on a minor winning combination, it is a process of paying out medals based on the stopped symbol combination or shifting the game state based on the stopped symbol combination. As the winning process when stopping a symbol combination based on a replay, it is a process of giving the right to replay or shifting the game state based on the stopped symbol combination. As the winning process when stopping a symbol combination based on a bonus, it is a process of shifting the game state based on the stopped symbol combination. Note that in the case of a loss, the winning process is not performed.
[0229] However, not limited to this, when the result of the winning determination process is a loss, a winning process based on the loss may be performed, and a process of not awarding a privilege to the player as a result of the winning process may be performed. Further, as the winning process based on the loss, the game state may be shifted according to the operation mode at the time of the loss. For example, when all the stop switches 13 are operated according to a predetermined operation order at the time of the loss, it is possible to shift to a game state with a different freeze winning probability. Further, even in the case of an apparent loss due to a miss of a small combination, a winning process such as performing a shift control of the game state such as a shift to the RT state without performing a payout can be performed. Furthermore, as the winning process based on the bonus, it may be added to give a medal payout or a replay right based on the symbol combination stopped and displayed.
[0230] The process of shifting the game state is setting a winning lottery table according to the game state to be shifted, setting a reel control according to the game state to be shifted, setting a freeze winning probability according to the game state to be shifted, or a combination thereof.
[0231] In the winning determination process, when determining the winning symbol combination, the winning symbol combination information (stop outcome information) stopped and displayed on the valid line and the winning lottery result information are transmitted to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives these information, it can output an effect according to the winning symbol combination information and the winning lottery result information using the display device 32, the lamp, or the speaker S.
[0232] In the winning determination process, a winning determination is made on all the valid lines. As a result, when a plurality of symbol combinations based on the overlapping winning combinations are stopped and displayed on a plurality of valid lines, a winning process is performed for each of the plurality of symbol combinations stopped and displayed.
[0233] For example, when small roles with a set payout number of 2 and small roles with a set payout number of 10 are stopped and displayed on a plurality of active lines, as the winning process, the payout number based on the small role set to 2 and the payout number based on the small role set to 10 are added together, and 12 payouts are made.
[0234] Then, an upper limit is set for the number of payouts per time. When a symbol combination based on a plurality of small roles is stopped and displayed on an active line and exceeds the upper limit value of the payout number, the number of payouts up to the upper limit value is made.
[0235] For example, when the upper limit value of the payout number is set to 15, and small roles with a set payout number of 12 and small roles with a set payout number of 10 are stopped and displayed on a plurality of active lines, as the winning process, when the sum of the small role set to 12 and the small role set to 10 exceeds the upper limit value, 15 payouts up to the upper limit value are made.
[0236] In this embodiment, medals are set to be paid out only for small roles. However, as the winning process based on replay, the number of medals corresponding to the number of bets may be paid out, or the number of medals set in advance as the winning process based on a bonus may be paid out.
[0237] <Advantageous section clear counter management process> Regarding the advantageous section clear counter management process related to the management of the advantageous section among the processes executed by the main game progress according to this embodiment, it will be described based on FIG. 11.
[0238] Set the advantageous section clear counter RWM address.
[0239] Subsequently, execute a 2-byte subtraction process.
[0240] Subsequently, it is determined whether the value of the advantageous section clear counter before subtraction is 0. If the value of the advantageous section clear counter before subtraction is 0, the process proceeds to the process of determining whether the advantageous section type is 0. If the value of the advantageous section clear counter before subtraction is not 0, it is determined whether the value of the advantageous section clear counter after subtraction is 0. Note that advantageous section type = 0 means that the section is not an advantageous section and is a normal section, and advantageous section type = 1 means that the section is an advantageous section.
[0241] Subsequently, it is determined whether the value of the advantageous section clear counter after subtraction is 0. If the value of the advantageous section clear counter after subtraction is 0, the process proceeds to the RWM initialization process. If the value of the advantageous section clear counter after subtraction is not 0, the process proceeds to the process of obtaining the value of the MY counter.
[0242] Subsequently, in the process of obtaining the value of the MY counter, the current value of the MY counter is obtained.
[0243] Subsequently, after executing the process of obtaining the value of the MY counter, it is determined whether the replay operation symbol has stopped being displayed. If it is determined that the replay operation symbol has stopped being displayed, the process proceeds to the process of determining whether the value of the MY counter exceeds the upper limit value (2400). If it is determined that the replay operation symbol has not stopped being displayed, the process proceeds to the process of obtaining the data of the payout number buffer. The data of the payout number buffer is data indicating the payout number related to winning, no payout at the time of losing or missing a small winning combination (the payout number is 0).
[0244] Subsequently, in the process of obtaining the data of the payout number buffer, the payout number of the game is obtained.
[0245] Subsequently, the process of adding the data (OUT number) of the payout number buffer obtained to the MY counter is executed.
[0246] Subsequently, the process of obtaining the game medal number data is executed. The game medal number data is data corresponding to the inserted number.
[0247] Subsequently, execute a process of subtracting the IN number (input number) from the MY counter.
[0248] Subsequently, if it is determined that the value of the MY counter is less than 0 as a result of subtracting the IN number from the MY counter, set the initial value in the MY counter and save it in the MY counter. Also, if it is determined that the value of the MY counter is not less than 0 as a result of subtracting the IN number from the MY counter, save the value obtained by subtracting the IN number from the MY counter in the MY counter. Note that the initial value of the MY counter is 0, and when the value of the MY counter becomes less than 0, it is corrected to 0. Also, whether the value of the MY counter is less than 0 is determined by whether the carry flag is 0. The carry flag is a flag that becomes 1 when the result of the subtraction process is a negative value, and becomes 0 when the result of the subtraction process is not a negative value.
[0249] Subsequently, after saving the value of the MY counter, execute a determination process as to whether the value of the MY counter exceeds the upper limit value (2400). If the value of the MY counter exceeds the upper limit value (2400), execute the RWM initialization process and shift to the determination process of the advantageous section type. In the determination process of the advantageous section type, if the advantageous section type is 0, end the advantageous section clear counter management process, and if the advantageous section type is not 0, set the initial value (1500) in the advantageous section clear counter and end the advantageous section clear counter management process. Also, if it is determined in the determination process as to whether the value of the MY counter exceeds the upper limit value (2400) that the value of the MY counter does not exceed the upper limit value (2400), end the advantageous section clear counter management process.
[0250] It is determined whether the value of the advantageous section clear counter before subtraction is 0. When the value of the advantageous section clear counter before subtraction is 0 and the advantageous section type is not 0, this is the process that passes at the start of the advantageous section, and this process is not passed except at the start of the advantageous section. 1500 stored in the advantageous section clear counter corresponds to the maximum number of games that can execute the advantageous section. When the advantageous section is executed up to 1500 games at most, the normal section is set from the next game. This is to prevent sinking, suppress the state where medals continue to increase throughout the day, and not significantly incite the gambling mentality.
[0251] Note that as the timing for setting the advantageous section type to 1, it is executed in the advantageous section transition lottery process from when the start switch is received until the start of reel rotation. The advantageous section transition lottery process is the process that passes when the conditional device number to be the lottery target is selected. If winning the advantageous section transition lottery, 1 is set to the advantageous section type, and if not winning the advantageous section transition lottery, the advantageous section type is set to 0 (normal section).
[0252] In the RWM initialization process executed after the value of the MY counter exceeds the upper limit value, all parameters that affect the performance related to the instruction function are updated to 0. Parameters that affect the performance related to the instruction function include the number of AT games and the game state related to AT. And by updating the advantageous section type to 0, it becomes the normal section that is not the advantageous section. When the value of the MY counter is 2400 or less, this process ends while maintaining the advantageous section. Note that when a replay wins in the advantageous section, the update process of the MY counter is not executed, but the determination process of whether the MY counter exceeds 2400 is passed. In the case of a replay, the same number of coins as the inserted number are automatically bet, so OUT - IN is always 0. However, since there is a possibility that the value of the MY counter may be updated at a timing different from the original process due to noise or fraud, it is determined whether the upper limit value of the MY counter has been reached even during a replay.
[0253] In addition, the timing to end the advantageous period can be set to end at any timing for each gaming machine, other than after 1500 games have elapsed or exceeding MY2400. For example, it applies when winning the draw to end when a predetermined combination is won, or when any number of games (less than 1500 games) are executed. When ending the advantageous period at such an arbitrary timing, by setting 1 to the value of the advantageous period clear counter before executing the advantageous period clear counter management process (it is desirable to execute the process related to the AT executed after all reels stop), before the subtraction of the advantageous period clear counter when executing the advantageous period clear counter management process is 1, the subtraction result of the advantageous period clear counter becomes 0, and the advantageous period can be ended by the advantageous period clear counter management process. That is, after setting 1 to the value of the advantageous period clear counter, by subtracting 1 from the counter value, the value of the advantageous period clear counter becomes 0 and the advantageous period can be ended. As a result, when an arbitrary end condition is achieved, it becomes possible to process within the same module without using another advantageous period end module.
[0254] In addition, the advantageous period clear counter subtraction process in the advantageous period clear counter management process is configured to be executed in any bet number (when a plurality of specified numbers are set for the gaming machine) and in any gaming state.
[0255] <Setting change process> The setting change process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 10.
[0256] When the setting change mode is activated (the setting change process is executed), it is determined whether the current setting value is within the normal range. When it is within the normal range, the current setting value is acquired. When it is outside the normal range, "1" is saved as the setting value, and the setting value "1" is acquired.
[0257] After acquiring the setting value, the setting value display data is saved. After saving the setting value display data, lighting control is performed by referring to the setting value display data every 5 interrupts by dynamic lighting control which is a timer interrupt process.
[0258] Thereafter, it is determined whether the start switch 12 has changed from off to on. When it is determined that the start switch 12 has not changed from off to on, it is determined whether the setting switch has changed from off to on.
[0259] Here, when it is determined that the setting switch has not changed from off to on, it is determined again whether the start switch 12 has changed from off to on. When it is determined that the setting switch has changed from off to on, it is determined whether the set value is greater than or equal to the maximum set value (Setting 6).
[0260] If the set value is not greater than or equal to the maximum value, a process of incrementing the current set value is performed. If the set value is greater than or equal to the maximum value, the initial value (0) is saved to the current set value, and a process of further incrementing is performed. After incrementing the set value, the updated set value is displayed, and the process returns to determining whether the start switch 12 has changed from off to on.
[0261] Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, the set value confirmation process is performed, and it waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key switch has changed from on to off, the determined set value is saved to the main control RAM, the setting display LED is turned off, and the blocker provided in the medal selector 34 is turned on (to form a passage for the medal to flow down to the hopper 44), thereby ending the setting change mode.
[0262] Here, the setting change mode is a means for determining any one of the set values from 1 to 6 (displayed as set values from 1 to 6). After determining any one of the set values, the internal lottery table (also referred to as the role lottery table) corresponding to the determined set value is continuously set until the set value is changed by the setting change means next. Note that a role lottery table with different determination probabilities (role winning probabilities) of the lottery results by internal lottery is provided for each set value.
[0263] When the setting key used for changing the settings is rotated by the manager of the game arcade while the slot machine PS1 is not powered on, and the slot machine PS1 is powered on with the setting key held in a rotation position where the setting key switch signal is turned on, the setting change means turns on the setting key switch signal when the slot machine PS1 is powered on. In this embodiment, the setting key switch signal is turned on when the setting key switch signal is turned on, and if the setting key was on before a power outage occurs, the setting key switch signal is not detected when the power is turned on, so that the setting change mode is not entered. However, the setting key switch signal may be turned on as a level on, and even if the setting key was on before a power outage occurs, the setting change mode is entered when the setting key is on when the power is turned on again.
[0264] The setting change means, when it is determined that the setting key switch signal is on, the door open signal is on, and the setting change possible flag is on, starts a setting change mode in which the setting values of the slot machine PS1 can be changed.
[0265] The setting change possible flag is switched on and off depending on the game state. For example, a possible embodiment is that the setting change possible flag is turned off during the period from when the start switch 12 is operated until the game ends, and is turned on during the other periods. However, the present invention is not limited to this embodiment, and the setting change possible flag may be turned off only when a specific bonus game starts or when a specific bonus is in progress, or the setting change possible flag may not be provided so that the setting can be changed in any state.
[0266] When the setting change mode is started, the blocker provided in the medal selector 34 is turned off, so that it is not possible to start a game by inserting a medal. The setting value data that can be changed in the setting change mode has six levels: "1", "2", "3", "4", "5", and "6". As the setting value increases, a role selection table with a higher ball payout rate is set.
