Pachinko machine

The gaming machine's enhanced lottery systems and notification mechanisms in advantageous sections improve player engagement and machine performance by offering strategic guidance and variable state settings, addressing the need for increased attractiveness and profitability.

JP7705032B2Active Publication Date: 2025-07-09SAMMY CORPORATION
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Patent Information

Application Number
JP2021145844
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

Technical Problem

There is a desire to improve the performance of gaming machines, particularly in enhancing the attractiveness and profitability of rotary gaming machines through improved lottery systems and notification mechanisms during advantageous gaming states.

Method used

The gaming machine is equipped with a normal and advantageous section, where the advantageous section can be controlled to notify players of an advantageous operation mode, allowing for different lottery expectations and recommended stop switch operations, with the ability to set states based on previous lottery results and medal acquisition, and includes features like recommended notifications, setting confirmation modes, and variable probability settings.

Benefits of technology

This enhances player engagement and motivation by providing clearer guidance on optimal gameplay strategies, improving the overall performance and attractiveness of the gaming machine.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine for increasing performance.SOLUTION: A game machine can determine a degree of expectation regarding AT by referring to an RT state of a next game when a predetermined winning combination (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, and winning-C6) is won and a shift to an advantageous section is determined in a normal section, and can determine a degree of expectation regarding AT without referring to an RT state of a next game when a specific winning combination (one of 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, and winning-K) is won and a shift to an advantageous section is determined in a normal section.SELECTED DRAWING: Figure 20
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Description

Technical Field

[0001] Relates to a gaming machine.

Background Art

[0002] In a rotary gaming machine (slot machine), when a gaming start instruction device (start lever) is operated after a predetermined number of gaming medals are inserted, the game starts, and a plurality of reels (reels) with a plurality of symbols arranged on the outer periphery rotate. As a result of using a reel stop device (stop button) to stop the rotation operation and stopping the reel, if a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the active line, it generally shifts to a special gaming state where the player is in a more profitable state than the normal gaming state (a gaming state where the lottery probability of small winning combinations and the like is higher than normal). Here, in a rotary gaming machine, in addition to such basic games, various effects are performed to improve the overall attractiveness. In addition, in conjunction with the payout of gaming 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 gaming 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 a stop switch, In a favorable section, a predetermined lottery regarding a notification gaming state can be executed, When it becomes the first lottery result as the winning lottery result and and when it becomes the second lottery result and it has, For the first game of the advantageous section, which is the next game after the game shifted from the normal section to the advantageous section, any one of a plurality of states with different degrees of expectation of being controlled to the notification gaming state can be set, For the first game of the advantageous section in a situation where it becomes the first lottery result in a predetermined game in the normal section during non-bonus period and shifts to the advantageous section during bonus period, the same state as that of the first game of the advantageous section in a situation where it becomes the second lottery result in a predetermined game in the normal section during non-bonus period and shifts to the advantageous section during non-bonus period can be set, For the first game of the advantageous section in a situation where it becomes the second lottery result in a specific game in the normal section during bonus period and shifts to the advantageous section during bonus period, compared with the first game of the advantageous section in a situation where it becomes the first lottery result in a predetermined game in the normal section during non-bonus period and shifts to the advantageous section during bonus period, it is configured to be able to set a state with a higher degree of expectation of being controlled to the notification gaming state and the pressing order of the stop switch has a recommended pressing order and a non-recommended pressing order, compared with the case of operating the stop switch in the non-recommended pressing order in a certain game in the favorable section, it is possible that operating the stop switch in the recommended pressing order in a certain game in the favorable section is more advantageous regarding a predetermined lottery regarding the notification gaming state, it is possible to execute recommended notification recommending operating the stop switch in the recommended pressing 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. Furthermore, in the first invention, in a specific game in the normal section within the bonus, when it becomes the second lottery result and shifts to the advantageous section within the bonus, the first game in the advantageous section is configured to be able to set a predetermined state with a high expectation of being controlled to the notification game state. In one advantageous section, the predetermined state may be set multiple times. The probability that the predetermined state is set for the second time and later in one advantageous section varies according to the number of acquired medals in one advantageous section. Characterized by the above.

Effects of the Invention

[0006] According to the present invention, the performance of the gaming machine can be improved.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] <Explanation of Terms> "Medal (number of medals)", "game medium (number of game media)", and "game value" are synonymous. "Bet", "BET", and "input" regarding game media are synonymous, and all refer to the act of wagering game media. When representing a hexadecimal numerical value, it is described as "0x〇〇" or "〇〇h", and when there is no particular notation before and after the number, it is represented in decimal. "Reel" may be referred to as "rotary drum", and both are synonymous. "Memory means" may be referred to as "RWM", "RAM", or "memory area", and all are synonymous. "Grant" used in "grant of game media" or "grant of points", etc. may be referred to as "payout", 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 (missed 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 attached to the front panel PS2 side and the cabinet PS3 side, respectively, in a major division. The side surfaces of the front panel PS2 and the cabinet PS3 of the slot machine PS1 are joined by a hinge device and a locking device. A key is inserted into the locking device provided on the front panel PS2 and rotated in a specific direction, enabling the locking device side to 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 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 number of acquired medals display 27, etc.), a lower panel 5 (also referred to as the bottom panel 5), upper or both side effect lamps, etc. On the back side, there are a medal selector 34 (hereinafter, may be simply referred to as "selector"), a display device 32, a sub-control circuit board 1000, various circuit boards, etc., and setting display LEDs (hereinafter, may be referred to as setting value display LEDs, setting displays, setting value displays, setting display devices, 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 can be visually recognized 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 visually recognizable through the display window 4 from the front side (player side). When the reels are stopped, out of 21 patterns (which may be freely designed as 20, 16, etc. according to the specifications), three consecutive patterns are visually recognizable. That is, a total of 9 patterns, 3 [patterns] × 3 [reels], are visually recognizable from the display window 4. Here, among the stop positions where the left reel 8a, the middle reel 8b, and the right reel 8c each stop at three patterns, the uppermost stop position is the upper stage, the central stop position is the middle stage, and the lowermost stop position is the lower stage.

[0014] <Valid line> The valid line is a pattern combination line that is the target of the winning determination process (described later) when the left reel 8a, the middle reel 8b, and the right reel 8c stop. The valid line in this embodiment is visually recognizable from the display window 4 and is constituted by a pattern combination line (middle horizontal line) passing through the middle stage of each reel. When it is determined by the winning determination process that the pattern combination stopped on the valid line corresponds to any of the roles, a process corresponding to the stopped pattern combination is performed. As an example, when it is determined that a pattern combination corresponding to a small role such as a bell has stopped, a payout process of game medals (hereinafter, may be referred to as medals, game media, game values) or a credit addition process is executed, and when it is determined that a pattern combination corresponding to a replay has stopped, an automatic bet process is executed.

[0015] 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 upper right diagonal line, and the lower right diagonal line, may be set; or six or more lines may be set, including a roughly mountain-shaped pattern (lower part of the left reel 8a, upper part of the middle reel 8b, lower part of the right reel 8c), a roughly valley-shaped pattern (upper part of the left reel 8a, lower part of the middle reel 8b, upper part of the right reel 8c), and a roughly L-shaped pattern (upper part of the left reel 8a, lower part of the middle reel 8b, lower part of the right reel 8c); 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 be referred to as an invalid line.

[0016] <Operation instruction lamp 24> The operation instruction lamp 24 is provided around the display window 4 and indicates the operation sequence of the stop switch 13 (described later) to the player when the left reel 8a, the middle reel 8b, and the right reel 8c are rotating. That is, when the left operation instruction lamp 24a is lit (the middle operation instruction lamp 24b and the right operation instruction lamp 24c are 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. Further, it is composed of a 1-bet lamp 25a (not shown), a 2-bet lamp 25b (not shown), and a 3-bet lamp 25c (not shown). When 1 medal is bet, the 1-bet lamp 25a lights up. When a total of 2 medals are bet, the 1-bet lamp 25a and the 2-bet lamp 25b light up. When a total of 3 medals are bet, the 1-bet lamp 25a, the 2-bet lamp 25b, and the 3-bet lamp 25c light up. Also, although not shown, after a symbol combination related to replay is displayed, when automatic bet processing is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay won 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 includes a segment display 27a (not shown) mainly for displaying the upper digits of the number of medals won, which is composed of 7 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 7 segments and a dot point (DP). Note that the number of medals won means the number of medals paid out to the player according to the result of the game in the slot machine PS1 (including storage in the credit number 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 push order notification using the upper digit display part and the lower digit display part of the number of medals won indicator 27. When performing push order notification using the number of medals won indicator 27, the number of medals won indicator 27 may be referred to as an instruction monitor.

[0021] <Operation panel 11> The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a substantially horizontal horizontal 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 the start lever) 12 is provided on the vertical part of the operation panel 11. It consists of an operation part in the shape of a lever. When not in operation, the start switch sensor is ON, and when operated, the start switch sensor turns OFF, and based on this, 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. When the operation of the start switch 12 is received, internal lottery processing, processing related to the instruction function, or reel rotation processing, etc. is executed. Also, in this embodiment, since the input signal is low-active, when the start switch sensor is ON during non-operation, the start switch input signal is OFF, and when the start switch sensor changes from ON to OFF during operation, the start switch input signal becomes ON. It is not limited to this, and it may be configured such that the start switch input signal becomes ON when the start switch sensor is ON. That is, the specified number refers to the number of bets required to start the game.

[0023] Hereinafter, when simply referred to as "the start switch is ON", 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 stop switch 13a corresponds to the left reel 8a, the middle stop switch 13b corresponds to the middle reel 8b, and the right stop switch 13c corresponds to the right reel 8c. Also, when the stop switch 13 can be operated, it is suggested that the stop switch 13 is effective by changing the color of the lamp provided on the main body of the stop switch 13 or the lamp around it. For example, it may light up in blue when the stop switch 13 can be operated and light up in red when it cannot be operated. Also, for example, it may light up when the stop switch 13 can be operated and turn off when it cannot be operated.

[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 mounting standards of various medal insertion slots 17 are made the same so that various medal insertion slots 17 can be commonly mounted on the operation panel 11.

[0026] Regarding the insertion of game media, the game media is not limited to the above-mentioned medals. For example, game balls (so-called parrots) used in pachinko machines, or game media information stored in an electrical storage medium such as a magnetic card or a flash memory may be input into the gaming machine, and based on the input game media information, the setting 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 for the number of bets equivalent to the act of inserting medals into the medal insertion slot 17 is performed. However, if there are no medals stored in credit, the bet process becomes invalid (the operation of the bet switch is not accepted) even if the bet switch is operated. In addition, 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 referred to as 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 notifies 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 3 - time operation of the 1 - bet switch 19 corresponds to 1 - time operation of the MAX bet switch 18.

[0031] In addition, although an embodiment in which the 1 - bet switch 19 becomes invalid in a situation where 3 bets have been made has been described, it may be configured such that when the 1 - bet switch 19 is operated once in a situation where 3 bets have been made, it becomes a 1 - bet state and 2 coins are returned to the credit.

[0032] Also, although an embodiment 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 has been described, a process of betting the maximum number that can currently be bet 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 that can be placed may be configured to differ depending on the game state, and it may be an aspect where the maximum number of bets that can be placed is 3 during non-bonus periods and the maximum number of bets that can be placed is 2 during bonus periods.

[0034] <Sub-switch 20> The sub-switch 20 is provided on the operation panel 11 and is composed of a pressing part made of a translucent member for direct operation by the player, a detection part for detecting that the pressing part has been operated, and a sub-switch lamp for lighting the pressing part of the sub-switch. This sub-switch 20 is mainly a switch for displaying a menu screen on the display device 32 described later. In addition to the sub-switch 20 as an input means managed by the sub-control board 1000, a sub cross key switch 21 (up switch, down switch, left switch, right switch) and an effect switch (a switch operated using an instruction during the game) are provided. Also, the sub-switch 20 can 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. By operating the upper switch or the lower switch of the sub cross key switch 21, 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 there is no bet after the game ends. As the production state at this time, the menu screen can be displayed by operating the sub switch 20 in any situation of normal production, continuous production, AT production, or demo screen (a screen that is displayed 60 seconds after the game ends and displays the manufacturer name and production introduction as a moving image). However, this is not limited to this embodiment, and it may be in a mode where the menu screen cannot be displayed even if 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 push part made of a translucent member for the player to directly operate, a detection part for detecting that the push part has been operated, and a production switch lamp for lighting the push part of the production switch. When the production switch is operated in a situation where the operation of the production switch is effective, a production based on the operation is executed. For example, when a continuous production is being executed on the display device (hereinafter, may be simply referred to as "liquid crystal") 32, when displaying either a "success" display (hereinafter, may be referred to as a success production in some cases) meaning the granting of a privilege or a "failure" display (hereinafter, may be referred to as a failure production in some cases) meaning that no privilege is granted in the final game of the continuous production, 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 possible.

[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 on the liquid crystal a display imitating the effect switch. When displaying on the liquid crystal a display imitating the effect switch, 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 a mode of performing a display imitating the effect switch based on the all-reel stop command, may be considered.

[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 to the player the number of game media bet and the number of game media stored in the credit is executed. In this embodiment, when the payout switch is operated in a situation where game media are bet and stored in the credit, it is configured to pay out the bet game media first and then continue to pay out the game media stored in the credit. However, it is not limited to this, and a process of paying out only the game media stored in the credit when the number of bet game media is 0 may also be executed. That is, when the payout switch is operated in a bet situation, only the bet game media may be paid out, and then, when the payout switch is operated again, the game media stored in the credit may 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. A design sheet is sandwiched between the combined resins, and 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 part 30 that houses an ashtray 29 for cigarettes and a resin sheet with a combination license seal, a patent certificate seal, and a model seal attached, and has an opening for displaying to the player side.

[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), and outputs, in addition to the sound effects according to the performance, an error sound and a warning sound to notify that an error has occurred from the speaker S.