[0267] After activating the setting change mode, to notify that it is in the setting change mode, the setting display LED provided on the back of the front panel PS2 is lit. Then, set the setting value display data for displaying the set setting value data, and turn on the credit number display 26 arranged on the front of the front panel PS2 of the slot machine PS1 and the setting display LED (not shown) arranged on the back of the front panel PS2 of the slot machine PS1 to display the setting value. When the setting value data is "1", the setting value display shows "1"; when the setting value data is "2", the setting value display shows "2"; when the setting value data is "3", the setting value display shows "3"; when the setting value data is "4", the setting value display shows "4"; when the setting value data is "5", the setting value display shows "5"; when the setting value data is "6", the setting value display shows "6".
[0268] Note that when storing the setting value data stored in the setting value data storage area in 6 levels from "0" to "5", when the setting value data is "0", the setting value display shows "1"; when the setting value data is "1", the setting value display shows "2"; when the setting value data is "2", the setting value display shows "3"; when the setting value data is "3", the setting value display shows "4"; when the setting value data is "4", the setting value display shows "5"; when the setting value data is "5", the setting value display shows "6".
[0269] After activating the setting change mode, continue to determine whether the sensor signal of the start switch 12 is on. When it is determined that the start switch 12 has been operated and the sensor signal of the start switch 12 has become on, determine the setting value and display the current setting value on the setting display LED. In other words, when it is determined that the sensor signal of the start switch 12 has become on during the setting change mode, the setting value will not be changed even if the setting switch is operated.
[0270] On the other hand, when it is determined that the setting switch signal has turned on while the sensor signal of the start switch 12 is not determined to be on, clear the setting switch rising data, and determine whether the current setting value is greater than or equal to the maximum setting value (setting value data "6"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "6"), clear the setting value data (set the setting value data to "1"), and when it is determined that the current setting value is less than the maximum setting value (setting values "1" to "5"), increment the current setting value. In addition, as the processing of the setting change mode when the setting value data has six steps from 0 to 5, determine whether the current setting value is greater than or equal to the maximum setting value (setting value data "5"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "5"), clear the setting value data (set the setting value data to "0"), and when it is determined that the current setting value is less than the maximum setting value (setting values "0" to "4"), increment the current setting value.
[0271] In addition, as the setting value display mode of the setting display LED when it is determined that the sensor signal of the start switch 12 is on after starting the setting change mode, in order to indicate that the setting value cannot be changed, display "0" on the setting display LED, or display "_X" ("X" is the setting value after confirmation) on the setting display LED, etc. The setting value may be displayed in a mode different from the setting value display mode when the setting can be changed.
[0272] <Gameplay using the advantageous section applicable to this embodiment> In this embodiment, the specified number related to the start of the game is only 3 sheets. That is, the game cannot be started except for three-card combinations, and even during bonus operation, the game is started only with three-card combinations.
[0273] In this embodiment, the effective line has a configuration of one line at the lower stage of the left reel, the middle stage of the middle reel, and the lower stage of the right reel. Hereinafter, the stop of the symbol combination on the effective line is simply referred to as the stop of the symbol combination.
[0274] In this embodiment, there are 10 types of symbols. They are called Red Seven, Blue Seven, Bar, Gold Bar, Blank, Cherry, Watermelon, Bell A, Bell B, and Replay, respectively. Note that the names of the symbols and the types of symbols are only examples, and there is no problem with changing them.
[0275] In the reel arrangement of this embodiment, it will be described with reference to FIG. 12. As shown in FIG. 12, the number of symbols on one reel is 20, and it includes a first cylinder (left reel), a second cylinder (middle reel), and a third cylinder (right reel).
[0276] The symbol combinations in this embodiment are shown in FIGS. 13 to 18. The item of "winning symbol, operating symbol, pattern symbol name" in the figure indicates the name of the conditional device corresponding to the symbol combination. Also, the "specified number and game state" shows the benefits given when the symbol combination stops for each specified number. When "1 type BB" is described in the item of "specified number and game state", it indicates that 1 type BB is given when the symbol combination stops. When "replay" is described, it indicates that a replay is given when the symbol combination stops. When a number is described, it indicates the number of coins paid out when the symbol combination stops. When "-" is described, it indicates that the symbol combination does not stop in the corresponding game state.
[0277] In this embodiment, the bonus includes 1 type BB, and the end condition is the payout of more than 11 game medals. Also, this 1 type BB is of the type where RB operates continuously. RB ends when either 2 wins or 2 games are satisfied, and when the end condition of RB is satisfied, RB automatically operates until the end condition of 1 type BB (payout of more than 11 game medals) is satisfied.
[0278] As shown in FIG. 13, there are 8 types of symbol combinations for 1 type BB. Since the drawing rate of the symbols related to the 1 type BB symbol combination on each reel (the probability that the symbols related to the symbol combination stop) is not 100%, it is necessary to press the reels when displaying the symbol combination of 1 type BB.
[0279] In this embodiment, the RT transition starts from non-RT (also referred to as "one type BB non-internal"). When one type BB is hit and the one type BB symbol combination does not stop during non-RT, the next game (it may also be at the end of the current game) will transition to RT1 (also referred to as "one type BB internal"). When the one type BB symbol combination stops during RT1, RT1 ends and one type BB activates (also referred to as "one type BB middle") from the next game. When the activation of one type BB ends, it transitions to non-RT from the next game. Also, since it starts from non-RT during setting changes, if the setting change device activates during RT1 or one type BB activation, non-RT is set when the operation of the setting change device ends. Note that in a power-off where the setting change device does not operate (sometimes referred to as a normal power-off), the RT state and the one type BB activation state are not cleared, so it starts from the state before the power-off when the power is restored. Specifically, when a power-off occurs during one type BB middle and then the power is restored, the one type BB activation state is one type BB middle. When a power-off occurs in the situation of RT1 and then the power is restored, the RT state is RT1.
[0280] The condition device in this embodiment will be described with reference to FIG. 19. In the item "prize replay game" in FIG. 19, the numbers corresponding to the hit numbers are described. Also, in the item "condition device", the operating condition devices are described. In the item "common name", the simple names of the operating condition devices are described. For example, the common name corresponding to the replay-H condition device is "right push: strong - battle pattern", indicating that when the right reel stops at the first stop, the strong battle pattern stops. The common name corresponding to the prize-A1 condition device is "push order bell A group 123", indicating that the operation mode of the left reel first stop, middle reel second stop, and right reel third stop is the correct operation mode (in this case, the operation mode in which the symbol combination of prize 52 (a prize with a larger payout number of coins than prizes 01 - 02, 09, 29 - 31) stops). Also, in the item "component", the symbol combinations corresponding to the condition devices are shown. For example, when the replay-A condition device activates (hits), it is shown that replay 01 or replay 02 can be displayed. Note that the places described as "0" in the item "prize replay game" correspond to misses.
[0281] Regarding the internal lottery result that can be determined by the internal lottery means in one type of BB non-internal in this embodiment, FIGS. 20 to 22 will be used for explanation. The internal lottery result that can be determined by the internal lottery means in one type of BB non-internal is one of one type of BB, replay game - A, replay game - B, replay game - C (+ one type of BB), replay game - D (+ one type of BB), replay game - E (+ one type of BB), replay game - F (+ one type of BB), replay game - G (+ one type of BB), replay game - H (+ one type of BB), replay game - I (+ one type of BB), replay game - J (+ one type of BB), winning - A1, winning - A2, winning - A3, winning - A4, winning - A5, winning - A6, winning - B1, winning - B2, winning - B3, winning - B4, winning - B5, winning - B6, winning - C1, winning - C2, winning - C3, winning - C4, winning - C5, winning - C6, winning - D (+ one type of BB), winning - E (+ one type of BB), winning - F (+ one type of BB), winning - G (+ one type of BB), winning - H (+ one type of BB), winning - I (+ one type of BB), winning - J (+ one type of BB), winning - K (+ one type of BB), and there is no loss.
[0282] Note that the above description of "replay game - C (+ one type of BB)" indicates that replay game - C and one type of BB hit simultaneously, which corresponds to the fact that the names are described in both the "bonus condition device" and the "winning replay game" in FIGS. 20, 21, and 22. Also, the "internal lottery" items in FIGS. 20, 21, and 22 indicate whether it is an internal lottery target for each game state. "○" indicates that it is an internal lottery target, and "×" indicates that it is not an internal lottery target. Also, the "favorable interval transition" items in FIGS. 20, 21, and 22 indicate whether to execute the favorable interval transition lottery for each game state. "○" indicates that the favorable interval transition lottery is executed, and "×" indicates that the favorable interval transition lottery is not executed. Note that in this embodiment, when the favorable interval transition lottery is executed, it is configured to hit 100% and transition to the favorable interval. Also, the items of "R1" to "R6" in FIGS. 20, 21, and 22 indicate the winning setting numbers of the internal lottery corresponding to the set values, and 65536 setting numbers are allocated for each game state.
[0283] In this embodiment, the internal lottery result that can be determined by the internal lottery means within one type of BB is one of Re-game - A, Re-game - B, Re-game - C, Re-game - D, Re-game - E, Re-game - F, Re-game - G, Re-game - H, Re-game - I, Re-game - J, Winning - A1, Winning - A2, Winning - A3, Winning - A4, Winning - A5, Winning - A6, Winning - B1, Winning - B2, Winning - B3, Winning - B4, Winning - B5, Winning - B6, Winning - C1, Winning - C2, Winning - C3, Winning - C4, Winning - C5, Winning - C6, Winning - D, Winning - E, Winning - F, Winning - G, Winning - H, Winning - I, Winning - J, Winning - K, and there is no loss.
[0284] In this embodiment, the internal lottery result that can be determined by the internal lottery means in one type of BB is one of Winning - K, Winning - L, and loss.
[0285] In this embodiment, as a condition for transitioning from the normal section to the advantageous section, it is that any one of Re-game - C, Re-game - D, Re-game - E, Re-game - F, Re-game - G, Re-game - H, Re-game - I, Re-game - J, Winning - A1, Winning - A2, Winning - A3, Winning - A4, Winning - A5, Winning - A6, Winning - B1, Winning - B2, Winning - B3, Winning - B4, Winning - B5, Winning - B6, Winning - C1, Winning - C2, Winning - C3, Winning - C4, Winning - C5, Winning - C6, Winning - D, Winning - E, Winning - F, Winning - G, Winning - H, Winning - I, Winning - J, Winning - K has been drawn, and winning in Re-game - A and Re-game - B does not cause a transition to the advantageous section. That is, in the normal section, when any one of Re-game - C, Re-game - D, Re-game - E, Re-game - F, Re-game - G, Re-game - H, Re-game - I, Re-game - J, Winning - A1, Winning - A2, Winning - A3, Winning - A4, Winning - A5, Winning - A6, Winning - B1, Winning - B2, Winning - B3, Winning - B4, Winning - B5, Winning - B6, Winning - C1, Winning - C2, Winning - C3, Winning - C4, Winning - C5, Winning - C6, Winning - D, Winning - E, Winning - F, Winning - G, Winning - H, Winning - I, Winning - J, Winning - K is drawn, the next game will be in the advantageous section.
[0286] In this embodiment, when any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, and Prize K hits during the normal section, it will always shift to the advantageous section. That is, in the normal section, when any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, and Prize K hits, the next game will be in the advantageous section.
[0287] In this embodiment, in RT1 (inside one type of BB), since there is no miss (either the re-game winning combination or the prize winning combination will surely hit), once it shifts to RT1, it is possible to stop the BB symbol combination in some operation modes when the pressing order bell C group (Prize C1 - C6) hits. Some of the operation modes when the pressing order bell C group hits refer to, for example, the middle reel when Prize C1 hits, or some of the pressing positions at the first stop of the right reel. Also, when Prize C1 hits in the advantageous section, by notifying the correct pressing order (in this case, "1, 2, 3" is displayed on the liquid crystal), Prize 38 stops and the BB symbol combination does not stop. With such a configuration, by notifying the operation mode in which the BB symbol combination does not stop, the user can maintain RT1. Also, the number of miss settings in RT1 is set to 4 (because the designed minimum hitting probability is 1 / 17500 or more), and for other re-game winning combinations and prize winning combinations, the BB symbol combination is configured not to stop, so that the BB symbol combination stops only when there is a miss.
[0288] In this embodiment, as game states managed by the main control means in the advantageous section, there are an advantageous section general state, a chance zone (also referred to as CZ), and an AT state. Transitions occur from the advantageous section general state to CZ, from CZ to AT, from AT to the advantageous section general state, or from AT to CZ. Also, the game state managed by the main control means in the normal section is only the normal section general state, and no transition of the game state occurs until the advantageous section is entered. Note that, in the advantageous section general state and the normal section general state, the flags regarding the game states managed by the main control means may be in the same state or different states.
[0289] The normal state is a state in which, when a winning result matches any of winning - A1 to winning - C6 as an internal lottery result, the advantageous winning press order is not notified.
[0290] CZ is a state that transitions when a winning result matches any of winning - D to winning - H as an internal lottery result in the normal state. During CZ, a transition lottery to AT is performed based on the result of the internal lottery during CZ or the lottery at the start of CZ.
[0291] AT is a state that transitions when a winning result matches the AT lottery during CZ, and is a state in which an advantageous operation mode (winning press order) is notified when a winning result matches any of winning - A1 to winning - C6.
[0292] In this embodiment, as conditions for definitely transitioning from the advantageous section to the normal section, when the number of game plays in the advantageous section reaches a predetermined number (for example, 1500 times), when MY in the advantageous section exceeds 2400, when initialization processing based on a setting change is performed, and when the RAM clear switch becomes effective. Also, the end condition of AT and the end condition of the advantageous section do not match. However, a part of the end condition of AT (when reaching the ending or when the number of acquired medals is a predetermined number or more (for example, 2300 medals or more), etc.) may be used as the end condition of the advantageous section. Also, it may be made to transition to the normal section when winning CZ in the advantageous section. In this case, it is determined whether to end the advantageous section according to the situation of the advantageous section when winning CZ in the advantageous section.
[0293] CZ is determined by lottery when it hits any of Prize-D to Prize-H (hereinafter also referred to as rare hands), and basically, the less likely the internal lottery result is to hit, the more likely CZ is to hit. In this embodiment, the order of being likely to hit CZ is Prize-G > Prize-E > Prize-H > Prize-F > Prize-D.
[0294] In this embodiment, CZ does not occur immediately after hitting. After hitting CZ, it starts when it moves from the advantageous section to the normal section and then moves back to the advantageous section again (it always starts CZ when moving to the advantageous section at RT1). This can solve the problem that when hitting AT from CZ, it is impossible to get out balls because the remaining number of game times in the advantageous section is small. In particular, the specification with a small net increase number (the expected number of acquired balls per game, also referred to as the slope value) is more effective. For example, when the net increase is 2 balls, since the maximum number of acquired balls in the advantageous section is about 2400 balls, 1200 games are required to acquire 2400 balls. However, it is not the case that AT is always performed in the advantageous section. Since various game states such as the above-mentioned normal state and CZ are transitioned, the remaining number of game times in the advantageous section is often small (for example, 500 times, etc.) at the start of AT. In this case, even if 500 games are played, since the net increase number is 2 balls, it ends with an acquisition of about 1000 balls, and it is difficult to meet the user's expectation of acquisition. Therefore, by ending the advantageous section once with a CZ hit and starting CZ when newly moving to the advantageous section, even if CZ is 100 game times, the advantageous section can still be played 1400 times remaining, so that the user can be given the expectation of acquiring 2400 balls.
[0295] Also, the hitting probability of CZ after the second time within the same favorable section may be varied according to the value of the number of acquired medals (cumulative number of paid-out medals - cumulative number of inserted medals) since the start of the favorable section. For example, when CZ is started at the transition of the favorable section and hits AT, a mode of varying the hitting probability of CZ within the remaining favorable section after the end of AT can be considered depending on whether 50 medals or 1000 medals are acquired at the AT. In this case, there are considerations of making the hitting probability of CZ after acquiring 50 medals higher or lower than the hitting probability of CZ after acquiring 1000 medals.
[0296] When the hitting probability of CZ after acquiring 50 medals is made higher than the hitting probability of CZ after acquiring 1000 medals, it becomes easier to give the next CZ to a user who could not acquire many medals at the AT, so the game can be played while maintaining the sense of expectation.
[0297] When the hitting probability of CZ after acquiring 50 medals is made lower than the hitting probability of CZ after acquiring 1000 medals, since there are fewer remaining favorable sections after acquiring 1000 medals (because it is close to the end condition of the favorable section, which is 1500 game times or 2400 acquired medals), even if the CZ probability is increased, the gambling nature will not increase significantly in terms of the payout design, and a new sense of expectation can be created for the user.
[0298] When targeting CZ, a blessing effect that displays characters such as "success" or "victory" is performed either for the game targeting CZ or after a predetermined number of game plays (which can be arbitrarily set according to the specifications of the gaming machine). As a result, the user can understand that some kind of privilege has been granted, enabling them to intuitively understand the progress of the game. Then, from the next game onwards, a display indicating "Preparing for CZ" is made in the lighting state of the liquid crystal or lamp, creating an anticipatory feeling for the user towards CZ. "Preparing for CZ" corresponds to the state from the end of the advantageous section until transitioning back to the advantageous section in the subsequent normal section when the CZ-targeting game is in the advantageous section. Since "Preparing for CZ" is internally in the normal section, it is a disadvantageous state for users who do not perform any AT draws or AT bonuses. However, by reducing the payout rate during "Preparing for CZ" compared to the AT state, payouts can be allocated to AT, creating a wave of payouts. Also, since an anticipatory feeling towards CZ is created during "Preparing for CZ", even if the payout rate is reduced, it is less likely for the user to feel disadvantaged.
[0299] Also, although the advantageous section ends in the next game targeting CZ, a predetermined number of game plays may be executed from the game targeting CZ until the advantageous section ends. In this case, in the game targeting CZ, no notification of targeting CZ is made, and it is conceivable to perform a predetermined number of game plays through an effect to determine whether CZ has been targeted (so-called precursor effect or continuous effect). Then, a blessing effect is executed at the timing of executing the predetermined number of game plays, and it becomes "Preparing for CZ" from the next game. This is because the advantageous section lamp is lit during the advantageous section and goes out when the advantageous section ends, so that it is not possible to tell whether CZ has been targeted based on the lighting state of the advantageous section lamp until the fact of targeting CZ in the CZ-targeting game is notified. Note that it is also possible to transition from the advantageous section to the normal section during "Preparing for CZ". In this case, since it has already been notified that it is "Preparing for CZ", the result will not be known in advance based on the lighting state of the advantageous section lamp during "Preparing for CZ".
[0300] Also, the CZ preparation in progress does not necessarily have to be in the normal section, and it may be set in the advantageous section. Even in this case, the ratio of executing the CZ preparation in progress in the normal section is relatively higher than the ratio of executing the CZ preparation in progress in the advantageous section. As a condition for executing the CZ preparation in progress in the advantageous section, it is required that the remaining number of game rounds in the advantageous section is more than a predetermined number (for example, 1000 rounds). By configuring in this way, since the CZ preparation in progress is executed when there is a margin in the remaining number of game rounds in the advantageous section, even if the CZ is executed after the CZ preparation in progress and as a result the AT is executed, a sufficient feeling of winning balls can be created. Also, since the normal section is not used during the CZ preparation in progress, a surprise such as starting the AT immediately after the CZ preparation in progress can be created (since the information regarding the AT is initialized at the end of the advantageous section, if the normal section is used during the CZ preparation in progress, the CZ will be executed at the start of the advantageous section and thus the AT cannot be started).
[0301] Also, when executing the CZ preparation in progress in the advantageous section described above, it may be determined whether to award the AT by lottery when winning any of winning - D to winning - H during the CZ preparation in progress. In this case, the order of rare roles that are likely to win the AT by the AT lottery may be the same as the order that is likely to win the CZ, or may be partially different such as in the order of winning - E > winning - G > winning - F > winning - H > winning - D. By configuring in this way, even during the CZ preparation in progress, the user can be made to expect the winning of rare roles.
[0302] Furthermore, in order not to reduce the gaming motivation of the user who won a rare role but did not win the AT, a privilege different from the AT may be awarded. As the privilege, for example, it is conceivable to display a two - dimensional code that can be read by the user terminal or to display a setting suggestion effect that can discriminate the setting value. The privilege may be more likely to be awarded as the number of game rounds in the advantageous section approaches the aforementioned predetermined number (for example, 1500 rounds), or may be more likely to be awarded when the number of CZ times reaches a specific number (for example, the 5th multiple time).
[0303] The processing related to the setting change in this embodiment will be described.
[0304] When the setting change device is activated, the RAM initialization process described above is performed at the timing of activation of the setting change device or at the timing of determination of the set value. If the game state immediately before the RAM initialization process is RT1, the information of RT1 is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT. Also, if the game state immediately before the RAM initialization process is in the one-kind BB, the information in the one-kind BB is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT.
[0305] Also, if the game state immediately before the RAM initialization process is an advantageous section, the information of the advantageous section is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes the normal section. In other words, as the game state during the advantageous section, there is the normal state, CZ, or AT, but in any state, when the RAM initialization process is performed, it shifts to the normal section.
[0306] When the RAM initialization process is performed, the game starts from non-RT and the normal section. However, in this embodiment, since it is specified to start CZ when shifting from the normal section to the advantageous section, after the setting change, it is in an advantageous state (a state where CZ can be started by shifting to the advantageous section without performing a game for hitting CZ).
[0307] By configuring in this way, since it is in an advantageous state after the setting change, it can motivate customers to visit the store from the morning and increase the customer attraction effect.
[0308] Also, if a state that is too advantageous after the setting change (a state where it shifts to CZ just by playing a few games) is set, there is a risk of significantly stimulating the gambling mentality (so-called morning). Therefore, it is conceivable to change the content of CZ according to the situation when shifting to the advantageous section.
[0309] In this case, when the RT state of the next game in which the transition to the advantageous section has been determined is RT1, since it is the basic game flow, CZ is started. When the RT state of the next game in which the transition to the advantageous section has been determined is non-RT, CZ is not started assuming that it is after the setting change. Note that as the games in which the transition to the advantageous section has been determined, any one of the above-described replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6, winning-D, winning-E, winning-F, winning-G, winning-H, winning-I, winning-J, winning-K has been drawn.
[0310] Also, since replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-D, winning-E, winning-F, winning-G, winning-H, winning-I, winning-J, winning-K overlap with one type of BB, the RT state of the next game in which they are drawn becomes RT1 and CZ is started. However, since winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6 do not overlap with one type of BB, the next game in which they are drawn is non-RT and CZ is not started.
[0311] With such a configuration, even when the transition to the advantageous section is determined in non-RT and the next game is non-RT, the specifications regarding the morning such as transitioning to CZ just by playing a few games after the setting change can be suppressed, and the probability of winning can be suppressed.
[0312] In addition, it is also conceivable to reduce the odds by using a specification to change the game state managed by the main control means in the advantageous section with reference to the RT state of the next game in which the transition to the advantageous section has been determined. In this case, the advantageous section that has shifted to non-RT (during non-1-kind BB internal) may not perform AT, and the advantageous section that has shifted to RT1 (during 1-kind BB internal) may have the possibility of performing AT. With such a configuration, when shifting to the advantageous section in non-RT after the setting change, since AT is not performed and balls cannot be obtained, the odds are suppressed. The end condition of the advantageous section at this time may be until it corresponds to CZ described above, or may be when a predetermined number of games (for example, 1500 games) have been played, or may be when the difference in the number of sheets in the advantageous section reaches a predetermined number (for example, 2400 sheets).
[0313] Also, although the transition of CZ is controlled with reference to the RT state of the next game subjected to the advantageous section transition lottery, it is not limited to this, and the transition of CZ may be controlled with reference to the operating condition device of the game subjected to the advantageous section transition lottery. In this case, when winning-A1 is drawn during 1-kind BB internal in the normal section, it is controlled to start CZ at the start of the advantageous section based on the fact that the condition devices of 1-kind BB and winning-A1 are operating. Also, when winning-A1 is drawn during non-1-kind BB internal in the normal section, it is controlled not to start CZ at the start of the advantageous section based on the fact that the condition device of winning-A1 is operating.
[0314] Also, by starting CZ at the start of the advantageous section, it is configured to be in a state where the expectation of hitting AT at the start of the advantageous section is high. However, it is not limited to this. At the start of the advantageous section, it starts from an AT high-probability state where the probability of hitting AT in the AT lottery is high, or compared to the case of shifting from AT to the general advantageous section state or CZ without passing through the normal section (without ending one advantageous section), a smaller ceiling game number is likely to be selected (the ceiling game number is preferentially treated). Thus, it may be configured to be in a state where the expectation regarding AT is relatively high at the start of the advantageous section.
[0315] In this case, it is configured to have a case of shifting from the general advantageous section state to AT, and also perform AT extraction even in the general advantageous section state, and shift to AT based on the fact that the number of games played in the general advantageous section state and CZ without shifting to AT in one advantageous section reaches a predetermined number (sometimes referred to as the ceiling number of games).
[0316] In this way, various methods can be considered, but it is preferable to configure such that the degree of expectation regarding AT is high at the start of the advantageous section.