[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, 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 picture); 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 some cases when it is called an operation mode navigation image (also called an operation mode image) as a higher concept of the pressing order and the pressing position) indicating 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 is a slot machine PS1 that does not have the display device 32 depending on the model.

[0047] <Other effect devices such as dot displays and movable accessory devices> Other effect devices such as dot displays and movable accessory devices are provided at any position of the front panel PS2 such as around the display window 4, the middle panel, or the lower panel 5. The other effect devices are electrically connected to the sub-control board 1000 and perform, in addition to various effect images and effect operations, the display and operation of a game instruction image or operation indicating the pressing order and the pressing position of the stop switch 13 during the game, and the display and operation of an error image when an error occurs. The other effect devices are optionally installed according to the model of the slot machine PS1. Also, various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used as the other effect devices. In particular, in a gaming machine that additionally has a liquid crystal as the other effect device, the display device 32 may be called the main display device, and the liquid crystal as the other effect device may be called the sub-display device. In this case, the main display device is configured to have a larger display area than the sub-display device.

[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 slot 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 medal inserted at the time of medal reception is a regular medal, the medal selector 34 discharges the medal to the hopper 44 located downstream.

[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 slot and is provided to count the number of inserted medals and discharged medals. The insertion sensor 1 and the insertion sensor 2 are located downstream of the passage sensor and the blocker, and are provided to determine whether the medals passing through the insertion sensor 1 and the insertion sensor 2 pass normally or abnormally by judging the passing time of the medals. 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 gaming medals, and when it is OFF, it does not permit the passage of gaming medals. Permitting the passage of gaming medals means that the gaming medals inserted from the medal insertion slot are guided to the hopper 44, and not permitting the passage of gaming medals means that the gaming medals inserted from the medal insertion slot 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 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 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 that fixes the stepping motor and is regarded as a part of the reel unit. Different pattern arrangements are drawn on the reel tape for each reel.

[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), the stepping motor is moved one step each time the timer interrupt process (hereinafter, may be simply referred to as the interrupt process) is executed once to maintain a constant speed rotation state (constant speed rotation). Then, in response to the operation of the stop switch 13 by the player, the corresponding reel is moved to the stop position determined for each stop operation reception position at a constant speed rotation, and after moving the reel to the stop position, a brake is applied (output a 4-phase excitation signal) to stop the rotation of the reel and end the excitation output.

[0057] In addition, an index is provided on the spoke portion provided at the reel base of each reel, and the index sensor provided on the motor fixing base of each reel detects the index to determine the position of the reference symbol (also referred to as the initial symbol) during rotation once per revolution. Note that the number of steps of the stepping motor, which is the drive source of the reel in this embodiment, is 336 steps, and it rotates one revolution in 336 timer interrupt processes during constant speed rotation. Also, during constant speed rotation, the rotation failure detection counter is incremented each time the timer interrupt process is executed twice, and when the counter value of the rotation failure detection counter reaches 180, it is determined that there is a rotation failure. In other words, 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, but it is not limited to this, and the determination of whether the index is detected may be performed during both the constant speed process and the acceleration process. According to such a configuration, it becomes possible to make the state in which 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 placed in engagement with 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 the medals led into the gaming machine from the medal selector 34, a hopper motor driven by inputting a drive signal from the hopper driving means, a rotating disk pivotally supported by the hopper motor for aligning the medals in the storage tank 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. The 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. When 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 the medals inserted from the medal insertion port are stored, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. Note that the number of fullness detection electrodes is not limited to two, and the number of fullness detection electrodes may be changed, such as providing three. 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, the 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, and cause the main control board 100 and the sub-control board 1000 to take in the respective predetermined voltages. When the power switch 40 is turned off, the power supply device 39 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 game result 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 result 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 enables data communication by being 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 a 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. 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 interrupt registers (e.g., IFF1 register, IFF2 register) that manage 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, eye push role, operation procedure role including both push order role and eye push role) as a result of the internal lottery and the main control means 100 notifies information regarding the display of the selected role (push order, operation timing), the sub-control means side can also be notified by transmitting selected role information (selected role group information, information regarding the display of the selected role), so that the sub-control means side can also notify information regarding the display of the selected role. Note that all processes related to the AT, such as the transition to AT, the extension of the number of AT games, and the push order notification, 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 (push order) of the reels to be stopped, and the eye push 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 used area (also referred to as the first program area) of "7.5 KB or less" and an area outside the used area (also referred to as the second program area). The used area has a control area (also referred to as the first control area) of "4.5 KB or less" in which the program executed by the main control board 100 is stored, and a data area (also referred to as the first data area) of "3.0 KB or less" in which only information other than the program (for example, internal lottery table information) is stored or will be stored. Outside the used area, there are a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the used area. Programs related to the progress of the game are stored in the used area, and programs related to anti-cheating and programs used for game machine testing are stored outside the used area.

[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 used area (also referred to as the first working area) of "512 B or less" and an area outside the used area (also referred to as the second working area). The first working area is a storage area that can be rewritten according to the progress of the game, and the second working area is a storage area that can be rewritten when programs for anti-cheating 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 in which information necessary for advancing the game is stored, an unused storage area, a storage area for the stack area where data retreated from the register is stored, and a storage area for the temporary stack area set when the power is turned on.

[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 condition 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 a case other than the unrecoverable state, that is, when the setting change process is performed normally, data 0 is set in the RAM area excluding the storage area of the switch state flag, the storage area of the set value information, the storage area of the RT state information, and the storage area of the specific condition device. That is, while maintaining the game state before the setting change, the RT state, the set value data, and the condition device flag are inherited so that the game can be played with the set value after the setting change. The set value data inherits the information before the setting change and is used in the sub-control board 1000 to determine whether the setting has been changed because a new set value will be set in the subsequent setting change process.

[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 at the time of 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, a timer circuit, etc.) built into the main control chip and controlling its functions.

[0078] For example, by writing data (also referred to as setting or storing) into a predetermined storage area of the main control built-in register by a program stored in the main control ROM, it is possible to perform a setting (timer circuit setting) related to a maskable interrupt process (for example, timer interrupt process), which is one of the programs stored in the main control ROM.

[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 transmit 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 driving of the reel. The reel sensor is a sensor that determines whether the reel is operating normally and transmits data to the drum device board when a protruding piece (also referred to as an index) passes through the sensor. The door switch is a sensor that determines whether the front door PS2 is opened. The payout sensor is a sensor that determines whether the medals are passing through appropriately when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to the hall computer outside the gaming machine. Also, the drum device board is directly supplied with power from the power supply board.

[0081] <Door relay board> The door relay board receives, as input information, various sensor information (input sensor 1, input sensor 2, passage sensor, shoot sensor) within the selector, bet switch information, stop switch information, and settlement switch information. As output information, it has blocker information, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number display 26, payout number display, replay lamp, 1-bet lamp, 2-bet lamp, 3-bet lamp, start lamp, medal insertion enabled 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 an 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 content 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] Also, 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, there are a plurality of types of performance content 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 defines at what timing (such as when operating the start switch 12 or each stop switch 13) 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) as the game progresses.

[0087] Also, it is possible to cause the generation of the performance output by the performance control means according to the operations by the player. For example, based on the sub-control commands transmitted from the main control board 100 according to the operation signals of the start switch 12, stop switch 13, medal insertion slot 17, bet switches (MAX bet switch 18, 1 bet switch 19), settlement switch, etc. whose operation signals are input to the main control board 100, it is conceivable to generate a performance by the performance control means of the sub-control board 1000. It is also conceivable to directly generate a performance from the sub-control board 1000 according to the operation of sub-input switch 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-control board 1000 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 an image control board that controls the display content of the display device 32.

[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 in 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 powering on again. 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 re-powering is referred to as a recoverable error.

[0095] <Irrecoverable error> In the slot machine PS1 of the present embodiment, when an irrecoverable error occurs, interrupts are prohibited, the progress of the game is restricted such as clearing the output of the output port, and notification of the irrecoverable state is performed such as displaying according to the type of error on the credit number display 26.

[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 simply by receiving an operation of the reset switch or by re-powering. In this case, it is configured to cancel the irrecoverable error by performing a setting change process. When the power is re-applied during an irrecoverable error, after executing a part of the power-on recovery process, the irrecoverable error display is repeatedly executed to control so that the subsequent game process is not executed.

[0097] Examples of irrecoverable errors include cases where the number of bet coins is outside the specified number during role drawing, cases where the value is not within the normal range in setting value error checking, cases where it is determined that the power-off process was not performed normally during power-on / 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 role that has not won on an active line is stopped during winning determination processing.

[0098] In addition, when an irrecoverable error occurs, the progress of the game stops during the game or during the game standby (from after the game ends until the next game starts).

[0099] <Game method, game flow> In order to play a game on the slot machine PS1, first, medals are inserted from the medal insertion slot 17, or the number of bet medals (also referred to as the specified number), which is specified in advance, is set by operating the medals stored in advance (MAX bet switch 18, 1 bet switch 19). 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. When medals exceeding the upper limit of the number of bet medals (3) and the upper limit of the stored amount (50) are inserted from the medal insertion slot (the 54th medal), the blocker of the medal selector is turned off (a state that prevents the medals from being inserted 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 gaming state when the medal is inserted). Also, when medals are inserted and can be stored in credit, the number of bet medals is 3 (the maximum number of bet medals in the gaming state when the medal is inserted), and the credit is less than 50 (less than the upper limit number that can be stored in credit). That is, when the sum of the number of bet medals and the stored number of credits is less than 53, when a medal is inserted from the medal insertion slot, the medal will enter the gaming machine. In addition, as a condition for the medal to enter the gaming machine when it is inserted, it can also be mentioned that it is during game standby (the period from the end of the game to the start of the next game). For example, even during game standby after a 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 will satisfy 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 determined 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-stop), 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 temporarily stopped 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 temporarily stopped state, or only some functions may be put into a temporarily stopped state.

[0106] As a mode of putting the progress of the game into a temporarily stopped state, control processes based on the player's operations (process of forming a passage through which medals are led to the hopper 44 by blocker control, bet number setting process based on the operation of the bet switch, reel rotation process or internal lottery process based on the operation of the start switch 12, reel stop process based on the operation of the stop switch 13) are not performed.

[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; 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 rotate after the elapse of the predetermined period; when the start switch 12 is operated, internal lottery may be performed but the reels do not rotate and then the reels rotate after the elapse of a predetermined period; when the start switch 12 is operated and internal lottery is performed, a predetermined period is set and the reels rotate or stop during the predetermined period; when the start switch 12 is operated and internal lottery and reel rotation are performed, a predetermined period is set and the stop acceptance of the stop switch 13 is 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 result that a specific symbol stops and is displayed on the reel due to 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 full reel rotation, after the left reel corresponding to the left stop switch 13a stops, reception of stops of the middle stop switch 13b and the right stop switch 13c is disabled. As a result, 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 is displayed on the reel as a result of receiving an operation of the stop switch 13, when a specific symbol has stopped and is displayed on each reel by receiving an operation of a stop switch 13 other than the stop switch 13 that is stopped last, the reception of stops of the stop switch 13 that is stopped last may be disabled, or based on the fact that a specific symbol has stopped and is displayed on each reel by receiving an operation of the stop switch 13 that is stopped last, control processing based on a bet number setting process based on an operation of a bet switch for starting the next game, a detection process for detecting the insertion of a game medium by a passage sensor, or an automatic bet process performed when a replay stops on an active line, etc. is not performed.

[0112] The predetermined period for performing the freeze effect temporarily stops game progress control based on the player's operation, but game machine operations unrelated to the progress of the game can be executed. For example, even when stop control processing based on an operation of the stop switch 13 is not performed, the rotation mode of the reel can be set arbitrarily, such as rotating in the normal rotation mode, rotating at a lower speed or a higher speed than normal.

[0113] As the rotation mode of the reel during a predetermined period, examples include rotating the reel in the direction opposite to the normal rotation (so-called reverse rotation), rotating the reel a predetermined number of symbols and stopping at a specific symbol combination, setting a predetermined reel among a plurality of reels in a stopped state and rotating 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 the freeze lottery. Also, changing means shortening, lengthening, or switching the rotation mode of the reel the predetermined period for performing the freeze effect during which the progress of the game temporarily stops.

[0115] As control processing for shortening the temporary stop period, examples include 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, examples include adding another period after the temporary stop period or rewriting the temporary stop period to a longer period. Also, the upper limit time does not have to be determined for the temporary stop period based on the freeze effect, and it may continue until a certain result is obtained based on the result of operation reception.

[0116] The freeze period for performing the freeze effect may be set after the elapse of the wait period, or may be set to include the wait period. When the wait period is included, the wait period and the freeze effect period are compared. If the freeze effect ends during the wait period, the freeze effect is executed during the wait period. If the freeze effect does not end during the wait period, the freeze effect period may be set after the wait period, or the remaining wait period may be resumed after the freeze effect ends. Also, if there is only a freeze effect period longer than the wait period in advance, the process of comparing the wait period and the freeze effect period can be omitted, and it is also possible to start the freeze effect after the operation of the start switch 12 (after the internal lottery process).

[0117] As the freeze effect, it is also possible to perform a freeze effect (also referred to as a pseudo-game) as if a 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 a 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 sway 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 that no matter at what timing the stop switch 13 is operated when the reels are rotating, the symbol combination of the winning combination can always be stopped and displayed on the valid line. For example, when the bell symbols are arranged at intervals of 3 symbols on all reels, bell - bell - bell will always stop (the draw rate is 100%), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, the case where the draw rate is 100% is referred to as PB = 1, and a winning combination with a 100% draw rate for all reels may be 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 when the reels are rotating, the symbol combination of the winning combination may not stop. For example, if there is a location within the draw range where there are no symbols related to the winning combination (such as being separated by 5 symbols), then PB≠1, and the corresponding winning combination may be 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 will be 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 will be drawn in.

[0123] Also, replay has the highest priority and cannot be missed. Therefore, when the condition device flags for replay and a minor winning combination, or replay and a bonus, are simultaneously in the on state, the symbols related to the replay must be drawn in.