[0317] Also, even in the case of such a configuration, in order to suppress the specifications regarding morning and suppress the probability of winning, when the transition to the advantageous section is determined during non-RT (during non-internal 1-kind BB), it is preferable to configure such that the degree of expectation regarding AT is low at the start of the advantageous section compared to the case when the transition to the advantageous section is determined during RT (during internal 1-kind BB). In other words, it is preferable to configure such that the degree of expectation regarding AT can be determined according to the RT state of the game in which the transition to the advantageous section is determined.
[0318] Also, in order to prevent the situation after the setting change from being too advantageous (to suppress the specifications regarding morning), a configuration for controlling the transition of CZ by referring to the RT state of the next game in the advantageous section transition lottery was described. However, during the normal section and non-RT, when the transition to the advantageous section is determined by winning in any of the re-games - C(+1-kind BB), re-games - D(+1-kind BB), re-games - E(+1-kind BB), re-games - F(+1-kind BB), re-games - G(+1-kind BB), re-games - H(+1-kind BB), re-games - I(+1-kind BB), re-games - J(+1-kind BB), winning - D(+1-kind BB), winning - E(+1-kind BB), winning - F(+1-kind BB), winning - G(+1-kind BB), winning - H(+1-kind BB), winning - I(+1-kind BB), winning - J(+1-kind BB), winning - K(+1-kind BB) that overlap with 1-kind BB, since the next game becomes RT1 and CZ is started, the degree of expectation regarding AT is high at the start of the advantageous section, so the specifications regarding morning cannot be completely suppressed.
[0319] Therefore, in order to more reliably suppress the specifications related to the morning, during the normal period and during non-RT, when winning any of winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6, it may be configured to determine the transition to the advantageous section, and during the normal period and during RT1, when winning any of replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6, winning-D, winning-E, winning-F, winning-G, winning-H, winning-I, winning-J, winning-K, it may be configured to determine the transition to the advantageous section. In other words, during the normal period and during non-RT, it may be configured not to cause a transition to the advantageous section when winning any of replay-C(+1 type BB) overlapping with 1 type BB, replay-D(+1 type BB), replay-E(+1 type BB), replay-F(+1 type BB), replay-G(+1 type BB), replay-H(+1 type BB), replay-I(+1 type BB), replay-J(+1 type BB), winning-D(+1 type BB), winning-E(+1 type BB), winning-F(+1 type BB), winning-G(+1 type BB), winning-H(+1 type BB), winning-I(+1 type BB), winning-J(+1 type BB), winning-K(+1 type BB).
[0320] Thus, when any one of the following occurs during the normal period and non-RT period: replay game - C (+ one type of BB), replay game - D (+ one type of BB), replay game - E (+ one type of BB), replay game - F (+ one type of BB), replay game - G (+ one type of BB), replay game - H (+ one type of BB), replay game - I (+ one type of BB), replay game - J (+ one type of BB), winning - D (+ one type of BB), winning - E (+ one type of BB), winning - F (+ one type of BB), winning - G (+ one type of BB), winning - H (+ one type of BB), winning - I (+ one type of BB), winning - J (+ one type of BB), winning - K (+ one type of BB), and does not shift to the advantageous period, if the shift to the advantageous period is determined during non-RT, the next game can always be non-RT. At the start of the first advantageous period after the setting change, the expected degree regarding AT does not become a high state. Therefore, while making the start of the advantageous period relatively advantageous for the player, the specifications regarding morning can be suppressed, and the probability can be suppressed.
[0321] Also, as another method for more surely suppressing the specifications related to the morning, it may be configured as follows. Here, when winning any one of winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6 during the normal period, regardless of the RT state of the game, a transition to the advantageous period is determined, and during the normal period and non-RT, re-game-C(+1 type BB), re-game-D(+1 type BB), re-game-E(+1 type BB), re-game-F(+1 type BB), re-game-G(+1 type BB), re-game-H(+1 type BB), re-game-I(+1 type BB), re-game-J(+1 type BB), winning-D(+1 type BB), winning-E(+1 type BB), winning-F(+1 type BB), winning-G(+1 type BB), winning-H(+1 type BB), winning-I(+1 type BB), winning-J(+1 type BB), winning-K(+1 type BB), when winning any one of them, a transition to the advantageous period is determined, and during the normal period and RT1, when winning any one of re-game-C, re-game-D, re-game-E, re-game-F, re-game-G, re-game-H, re-game-I, re-game-J, winning-D, winning-E, winning-F, winning-G, winning-H, winning-I, winning-J, winning-K, it is configured not to determine a transition to the advantageous period.
[0322] When a Type 1 BB fails to hit in a game where the transition to the advantageous section has been determined, predetermined information indicating that a Type 1 BB has failed to hit in the game (which may be referred to as a Type 1 BB non-hit game flag) is stored in a specific RAM area. When a Type 1 BB hits in the game, the Type 1 BB non-hit game flag is not stored in the specific RAM area. Then, in the next game of the game where the transition to the advantageous section has been determined, if the Type 1 BB non-hit game flag is stored in the specific RAM area, the expected value regarding AT is determined without referring to the RT state. If the Type 1 BB non-hit game flag is not stored in the specific RAM area, the RT state is referred to. If the RT state is non-RT, CZ is not started. If the RT state is RT1, CZ is started. Thus, it is configured to have cases where the RT state of the next game of the game where the transition to the advantageous section has been determined is referred to and cases where it is not referred to. Note that the Type 1 BB non-hit game flag is configured to be cleared by the RAM initialization process when transitioning from the advantageous section to the normal section. Also, it should be noted that the above-mentioned hit flag is a flag different from the Type 1 BB non-hit game flag and is not cleared (the internal middle state is not cleared) by the RAM initialization process when transitioning from the advantageous section to the normal section.
[0323] Specifically, during the normal section and when not in RT, if a winning combination - A1, winning combination - A2, winning combination - A3, winning combination - A4, winning combination - A5, winning combination - A6, winning combination - B1, winning combination - B2, winning combination - B3, winning combination - B4, winning combination - B5, winning combination - B6, winning combination - C1, winning combination - C2, winning combination - C3, winning combination - C4, winning combination - C5, or winning combination - C6 that does not overlap with a Type 1 BB hits, the transition to the advantageous section is determined, but the Type 1 BB non-hit game flag is not stored. So, in the next game, the RT state is referred to. Since the RT state maintains non-RT, it is configured not to start from a state with a high expected value regarding AT. Note that as a state with a high expected value regarding AT, it may be configured to start from CZ at the start of the advantageous section, or it may be configured to start from a high-probability AT state, or it may be configured to give preferential treatment to the ceiling game count, or it may be configured to be in a state with a high expected value regarding AT by other methods.
[0324] Also, during the normal period and when not in RT, if a replay game - C (+ one type of BB), replay game - D (+ one type of BB), replay game - E (+ one type of BB), replay game - F (+ one type of BB), replay game - G (+ one type of BB), replay game - H (+ one type of BB), replay game - I (+ one type of BB), replay game - J (+ one type of BB), winning - D (+ one type of BB), winning - E (+ one type of BB), winning - F (+ one type of BB), winning - G (+ one type of BB), winning - H (+ one type of BB), winning - I (+ one type of BB), winning - J (+ one type of BB), winning - K (+ one type of BB) hits overlapping with one type of BB, the transition to the advantageous section is determined and a one - type - BB - hit game flag is stored in a specific RAM area. Thus, in the next game, it is configured not to start from a state with a high expectation regarding AT without referring to the RT state.
[0325] Also, during the normal period and when in RT1, if it hits any of winning - A1, winning - A2, winning - A3, winning - A4, winning - A5, winning - A6, winning - B1, winning - B2, winning - B3, winning - B4, winning - B5, winning - B6, winning - C1, winning - C2, winning - C3, winning - C4, winning - C5, winning - C6, the transition to the advantageous section is determined but the one - type - BB - hit game flag is not stored. So, in the next game, the RT state is referred to. Since the RT state maintains RT1, it is configured to start from a state with a high expectation regarding AT.
[0326] Also, during the normal period and when in RT1, if it hits any of replay game - C, replay game - D, replay game - E, replay game - F, replay game - G, replay game - H, replay game - I, replay game - J, winning - D, winning - E, winning - F, winning - G, winning - H, winning - I, winning - J, winning - K, it is configured not to transition to the advantageous section.
[0327] In addition, when a transition to a favorable section is determined by winning any of Prize - A1, Prize - A2, Prize - A3, Prize - A4, Prize - A5, Prize - A6, Prize - B1, Prize - B2, Prize - B3, Prize - B4, Prize - B5, Prize - B6, Prize - C1, Prize - C2, Prize - C3, Prize - C4, Prize - C5, Prize - C6 during the normal section and non - RT, and when a transition to a favorable section is determined by winning any of Re - game - C(+1 type BB), Re - game - D(+1 type BB), Re - game - E(+1 type BB), Re - game - F(+1 type BB), Re - game - G(+1 type BB), Re - game - H(+1 type BB), Re - game - I(+1 type BB), Re - game - J(+1 type BB), Prize - D(+1 type BB), Prize - E(+1 type BB), Prize - F(+1 type BB), Prize - G(+1 type BB), Prize - H(+1 type BB), Prize - I(+1 type BB), Prize - J(+1 type BB), Prize - K(+1 type BB) during the normal section and non - RT, the expected value regarding AT is configured to be the same.
[0328] By configuring in this way, when a transition to a favorable section is determined during non - RT, it does not start from a state with a high expected value regarding AT at the start of the favorable section. In other words, it does not start from a state with a high expected value regarding AT at the start of the first favorable section after the setting change. Therefore, while making the start of the favorable section a favorable state for the player, the specifications regarding the morning can be suppressed, and the gambling nature can be suppressed.
[0329] Also, by configuring in this way, the expected value regarding AT can be changed according to the RT state of the game in which the transition to the favorable section is determined, and the expected value regarding AT when the transition to the favorable section is determined in a single RT state can be kept constant.
[0330] The effect during CZ in this embodiment will be described.
[0331] In this embodiment, different effects are executed between the CZ (which can be executed when it is determined to shift to the advantageous section during non-RT) executed at the start of the first advantageous section after the setting change, and other CZs (such as the CZ that can be executed when it is determined to shift to the advantageous section during RT1, or the CZ that can be executed without passing through the normal section and hitting the general advantageous section state, etc.). Note that although the visual effects are different, the AT extraction executed during the CZ is configured to be the same content.
[0332] Specifically, for the CZ executed at the start of the first advantageous section after the setting change, it is configured to execute the effect of the general advantageous section state without executing the effect during the CZ, and for other CZs, it is configured to execute the effect during the CZ. Note that for the CZ executed at the start of the first advantageous section after the setting change, since the effect of the general advantageous section state is visually executed, when hitting the AT during the AT extraction in the CZ, the AT hit will be suddenly notified.
[0333] By configuring in this way, even when the CZ is executed at the start of the first advantageous section after the setting change, it does not significantly arouse the gambler's expectation, and when hitting the AT, the AT hit will be suddenly notified, so a surprising gaming property can be provided.
[0334] Also, although detailed description is omitted, when hitting the AT, first execute the first AT (so-called pseudo bonus), extract the second AT during the first AT, and when hitting the second AT, shift to the second AT after the end of the first AT, and after the end of the second AT, shift to the general advantageous section state or CZ. It may be configured that if the second AT is not hit during the first AT, shift to the general advantageous section state or CZ after the end of the first AT. Here, when performing the CZ after the end of the first AT or the second AT, it may be configured to continuously execute the CZ while continuing the advantageous section, or it may be configured to end the advantageous section at the end of the first AT or the second AT and execute the CZ at the start of the next advantageous section.
[0335] In addition, CZ that can be executed at the start of the first advantageous section after setting change, CZ that can be executed when assigned to CZ in the general advantageous section state, CZ that can be executed after the end of the first AT, and CZ that can be executed after the end of the second AT may be configured to perform AT extraction of the same content but execute different effects visually. In this case, by the RAM initialization process executed at the end of the advantageous section, all parameters that affect the performance related to the instruction function controlled by the main control means are updated to 0. Therefore, in the sub-control means, it stores whether the effect state at the end of the advantageous section is the general advantageous section state, the effect state corresponding to the first AT, or the effect state corresponding to the second AT. Depending on whether the effect state at the end of the previous advantageous section was the general advantageous section state, the effect state corresponding to the first AT, or the effect state corresponding to the second AT at the start of CZ, the effects executed during CZ are configured to be different. Note that since the effect state at the end of the previous advantageous section is not stored at the start of the first advantageous section after setting change, when starting CZ at the start of the advantageous section, it is configured to execute the effect of the general advantageous section state based on the fact that the effect state at the end of the previous advantageous section is not stored. By configuring in this way, even for CZ that performs AT extraction of the same content, it is possible to execute effects with variations according to the situation.
[0336] In addition, the effects executed during CZ may be combined as follows according to the situation. Note that in the following, CZ that can be executed at the start of the first advantageous section after setting change is referred to as CZ1, CZ that can be executed when assigned to CZ in the general advantageous section state is referred to as CZ2, CZ that can be executed after the end of the first AT is referred to as CZ3, and CZ that can be executed after the end of the second AT is referred to as CZ4. Also, the AT extraction executed in CZ1, CZ2, CZ3, and CZ4 is configured to be of the same content. (1) The effects executed by CZ1, CZ2, CZ3, and CZ4 are all different. (2) The effects executed by CZ1, CZ2, and CZ3 are all different, and the effects executed by CZ3 and CZ4 are the same. (3) The effects executed by CZ1, CZ2, and CZ3 are different from each other, and the effects executed by CZ2 and CZ4 are the same. (4) The effects executed by CZ1, CZ2, and CZ4 are different from each other, and the effects executed by CZ2 and CZ4 are the same. (5) The effects executed by CZ1 and CZ2 are different, and the effects executed by CZ2, CZ3, and CZ4 are the same. By configuring in this way, it is possible to execute an appropriate effect in CZ according to the situation.
[0337] Note that CZ5, which has different AT drawing contents from CZ1 to CZ4 described above, may be configured to be executable, or all or any of CZ1 to CZ4 may be configured to have different AT drawing contents. Even in this case, it is preferable to configure such that the effects executed by CZs with different AT drawing contents are different. By configuring in this way, the player can grasp that the AT drawing contents are different from the visual effects.
[0338] In this embodiment, only one type of BB is the drawing target, but instead, RB or MB may be the drawing target, or two or all of one type of BB, RB, and MB may be the drawing targets.
[0339] <Control corresponding to power-off during pressing of various switches according to this embodiment> When the front panel PS2 is in the closed state, after the game ends, not 3 bets have been made (including the situation where auto-betting is not performed), and a number equal to or greater than the number that allows 3 bets is stored as the credit number (for example, the credit number in the situation where no bet has been made is 3 or more, or the credit number in the situation where 1 bet has been made is 2 or more) (hereinafter referred to as the MAX bet possible state), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, and 3 is stored as the bet number, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp light up (before the MAX bet switch 18 is pressed, the 1-bet lamp, 2-bet lamp, and 3-bet lamp are turned off).
[0340] In addition, not only when the front panel PS2 is in the closed state, but also when the front panel PS2 is in the open state, after the game ends, if it has not been bet 3 times (including the situation where it is not automatically bet), and the number of credits stored is equal to or more than the number that can be bet 3 times (for example, the number of credits in the situation where no bet has been made is 3 or more, or the number of credits in the situation where 1 bet has been made is 2 or more), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, and 3 is stored as the number of bets, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp light up (before the MAX bet switch 18 is pressed, the 1-bet lamp, 2-bet lamp, and 3-bet lamp are turned off). It may be configured in this way. In the following, unless otherwise specified, when the power is turned on, the front panel PS2 is in the closed state, but it may also be configured to have the same behavior when the front panel PS2 is open.
[0341] Also, the MAX bet possible state includes the situation where no bet has been made, the situation where 1 bet has been made, and the situation where 2 bets have been made. However, when the MAX bet switch 18 is operated and the 1-bet lamp, 2-bet lamp, and 3-bet lamp newly light up, it is the situation of the MAX bet possible state where no bet has been made. In the MAX bet possible state where 1 bet has been made, the 2-bet lamp and 3-bet lamp newly light up in the situation where the 1-bet lamp is already on, and in the MAX bet possible state where 2 bets have been made, the 3-bet lamp newly lights up in the situation where the 1-bet lamp and 2-bet lamp are already on.
[0342] Also, in the MAX bet possible state, the MAX bet lamp is lit, notifying the player that the operation of the MAX bet switch 18 is effective. Then, when the MAX bet switch 18 is pressed while the MAX bet lamp is lit in the MAX bet possible state (when the sensor detecting the MAX bet switch 18 changes from OFF to ON), the MAX bet lamp goes out. In other words, even when the MAX bet switch 18 is being pressed (the state where the MAX bet switch 18 is pressed and not released, and the sensor of the MAX bet switch 18 maintains ON), the MAX bet lamp goes out.
[0343] Also, in the situation where a power failure occurs in the MAX bet possible state, the operating voltage drops below the threshold, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is being pressed (when a power failure recovery process is executed), the MAX bet lamp is lit and the MAX bet process is not executed. Also, because the MAX bet switch 18 is being pressed, a new MAX bet process by pressing the MAX bet switch 18 cannot be performed. In other words, because the MAX bet switch 18 is being pressed (the sensor signal of the MAX bet switch is in the ON state), the MAX bet switch 18 cannot be pressed and the MAX bet process cannot be performed.
[0344] This makes it possible to prevent betting even in a situation where, for example, an unintended operation of the MAX bet switch 18 is being performed when power is restored after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), and it is also possible to accurately notify, in the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid even in such a case. For this reason, a player who recognizes that the operation of the MAX bet switch 18 is valid can release the pressed MAX bet switch 18 once (after the sensor of the MAX bet switch 18 changes from ON to OFF), and then press the MAX bet switch 18 again (by the sensor of the MAX bet switch 18 changing from OFF to ON), thereby enabling (causing) the MAX bet to be placed (the MAX bet process to be performed).
[0345] Also, for example, when a problem occurs with the return spring or sensor of the MAX bet switch 18 before and after a power cut, and the pressed state of the MAX bet switch 18 cannot be released, lighting the MAX bet lamp makes it possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.
[0346] Further, in a situation where the power is cut off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and power is turned on while the MAX bet switch 18 is being pressed (when a power cut recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed, but a new 1-bit process can be executed by operating (pressing) the 1-bit switch 19 (by the sensor detecting the 1-bit switch 19 changing from OFF to ON).
[0347] Accordingly, even in a situation where an unintended operation of the MAX bet switch 18 is being performed when power is turned on after a power failure (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to notify that bet processing is possible based on the lighting state of the MAX bet lamp, and it is possible to suggest that the 1-bit switch 19 is operable. Also, even in such a case, since the operation of the 1-bit switch 19 is effective, the game can be advanced.
[0348] Also, in a situation where the power is turned off in the MAX bet possible state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is being pressed (when a power failure recovery process is executed), the MAX bet process may be executed. In this case, the MAX bet lamp may be lit or extinguished after the power is turned on. When the MAX bet lamp is lit after the power is turned on, it suggests that the 1-bit switch 19 is operable. When the 1-bit switch 19 is operated, it changes from the 3-bit state to the 1-bit state, and a difference of "2" is returned to the credit (when the credit number is 50 in the 3-bit state, since the difference cannot be returned to the credit, even if the 1-bit switch 19 is operated, it does not change to the 1-bit state and maintains the 3-bit state, so the MAX bet lamp is not lit (extinguished) after the power is turned on). When the MAX bet lamp is extinguished after the power is turned on, it is possible to suggest that the MAX bet process has been executed. Also, regardless of whether the MAX bet lamp is lit or extinguished after the power is turned on, it is possible to notify that the MAX bet process has been executed by outputting a 3-bit sound (equivalent to three 1-bit sounds) when the power is turned on.
[0349] Subsequently, in the MAX bet possible state (a situation where no bet has been placed), when the 1-bit switch 19 is operated (pressed), 1 is stored as the bet number, and the 1-bit lamp lights up. Also, since the operation of the MAX bet switch 18 is still effective, the MAX bet lamp is also lit.
[0350] Also, in the state where the maximum bet is possible (the situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when the power failure recovery process is executed with the sensor of the 1-bit switch 19 maintaining an ON state), the maximum bet lamp lights up and the 1-bit process is not executed. Also, because the 1-bit switch 19 is being pressed, a new 1-bit process by pressing the 1-bit switch 19 cannot be performed either.
[0351] As a result, even in a situation where an unintended operation of the 1-bit switch 19 occurs during power-on after a power outage (such as a situation where a hand is placed on the 1-bit switch 19), it is possible to prevent a bet from being placed. Also, even in such a case, it is possible to inform that the bet process is possible based on the lighting state of the maximum bet lamp and to suggest that the 1-bit switch 19 is operable. Therefore, a player who recognizes that the operations of the maximum bet switch 18 and the 1-bit switch 19 are effective can, after once releasing the pressed 1-bit switch 19 (after the sensor of the 1-bit switch 19 changes from ON to OFF), press the 1-bit switch 19 again, or, without releasing the pressed 1-bit switch 19 (while the sensor of the 1-bit switch 19 maintains an ON state), press the maximum bet switch 18 (by the sensor of the maximum bet switch 18 changing from OFF to ON), to cause the 1-bit process or the maximum bet process to be performed.
[0352] Also, in the state where MAX bet is possible (when no bet has been placed), if a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when power failure recovery processing is executed), the MAX bet lamp lights up and the 1-bit process is not executed. However, when the new MAX bet switch 18 is operated (pressed), the MAX bet process becomes executable.
[0353] Thus, even in a situation where an unintended operation of the 1-bit switch 19 (such as having a hand placed on the 1-bit switch 19) occurs when the power is turned on after a power outage, it is possible to inform that the bet process is possible based on the lighting state of the MAX bet lamp and suggest that the MAX bet switch 18 is operable. Also, even in such a case, since the operation of the MAX bet switch 18 is effective, the game can be advanced.
[0354] Also, in the state where MAX bet is possible, if a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when power failure recovery processing is executed), the 1-bit process may be executed. In this case, the MAX bet lamp lights up after the power is turned on, suggesting that the MAX bet switch 18 is operable, and when the MAX bet switch 18 is operated, the state changes from 1-bit to 3-bit. Also, it becomes possible to notify that the 1-bit process has been executed by outputting a 1-bit sound when the power is turned on.
[0355] Also, in a state where the maximum bet is possible (a situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the maximum bet switch 18 is pressed (regardless of whether the front panel PS2 is open or already open), and power is turned on while the maximum bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the maximum bet lamp lights up and the maximum bet process is not executed. However, when the 1-bit switch 19 is newly operated (pressed) while the pressing of the maximum bet switch 18 is continued, the 1-bit process becomes executable. Also, in a state where the maximum bet is possible (a situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the maximum bet switch 18 is pressed (regardless of whether the front panel PS2 is open or already open), and power is turned on while the maximum bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the maximum bet lamp lights up and the maximum bet process is not executed. However, when the maximum bet switch 18 is released and the maximum bet switch 18 is newly operated (pressed), the maximum bet process becomes executable. In this case, even if the 1-bit switch 19 or the maximum bet switch 18 is newly pressed and the 1-bit process or the maximum bet process is executed, it may be configured not to output the 1-bit sound or the 3-bit sound. Or, when the 1-bit switch 19 or the maximum bet switch 18 is newly pressed and the 1-bit process or the maximum bet process is executed, resulting in a 3-bit bet and the front panel PS2 being open, when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates, but it may be configured not to output the start sound.
[0356] This makes it possible to prevent betting even when, for example, there is a situation where an unintended operation of the MAX bet switch 18 is being performed when power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), and it is also possible to accurately notify, in the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid even in such a case.
[0357] Also, for example, when a problem occurs with the return spring or sensor of the MAX bet switch 18 before and after a power cut, and the pressed state of the MAX bet switch 18 cannot be released, lighting the MAX bet lamp makes it possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.
[0358] Also, by enabling the 1-bit process with the 1-bit switch 19 even when the front panel PS2 is open, it becomes possible to perform an operation check on whether the 1-bit process can be performed normally in conjunction with the operations performed by the administrator when the front panel PS2 is open (such as checking settings or setting the administrator menu). In a game at a game parlor, since the game with the front panel PS2 open is not normal, it is possible to make the player recognize that it is abnormal by deliberately not outputting the 1-bit sound.
[0359] Also, in a situation where a power failure occurs in the MAX bet - possible state (a situation where no bet has been placed), the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed (regardless of whether the front - panel PS2 is not open or has already been open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front - panel PS2 is open (when a power - failure recovery process is executed), the MAX bet lamp does not light, the MAX bet process is not executed, and even if the new 1 - bet switch 19 is operated (pressed), the 1 - bet process is not executed. Then, when the front - panel PS2 is closed (detecting the closure) while the operation (pressing) of the MAX bet switch 18 continues, the MAX bet lamp lights, and when the new 1 - bet switch 19 is operated (pressed), the 1 - bet process may be made possible.