[0124] <Normal section> The normal section is a section where the processing related to the indication function cannot be performed. When winning the push order role 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 push order role in the normal section, the notification of the push order (both the correct push order and the incorrect push order) is not displayed on the instruction monitor. As a result, in the normal section, neither the main control means 100 nor the sub-control means 1000 notifies the push order even if the push order role is won, so it is always impossible to tell whether it is correct or incorrect even if the push order role is won in the normal section.

[0125] <Favorable section> The favorable section is a section where the processing related to the indication function can be executed, and a favorable section is provided to suppress excessive medal acquisition by the AT. When winning the favorable section transition lottery executed in the normal section, it is possible to transition to the favorable section. In the favorable section, it is possible to conduct a lottery for transition to the AT, but in order to suppress the excessive medal acquisition described above, it is designed to end the favorable section based on certain conditions and transition to the normal section. Specifically, 1) When 1500 games have been played since the next game after transitioning to one favorable section 2) When more than 2400 medals have been acquired since the next game after transitioning to one favorable section 3) When any condition is satisfied can be mentioned. 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 favorable section, information indicating that it is the favorable section (also referred to as the favorable section type) is stored in a predetermined RAM area. When the value stored in the RAM area is 0 (when the favorable section type is 0), it indicates the normal section, and when the value stored in the RAM area is 1 (when the favorable section type is 1), it indicates the favorable section.

[0127] <Favorable section lamp> As information indicating that the main side is staying in the advantageous section, an advantageous section lamp is provided. Thus, when a player checks whether they are staying in the advantageous section, they can easily judge 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. The lighting timing of the advantageous section lamp includes after all reels stop, after receiving a bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, when detecting the third medal inserted manually, after receiving a start switch, or after winning a selected combination by internal lottery, etc. Also, as a condition for always lighting, there is a case where 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 understanding the specifications of the gaming machine.

[0129] In addition, 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] In addition, 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 in which the advantageous section has ended (after all reels stop, after receiving a 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 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 etc. 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 shift lottery and the advantageous section type becomes 1, although the advantageous section type is 1, it is still before shifting to the advantageous section, so the game state is the normal section. When executing the process for transmitting 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 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 the advantageous section. By configuring in this way, as the process for outputting the test signal, it only needs to judge whether the value of the advantageous section clear counter is 0, and the state can be accurately identified, so it is possible to eliminate the pressure on the program capacity and improve the program execution speed. In addition, when ending the advantageous section with an arbitrary end condition, as described above, since 1 is put into the value of the advantageous section clear counter, in the process for outputting the test signal, it is possible to accurately output that it is the advantageous section even in a game where the advantageous section ends. <at> "AT" is an abbreviation for "assist time" and is also referred to as the notification period. It is a period for facilitating the winning of a winning combination of a role that a player has won by role lottery (hereinafter referred to as "notification"). Generally, as means for notification during AT, there are the operation timing of the stop switch, the operation order of the stop switch, and the operation timing of the stop switch and the operation order of the stop switch, which are also referred to as 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, during non-AT, since the operation procedure information is not transmitted to the sub-control means 1000, the sub-control means 1000 cannot notify the operation procedure. As a result, on the side of the sub-control means 1000, during non-AT, it is unclear which operation procedure will result in the display of a symbol combination advantageous to the player. During AT, since the operation procedure information that can display a symbol combination advantageous to the player is transmitted, the operation procedure can be notified by the liquid crystal display device 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 AT, such as AT transfer drawing, AT topping-up drawing, and updating of AT end conditions (addition / subtraction of AT game counts, addition / subtraction of AT execution notification counts), but also the processing related to the management of AT states. The processing related to this instruction function can be executed at a bet number determined in advance for each game state. When multiple bet numbers are set as the specified numbers in a certain game state, the processing is configured to be executed only when any one of the bet numbers is selected. For example, when 2-bet and 3-bet are possible in the bonus internal state, the processing related to the instruction function can be executed only in the game with 3-bet, and the processing related to the instruction function cannot be executed in the game with 2-bet. That is, in the game with 2-bet, even if winning the AT lottery target combination, the AT lottery is not carried out, or the AT game count is not updated according to the progress of the game. Also, for SB (Single Bonus) that ends in one game, or CB that is dedicated to 2-bet games, when the game after SB or CB ends is 2-bet or 3-bet, if the number of automatically bet chips when replay is won in SB or CB is 2, the processing related to the instruction function becomes impossible to execute in the game after SB or CB ends (the processing related to the instruction function can be executed with 3-bet). Therefore, the number of bet chips automatically inserted when replay is won in SB or CB is set to 3. By doing so, the processing related to the instruction function can be executed even in the game after replay is won in SB or CB, so that a game disadvantageous to the player can be eliminated. Note that, as described above, the processing related to the advantageous section is configured to be executed regardless of the bet number.

[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), "1" is displayed on the instruction monitor, in the case of the pushing order role B (left right middle correct), "2" is displayed on the instruction monitor, in the case of the pushing order role C (middle left right correct), "3" is displayed on the instruction monitor, in the case of the pushing order role D (middle right left correct), "4" is displayed on the instruction monitor, in the case of the pushing order role E (right left middle correct), "5" is displayed on the instruction monitor, and in the case of the pushing order role F (right middle left correct), "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 digits, 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 to prevent interference 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 using 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), "123" is displayed on the instruction monitor, in the case of the pushing order role B (left right middle correct), "132" is displayed on the instruction monitor, in the case of the pushing order role C (middle left right correct), "213" is displayed on the instruction monitor, in the case of the pushing order role D (middle right left correct), "312" is displayed on the instruction monitor, in the case of the pushing order role E (right left middle correct), "231" is displayed on the instruction monitor, and in the case of the pushing order role F (right middle left correct), "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 of 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 winning of the pressing order player by the internal lottery executed based on the operation of the start switch in the advantageous section until the stop switch becomes operable. With such a configuration, since the pressing order can be notified before the player operates the stop switch, it is possible to suppress the player from performing a stop operation with an incorrect pressing order.

[0141] <Status display monitor (winning ratio monitor)> The winning ratio monitor is a display device that switches and displays cumulative advantageous section ratios or cumulative instructed winning item ratios (selectable according to the specifications of the gaming machine, also referred to as instructed winning ratios), consecutive winning item ratios during the latest 6000 games, winning item ratios during the latest 6000 games, cumulative consecutive winning item ratios, cumulative winning item ratios, cumulative winning item status ratios, etc. every 4800 ms. By using 4 seven-segment LEDs (with a decimal point), it is possible to display 4-digit numbers. Of 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 special winning item (so-called RB), the second special winning item (so-called CB), and the normal winning item (so-called SB). The "winning item ratio" is a ratio calculated by (payout during winning item operation) ÷ (total payout) × 100. Note that the payouts during the operation of the first special winning item continuous operation device (so-called BB) and the second special winning item continuous operation device (so-called MB) are also included in the "payout during winning item operation", but the payouts during general games in BB and general games in 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 consecutive winning item ratio, "consecutive winning item" refers to the first special winning item (so-called RB). The "consecutive winning item ratio" is a ratio calculated by (payout during the operation of the first special winning item) ÷ (total payout) × 100. Note that the payouts during the operation of the first special winning item continuous operation device (so-called BB) are also included in the "payout during winning item operation", but the payouts during general games in BB are not included in the "payout during winning item operation".

[0144] The "payout item with instruction input" in the payout item ratio with instruction input includes the payouts in games where the instruction function operates in the above-mentioned "item" (so-called AT). The "payout item ratio with instruction input" is a ratio calculated as (payout during instruction function operation or payout during item operation) ÷ total payout × 100. Here, (payout during instruction function operation or payout during item operation) does not refer to the payouts in games where the instruction function operates and the item also operates, but refers to the sum of the number of payouts in games where the instruction function operates and the payouts in games where the item operates. If the game where the instruction function operates is also a game where the item operates, instead of adding the two numbers of payouts, the number of payouts in that game becomes (payout during instruction function operation or payout during item operation). Note that if the player makes a mistake in the operation mode of the stop switch in a game where AT operates, the maximum payout may not be obtained, but in this case, it is calculated based on the actual payout.

[0145] Among the information displayed on the item ratio monitor, the information displayed in the identification segment is information for identifying which ratio among the cumulative advantageous interval ratio, cumulative payout item ratio with instruction input, consecutive item ratio among the latest 6000 games, item ratio among the latest 6000 games, cumulative consecutive item ratio, cumulative item ratio, and cumulative item 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 consecutive item ratio among the latest 6000 games. Note that the "." displayed on the item ratio monitor refers to the decimal point.

[0146] Among the information to be displayed on the ratio monitor, the information to be displayed in the ratio segment is information for visually recognizing the calculation results of various ratios, and it is displayed as a two-digit number using two 7-segment LEDs. For example, when the calculation result is 70, "70" is displayed in the ratio segment. Note that the decimal part of the calculated result is truncated for display. Also, when the calculation result is 100, "99" is displayed. Further, when the cumulative number of games is less than 400 games, the ratio segment displays "00".

[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 175000 games. In the case of the cumulative designated role item ratio, it is 175000 games. In the case of the consecutive role item ratio for the latest 6000 games, it is 6000 games. In the case of the role item ratio for the latest 6000 games, it is 6000 games. In the case of the cumulative consecutive role item ratio, it is 17500 games. In the case of the cumulative role item ratio, it is 17500 games. In the case of the cumulative role item and other status ratios, it is 175000 games.

[0148] The ratio segment displays the ratio segment in a blinking mode when the displayed numerical value is greater than or equal to the threshold value. The threshold value is determined according to various ratios. 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 6000 games, it is 60. In the case of the role item ratio for the latest 6000 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 and other status ratios, it is 50. Note that when the cumulative number of games is less than 400 games and the calculation result is greater than or equal to the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit mode.

[0149] 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 → extinguishing for 300 ms → lighting for 300 ms → extinguishing 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 consecutive winning combination ratio during the latest 6000 games, the winning combination ratio during the latest 6000 games, the cumulative consecutive winning combination ratio, the cumulative winning combination ratio, and the cumulative winning combination status ratio displayed on the duty ratio monitor are configured to switch the display content every 4800 ms. By setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure such that at least one of the 7-segment LEDs is always lit even when the various ratios displayed on the duty ratio monitor are switched and displayed in a blinking mode.

[0152] By configuring in this way, even at the timing when various ratio information is switched, since it starts from lighting, it is possible to continuously display a non-awkward display without a deviation in the blinking cycle.

[0153] In addition, since the display period of the test pattern after power-on described above is also set to 4800 ms, when the display of the test pattern ends after 4800 ms, the 7-segment LED turns off, and in the next timer interrupt process, it becomes possible to display information regarding the cumulative advantageous section ratio or the cumulative designated function ratio from the lighting state.

[0154] Subsequently, a control method for the blinking display in the function ratio monitor will be described.

[0155] In order to blink the display mode of the function ratio monitor, it has a storage area (_TM_CHG_FLS) for managing the time for switching between lighting and turning off. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and turning off 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 turning off 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 turning off is "0", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and turning off 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 turning off is "298", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and turning off 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 for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is "299", the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) becomes "0". At this time, the carry flag = 0 (since there is no carry when calculating "299 - 299", the carry flag = 0).

[0159] As described above, when the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is any value between 0 and 298, the carry flag = 1, and when the storage area for managing the time for switching between lighting and extinguishing (_TM_CHG_FLS) is 299, the carry flag = 0. In other words, the carry flag = 0 every 300 ms.

[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). When 0 is stored in the blink switching flag (_FL_CHG_FLS), the ratio monitor is lit, and when 1 is stored in the blink switching flag (_FL_CHG_FLS), the 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 is possible to repeatedly display the lighting mode and the extinguishing mode of the ratio monitor every 300 ms (blinking display).

[0161] When the display of the ratio monitor is to be shown in a blinking mode, it is in any of the following cases: when the cumulative number of games in the identification segment is less than the reference number of games, when the displayed numerical value in the ratio segment is equal to or greater than the threshold value, or when a test pattern is to be displayed in the identification segment and the ratio segment. Therefore, in cases other than these, it is set to be displayed in a lit mode without referring to the blink switching flag (_FL_CHG_FLS). However, since the storage area (_TM_CHG_FLS) for managing the time 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 as needed. 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 any deviation in the timing of lighting and extinguishing and the switching timing of various ratio displays.

[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, sets the functions of the main CPU, and performs a RAM check process for creating power-off recovery data. The RAM check process determines whether the checksum of all RAMs is normal. If the condition is satisfied, it is determined that the power-off recovery data is normal, and if the condition is not satisfied, it is determined that the power-off recovery data is abnormal.

[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. When the power failure recovery data is normal or recoverable, a first initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. When the power failure recovery data is not normal or not recoverable, a second initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. Then, after the setting change process, the process proceeds to the main game progress in FIG. 9.

[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. When the power failure recovery data is abnormal or not recoverable, an unrecoverable error notification is performed and the process proceeds to the unrecoverable error process that stops the progress of the game of the slot machine PS1. On the other hand, when the power failure recovery data is not abnormal or not recoverable, the process proceeds to the power failure recovery process in FIG. 8. Then, after the power failure recovery process, the process proceeds to the main game progress in FIG. 9. Note that after the power failure recovery process, in order to restore the state saved when a power failure is detected, the process is not always executed from the beginning of the main game progress.

[0167] In the unrecoverable error process, interrupts are prohibited and the outputs of the output ports (output of sub-control commands, output of excitation signals to stepping motors, etc.) are cleared. Then, the error is repeatedly displayed (notified) on the acquired number display 27.

[0168] <Power-off process> The power-off process executed by the main control board 100 according to the present embodiment will be described with reference to the flowchart of FIG. 6.