[0360] As a result, for example, even in a situation where an unintended operation of the MAX bet switch 18 is made when the power is turned on after a power failure (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to prevent a bet from being placed. Also, by not lighting the MAX bet lamp, it is possible to make the player recognize that the game cannot proceed. Furthermore, when the front - panel PS2 is closed, even if the operation (pressing) of the MAX bet switch 18 continues, by enabling the bet operation with the 1 - bet switch 19, it is possible to prevent the progress of the game from being inhibited as much as possible.
[0361] Also, in the situation where a power failure occurs in the MAX bet possible state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the MAX bet switch 18 and the 1 bet switch 19 are pressed and the power is turned on while they are being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the 1 bet process are not executed. Also, in this case, if the MAX bet switch 18 is released while the 1 bet switch 19 is being continuously pressed and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable. Similarly, in the situation where a power failure occurs in the MAX bet possible state, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the MAX bet switch 18 and the 1 bet switch 19 are pressed and the power is turned on while they are being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the 1 bet process are not executed. However, if the 1 bet switch 19 is released while the MAX bet switch 18 is being continuously pressed and the 1 bet switch 19 is newly operated (pressed), the 1 bet process becomes executable.
[0362] As a result, for example, even in a situation where unintended operations of the MAX bet switch 18 and the 1 bet switch 19 are made when the power is turned on after a power outage (such as a situation where hands are placed on the MAX bet switch 18 and the 1 bet switch 19), it is possible to prevent betting, and also, in such a case, it is possible to accurately notify in the lighting state of the MAX bet lamp that the operation of the MAX bet switch 18 is valid. Also, even in such a case, since the operations of the MAX bet switch 18 and the 1 bet switch 19 are valid, the game can be advanced.
[0363] When the front panel PS2 is in the closed state, after the game ends, no bets have been placed (the replay function is not activated), and during normal effect display (effect state other than continuous effects or AT effects) or when the demo screen is being displayed (hereinafter referred to as the menu screen displayable state), when the sub-switch 20 is operated (pressed) (when the sensor detecting the sub-switch 20 changes from OFF to ON), the display process of the menu screen is executed, and the menu screen is displayed on the display device 32.
[0364] Also, in the menu screen displayable state, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (when the power failure recovery process is executed with the sensor of the sub-switch 20 maintaining the ON state), the sub-switch lamp lights up and the menu screen is not displayed.
[0365] As a result, even if there is a situation where an unintended operation of the sub-switch 20 occurs during power-on after a power outage (such as a hand being placed on the sub-switch 20), the menu screen is not displayed unintentionally, and the lighting state of the sub-switch lamp can inform that the display process of the menu screen is possible and suggest that the sub-switch 20 is operable. Therefore, a player who recognizes that the operation of the sub-switch 20 is effective can release the pressed sub-switch 20 once (after the sensor of the sub-switch 20 changes from ON to OFF), and then press the sub-switch 20 again (by the sensor of the sub-switch 20 changing from OFF to ON) to cause the display process of the menu screen to be performed.
[0366] Also, in a situation where the power supply is cut off while the menu screen is displayable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (when the power cut recovery process is executed), the sub-switch lamp may be lit and the menu screen may be displayed. In this case, reflecting the intention to press the sub-switch 20, the menu screen can be displayed immediately after the power is turned on. Further, by lighting the sub-switch lamp, it can be suggested that the determination operations for each item in the menu screen are valid.
[0367] Also, in a situation where the MAX bet is possible and the menu screen is displayable, the power supply is cut off, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. When the MAX bet switch 18 and the sub-switch 20 are pressed and the power is turned on while the MAX bet switch 18 and the sub-switch 20 are being pressed (when the power cut recovery process is executed), the MAX bet lamp is lit, the MAX bet process is not executed, the sub-switch lamp is lit, and the menu screen is not displayed. Also, because the MAX bet switch 18 is being pressed, a new MAX bet process by pressing the MAX bet switch 18 cannot be performed. In other words, because the MAX bet switch 18 is being pressed (the sensor signal of the MAX bet switch is on), the MAX bet switch 18 cannot be pressed and the MAX bet process cannot be performed.
[0368] As a result, for example, even in a situation where unintended operations of the MAX bet switch 18 and the sub-switch 20 are performed when the power is turned on after a power failure (such as a situation where hands are placed on the MAX bet switch 18 and the sub-switch 20), it is possible to prevent unintentional betting and displaying the menu screen. Also, even in such a case, it is possible to accurately notify, by the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid, and by the lighting state of the sub-switch lamp, it is possible to notify that the display process of the menu screen is possible and suggest that the sub-switch 20 is operable.
[0369] Also, for example, when a problem occurs in the return spring or sensor of the MAX bet switch 18 before and after a power failure, and the pressed state of the MAX bet switch 18 cannot be released, by lighting the MAX bet lamp, it becomes possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.
[0370] Also, in a situation where the MAX bet is possible and the menu screen can be displayed, a power failure occurs and the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. When the MAX bet switch 18 and the sub-switch 20 are pressed and the power is turned on while the MAX bet switch 18 and the sub-switch 20 are being pressed (when a power failure recovery process is executed), the MAX bet lamp may light, the MAX bet process may not be executed, the sub-switch lamp may light, and the menu screen may be displayed. In this case, reflecting the intention to press the sub-switch 20, the menu screen can be displayed immediately after the power is turned on. Further, by lighting the sub-switch lamp, it can be suggested that the determination operation for each item in the menu screen is valid. In this case, the lighting of the MAX bet lamp continues even after the menu screen is displayed, and it is notified that the MAX bet process can be executed.
[0371] When the front panel PS2 is in the closed state, after the game is over, no bets have been made (the replay function is not activated), and the credit count is 1 or more (hereinafter referred to as the settleable state), when the settle switch is operated (pressed), the settlement process is executed, and the medals stored in the credit are paid out to the tray 28.
[0372] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed (the sensor detecting the settlement switch changes from OFF to ON) and the power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed with the sensor of the settlement switch in the ON state), the MAX bet lamp lights up and the settlement process is not executed. Also, while the settlement switch is being pressed, even if the MAX bet switch 18 is pressed, the MAX bet process is not executed.
[0373] As a result, even if there is a situation where an unintended operation of the settlement switch is made when the power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), unintended settlement processing is not executed, and the lighting state of the MAX bet lamp can inform that medals remain in credit, thus preventing the player from leaving the seat with credit remaining.
[0374] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up and the settlement process is not executed. However, even if the MAX bet switch 18 is pressed while the settlement switch is being pressed, the MAX bet process may be executed.
[0375] As a result, even if there is a situation where an unintended operation of the settlement switch is made when the power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), unintended settlement processing is not executed, and by making the operation of the MAX bet switch effective, it is possible to prevent the progress of the game from being inhibited as much as possible and not reduce the interest of the game.
[0376] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the settlement switch is pressed and power is turned on while the settlement switch is being pressed (when power failure recovery processing is executed), the MAX bet lamp may light up and the settlement process may be executed in a certain manner.
[0377] Accordingly, for example, when performing a power-on operation before the opening of a game arcade, if the power-on operation is performed in a situation where the settlement switch is being operated (such as with a hand placed on the settlement switch), the settlement process can be executed immediately after the power is turned on. Thus, the power-on operation before opening and the settlement operation for the medals remaining in credit can be simplified.
[0378] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the settlement switch is pressed and power is turned on while the settlement switch is being pressed (when power failure recovery processing is executed), whether the settlement process is executed or not, the lamp of the sub-switch 20 lights up and the operation of the sub-switch 20 is valid (the menu screen can be displayed by receiving the operation of the sub-switch 20).
[0379] Accordingly, for example, even in a situation where an unintended operation of the settlement switch is made when power is turned on after a power outage, the menu screen can be displayed by operating the sub-switch 20. Information useful for the game such as checking the game history and adjusting the volume can be browsed or changed on the menu screen. Also, by enabling all operations related to the progress of the game at this time, all games other than settlement can be executed. The settlement process is only used at the end of the game, and since the player is not disadvantaged even if the settlement process is not executed and the number of inserted medals is adjusted, it is possible to execute the game without interfering with the progress of the game as much as possible.
[0380] Also, in a situation where the MAX bet is possible and the settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, making the gaming machine inoperable, if the MAX bet switch 18 and the settlement switch are pressed and the power is turned on while they are being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the settlement process are not executed. Also, in this case, if the MAX bet switch 18 is released while the settlement switch is being continuously pressed and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable. If the settlement switch is released while the MAX bet switch 18 is being continuously pressed and the settlement switch is newly operated (pressed) while the MAX bet switch 18 is being continuously pressed, the settlement process becomes executable.
[0381] This makes it possible to prevent unintentional operations of the MAX bet switch 18 and the settlement switch when the power is turned on after a power failure, for example, in a situation where the hands are placed on the MAX bet switch 18 and the settlement switch (such as when the hands are placed on the switches), and also to prevent betting and settlement processing. Also, the lighting state of the MAX bet lamp can accurately inform that medals remain in credit and that the operation of the MAX bet switch 18 is effective.
[0382] When the front panel PS2 is in the closed state, after the game ends, and when 3 bets have been made (including the case where the replay is activated) (hereinafter referred to as the reel rotatable state), when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates. Note that the reel rotation process is executed after the minimum game time has elapsed.
[0383] Also, in a situation where a power failure occurs in the reel rotatable state and the operating voltage drops below the threshold value, making the gaming machine inoperable, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when the power failure recovery process is executed), the start lamp lights up, but none of the reels rotate.
[0384] As a result, even if there is a situation where an unintended operation of the start switch 12 is performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent a player from unintentionally using the bet gaming medium. Also, even in such a case, it is possible to accurately notify, by the lighting state of the start lamp, that the operation of the start switch 12 is valid.
[0385] Also, in a situation where a power cut occurs while the reels are rotatable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the start switch 12 is pressed and power is turned on while the start switch 12 is being pressed (when a power cut recovery process is executed), the start lamp may not light and none of the reels may rotate. In such a case, when the operation of the start switch 12 is terminated (when the sensor signal of the start switch 12 turns off), the start lamp may light.
[0386] As a result, even if there is a situation where an unintended operation of the start switch 12 is performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent a player from unintentionally using the bet gaming medium. Also, by not lighting the start lamp in such a case, it is possible to make the player recognize that the reels do not rotate unless the operation of the start switch 12 is terminated once. By lighting the start lamp when the operation of the start switch 12 is terminated, it is possible to accurately notify that the operation of the start switch 12 is valid.
[0387] Also, in a situation where a power failure occurs while the reels are rotatable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when a power failure recovery process is executed), all the reels may rotate.
[0388] As a result, when a power failure occurs while the reels are rotatable, the operating voltage instantaneously drops below the threshold value, and then the start switch 12 is operated between the time when the operating voltage exceeds the threshold value and the power is automatically turned on. When the power is automatically turned on while the start switch 12 is being operated (when a power failure recovery process is executed), all the reels rotate after the power is turned on. Therefore, no matter at what timing the player operates the start switch 12, it becomes possible to progress the game (rotate all the reels), and it becomes possible to reduce the player's effort and improve the game tempo.
[0389] When the front panel PS2 is in a closed state, all the reels are rotating, and the reception of the operation of the stop switch 13 is enabled (hereinafter referred to as the reel stoppable state), when the stop switch 13 is operated (pressed) (when any one of the sensors for detecting the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c changes from OFF to ON), stop control processing is executed for the reel corresponding to the operated stop switch 13, and the reel corresponding to the operated stop switch 13 stops. Note that the reel stoppable state is not limited to a situation where all the reels are rotating, and even a situation where any one reel is rotating can be referred to as the reel stoppable state.
[0390] In the reel stoppable state, the LED constituting the stop switch 13 is in a lighting mode indicating that it is valid, and in the reel non-stoppable state where the reel cannot stop even if the stop switch 13 is operated, the LED constituting the stop switch 13 is in a lighting mode indicating that it is invalid.
[0391] Here, the state where the reel cannot be stopped may be a state where the stop switch 13 cannot accept an operation even though the reel is rotating (such as during detection of rotation failure or when another switch managed by the main control means 100 is being operated), or a state where the reel is not rotating (such as a state where all reels have stopped or when the left stop switch 13a is operated when the left reel has stopped).
[0392] Also, the lighting mode indicating that the LED constituting the stop switch 13 is effective is a mode of lighting in white or a mode of lighting in a color such as red, and the lighting mode indicating that the LED constituting the stop switch 13 is ineffective is a mode of being turned off (extinguished) or a mode of lighting in a lighting color different from the lighting color indicating effectiveness (for example, blue, etc.).