[0169] In this embodiment, when an off operation of the power switch 40 or an event in which the power supply is cut off, such as a power failure (also referred to as the occurrence of a power cut), occurs, the operating voltage for operating the slot machine PS1 drops. When the operating voltage falls below a threshold value, the voltage monitoring circuit detects the power cut and generates a power cut detection signal, and the power cut detection signal is input to the input port of the main control chip. Then, in a determination process for determining whether or not the power cut detection signal is input in the timer interrupt process, when it is determined that the power cut detection signal is input, a power cut process is executed. Note that when determining whether or not the power cut detection signal is input in the timer interrupt process, it may be determined in one timer interrupt process, or it may be determined in a plurality of timer interrupt processes of two or more times. In other words, when determining whether or not there is a power cut in a plurality of timer interrupt processes, if it is determined that the power cut detection signal is input at the first time but it is determined that the power cut detection signal is not input at the second time, the power cut process is not executed. This is to prevent the power cut process from being executed when noise or momentary interruption (a state in which the voltage falls below the threshold value only for a moment but immediately exceeds the threshold value) occurs.

[0170] In the power cut process, the output port is cleared, the occurrence of interrupts that are periodically executed is prohibited, and the interrupt disable / enable state at the time of power cut is saved. Next, the used registers are saved and the stack pointer is saved. After saving, a power cut process completed flag indicating that the power cut process has been performed is saved as being on, and checksum data for the entire RAM area is calculated and saved. Then, writing to the RAM is prohibited, and the system waits for reset. Note that the address range of the stack pointer to be saved, the presence or absence of the power cut process completed flag, and whether or not the checksum of the entire RAM area is normal are determined at the time of power cut recovery process.

[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 starting the timer interrupt process, compare the necessary data stored in the register. When a power-off detection signal is received, execute the power-off process. Read the input ports that determine the inputs of various sensors and operation switches, measure various timers (such as the timer for measuring the freeze period and the timer for measuring the wait period), and as the reel drive control, perform control according to the driving state of each reel, whether it is accelerating, rotating at a constant speed, starting deceleration, decelerating, or stopped, and update the driving state. Next, perform the port output process of creating and outputting the data to be output for each output port (such as the excitation signal to the stepping motor and the drive signal for the hopper 44), and check whether various abnormalities have occurred. Various abnormalities include whether the current set value is a normal value and whether the operation pattern of the input / output sensor is normal. Next, perform the external signal output of setting (controlling on / off) external signals such as bonus signals, ART signals, security signals, etc. to be output to an external system such as a hall computer, medal input signals, and medal payout signals.

[0174] Next, in the control command transmission process, if there is a sub-control command set, output the sub-control command to the sub-control board 1000, perform control related to the lighting of various LEDs, output notification data to be transmitted to the sub-control board such as the operation sound of the stop switch and the medal input sound, output signals related to the performance test, return the register, and save the interrupt permission flag as on to end the timer interrupt process.

[0175] Note that the types of sub-control commands include a start command due to the operation of the start switch, a winning information command indicating the result of internal lottery, a cylinder rotation start command due to the start of acceleration of the reel, a left cylinder stop command, a middle cylinder stop command, a right cylinder stop command, a full cylinder stop command, etc. due to the operation of each stop switch for stopping the rotating reel.

[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 is performed to update the value stored in the storage area of the RWM that monitors (manages) the minimum game time per play (4.1 seconds) (hereinafter also referred to as timer area A), such as processing to subtract 1. Note that not only the storage area of the RWM that monitors the minimum game time, but also the storage area of the RWM that monitors (manages) the insertion of game medals by the insertion button (hereinafter also referred to as timer area B), the storage area of the RWM that monitors (manages) the output time of an external signal (hereinafter also referred to as timer area C), etc., may have storage areas of the RWM related to a plurality of timers. In this case, in timer measurement, processing such as subtracting 1 from the value stored in timer area A, subtracting 1 from the value stored in timer area B, and subtracting 1 from the value stored in timer area C is executed, that is, processing to subtract 1 from the value stored in the storage area of the RWM that stores information regarding the timer (hereinafter also referred to as the timer area). 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 for updating the information regarding the timer stored in the RWM, processing to subtract 1 from the value stored in the timer area has been given, but processing to add 1 to the value stored in the timer area may also be used.

[0178] Here, the monitoring (management) of the insertion of game medals by the insertion button will be described. The monitoring (management) of 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 is a timer for not executing processing to determine whether the next 1 - bet switch 19 has been operated until the value of the timer becomes "0".

[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 bets are possible by operating the 1 - bet switch 19), after bet processing based on the operation of the 1 - bet switch 19 is executed, "20" is stored in the timer area B. 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". Note that when the value stored in the timer area B is not "0" (when the value stored in the timer area B is any 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 multiple bet processes from being executed due to malfunction even though the 1 - bet switch 19 is operated once. Also, it is possible to prevent a malicious player from continuously pressing the 1 - bet switch 19, causing multiple bet processes based on the operation of the 1 - bet switch 19 to be executed and commands based on the execution of the bet process to be continuously sent 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 restoration of the used registers and the restoration of the interrupt prohibition / permission state at the time of power-off are performed, and the power-off recovery process ends. Note that when the power-off recovery process ends, it returns to the state before the power-off occurred, and 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, the process proceeds 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 bet has been placed, it is determined whether the start switch 12 has been operated. If it is determined that the bet has not been placed, if game medals are inserted or in the state of being stored in credits, it waits for the operation reception of the bet switch (in the case of being stored in credits). If the 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 the operation of the stop switch is received immediately after permitting the operation reception of the stop switch after the reel rotation so that the stop control can be executed.

[0189] The types of winning combinations provided in the slot machine PS1 are roughly divided into bonus, small 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 Type 1 special accessory. RB is generally set with the end condition of obtaining 8 small winning combinations or 12 game results. During RB, the lottery for winning combinations is conducted using an RB medium winning combination lottery table in which the winning probability of small winning combinations is set higher than that of the normal winning combination lottery table.

[0192] BB is an abbreviation for Big Bonus and is also referred to as a continuous operating device related to a Type 1 special accessory. BB is set with the end condition of paying out more than a predetermined number (for example, 269 pieces) of game medals related to small winning combinations. During BB, the lottery for winning combinations is conducted using a BB medium winning combination lottery table in which the winning probability of small winning combinations (described later) is set higher than that of the normal winning combination lottery table. Note that it is not necessary to provide a BB medium winning combination lottery table during BB. For example, a device that continuously operates the RB medium winning combination lottery table described later until the end condition of BB is satisfied may be referred to as a BB medium winning combination lottery table.

[0193] CB is an abbreviation for Challenge Bonus and is also referred to as a Type 2 special accessory. CB can be set to a state in which at least all small winning combinations are won regardless of the result of the winning combination lottery. Also, during CB, stop control different from normal stop control is performed for a predetermined reel. For example, it is conceivable to control the left reel 8a to stop within 190 milliseconds to 75 milliseconds.

[0194] CB may be configured such that, as described above, since it becomes a state in which at least all small winning combinations are won, a combination of symbols that can be displayed according to the operation procedure cannot be displayed (also referred to as a miss). For example, during CB, by controlling the left reel 8a to stop within 190 milliseconds to 75 milliseconds, when stopping within 190 milliseconds, a specific symbol can be displayed on the active line at an arbitrary operation timing, but when stopping within 75 milliseconds, there may be a case where a specific symbol cannot be displayed at a specific operation timing.

[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 accessory drawing is performed using an SB medium winning drawing table in which the winning probability of small accessories is set higher than that of the normal accessory drawing table.

[0197] Although the BB in this embodiment performs accessory drawing using a BB medium winning drawing table, it is not limited to this. During BB, the winning probability of small accessories is set to the same probability as that of the normal accessory drawing table, and a BB general accessory drawing table with an increased winning probability of RB, and a game may be performed using an RB medium winning drawing table in which the winning probability of small accessories is set higher than that of the normal accessory drawing table. Even in this case, in BB, it still remains that the payout of more than a predetermined number of medals related to a small winning is set as the end condition. Also, those that control the control related to these bonuses are collectively referred to as special game control means.

[0198] A small accessory is an accessory that pays out medals based on the stopped display of a symbol combination based on the winning small accessory on the effective line and is determined to be a winning by a winning determination process (described later).

[0199] A replay (also referred to as a re - game accessory) is an accessory that grants a re - game (a game in which it is possible to perform the next game by automatic betting without newly inserting medals) when the symbol combination based on the winning replay stops and is determined to be a winning by the winning determination process. Since a replay cannot be missed in the winning game, the next game in which a 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 role, and replay roles, 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 subject to lottery by the role lottery, regarding BB, RB, and MB, when 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). During the period of carrying over the winning flag (also referred to as being inside), the role lottery may be performed using the role lottery table before carrying over the winning flag, or the role lottery may be performed using the carry-over role lottery table corresponding to the winning flag (also referred to as the internal lottery table during carry-over or the internal role lottery table). When using the carry-over role lottery table, if the symbol combination based on the winning BB, RB, or MB stops and displays on the valid line, it is determined that the transition condition of the role lottery table is satisfied, and the transition is made from the carry-over role lottery table to the role lottery table corresponding to the winning flag.

[0202] The role lottery table defines the winning probabilities for multiple types of roles, and multiple types of role lottery tables are provided according to the game state. For example, the BB-in role lottery table used during BB 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] Among the multiple symbol combinations set as duplicate winning roles, all the symbol combinations may be set so that one winning role can be stopped and displayed according to the operation mode, or some of the symbol combinations may be set to be unable to stop and display. Among these duplicate winning roles, the role corresponding to some symbol combinations that cannot stop and display may also be referred to as a 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 draws on the effective line, it is possible to control so as to vary the effective lines to be stopped and displayed according to the type of control staff set as the overlapping winning staff.

[0206] When any role is won as a result of the role draw, the winning flag control means turns on the flag corresponding to the won role. Then, when all the stop switches 13 are operated by the player and the winning process related to the won role is completed, the flag corresponding to the won role is turned off.

[0207] Also, regarding the above-mentioned BB, RB, and MB, the flag is turned on in the winning game. However, if the symbol combination of the won BB, RB, or MB is not stopped and displayed on the effective line when all the stop switches 13 are operated, the flag is carried over in the on state to the subsequent game, the above-mentioned carry-over role draw table is set, and when the symbol combination of the won BB, RB, or MB is stopped and displayed and the winning process related to the winning role is completed, the flag corresponding to BB, RB, or MB is turned off.

[0208] Also, a RT role draw table is provided in the role draw table. RT is a game state in which the winning probability of replay in role draw is different from that of the normal role draw table, and is an abbreviation of replay time.

[0209] As a specific usage example of RT, the losing area of the normal role draw table may be replaced with replay to increase the winning probability of replay, or the replay area of the normal role draw table may be replaced with a loss to decrease the winning probability of replay. Furthermore, although the normal role draw table and the replay area are the same, the types of replay that win within the replay area may be varied. In the slot machine PS1, a plurality of RT role draw tables are provided, and each is configured to shift to another RT state when a predetermined transition condition is satisfied.

[0210] The transition conditions of the RT role lottery table can be 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 appropriately set according to the game characteristics.

[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 predetermined lottery result with a setting number of 4 is 1 / 16384.

[0212] Also, when any of the above-mentioned transition conditions 1 to 5 of the RT role lottery table are satisfied, the setting number related to the 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. In this way, by transitioning to a state with a high replay probability, the decrease in medals can be suppressed and interest can be given to the game characteristics.

[0213] Next, it is checked 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), a new minimum game time is set. 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), after decrementing the value of the minimum game time timer, it is checked whether the minimum game time has elapsed. This check process for the minimum game time is executed until it is determined that the minimum game time has elapsed, and other processes are not executed as the main game progress process between the determination process for the minimum game time and the process of newly setting the minimum game time. Thereby, since the minimum game time does not extend due to other processes, the game can be made possible earlier. That is, it is possible to prevent the game from being delayed without keeping the player waiting.

[0214] However, not limited to this, other processes may be configured to be executed as the main game progress process between the determination process for the minimum game time and the process of newly setting the minimum game time. Other processes in this case may include a process of clearing the RWM address, a process of storing other data in the RWM, or other instructions with a short processing time. Since these processes have an extremely short processing time, the extension of the minimum game time is a time that the user cannot feel. After newly setting the minimum game time, the reel rotation start preparation process is executed.

[0215] In the reel rotation start preparation process, the data related to the drum stop saved in the previous game is initialized, the stop table to be used in this game is set, an output request for the start of rotation of all reels is made, and a sub-control command (reel rotation start command) indicating the start of rotation of the reels is set.

[0216] The stop table is provided corresponding to the symbol control number determined by the result of the role lottery by the internal lottery means, and is a 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 rotates) is executed. In the freeze effect, the reel is moved slightly or rotated in the reverse direction, mainly to suggest the degree of expectation of the winning combination.

[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 cylinder rotation start process) is executed. As the rotation state of the reel, there are four states: an acceleration state, a constant-speed rotation state, a stop preparation state, and a stop state. When rotating the reel, the acceleration state is set. In the acceleration state, a process of gradually rotating the stepping motor by timer interrupt processing is executed.

[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, a process of moving the stepping motor one step for each timer interrupt process is executed. However, if the constant-speed rotation process is executed immediately when the reel is stopped, there is a high possibility that the torque will be insufficient and the stepping motor will lose synchronization. Therefore, an acceleration process is required to gradually rotate the reel. In the acceleration process in this embodiment, first, the stepping motor is moved one step after 50 timer interrupt processes, then the stepping motor is moved one step after 30 timer interrupt processes, then the stepping motor is moved one step after 10 timer interrupt processes, then the stepping motor is moved one step after 5 timer interrupt processes, then the stepping motor is moved one step after 2 timer interrupt processes, and then the stepping motor is moved one step after 1 timer interrupt process. After that, it is connected to the constant-speed rotation process of moving the stepping motor one step for each timer interrupt process.

[0220] When the constant-speed rotation process is being executed, the value of the above-described rotation defect detection counter is incremented for each timer interrupt process to detect rotation defects. Since the initial value of the rotation defect detection counter is set to 0, it is incremented for each timer interrupt process. However, if the initial value of the rotation defect detection counter is set to 180, the value of the rotation defect detection counter may be decremented for each timer interrupt process, and it may be determined that a rotation defect has been detected when the value reaches 0.