[0393] Also, in a state where the reel can be stopped, when a power failure occurs, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when the sensor of the left stop switch 13a maintains ON and a power failure recovery process is executed), for the left reel, the stop control process is not executed. Also, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating ineffectiveness.
[0394] As a result, for example, even if the left stop switch 13a is the stop switch corresponding to the final stop operation, and after a power failure occurs in a state where the left reel can be stopped, and an unintended operation of the left stop switch 13a is made at the time of power-on, it is possible to prevent the left reel from being stopped by the operation of the left stop switch 13a, thus preventing disadvantages to the player such as missing a small role that requires pressing. Also, it is possible to prevent the stop switch 13 from accepting an operation in a pressing order different from the correct pressing order when an internal lottery result (so-called pressing order role) in which a favorable symbol combination stops according to the pressing order is won.
[0395] Also, in a situation where the power supply is cut off while the reels can be stopped, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when power failure recovery processing is executed), the stop control processing may be executed for the left reel. Even in this case, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating that it is invalid.
[0396] As a result, for example, if the power supply is cut off during a game, the operating voltage instantaneously drops below the threshold value, and then the left stop switch 13a is pressed before the operating voltage rises above the threshold value and the power is automatically turned on. If the power is automatically turned on while the left stop switch 13a is being pressed (when power failure recovery processing is executed), the left reel stops after the power is turned on. Therefore, no matter at what timing the player presses the stop switch 13, the game can proceed (the corresponding reel stops), which reduces the player's effort and improves the game tempo. When stopping the reel corresponding to the stop switch 13 that is being pressed after the power is turned on, by configuring it to stop the reel even if it is accelerating, it is possible to get closer to the timing that the player originally wanted to stop. However, if there are multiple stop switches 13 being pressed after the power is turned on, it is configured not to stop any of the reels.
[0397] <Control corresponding to power failure during slip control according to the present embodiment> When the operation of the stop switch 13 is received while the start switch 12 is operated and the reel is rotating, the reel is rotated from the reception position of the stop switch 13 to the stop position (so-called slip control). When the reel rotates to the stop position, the reel stops. If the power failure process is executed during this slip control, the slip control cannot be executed, and thus the reel cannot be stopped at the stop position.
[0398] Also, the stop position is determined when the stop switch 13 is received, and the winning determination process is executed based on the determined stop position. Therefore, when it is determined that a minor winning combination has won based on the stop position regardless of whether the reel has actually stopped, medal payout based on the minor winning combination is executed.
[0399] For this reason, in a game in which a minor winning combination is won by internal lottery processing, when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the minor winning combination can stop during the slip control, the power-off process is executed. After the power-off recovery, even if the symbol corresponding to the minor winning combination does not stop on the valid line, medal payout corresponding to the symbol combination that is determined to have stopped by the winning determination process after all the reels have stopped is performed.
[0400] This is for the following reasons. That is, while there is an effect of preventing a situation where the player cannot receive medal payout even though the player has performed a stop operation at the timing of receiving medal payout, there is also a problem that it is impossible to recognize based on which symbol combination the medal payout is made. To solve this problem, in a game in which a minor winning combination is won by internal lottery processing, during the slip control (from when the stop is received until the slip control ends) when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the minor winning combination can stop, the power-off process is executed. After the power-off recovery, the reel is rotated to detect the index, and based on the detected index information, the reel is rotated to the stop position and then stopped at the stop position, and then medals are paid out.
[0401] By configuring in this way, even if the power-off process is executed during the slip control, by rotating to the stop position that was originally planned to stop again after the power recovery, it becomes possible for the player to visually recognize which symbol combination has stopped, so the player's interest can be improved.
[0402] Also, if a power-off process is executed during slip control and the index is detected during the re-rotation process after power restoration, even if the same symbol exists while moving to the planned stop position, it will move to the planned stop position. If it stops at the same symbol before the planned stop position, it may result in a stop display of a stop prohibition system that does not stop during the game, so a determination process of whether it is a stop prohibition is required. However, in order to reduce the processing load during the re-rotation process, it is designed to move to the planned position.
[0403] Also, if a power-off process is executed during slip control, during the re-rotation process after power restoration, acceleration processing and constant-speed processing are executed in the same way as in the normal rotating drum rotation start process. Note that this is not limited to this, and different acceleration processing and constant-speed processing may be executed. For example, a mode where the acceleration time is shortened, the acceleration time is lengthened, the constant-speed rotation speed is slowed down, or the constant-speed rotation speed is increased can be considered. By changing the acceleration mode or constant-speed mode from the normal one in this way, it is possible to make the player recognize that the rotation is different from the normal one.
[0404] Also, when it rotates to the same position as the stop acceptance position while performing constant-speed rotation during re-rotation, assuming that a stop operation is received in the same way as in the normal rotation process, slip control is performed. When it rotates to the planned stop position, a full-phase excitation signal is output to the stepping motor driving the reel (a 4-phase excitation signal is output in the case of a 4-phase stepping motor) to stop the re-rotating reel.
[0405] Also, if a power-off process is executed during slip control, during the re-rotation process after power restoration, in order to make the player recognize that it is in the re-rotation process, a mode of displaying "Re-rotating" on the liquid crystal, outputting "It is in the re-rotation process" by voice, or causing an error display on the error display can be considered. By this mode, it is possible to make the player recognize that the rotation is different from the normal one.
[0406] Also, when a power-off process is executed during slip control, a flag indicating that the slip control is not completed is stored in a predetermined storage area, and when power is turned on, if the flag is set after checking the predetermined storage area, a re-rotation process is executed. The flag is initialized when the re-rotation process stops as a result of execution, so that the re-rotation process is not executed during normal power-on. Note that the flag indicating that the slip control is not completed may be an error flag or a game state flag.
[0407] Also, when a power-off process is executed during slip control, the re-rotation process may be automatically executed after power recovery, or the re-rotation process may be executed after an error occurs after power recovery and is released by a reset switch. Any of these modes applies to the re-rotation process in the following embodiments.
[0408] Also, when a power-off process is executed during slip control and during the re-rotation process after power recovery, the rotation failure detection counter may be updated during acceleration, during constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, 180 described above), the acceleration process is executed again. Possible causes of rotation failure in this case include holding the reel by hand, out-of-tune due to motor malfunction, or aging deterioration of components.
[0409] In this case, during the initialization process when power is turned on, the rotation failure detection counter is initialized, and the update (counting) of the rotation failure detection counter is started along with the execution of the re-rotation process. After the index is detected for the first time after power is turned on, the value of the rotation failure detection counter is updated to 0 and the update of the rotation failure detection counter is started again, and the reel control means rotates the reel to the stop position and stops it. By clearing the rotation failure detection counter after the index is detected for the first time in this way, even if the position of the reel stopped by the power-off process is the position immediately after passing the index and the stop position is the position immediately before passing the index, it is possible to stop at the stop position without detecting a rotation failure. In other words, although it rotates about two turns from when power is turned on until the reel stops, it is designed not to be judged as a rotation failure.
[0410] Note that although the timing for initializing the rotation failure detection counter is when power is turned on, it is not limited to this. It may also be a mode where the rotation failure detection counter is initialized when the stop switch 13 is received, or a mode where the rotation failure detection counter is initialized when the state of the reel becomes a constant speed state.
[0411] In this way, by executing the power-off process during the slip control and detecting a rotation failure during the re-rotation process after power recovery, it is possible to prevent the stop position from shifting due to out-of-tune or the like even during re-rotation and stop at the planned stop position. Also, during normal slip control, since no rotation failure is detected, no re-acceleration process is executed in the event of out-of-tune or the like during normal slip control.
[0412] Subsequently, if a power-off process is executed during the slip control and an error (recoverable error) is detected during the re-rotation process after the power is restored, an error notification is made after the re-rotation process ends. The errors detected at this time include any of the following errors: medal retention error, medal reverse flow error, medal passage time error, hopper retention error, hopper empty error, abnormality detection error, door open error, harness disconnection error, etc. In addition to the error code displayed on the acquired number display 27, the error notification can be in a form of notification on a liquid crystal display, a form of notification by a speaker, or a form of lighting the upper or side effect lamps and effect switch lamps in a predetermined color (for example, a highly visible color such as red or blue). Note that the error notification may be made by only one of the error notifications, or a combination of multiple error notifications may be made.
[0413] In this way, by making the error notification after the re-rotation process ends, it becomes possible for the player and the casino staff to easily recognize whether it is a notification during re-rotation or an error notification. Note that when a re-rotation notification is being made during re-rotation, the re-rotation notification is terminated after the re-rotation ends, and it is configured to switch to an error notification. During re-rotation, no error notification is made, and no notification regarding re-rotation that is not an error notification is executed.
[0414] The error modes during the re-rotation process described above are not limited to this, and the errors to be detected may be some of the errors (for example, detect the hopper retention error but not the medal retention error, etc.). As the error notification mode, after the error is detected, an error notification is made on the acquired number display 27, and when the re-rotation process ends and the reels stop, an error notification is made on the liquid crystal display or the speaker, or after the error is detected, an error notification is made on the acquired number display 27, the liquid crystal display, or the speaker.
[0415] Subsequently, if a power-off process is executed during the slip control, during the re-rotation process after the power is restored, the lighting mode of the lamp of the stop switch 13 is in an invalid mode, and the corresponding reel does not stop even if the stop switch 13 is operated.
[0416] As a situation where the reel rotates when the power is turned on, in addition to the power restoration after power-off during slip control, there is also power restoration after power-off during normal reel rotation. In the case of power restoration after power-off during normal reel rotation, the reel can be stopped, and the lighting mode of the lamp of the stop switch 13 is in an effective mode. Therefore, by checking the lighting mode of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is also possible to determine whether the reel is in the process of re-rotation or in normal reel rotation.
[0417] Also, as another situation where the reel rotates when the power is turned on, power restoration after power-off during a freeze in which the reel rotates can be considered. As types of freezes in which the reel rotates, there are pseudo-games in which pseudo-stop control is performed by operating the stop switch 13, and reel effects in which the rotation of the reel does not stop even when the operation of the stop switch 13 is received.
[0418] During the pseudo-game, the lighting mode of the lamp of the stop switch 13 is in an effective mode. In the case of power restoration after power-off during the pseudo-game, since the lighting mode of the lamp of the stop switch 13 is in an effective mode, by checking the lighting mode of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is also possible to determine whether the reel is in the process of re-rotation or in normal reel rotation.
[0419] During the reel effect, the lighting mode of the stop switch 13 lamp is in an invalid mode. When the power is restored after a power cut during the reel effect, the lighting mode of the stop switch 13 lamp becomes the invalid mode. Therefore, when the reel rotates at power-on, it is impossible to determine whether it is during the reel effect or during the re-rotation process based on the lighting mode of the stop switch 13 lamp. In this case, it can be determined by checking the display device such as the liquid crystal or error display. Note that even if the lighting mode of the stop switch lamp is in an invalid mode during the reel effect, when the operation of other main system switches (switches managed by the main control means 100) is enabled, the lighting mode of the lamps of other main system switches is in an effective mode. Therefore, it is possible to determine whether it is during the reel effect or during the re-rotation process by checking the lighting mode of the lamps of other main system switches.
[0420] Also, during the pseudo-game or when the power is restored after a power cut during the reel effect, the reel may not be rotated. In this case, since the reel does not rotate at power restoration, it is easy to determine whether it is during the re-rotation process or not based on the rotation mode of the reel.
[0421] Subsequently, when the power cut process is executed during the slip control and the power cut process is executed again during the re-rotation process after the power restoration, it rotates until the index is detected after the power restoration, and then moves to the previously scheduled stop position and stops. Note that it can also be said that it rotates until the index is detected when the power cut process is executed immediately before detecting the index and the index cannot be detected because the index is not detected during the acceleration after the power restoration and it rotates again until the index detection timing.
[0422] Since the re-rotation process can be executed even when the power is restored after a power cut during the re-rotation process in this way, it is possible to display the stop symbols to the player even in an unstable situation where the power cut may occur multiple times.
[0423] Here, as the timing at which the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power recovery, before detecting the index during the re-rotation process and after detecting the index during the re-rotation process are considered.
[0424] <Pattern 1> When the power-off process is executed during the slip control and the timing at which the power-off process is executed again during the re-rotation process after the power recovery is before detecting the index during the re-rotation process, a mode of rotating until detecting the index in the second re-rotation process after the power recovery and then rotating to the planned stop position and stopping is considered.
[0425] In this case, since the index is not detected in the first re-rotation process and the reference symbol position is not stored, it is determined that the reference symbol position is not stored in the second re-rotation process, and rotation is executed to detect the index again so that it can stop at the planned stop position.