[0221] Also, in the constant-speed rotation state, acceptance of a stop by the stop switch is permitted, and the operation of the stop switch is awaited. When acceptance of a stop by the stop switch is permitted, the lamp of the stop switch is lit blue to notify the player that the stop switch is effective (when acceptance of a stop by the stop switch is not permitted, it is lit red). Regarding the lighting control of this stop switch lamp, it may be the process of the main control means 100 or the process of the sub-control means 1000. Further, as the lighting control of the lamp of the stop switch, when executing a push-order navigator, the lamp of the stop switch may be blinked or the like so that it is easy for the player to recognize the stop switch to be operated.

[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 equivalent to 3 minutes), "Please stop the reel" (reel stop warning image) is displayed on the liquid crystal to prompt the player to rotate the reel. The reel rotation time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there is still a reel that is rotating, the count is executed again. In this way, the reel rotation time measurement timer is continuously updated until all the reels stop.

[0223] In addition, when the reel stop warning image is displayed simultaneously with the pressing order navigator, it is displayed in front of the pressing order navigator, so that even when the display areas of the reel stop warning image and the pressing 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 pressing order navigator may become difficult to see and it may become unclear which reel to stop, the reel stop warning image may be erased (or the reel stop warning image may be made smaller or moved) by operating the sub-switch, the effect switch, etc., so that the pressing order navigator can be recognized.

[0224] After enabling the reception of the operation of the stop switch in the main game progress process, the determination process of the reception of the operation of the stop switch (reel stop reception check process) is repeated until the stop switch is operated. When it is determined that any of the stop switches has been operated, stop control (also referred to as slip control) of the reel corresponding to the operated stop switch is executed. At this time, the reel corresponding to the operated stop switch shifts from the constant speed rotation state to the stop preparation state. In the stop preparation state, the reel is rotated to the target stop position while rotating at a constant speed. Then, when the target stop position is reached, it shifts to the stop state, and all four-phase excitations become ON to apply a brake. Note that the slip control is performed within 190 milliseconds from the operation of the stop switch 13. In this embodiment, when the operation of the stop switch 13 is received, it is possible to draw in the symbols up to four symbols ahead.

[0225] Here, the target stop position is determined based on whether the symbol number currently passing through matches the symbol number stored as the stop position. If it is determined that they match, all four-phase excitations are turned ON as the target stop position. Also, the symbol number currently passing through is determined by setting the initial symbol number at the moment when the above-described index sensor detects the index (when the index signal rises) and setting the next symbol number after moving one symbol by the timer interrupt process from there.

[0226] After executing the reel stop acceptance check process, check whether all reels have stopped. If all reels have stopped, execute the winning determination process and then the winning process. If not all reels have stopped, execute the stop operation acceptance waiting process for the stop switch corresponding to the spinning reel. After all reels have stopped, update the display content of the status display monitor and shift to the advantageous section clear counter management process. Then, perform a game end check process to update the RT status etc., and end the series of flows of the main game progress. Note that the soft random number update process may be performed during the period from the start of the reel rotation to the acceptance of the stop operation.

[0227] The winning determination process is a process of determining whether a symbol combination that forms a winning combination has stopped and is displayed on the active line. In order to determine whether the stop symbol determined when the stop switch is operated is abnormal, the determination is not actually made 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 that forms 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 that forms 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 a 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 overlooking a small combination, a winning process such as performing shift control of the game state such as shifting to the RT state without performing a payout can be performed. Furthermore, as a 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 combination lottery table according to the game state to be shifted, setting 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 (stopped outcome information) stopped and displayed on the valid line and the winning combination lottery result information are transmitted to the sub-control board 1000. On the other hand, when receiving these information, the sub-control board 1000 can output an effect according to the winning symbol combination information and the winning combination 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 valid lines. As a result of the determination, when a plurality of symbol combinations based on overlapping winning combinations are stopped and displayed on a plurality of valid lines, a winning process is performed for each of the plurality of stopped symbol combinations.

[0233] For example, as a winning process when a minor winning combination set to pay out 2 medals and a minor winning combination set to pay out 10 medals are stopped and displayed on a plurality of active lines, the number of medals paid out based on the minor winning combination set to pay out 2 medals and the number of medals paid out based on the minor winning combination set to pay out 10 medals are added together, and 12 medals are paid out.

[0234] Then, an upper limit is set for the number of medals paid out in one payout. When a symbol combination based on a plurality of minor winning combinations is stopped and displayed on an active line and the total number of medals to be paid out exceeds the upper limit value, the number of medals equal to the upper limit value is paid out.

[0235] For example, when the upper limit value of the number of medals paid out is set to 15, and as a winning process when a minor winning combination set to pay out 12 medals and a minor winning combination set to pay out 10 medals are stopped and displayed on a plurality of active lines, when the sum of the minor winning combination set to pay out 12 medals and the minor winning combination set to pay out 10 medals exceeds the upper limit value, 15 medals, which is the upper limit value, are paid out.

[0236] In this embodiment, medals are set to be paid out only for minor winning combinations. However, as a winning process based on a replay, the number of medals corresponding to the number of bet medals may be paid out, or as a winning process based on a bonus, a preset number of medals may be paid out.

[0237] <Advantageous Section Clear Counter Management Process> Regarding the advantageous section clear counter management process related to the management of advantageous sections among the processes executed by the main game progress according to this embodiment, it will be described with reference to 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 determine whether the advantageous section type is 0. If the value of the advantageous section clear counter before subtraction is not 0, it is determined whether the value of the advantageous section clear counter after subtraction is 0. Note that advantageous section type = 0 means a section that is not an advantageous section and is a normal section, and advantageous section type = 1 means 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 obtain 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 special replay operation symbol has stopped being displayed. If it is determined that the special replay operation symbol has stopped being displayed, the process proceeds to determine whether the value of the MY counter exceeds the upper limit value (2400). If it is determined that the special replay operation symbol has not stopped being displayed, the process proceeds to obtain the data of the payout number buffer. The data of the payout number buffer is data indicating the payout number related to winning, no payout in case of losing or missing a small winning combination (the payout number is 0).

[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 obtained data (OUT number) of the payout number buffer 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 number of inserted bills (IN 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 to 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 favorable interval type. In the determination process of the favorable interval type, if the favorable interval type is 0, end the favorable interval clear counter management process, and if the favorable interval type is not 0, set the initial value (1500) to the favorable interval clear counter and end the favorable interval clear counter management process. Also, if it is determined in the determination process as to whether the value of the MY counter exceeds the upper limit value (2400) that the value of the MY counter does not exceed the upper limit value (2400), end the favorable interval clear counter management process.

[0250] Determine whether the value of the advantageous section clear counter before subtraction is 0. When the value of the advantageous section clear counter before subtraction is 0 and the advantageous section type is not 0, this is the process that passes at the start of the advantageous section, and this process is not passed except at the start of the advantageous section. The 1500 stored in the advantageous section clear counter corresponds to the maximum number of games that can execute the advantageous section. When the advantageous section is executed up to 1500 games at most, the normal section is set from the next game. This is to prevent sinking and suppress the state where medals continue to increase throughout the day, and not to significantly incite the gambling mentality.

[0251] In addition, as the timing for setting the advantageous section type to 1, it is executed in the advantageous section transition lottery process from when the start switch is received until the start of reel rotation. The advantageous section transition lottery process is the process that passes when the conditional device number to be the lottery target is selected. If winning the advantageous section transition lottery, set 1 to the advantageous section type, and if not winning the advantageous section transition lottery, set the advantageous section type to 0 (normal section).

[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. The parameters that affect the performance related to the instruction function include the number of AT games and the game state related to AT. And by updating the advantageous section type to 0, it becomes the normal section that is not the advantageous section. When the value of the MY counter is 2400 or less, this process ends while maintaining the advantageous section. Note that when winning a replay in the advantageous section, the update process of the MY counter is not executed, but the judgment process of whether the MY counter exceeds 2400 is passed. In the case of a replay, since the same number of coins as the number of inserted coins are automatically bet, OUT - IN is always 0. However, since there is a possibility that the value of the MY counter is updated at a timing different from the original process due to noise or fraud, it is determined whether the upper limit value of the MY counter has been reached even during a replay.

[0253] In addition to the end timing of the advantageous section being the elapse of 1500 games or exceeding MY2400, it can be ended at any timing for each gaming machine. For example, it applies when winning the end lottery when a predetermined combination is won, or when executing an arbitrary number of games (less than 1500 games). When ending the advantageous section at an arbitrary end timing like this, before executing the advantageous section clear counter management process (it is desirable to execute the process related to AT that is executed after all reels stop), by setting 1 to the value of the advantageous section clear counter, when the advantageous section clear counter management process is executed, the value before subtraction of the advantageous section clear counter is 1, the subtraction result of the advantageous section clear counter becomes 0, and the advantageous section can be ended by the advantageous section clear counter management process. That is, after setting 1 to the value of the advantageous section clear counter, by subtracting 1 from the counter value, the value of the advantageous section clear counter becomes 0 and the advantageous section can be ended. Thereby, when an arbitrary end condition is achieved, it becomes possible to process within the same module without using another advantageous section end module.

[0254] Also, the advantageous section clear counter subtraction process in the advantageous section clear counter management process is configured to be executed in any bet number (when a plurality of specified numbers are set as 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 using 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, by dynamic lighting control which is a timer interrupt process, lighting control is performed by referring to the setting value display data every 5 interrupts.

[0258] Thereafter, it is determined whether or not 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 or not 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 or not 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 or not 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 in 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 or not 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, a process of finalizing the set value is performed, and the process 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 in 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 a different determination probability (role winning probability) of the lottery result by internal lottery is provided for each set value.

[0263] When the setting change means is in a state where the power of the slot machine PS1 is not turned on, and the setting key used for setting change is rotated by the manager of the game arcade and the setting key is held at the rotation position where the setting key switch signal turns on, when the power of the slot machine PS1 is turned on, the setting key switch signal is turned on upon the power-on of the slot machine PS1. In the present embodiment, the turning on of the setting key switch signal means a rising edge on (changing from off to on). If the setting key was on before the power-off occurred, the rising edge on is not detected after the power-on, so it is configured not to shift to the setting change mode. However, the turning on of the setting key switch signal may be considered as a level on, and even if the setting key was on before the power-off occurred, if the setting key is on when the power is re-supplied, it may be configured to shift to the setting change mode.

[0264] When the setting change means determines that the setting key switch signal is on, the door open signal is on, and the setting changeable flag is on, it activates a setting change mode in which the set value of the slot machine PS1 can be changed.

[0265] The setting changeable flag switches between on and off according to the game state. For example, a mode can be considered in which the setting changeable flag is turned off during the period from when the start switch 12 is operated until the game ends, and the setting changeable flag is turned on during other periods. However, it is not limited to this mode only. The setting changeable flag may be turned off only when a specific bonus game starts or when it is in the middle of a specific bonus. Or, it may be configured to be able to change settings in any state by not providing the setting changeable flag.

[0266] When the setting change mode is activated, the blocker provided in the medal selector 34 is turned off so that the game cannot be started by inserting medals. The set value data that can be changed in the setting change mode has six levels: "1", "2", "3", "4", "5", and "6". For each higher set value, a winning combination selection table with a higher payout rate is set.

[0267] After activating the setting change mode, to notify that it is the setting change mode, the setting display LED provided on the back of the front panel PS2 is lit. Then, set the setting value display data for displaying the set setting value data, and 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, continuously 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, the setting switch rising data is cleared, and it is determined 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"), the setting value data is cleared (the setting value data is set to "1"), and when it is determined that the current setting value is less than the maximum setting value (setting values "1" to "5"), the current setting value is incremented. Note that as the processing of the setting change mode when the setting value data has six levels from 0 to 5, it is determined 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"), the setting value data is cleared (the setting value data is set to "0"), and when it is determined that the current setting value is less than the maximum setting value (setting values "0" to "4"), the current setting value may be incremented.

[0271] Note that as the setting value display mode of the setting display LED when it is determined that the sensor signal of the start switch 12 is on after starting the setting change mode, in order to indicate that the setting value cannot be changed, the setting display LED may display "0", or the setting display LED may display "_X" ("X" is the setting value after confirmation), etc., 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 sheets, and even during the bonus operation, the game is started only with three sheets.

[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 respectively called Red Seven, Blue Seven, Bar, Gold Bar, Blank, Cherry, Watermelon, Bell A, Bell B, and Replay. Note that the names of the symbols and the types of symbols are merely examples and can be changed without any problem.

[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 drum (left reel), a second drum (middle reel), and a third drum (right reel).

[0276] The symbol combinations in this embodiment are shown in FIGS. 13 to 18. The item of "Winning Symbol·Actuating Symbol·Pattern Symbol Name" in the figure indicates the name of the conditional device corresponding to the symbol combination. Also, 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 "Re - game" is described, it indicates that a re - game is given when the symbol combination stops. When a number is described, it indicates the number of coins paid out when the symbol combination stops. When "-" is described, it indicates that the symbol combination does not stop in the corresponding game state.

[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 two wins or two games are satisfied. When the end condition of RB is met, RB automatically operates until the end condition of 1 Type BB (payout of more than 11 game medals) is met.

[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%, pressing the reels is required for each reel when displaying the 1 Type BB symbol combination.

[0279] In this embodiment, the RT transition starts from non-RT (also referred to as "one type BB non-internal"), and if one type BB hits during non-RT and the one type BB symbol combination does not stop, it transitions to RT1 (also referred to as "one type BB internal") from the next game (it may also be at the end of the current game). When the one type BB symbol combination stops during RT1, RT1 ends and one type BB activates (also referred to as "one type BB middle") from the next game. When the activation of one type BB ends, it transitions to non-RT from the next game. Also, since it starts from non-RT during setting changes, if the setting change device activates during RT1 or one type BB activation, non-RT is set when the operation of the setting change device ends. Note that in a power-off where the setting change device does not 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, and 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, numbers corresponding to the hitting numbers are described. Also, in the item "condition device", the operating condition devices are described. In the item "common name", 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 position", indicating that when the right reel stops at the first stop, the strong battle position stops. The common name corresponding to the prize-A1 condition device is "push order bell A group 123", indicating that the operation mode of the left reel first stop, middle reel second stop, and right reel third stop is the correct operation mode (in this case, the operation mode in which the symbol combination of prize 52 (a prize with a larger payout number of coins than prizes 01 - 02, 09, 29 - 31) stops). Also, in the item "component", the symbol combinations corresponding to the condition devices are shown. For example, it is shown that when the replay-A condition device activates (hits), replay 01 or replay 02 can be displayed. Note that the part described as "0" in the item "prize replay game" corresponds to a miss.

[0281] The internal lottery results that can be determined by the internal lottery means in one type of BB non-internal in this embodiment will be described with reference to FIGS. 20 to 22. The internal lottery results that can be determined by the internal lottery means in one type of BB non-internal are one type of BB, replay-A, replay-B, replay-C (+ one type of BB), replay-D (+ one type of BB), replay-E (+ one type of BB), replay-F (+ one type of BB), replay-G (+ one type of BB), replay-H (+ one type of BB), replay-I (+ one type of BB), replay-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 miss.

[0282] Note that the above description of "replay-C (+ one type of BB)" indicates that replay-C and one type of BB are won simultaneously, which corresponds to the fact that both the "bonus condition device" and the "winning replay" are named in FIGS. 20, 21, and 22. Also, the "internal lottery" items in FIGS. 20, 21, and 22 indicate whether it is an internal lottery target for each game state. "○" indicates that it is an internal lottery target, and "×" indicates that it is not an internal lottery target. Further, the "favorable area transition" items in FIGS. 20, 21, and 22 indicate whether to execute the favorable area transition lottery for each game state. "○" indicates that the favorable area transition lottery is executed, and "×" indicates that the favorable area transition lottery is not executed. Note that in this embodiment, when the favorable area transition lottery is executed, it is configured to win 100% and transition to the favorable area. Also, the items of "R1" to "R6" in FIGS. 20, 21, and 22 indicate the number of winning positions of the internal lottery corresponding to the set values, and 65536 positions 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 a draw of Re-game - A or Re-game - B does not result in 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, it will surely 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 combination or the prize combination will surely hit), once it shifts to RT1, it is possible to stop the BB symbol combination in some operation modes when the Push Order Bell C group (Prizes C1 to C6) hits. A part when the Push Order Bell C group hits means, for example, the middle reel when Prize C1 hits, or some of the button-pressing positions for the first stop of the right reel. Also, when Prize C1 hits in the advantageous section, by notifying the correct push order (in this case, "1, 2, 3" is displayed on the liquid crystal), Prize 38 stops and the BB symbol combination does not stop. With such a configuration, by notifying the operation mode in which the BB symbol combination does not stop, the user can maintain RT1. Also, the number of misses in RT1 is set to 4 (because the minimum hitting probability in design is 1 / 17500 or more), and for other re-game combinations and prize combinations, the BB symbol combination is configured not to stop, so that the BB symbol combination may be configured to stop only when there is a miss.

[0288] In this embodiment, as the game states managed by the main control means in the advantageous section, there are an advantageous section general state, a chance zone (also referred to as CZ), and an AT state. Transitions occur from the advantageous section general state to CZ, from CZ to AT, from AT to the advantageous section general state, or from AT to CZ. Also, the game state managed by the main control means in the normal section is only the normal section general state, and no transition of the game state occurs until it transitions to the advantageous section. Note that in the advantageous section general state and the normal section general state, the flags regarding the game states managed by the main control means may be in the same state or different states.

[0289] The normal state is a state in which when the internal lottery result hits any one of winning prizes - A1 to winning prizes - C6, it does not notify the advantageous winning press order.

[0290] CZ is a state that transitions when the internal lottery result in the normal state hits any one of winning prizes - D to winning prizes - H. 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 it hits the AT lottery during CZ, and it is a state that notifies the advantageous operation mode (winning press order) when it hits any one of winning prizes - A1 to winning prizes - 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 the MY in the advantageous section exceeds 2400, when initialization processing based on setting changes is performed, when the RAM clear switch becomes effective, and the end condition of AT does not match the end condition of the advantageous section. However, a part of the end condition of AT (when reaching the ending or when the number of acquired medals is a predetermined number (for example, 2300 or more)) may be used as the end condition of the advantageous section. Also, it may be configured to transition to the normal section when hitting CZ in the advantageous section. In this case, it is determined whether to end the advantageous section according to the situation of the advantageous section when hitting CZ in the advantageous section.

[0293] CZ is determined by lottery when it hits any of Winning Prize - D to Winning Prize - H (hereinafter also referred to as rare roles). Basically, the less likely the internal lottery result is to hit, the more likely CZ is to hit. In this embodiment, in the order of being more likely to hit CZ, it is the order of Winning Prize - G > Winning Prize - E > Winning Prize - H > Winning Prize - F > Winning Prize - D.

[0294] In this embodiment, CZ does not occur immediately after hitting. After hitting CZ, it starts CZ 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, there are few remaining game times in the advantageous section and thus no balls can be produced. Especially, the specification with fewer net increase numbers (the expected number of acquired balls per game, also referred to as the tilt 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 always the case that AT is always performed in the advantageous section. Because various game states such as the above - mentioned normal state and CZ are transitioned, the remaining game times in the advantageous section are often few (for example, 500 times, etc.) when AT starts. 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 for the remaining 1400 times, 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 advantageous section may be varied according to the value of the number of acquired medals (cumulative number of paid-out medals - cumulative number of inserted medals) since the start of the advantageous section. For example, when CZ is started at the transition of the advantageous section and hits AT, a mode of varying the hitting probability of CZ within the remaining advantageous section after the end of AT can be considered depending on whether 50 medals or 1000 medals are acquired at the AT. In this case, there are considerations of making the hitting probability of CZ after acquiring 50 medals higher or lower than the hitting probability of CZ after acquiring 1000 medals.

[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 users who have not been able to acquire many medals at the AT, so it is possible to play 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 advantageous sections after acquiring 1000 medals (because it is close to the end condition of the advantageous section, which is 1500 game times or 2400 acquired medals), even if the CZ probability is increased, the gambling mentality does not increase significantly in terms of the payout design, and a new sense of expectation can be created for the user.

[0298] When it is targeted at CZ, a blessing effect is performed that displays characters such as "success" or "victory" for the relevant game targeted at CZ or after a predetermined number of game times (which can be arbitrarily set according to the specifications of the gaming machine). In this way, the user can understand that some kind of privilege has been granted, so that the progress of the game can be intuitively understood. Then, from the next game onwards, a display indicating "preparing for CZ" is made in the lighting state of the liquid crystal or lamp, and an expectation for CZ can be created for the user. "Preparing for CZ" corresponds to the state from the end of the advantageous section until the transition to the advantageous section again 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 an unfavorable state for users who do not perform any AT lottery or AT addition, etc. However, by reducing the payout rate during "preparing for CZ" compared to the AT state, the payout balls can be allocated to AT, and a wave of payout balls can be created. Also, since an expectation for CZ is created during "preparing for CZ", even if the payout rate is reduced, it is difficult for the user to feel that they have suffered a loss.

[0299] Also, although the advantageous section is ended in the next game targeted at CZ, a predetermined number of game times may be executed from the game targeted at CZ until the advantageous section ends. In this case, in the relevant game targeted at CZ, no notification of targeting at CZ is made, and it is conceivable to perform a predetermined number of game times through an effect to determine whether or not it is targeted at CZ (so-called precursor effect or continuous effect). Then, a blessing effect is executed at the timing when the predetermined number of game times is executed, and it becomes "preparing for CZ" from the next game. This is because the advantageous section lamp is lit in the advantageous section, and when the advantageous section ends, the advantageous section lamp goes out. Therefore, it is to make it impossible to tell whether or not it is targeted at CZ from the lighting state of the advantageous section lamp until the notification of targeting at CZ from the CZ targeting game. Note that it may be set to transition from the advantageous section to the normal section during "preparing for CZ". In this case, since it has already been notified that it is "preparing for CZ", the result will not be known in advance by 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 equal to or more than a predetermined number (for example, 1000 rounds). By configuring in this way, since the CZ preparation in progress is executed when there is a margin in the remaining number of game rounds in the advantageous section, even if the CZ is executed after the CZ preparation in progress and as a result the AT is executed, a sufficient feeling of getting out 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, in the case of executing the CZ preparation in progress in the above-mentioned advantageous section, when winning any of winning - D to winning - H during the CZ preparation in progress, it may be determined whether to award the AT by lottery. In this case, the order of the rare hands that are likely to win the AT by the AT lottery may be the same as the order that is likely to win the CZ, or may be made 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 the rare hand.

[0302] Furthermore, in order not to reduce the gaming motivation of the user who won the rare hand but did not win the AT, a privilege different from the AT may be awarded. As the privilege, for example, it is conceivable to display a two - dimensional code that can be read by the user terminal or to display a setting suggestion effect that can distinguish the setting value. The privilege may be made more likely to be awarded as the number of game rounds in the advantageous section is closer to the above - mentioned predetermined number (for example, 1500 rounds), or may be made more likely to be awarded when the number of CZ times is 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 during the first type of BB, the information during the first type of BB is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT.

[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 a normal section. In other words, as the game state during the advantageous section, there are the normal state, CZ, or AT, but in any state, when the RAM initialization process is performed, it shifts to the normal section.

[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 configured to start CZ when shifting from the normal section to the advantageous section, after the setting change, it becomes an advantageous state (a state where CZ can be started by shifting to the advantageous section without performing a game for aiming at CZ).

[0307] By configuring in this way, since it is 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) can be set, there is a risk of significantly stimulating the gambling mentality (so-called morning). For this reason, it is conceivable to change the content of CZ according to the situation when shifting to the advantageous section.

[0309] In this case, when the RT state of the next game in which the transition to the advantageous section is determined is RT1, since it is the basic game flow, CZ is started. When the RT state of the next game in which the transition to the advantageous section is determined is non-RT, it is assumed that it is after the setting change, and CZ is not started. Note that as the game in which the transition to the advantageous section is determined, any one of the above-described replay-C, replay-D, replay-E, replay-F, replay-G, replay-H, replay-I, replay-J, winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6, winning-D, winning-E, winning-F, winning-G, winning-H, winning-I, winning-J, winning-K has been won.

[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 won becomes RT1 and CZ is started. However, since winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-B1, winning-B2, winning-B3, winning-B4, winning-B5, winning-B6, winning-C1, winning-C2, winning-C3, winning-C4, winning-C5, winning-C6 do not overlap with one type of BB, the next game in which they are won is non-RT and CZ is not started.

[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 specification regarding the morning such as transitioning to CZ only by playing the game several times after the setting change can be suppressed, and the probability of winning can be suppressed.

[0312] It is also conceivable to reduce the probability of winning by using a specification that changes the game state managed by the main control means in the advantageous section with reference to the RT state of the next game for which the transition to the advantageous section has been determined. In this case, it is also possible to configure such that the advantageous section that has shifted to non-RT (during non-internal 1-type BB) does not perform AT, and the advantageous section that has shifted to RT1 (during internal 1-type BB) has a possibility of performing AT. With such a configuration, when shifting to the advantageous section in non-RT after the setting change, since AT is not performed and thus balls cannot be obtained, the probability of winning is suppressed. The end condition of the advantageous section at this time may be until it corresponds to the above-mentioned CZ, or may be when a predetermined number of games (for example, 1,500 games) have been played, or may be when the difference in the number of sheets in the advantageous section has reached a predetermined number (for example, 2,400 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 hit during internal 1-type BB 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-type BB and winning-A1 are operating. Also, when winning-A1 is hit during non-internal 1-type BB 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 with 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 given preferential treatment). 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 AT drawing is also performed in the general advantageous section state, and it is configured to 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 has reached 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 the state at the start of the advantageous section to have a high degree of expectation regarding AT.

[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-type BB), compared with the case where the transition to the advantageous section is determined during RT (during internal 1-type BB), it is preferable to configure the state at the start of the advantageous section to have a low degree of expectation regarding AT. In other words, it is preferable to configure it so 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 has been 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-type BB), re-games - D(+1-type BB), re-games - E(+1-type BB), re-games - F(+1-type BB), re-games - G(+1-type BB), re-games - H(+1-type BB), re-games - I(+1-type BB), re-games - 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) which overlap with 1-type BB, since the next game becomes RT1 and CZ starts, resulting in a state with a high degree of expectation regarding AT at the start of the advantageous section, 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 is configured to determine the transition to the advantageous section. 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, when winning any of replay-C(+1 type BB) that overlaps 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), it may be configured not to transition to the advantageous section.

[0320] In this way, when any one of Re-game - C (+ one type of BB), Re-game - D (+ one type of BB), Re-game - E (+ one type of BB), Re-game - F (+ one type of BB), Re-game - G (+ one type of BB), Re-game - H (+ one type of BB), Re-game - I (+ one type of BB), Re-game - J (+ one type of BB), Prize - D (+ one type of BB), Prize - E (+ one type of BB), Prize - F (+ one type of BB), Prize - G (+ one type of BB), Prize - H (+ one type of BB), Prize - I (+ one type of BB), Prize - J (+ one type of BB), Prize - K (+ one type of BB) is matched during the normal period and non - RT period, the shift to the advantageous section is not allowed. When the shift to the advantageous section is determined during non - RT, the next game can always be set to non - RT. Since the degree of expectation regarding AT does not become high at the start of the first advantageous section after the setting change, it is possible to suppress the specifications regarding the morning while making the start of the advantageous section relatively advantageous for the player, and it is possible to suppress the probability of winning and control the gambling nature.

[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 after 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. In this way, it is configured to have cases of referring to the RT state and not referring to the RT state in the next game after the game where the transition to the advantageous section has been determined. 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 non-RT, if a 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, or winning - 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 to start from an AT high-probability state, or to give preferential treatment to the ceiling game count, or to 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 any of the following occurs: 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, it determines the transition to the advantageous period and stores the one - type BB hit game flag 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 any of the following occurs: 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 hits, it determines the transition to the advantageous period but does not store the one - type BB hit game flag. So, in the next game, it refers to the RT state. 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 any of the following occurs: 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 hits, it is configured not to transition to the advantageous period.