[0426] <Pattern 2-1> Also, when the power-off process is executed during the slip control and the timing at which the power-off process is executed again during the re-rotation process after the power recovery is after detecting the index during the re-rotation process (it is sufficient if the sensor detects the index, and it includes the timing at the moment when the sensor detects the index. The same applies hereinafter), a mode of rotating to the planned stop position based on the reference symbol position by the index detected before the power-off after the power recovery and then stopping is considered.
[0427] In this case, since the index is detected in the first re-rotation process, it can stop at the planned stop position based on the stored reference symbol position, so it is possible to shorten the time until the game resumes by the time until detecting the index.
[0428] In the above-mentioned Pattern 2-1, if a power-off process is executed between detecting the index during the first re-rotation process and rotating to the planned stop position and applying the brake (until outputting four-phase excitation), regardless of whether the timing of the power-off process has not rotated to the stop acceptance position or has rotated to the stop acceptance position, after power restoration, re-rotation processing or stop control is executed based on the reference pattern position stored without detecting the index again.
[0429] In this way, regardless of the stop acceptance position received immediately before the first power-off process, the same re-rotation processing or stop control can be executed after the second power restoration, so the processing does not become complicated and the program can be speeded up.
[0430] <Pattern 2-2> Also, if a power-off process is executed during the slip control and the timing when the power-off process is executed again during the re-rotation process after power restoration is after detecting the index during the re-rotation process, a mode of rotating to the planned stop position after detecting the index again after power restoration and then stopping can be considered.
[0431] In this case, considering the possibility that the reel has moved from after the second power-off to power restoration, since re-rotation is performed until the index is detected again, it becomes possible to rotate more accurately to the planned stop position.
[0432] In the above-mentioned Pattern 2-2, if a power-off process is executed between detecting the index during the first re-rotation process and rotating to the planned stop position and applying the brake (until outputting four-phase excitation), regardless of whether the timing of the power-off process has not rotated to the stop acceptance position or has rotated to the stop acceptance position, after power restoration, a re-rotation process for detecting the index again is executed to move the pattern to the planned stop position and stop.
[0433] In this way, regardless of the stop acceptance position received immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power-on, so that the process does not become complicated and the program can be accelerated.
[0434] <Pattern 2-3> Also, when the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has not reached the stop acceptance position, after the power-on, the re-rotation process or stop control is executed based on the reference symbol position stored without detecting the index again. When the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has reached the stop acceptance position, a mode of executing a re-rotation process for detecting the index again after the power-on and moving and stopping the symbol to the planned stop position can be considered.
[0435] In this way, since the control after the reference power-on can be finely controlled based on the stop acceptance position received immediately before the first power-off process, an appropriate process according to the situation where the power-off process is executed can be executed.
[0436] <Control of the effect mode using the effect switch according to this embodiment> The effect using the effect switch (which may also be referred to as a push-button effect) will be described with reference to FIG. 23. FIG. 23 shows an effect of operating the effect switch through the operation of the start switch 12, the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c, and shows the process in which the effect switch is operated and the effect is executed. Also, the part indicated as "PUSH" in FIG. 23 represents the effect switch (however, the "PUSH" display above the lower figure in FIG. 23 is a display on the liquid crystal).
[0437] In the upper left figure of FIG. 23, the effect of "Win at Rock-Paper-Scissors!!" that is executed based on the operation of the start switch 12 for starting the game (more specifically, the reception of the start switch reception command or the reception of the reel rotation start command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0438] Subsequently, in the upper middle figure of FIG. 23, the effect of "Jya~n!" that is executed based on the operation of the left stop switch 13a for stopping the left reel (more specifically, the reception of the left stop switch reception command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0439] Subsequently, in the upper right figure of FIG. 23, the effect of "Ke~n!" that is executed based on the operation of the middle stop switch 13b for stopping the middle reel (more specifically, the reception of the middle stop switch reception command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0440] Subsequently, in the lower left figure of FIG. 23, the effect of "Pon!" that is executed based on the operation of the right stop switch 13c for stopping the right reel (more specifically, the reception of the right stop switch reception command from the main control means 100) is displayed on the liquid crystal. At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0441] Subsequently, in the lower right diagram of FIG. 23, an image of a switch imitating the effect switch executed based on the fact that all reels have stopped (more specifically, reception of the full reel stop command from the main control means 100) is displayed on the liquid crystal. Hereinafter, it may be referred to as an effect switch image, an operation promotion image, or an operation promotion effect. Also, the effect of "pon!" displayed when the right stop switch 13c, which is the third stop, is operated, is displayed dimly (with the brightness lowered). At this time, since the operation of the effect switch is valid, the effect switch is lit. When displaying the image dimly, in addition to lowering the brightness, it may also be in a mode of lowering the luminance or a mode of overlaying a gray semi-transparent display on the image. In any case, when the image is displayed dimly, it is also possible to express that the visibility is lowered.
[0442] Subsequently, in the lower right diagram of FIG. 23, an image of "Victory!" executed based on the operation of the effect switch (more specifically, an input signal related to the effect switch is input to the input port) is displayed on the liquid crystal. Hereinafter, it may be referred to as an operation response image or an operation response effect. At this time, since the operation of the effect switch is invalid, the effect switch is turned off.
[0443] As shown in the lower right diagram of FIG. 23, when displaying the effect switch image on the liquid crystal as an effect for prompting the operation of the effect switch, make the effect switch image larger than the actual size of the effect switch. By displaying it in this way, the effect switch can be effectively displayed on the liquid crystal display that the player is watching, and it becomes possible to intuitively prompt the player to operate the effect switch.
[0444] In addition, for the effect switch image, an image representation showing the lighting state of the effect switch (hereinafter sometimes referred to as the lighting state image) is also provided. When the effect switch is valid, the effect switch lamp is lit (not blinking), and the lighting state image is represented by a blinking pattern that repeats lighting and extinguishing at a predetermined cycle. With such a configuration, since the effect switch image repeatedly brightens and darkens, the effect switch image can be made prominent, and thus the operation of the effect switch can be effectively promoted.
[0445] Also, when the effect switch is valid, the effect switch lamp may be lit in a blinking pattern that repeats lighting and extinguishing at a specific cycle, and the lighting state image may be represented by a blinking pattern that repeats lighting and extinguishing at a predetermined cycle. In this case, by making the predetermined cycle of the lighting state image shorter than the specific cycle of the effect switch lamp, the lighting state image can be made prominent. In this case, the operation (pressing) of the effect switch is valid even when the effect switch lamp is off, and based on the operation of the effect switch at this timing, the display switches from a dim state with a "pon!" display (the state of the lower figure in Fig. 23) to a state with a "victory!" display (the state of the lower right figure in Fig. 23), and the performance is switched as such.
[0446] Also, even when an eco mode is installed (when the eco mode is set, the brightness of the upper or both side effect lamps is reduced or turned off, the brightness of the lower panel is reduced or turned off, and the brightness of the liquid crystal display is reduced or turned off compared to when the eco mode is not set), when the push button effect is executed during the eco mode and the effect switch is lit, the brightness of the effect switch is made the same as when the push button effect is executed when not in the eco mode and the effect switch is lit. This makes it possible to effectively prompt the player to operate the effect switch (press).
[0447] In addition, even when the error notification is given by lighting or flashing the upper or side effect lamps or the effect switch lamps in a predetermined color (a highly visible and prominent color such as red or blue), it is preferable that the brightness of the upper or side effect lamps or the effect switch lamps be the same during the eco mode and when not in the eco mode.
[0448] Also, when displaying an image indicating extinction as the lighting mode image, the brightness of the effect switch image is lowered for display, but the expression is such that it is slightly lit without lowering the brightness until it becomes black. On the other hand, when the effect switch lamp is extinguished, it is not lit. By thus making the expression of the extinction mode of the effect switch lamp and the lighting mode image different, it becomes possible to make the lighting mode image prominent. Also, since the periphery of the effect switch image is brighter than the periphery of the effect switch, by not lowering the brightness of the lighting mode image of the effect switch image until it becomes black, the difference in brightness from the surroundings is reduced. By configuring in this way, it becomes possible to reduce fatigue during the game while making the effect switch image prominent.
[0449] Also, when the effect switch image is displayed in front of the immediately preceding image as in the lower diagram of FIG. 23, the brightness of the immediately preceding image is lowered, but the immediately preceding image is made to have a lower brightness than the lowest brightness of the lighting mode image of the effect switch image. By configuring in this way, since the brightness of the effect switch image is higher than the surrounding images even in the state where the brightness of the effect switch image is the lowest, it becomes possible to make the effect switch image prominent.
[0450] The lower diagram of FIG. 23 will be further described with reference to FIG. 24. The effect switch image changes over time until the effect switch is operated. As the change mode, an effect representing the advance and retreat of the initial position and the pressed position of the effect switch is expressed using the effect switch image.
[0451] The leftmost figure in FIG. 24 shows that the effect switch image is in the initial position. The second figure from the left shows that the effect switch image is in the pressed position. The third figure from the left shows that the effect switch image is in the initial position. The fourth figure from the left shows that the effect switch image is in the pressed position. By configuring it in such a way that the state where the effect switch image is in the initial position and the state where it is in the pressed position are repeatedly shown, it becomes possible to effectively prompt the player to press the effect switch.
[0452] The initial position and the pressed position of the effect switch image change at a certain cycle, and the cycle representing the initial position and the pressed position of the effect switch image is configured to be longer than the predetermined cycle represen...
Claims
1. As a game section, it has a normal section and a favorable section, In the favorable section, it can be controlled to a notification game state capable of notifying a favorable operation mode of the stop switch, In the favorable section, a predetermined lottery related to the notification game state can be executed, For the first game in the favorable section, which is the next game after a game that has shifted from the normal section to the favorable section, it is possible to set any one of a plurality of states with different degrees of expectation of being controlled to the notification game state, For the first game in the favorable section in the situation where it has shifted from the normal section inside the bonus to the favorable section inside the bonus, compared with the first game in the favorable section in the situation where it has shifted from the normal section outside the bonus to the favorable section inside the bonus, it is configured to be able to set a state with a higher degree of expectation of being controlled to the notification game state, The push order of the stop switch has a recommended push order and a non-recommended push order, In a predetermined game in the favorable section, operating the stop switch in the recommended push order is more advantageous for a predetermined lottery related to the notification game state than operating the stop switch in the non-recommended push order in the same predetermined game in the favorable section, It is possible to execute a recommended notification recommending operating the stop switch in the recommended push order, When the recommended notification is being executed, when shifting to the setting confirmation mode, the recommended notification is interrupted, and the recommended notification is resumed after the end of the setting confirmation mode A gaming machine characterized by the above.
2. As a game section, it has a normal section and a favorable section, In the favorable section, it can be controlled to a notification game state capable of notifying a favorable operation mode of the stop switch, In the favorable section, a predetermined lottery related to the notification game state can be executed, It has a case where the lottery result of the combination is the first lottery result and a case where it is the second lottery result, When the first lottery result is obtained in a game in the normal section outside the bonus, it is possible to shift to the favorable section inside the bonus, When the first lottery result is obtained in a game in the normal section outside the bonus, it is possible to store predetermined information, When the second lottery result is obtained in a game in the normal section outside the bonus, it is possible to shift to the favorable section outside the bonus, When the second lottery result is obtained in a game in the normal section outside the bonus, the predetermined information is not stored, There is no case where the first lottery result is obtained in a game in the normal section inside the bonus, When the second lottery result occurs in a game in the normal section inside the bonus, it is possible to shift to the advantageous section inside the bonus. When the second lottery result occurs in a game in the normal section inside the bonus, no predetermined information is stored. For the first game in the advantageous section, which is the game following the game that has shifted from the normal section to the advantageous section, it is possible to set any one of a plurality of states with different expected degrees of being controlled to the notification game state. The first game in the advantageous section in a situation where the shift is made from the normal section inside the bonus to the advantageous section inside the bonus and no predetermined information is stored is configured such that a state with a higher expected degree of being controlled to the notification game state can be set as compared to the first game in the advantageous section in a situation where the shift is made from the normal section outside the bonus to the advantageous section inside the bonus and predetermined information is stored. The push order of the stop switch has a recommended push order and a non-recommended push order. Compared with the case of operating the stop switch in the non-recommended push order in a predetermined game in the advantageous section, it is possible to be advantageous in a predetermined lottery regarding the notification game state when operating the stop switch in the recommended push order in the predetermined game in the advantageous section. It is possible to execute recommended notification recommending operating the stop switch in the recommended push order. When the recommended notification is being executed, when shifting to the setting confirmation mode, the recommended notification is interrupted, and the recommended notification is resumed after the end of the setting confirmation mode. A gaming machine characterized by the above.
Citation Information
Patent Citations
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