[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 an 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 luck, and when hitting an 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 an 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 to shift to the general advantageous section state or CZ after the end of the first AT if the second AT is not hit during 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 by applying it to the 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 with 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 of the instruction function controlled by the main control means are updated to 0. Therefore, the sub-control means stores whether the production state at the end of the advantageous section is the general advantageous section state, the production state corresponding to the first AT, or the production state corresponding to the second AT, and the production executed during CZ differs according to whether the production state at the end of the previous advantageous section was the general advantageous section state, the production state corresponding to the first AT, or the production state corresponding to the second AT at the start of CZ. Note that since the production 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 production in the general advantageous section state based on the fact that the production state at the end of the previous advantageous section is not stored. By configuring in this way, even for CZ that performs AT extraction with 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, the CZ that can be executed at the start of the first advantageous section after setting change is referred to as CZ1, the CZ that can be executed by applying it to the CZ in the general advantageous section state is referred to as CZ2, the CZ that can be executed after the end of the first AT is referred to as CZ3, and the 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 have 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 a different AT extraction content 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 a different AT extraction content. Even in this case, it is preferable to configure such that the effects executed by CZs with different AT extraction contents are different. By configuring in this way, the player can grasp that the AT extraction contents are different from the visual effects.

[0338] In this embodiment, only one type of BB is set as the extraction target. Instead, RB or MB may be set as the extraction target, or two or all of one type of BB, RB, and MB may be set as the extraction target.

[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, 3 bets have not been made (including the situation where auto-betting is not performed), and the number of credits stored is equal to or more than the number that allows 3 bets (for example, the number of credits in the situation where no bet is made is 3 or more, or the number of credits in the situation where 1 bet is 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 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).

[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 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. 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. And 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 the 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] As a result, even in a situation where, for example, an unintended operation of the MAX bet switch 18 is being performed when power is restored after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to prevent the bet from being placed. 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. Therefore, 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 being able to place a MAX bet (cause a MAX bet process to be performed).

[0345] Also, for example, when a problem occurs in the return spring or sensor of the MAX bet switch 18 before and after a power cut, and the pressed state of the MAX bet switch 18 cannot be released, by lighting the MAX bet lamp, it becomes possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.

[0346] Also, in a situation where the power is cut off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and 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. However, by newly operating (pressing) the 1 bet switch 19 (by the sensor for detecting the 1 bet switch 19 changing from OFF to ON), the 1 bet process can be executed.

[0347] Thus, even in a situation where, for example, an unintended operation of the MAX bet switch 18 is being performed when power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to notify that bet processing is possible based on the lighting state of the MAX bet lamp, and it is possible to suggest that the 1-bit switch 19 is operable. Also, even in such a case, since the operation of the 1-bit switch 19 is effective, the game can be advanced.

[0348] Also, in a situation where the power is turned off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and power is turned on while the MAX bet switch 18 is being pressed (when power outage recovery processing is executed), the MAX bet processing may be executed. In this case, the MAX bet lamp may be lit or extinguished after power is turned on. When the MAX bet lamp is lit after power is turned on, it suggests that the 1-bit switch 19 is operable, and when the 1-bit switch 19 is operated, the state changes from the 3-bit state to the 1-bit state, and a difference of "2" is returned to the credit (when the credit number is 50 in the 3-bit state, since the difference cannot be returned to the credit, even if the 1-bit switch 19 is operated, the state does not change to the 1-bit state and the 3-bit state is maintained, so the MAX bet lamp is not lit (extinguished) after power is turned on). When the MAX bet lamp is extinguished after power is turned on, it is possible to suggest that the MAX bet processing has been executed. Also, whether the MAX bet lamp is lit or extinguished after power is turned on, it is possible to notify that the MAX bet processing has been executed by outputting a 3-bit sound (equivalent to three 1-bit sounds) when power is turned on.

[0349] Subsequently, in a state where the MAX bet is possible (a situation where no bet has been placed), when the 1-bit switch 19 is operated (pressed), 1 is stored as the bet number, and the 1-bit lamp is lit. Also, since the operation of the MAX bet switch 18 is still effective, the MAX bet lamp is also lit.

[0350] Also, in a state where the maximum bet is possible (a situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when the power failure recovery process is executed 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] This makes it possible to prevent betting even if there is a situation where an unintended operation of the 1-bit switch 19 occurs during power-on after a power failure (such as a situation where a hand is placed on the 1-bit switch 19). Also, even in such a case, it is possible to inform that the bet process is possible based on the lighting state of the maximum bet lamp and to suggest that the 1-bit switch 19 is operable. For this reason, a player who recognizes that the operations of the maximum bet switch 18 and the 1-bit switch 19 are valid can release the pressed 1-bit switch 19 once (after the sensor of the 1-bit switch 19 changes from ON to OFF), and then press the 1-bit switch 19 again, or, without releasing the pressed 1-bit switch 19 (while the sensor of the 1-bit switch 19 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, if the new MAX bet switch 18 is operated (pressed), the MAX bet process can be executed.

[0353] As a result, for example, even in a situation where an unintended operation of the 1-bit switch 19 is made when the power is turned on after a power outage (such as a situation where a hand is placed on the 1-bit switch 19), it is possible to notify that the bet process is possible based on the lighting state of the MAX bet lamp and suggest that the MAX bet switch 18 is operable. Also, even in such a case, since the operation of the MAX bet switch 18 is effective, the game can be advanced.

[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 new 1-bit switch 19 is 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 new 1-bit switch 19 or the maximum bet switch 18 is 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 new 1-bit switch 19 or the maximum bet switch 18 is 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 if, for example, the MAX bet switch 18 is being operated unintentionally 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, by 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 in the return spring or sensor of the MAX bet switch 18 before and after a power-off, and the pressed state of the MAX bet switch 18 cannot be released, 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] In addition, by enabling the 1-bit process by the 1-bit switch 19 even when the front panel PS2 is open, it becomes possible to perform an operation check on whether the 1-bit process can be performed normally in conjunction with the operations performed by the administrator in the situation where the front panel PS2 is open (such as setting confirmation and setting of the administrator menu). Note that in the games at the game parlor, since the game in the situation where the front panel PS2 is open is not normal, it is possible to make the player recognize that it is abnormal by not outputting the 1-bit sound intentionally.

[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 open or already open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the MAX bet lamp does not light up, the MAX bet process is not executed, and even if the new 1 bet switch 19 is operated (pressed), the 1 bet process is not executed. Subsequently, when the front panel PS2 is closed (detected as being closed) while the operation (pressing) of the MAX bet switch 18 continues, the MAX bet lamp lights up, and when the new 1 bet switch 19 is operated (pressed), the 1 bet process may be made possible.

[0360] As a result, for example, even if there is a situation where an unintended operation of the MAX bet switch 18 is made when the power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), it becomes possible to prevent a bet from being placed. Also, by not lighting the MAX bet lamp, it becomes 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 becomes possible to prevent the progress of the game as little as possible.

[0361] Also, in a 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 the MAX bet switch 18 and the 1 bet switch 19 are being pressed (when power failure recovery processing is executed), the MAX bet lamp lights up, and the MAX bet process and the 1 bet process are not executed. Also, in this case, if the MAX bet switch 18 is released while the 1 bet switch 19 is being continuously pressed and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable. Similarly, in a situation where a power failure occurs in the MAX bet 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 the MAX bet switch 18 and the 1 bet switch 19 are being pressed (when power failure recovery processing 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, even if there is a situation where unintended operations of the MAX bet switch 18 and the 1 bet switch 19 are performed when the power is turned on after a power 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 from occurring. Also, even in such a case, it is possible to accurately notify, by the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid. Also, even in such a case, since the operations of the MAX bet switch 18 and the 1 bet switch 19 are valid, the game can be advanced.

[0363] When the front panel PS2 is in the closed state, after the game ends, no bets have been made (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 while the sensor of the sub-switch 20 remains ON), 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 when the power is turned on after a power outage (such as a hand being placed on the sub-switch 20), the unintended menu screen is not displayed, 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 a power failure occurs 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 failure recovery process is executed), the sub-switch lamp may light up and the menu screen may be displayed. In this case, reflecting the intention to press the sub-switch 20, the menu screen can be displayed immediately after the power is turned on. Furthermore, by lighting up the sub-switch lamp, it is possible to suggest 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, a power failure occurs, 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 failure recovery process is executed), the MAX bet lamp lights up, the MAX bet process is not executed, the sub-switch lamp lights up, and the menu screen is not displayed. Also, because the MAX bet switch 18 is being pressed, a new MAX bet process by pressing the MAX bet switch 18 cannot be performed. In other words, because the MAX bet switch 18 is being pressed (the sensor signal of the MAX bet switch is on), the MAX bet switch 18 cannot be pressed and the MAX bet process cannot be performed.

[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 the power failure recovery process is executed), the MAX bet lamp may light, the MAX bet process may not be executed, the sub-switch lamp may light, and the menu screen may be displayed. In this case, in accordance with the intention of pressing 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 of 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, notifying 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 operating), and the credit count is 1 or more (hereinafter referred to as the payable state), when the payout switch is operated (pressed), the payout 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), an unintended settlement process 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, but 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), an unintended settlement process is not executed, and by making the operation of the MAX bet switch effective, the progress of the game can be inhibited as little as possible so as not to 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 settlement processing may be executed.

[0377] Accordingly, for example, when performing a power-on operation before the opening of a gaming parlor, 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 processing 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 or not the settlement processing is executed, the lamp of the sub-switch 20 lights up and the operation of the sub-switch 20 is valid (a menu screen can be displayed by accepting the operation of the sub-switch 20).

[0379] Accordingly, for example, even in a situation where an unintended operation of the settlement switch is being performed 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 processing is only used at the end of the game, and since the player is not disadvantaged by adjusting the number of inserted medals without executing the settlement processing, it is possible to execute the game without disturbing the progress 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, rendering 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 unintended operations of the MAX bet switch 18 and the settlement switch (such as having a hand placed on the MAX bet switch 18 and the settlement switch) when the power is turned on after a power failure, for example, and also to prevent betting and settlement processing. Also, the lighting state of the MAX bet lamp can accurately inform that there are medals remaining in the credit and that the operation of the MAX bet switch 18 is valid.

[0382] When the front panel PS2 is in the closed state, after the game has ended, and in a situation where 3 bets have been made (including when the replay is activated) (hereinafter referred to as the reel rotatable state), when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates. It should be noted that the reel rotation process is executed after the minimum game time has elapsed.

[0383] Also, in a situation where the reel rotatable state exists, a power failure occurs and the operating voltage drops below the threshold, rendering 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] Thus, even in a situation where an unintended operation of the start switch 12 occurs when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, even in such a case, it is possible to accurately notify, by the lighting state of the start lamp, that the operation of the start switch 12 is valid.

[0385] Also, in a situation where a power cut occurs in a state where the reels can rotate and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the start switch 12 is pressed and power is turned on while the start switch 12 is being pressed (when a power failure recovery process is executed), the start lamp may not light and none of the reels may rotate. In such a case, when the operation of the start switch 12 is terminated (when the sensor signal of the start switch 12 turns off), the start lamp may light.

[0386] Thus, even in a situation where an unintended operation of the start switch 12 occurs when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, by not lighting the start lamp in such a case, it is possible to make the player recognize that the reels will 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 power failure recovery processing is executed), all the reels may rotate.

[0388] Accordingly, 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 during the period until 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 power failure recovery processing 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 advance the game (rotate all the reels), and it becomes possible to reduce the player's labor 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 effective (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 of the reels 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 effective, and in the reel non-stoppable state where the reel cannot stop even if the stop switch 13 is operated, the LED constituting the stop switch 13 is in a lighting mode indicating that it is ineffective.

[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 when rotation failure is being detected or when other switches managed by the main control means 100 are 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 and the operating voltage drops below the threshold value, making the gaming machine inoperable, and 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 an ON state and a power failure recovery process is executed), no stop control process is executed for the left reel. Also, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating 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 unintentional operation of the left stop switch 13a is made when the power is turned on, it is possible to prevent the rotation of 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 winning combination that requires a button press. Also, it is possible to prevent the stop switch 13 from accepting an operation in a button press order different from the correct button press order when an internal lottery result (so-called button press order winning combination) in which a favorable symbol combination stops according to the button press order is won.

[0395] Also, in a situation where the power is turned off while the reel 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), a stop control process may be executed for the left reel. Even in this case, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating that it is invalid.

[0396] As a result, for example, if a power failure occurs during a game, the operating voltage momentarily 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 can reduce the player's effort and improve 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 even if the reel 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 the slip control according to the present embodiment> When the operation of the stop switch 13 is accepted 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, so 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 reels have 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 has been selected 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 is restored, even if the symbol corresponding to the minor winning combination does not stop on the valid line, it is determined by the winning determination process after all the reels have stopped that the symbol combination corresponding to the minor winning combination has stopped, and medal payout corresponding to the stopped symbol combination is performed.

[0400] This is due to 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 which symbol combination the medal payout is based on. To solve this problem, in a game in which a minor winning combination has been selected by 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 is restored, the reels are rotated to detect the index, and based on the detected index information, the reels are rotated to the stop position and then stopped at the stop position, and then medals are paid out.

[0401] By configuring it in this way, even if the power-off process is executed during the slip control, by rotating to the stop position that was originally planned to stop again after the power is restored, it becomes possible for the player to visually recognize which symbol combination has stopped, so the player's interest can be improved.

[0402] Also, during the slip control, if a power-off process is executed and after detecting the index in the re-rotation process after power restoration, even if the same symbol exists while moving to the planned stop position, it will move to the planned stop position. If it stops at the same symbol before the planned stop position, it may result in a stop display of the stop prohibition system that does not stop during the game, so a determination process of whether it is a stop prohibition is required. However, in order to reduce the processing burden during the re-rotation process, it is designed to move to the planned position.

[0403] Also, during the slip control, if a power-off process is executed, in the re-rotation process after power restoration, acceleration processing and constant-speed processing are executed in the same way as 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, modes where the acceleration time is shortened, the acceleration time is lengthened, the constant-speed rotation speed is slowed down, or the constant-speed rotation speed is increased are conceivable. By changing the acceleration mode or the constant-speed mode from the normal one in this way, it is possible to make the player recognize that the rotation is different from the normal one.

[0404] Also, when rotating to the same position as the stop reception position during constant-speed rotation during re-rotation, if it is assumed that a stop operation is received in the same way as the normal rotation process, it becomes slip control. When rotating to the planned stop position, a full-phase excitation signal is output to the stepping motor driving the reel (output a 4-phase excitation signal in the case of a 4-phase stepping motor) to stop the re-rotating reel.

[0405] Also, during the slip control, if a power-off process is executed, during the re-rotation process after power restoration, in order to make the player recognize that it is in the re-rotation process, modes such as displaying "Re-rotating" on the liquid crystal, outputting "It is in the re-rotation process" by voice, or causing an error display on the error display are conceivable. By this mode, it is possible to make the player recognize that the rotation is different from 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 the power is turned on, if the flag is set after checking the predetermined storage area, a re-rotation process is executed. The flag is initialized when the rotation stops as a result of executing the re-rotation process, so that the re-rotation process is not executed during normal power-on. Note that the flag indicating that the slip control is not completed may be an error flag or a game state flag.

[0407] Also, when a power-off process is executed during slip control, the re-rotation process may be automatically executed after the power is restored, or the re-rotation process may be executed after an error occurs after the power is restored and the reset switch is used to cancel it. 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 the power is restored, the rotation failure detection counter may be updated during acceleration or constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, 180 described above), the acceleration process is executed again. Possible causes of the rotation failure that may occur 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 along with the execution of the re-rotation process, the update (counting) of the rotation failure detection counter is started. Then, after the index is detected for the first time after power is turned on, the value of the rotation failure detection counter is updated to 0 and the update of the rotation failure detection counter is started again, and the reel control means rotates the reel to the stop position and stops it. By clearing the rotation failure detection counter after the index is detected for the first time in this way, even if the position of the reel stopped by the power-off process is immediately after passing the index and the stop position is immediately before passing the index, it is possible to stop at the stop position without detecting a rotation failure. In other words, although it rotates about two 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 the timing for initializing the rotation failure detection counter is when power is turned on, but it is not limited to this. It may also be a mode 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 a rotation failure is not detected, no re-acceleration process is executed in the event of out-of-tune or the like during normal slip control.

[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 performed after the re-rotation process ends. The errors detected at this time include any of the following errors: medal retention error, medal reverse flow error, medal passing time error, hopper retention error, hopper empty error, abnormality detection error, door opening error, harness disconnection error, etc. In addition to the error code displayed on the acquired number display 27, the error notification may be in a form of notification on a liquid crystal display, a form of notification by a speaker, or a form of lighting the upper or side performance lamps and the performance switch lamps in a predetermined color (for example, a highly visible and conspicuous color such as red or blue). Note that the error notification may be performed by only one of the error notifications, or a combination of multiple error notifications may be performed.

[0413] In this way, by performing 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 the re-rotation or an error notification. Note that when a re-rotation notification is being performed during the re-rotation, the re-rotation notification is terminated after the re-rotation ends, and the configuration is such that it switches to the error notification. During the re-rotation, no error notification is performed, and no notification regarding the re-rotation that is not an error notification is executed.

[0414] The error modes during the above-described re-rotation process are not limited to this, and the detected errors may be some of the errors (for example, the hopper retention error is detected, but the medal retention error is not detected, etc.). As the error notification mode, after the error is detected, an error notification is made on the acquired number display 27, and when the re-rotation process ends and the reels stop, an error notification is made on the liquid crystal display or the speaker, or an error notification may be made on the acquired number display 27, the liquid crystal display, or the speaker after the error is detected.

[0415] Subsequently, during the slip control, a power-off process is executed, and 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 a 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 it is during the reel re-rotation process or during normal reel rotation.

[0417] Also, as another situation where the reel rotates when the power is turned on, a 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 that perform temporary stop control 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 it is during the reel re-rotation process or during 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 other main system switch lamps 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 other main system switch lamps.

[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 can be easily determined whether it is during the re-rotation process or not based on the rotation mode of the reel.

[0421] Subsequently, if the power cut process is executed during the slip control and the power cut process is executed again during the re-rotation process after the power restoration, it is rotated until the index is detected after the power restoration, and then moved to the previously scheduled stop position and stopped. Note that it can also be said that it is rotated until the index is detected when the power cut process is executed immediately before detecting the index and the index cannot be detected when the index is not detected during the acceleration after the power restoration and the rotation is continued until the index detection timing again.

[0422] Thus, since the re-rotation process can be executed even when the power is restored after a power cut during the re-rotation process, it is possible to display the stop symbol to the player even in an unstable situation where the power cut may occur multiple times.

[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> If, as the timing at which the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power recovery, it is before detecting the index during the re-rotation process, a mode of rotating until detecting the index in the second re-rotation process after the power recovery and then rotating to the planned stop position and stopping is conceivable.

[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 a rotation for detecting the index again is executed so that it can stop at the planned stop position.

[0426] <Pattern 2-1> Also, if, as the timing at which the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power recovery, it is after detecting the index during the re-rotation process (it is sufficient that 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 according to the index detected before the power-off after the power recovery and then stopping is conceivable.

[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 Pattern 2-1, if a power-off process is executed between detecting the index during the first re-rotation process and rotating until the planned stop position and applying the brake (until outputting 4-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 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 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 between the second power-off and power restoration, re-rotation is performed until the index is detected again, so it is possible to rotate more accurately to the planned stop position.

[0432] In the above Pattern 2-2, if a power-off process is executed between detecting the index during the first re-rotation process and rotating until the planned stop position and applying the brake (until outputting 4-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] Thus, regardless of the stop reception position received immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power-on, so that the process does not become complicated and the program can be speeded up.

[0434] <Pattern 2-3> In addition, when the power-off process is executed during the slip control, and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has not reached the stop reception position, after the power-on, the re-rotation process or stop control is executed based on the reference symbol position stored without detecting the index again. When the power-off process is executed during the slip control, and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has reached the stop reception position, a mode can be considered in which, after the power-on, a re-rotation process for detecting the index again is executed to move the symbol to the planned stop position and stop it.

[0435] Thus, since the control after the reference power-on can be finely controlled based on the stop reception position received immediately before the first power-off process, an appropriate process according to the situation where the power-off process is executed can be executed.

[0436] <Control of the effect mode using the effect switch according to this embodiment> An effect using the effect switch (which may also be referred to as a push button effect) will be described with reference to FIG. 23. FIG. 23 shows an effect of operating the effect switch through the operation of the start switch 12, the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c, and shows the process in which the effect switch is operated and the effect is executed. In addition, the part indicated as "PUSH" in FIG. 23 represents the effect switch (however, the "PUSH" display above the lower figure in FIG. 23 is a display on the liquid crystal).

[0437] In the upper left diagram of FIG. 23, an effect of "Win at Rock-Paper-Scissors!!" is displayed on the liquid crystal based on the operation of the start switch 12 for starting the game (more specifically, receiving a start switch reception command or a reel rotation start command from the main control means 100). 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 diagram of FIG. 23, an effect of "Jya~n!" is displayed on the liquid crystal based on the operation of the left stop switch 13a for stopping the left reel (more specifically, receiving a left stop switch reception command from the main control means 100). 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 diagram of FIG. 23, an effect of "Ke~n!" is displayed on the liquid crystal based on the operation of the middle stop switch 13b for stopping the middle reel (more specifically, receiving a middle stop switch reception command from the main control means 100). 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 diagram of FIG. 23, an effect of "Pon!" is displayed on the liquid crystal based on the operation of the right stop switch 13c for stopping the right reel (more specifically, receiving a right stop switch reception command from the main control means 100). 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 figure of FIG. 23, an image of a switch imitating an effect switch (hereinafter sometimes referred to as an effect switch image, an operation promotion image, or an operation promotion effect) that is executed based on the fact that all reels have stopped (more specifically, reception of a full reel stop command from the main control means 100) is displayed on the liquid crystal. Also, the effect of "Pon!" displayed when the right stop switch 13c, which is the third stop, is operated, is displayed dimly (with reduced brightness). At this time, since the operation of the effect switch is valid, the effect switch is lit. When displaying the image dimly, in addition to reducing the brightness, it may also be in a mode of reducing the luminance or a mode of overlaying a gray semi-transparent display on the image. In any case, when displaying the image dimly, it is also possible to express that the visibility is reduced.

[0442] Subsequently, in the lower right figure of FIG. 23, an image of "Victory!" (hereinafter sometimes referred to as an operation response image or an operation response effect) that is executed based on the 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. At this time, since the operation of the effect switch is invalid, the effect switch is turned off.

[0443] As in the lower right figure of FIG. 23, when displaying an effect switch image on the liquid crystal as an effect to prompt the operation of the effect switch, make the effect switch image larger than the actual size of the effect switch. By displaying it in this way, the effect switch can be effectively displayed on the liquid crystal display that the player is paying attention to, and it becomes possible to intuitively prompt the player to operate the effect switch.

[0444] In addition, for the effect switches, an image representation showing the lighting state of the effect switches (hereinafter sometimes referred to as the lighting state image) is also provided. When the effect switch is valid, the effect switch lamp is lit (not blinking), and the lighting state image is represented by a blinking pattern that repeats lighting and extinguishing at a predetermined cycle. With such a configuration, since the effect switch image repeatedly brightens and darkens, the effect switch image can be made prominent, and as a result, 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, even when the effect switch lamp is off, the operation (pressing) of the effect switch is valid, and based on the operation of the effect switch at this timing, the display switches from a dim "pon!" state (the state of the lower figure in Fig. 23) to a "victory!" state (the state of the lower right figure in Fig. 23), for example, and the performance switching is performed.

[0446] Also, even when the eco mode is installed (when the eco mode is set, the brightness of the upper or both side effect lamps is reduced or turned off, the brightness of the lower panel is reduced or turned off, and the brightness of the liquid crystal display is reduced or turned off compared to when the eco mode is not set), when performing the push button effect during the eco mode and lighting the effect switch, the brightness of the effect switch is made the same as when lighting the effect switch when performing the push button effect when not in the eco mode. This makes it possible to effectively prompt the player to operate the effect switch (press).

[0447] In addition, even when error notification is performed by lighting or blinking upper or side effect lamps or effect switch lamps in a predetermined color (a highly visible and prominent color such as red or blue), it is preferable that the brightness of the upper or side effect lamps or effect switch lamps is 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 it is expressed such that it is slightly lit without lowering the brightness until it becomes black. On the other hand, when the effect switch lamp is extinguished, it is not lit. By making the expressions of the extinction modes of the effect switch lamp and the lighting mode image different in this way, it becomes possible to make the lighting mode image stand out. 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 stand out.

[0449] Also, when displaying the effect switch image in front of the immediately previous image as in the lower diagram of Fig. 23, the brightness of the immediately previous image is lowered, but the immediately previous image is made to have a lower brightness than the lowest brightness of the lighting mode image of the effect switch image. By configuring in this way, even when the brightness of the effect switch image is at its lowest, it has a higher brightness than the surrounding images, so it becomes possible to make the effect switch image stand out.

[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 a change mode, an effect representing the forward and backward movement of the initial position and the pressed position of the effect switch is expressed using the effect switch image.

[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 to repeatedly show the state where the effect switch image is in the initial position and the pressed position in this way, it becomes possible to effectively prompt the player to press the effect switch.

[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 representing the lighting and extinguishing of the lighting pattern image. By configuring it in this way, it becomes possible to make the effect switch image conspicuous and to prevent the player from being reminded of repeatedly pressing the effect switch. In many of the gaming machines currently on the market, there are those that change the effects continuously by repeatedly pressing the effect switch. If the change pattern of the effect switch image changes too quickly, there is a risk of being misinterpreted as a continuous pressing effect, which may reduce the interest of the game. Therefore, by making the cycle of change between the initial position and the pressed position longer than the cycle of the lighting pattern, it becomes possible to intuitively express that it is not a continuous pressing while making the player aware of pressing the effect switch.

[0453] Also, in a situation where an effect of repeatedly pressing the effect switch is being displayed, by making the cycle of change between the initial position and the pressed position shorter than the cycle of the lighting pattern, it becomes possible to intuitively express to the player to repeatedly press the effect switch. Note that this is not the only way. Even if the p...

Claims

【Claim 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 regarding the notification game state can be executed, There are cases where the result of the combination lottery is the first lottery result and cases where it is the second lottery result, For the first game in the favorable section, which is the next game after the game has 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, In the situation where the first lottery result is obtained in a predetermined game in the normal section during non-bonus internal and the game shifts to the favorable section during bonus internal, the first game in the favorable section can be configured to be in the same state as the first game in the favorable section in the situation where the second lottery result is obtained in a predetermined game in the normal section during non-bonus internal and the game shifts to the favorable section during non-bonus internal, In the situation where the second lottery result is obtained in a specific game in the normal section during bonus internal and the game shifts to the favorable section during bonus internal, the first game in the favorable section can be configured to be in a state with a higher expectation of being controlled to the notification game state compared to the first game in the favorable section in the situation where the first lottery result is obtained in a predetermined game in the normal section during non-bonus internal and the game shifts to the favorable section during bonus internal, The order of pressing the stop switch has a recommended pressing order and a non-recommended pressing order, Compared to the case of operating the stop switch in the non-recommended pressing order in a certain game in the favorable section, it is possible to be more favorable regarding a predetermined lottery regarding the notification game state when operating the stop switch in the recommended pressing order in a certain game in the favorable section, It is possible to execute a recommended notification recommending operating the stop switch in the recommended pressing order, When the recommended notification is being executed, it is configured to interrupt the recommended notification when shifting to the setting confirmation mode and resume the recommended notification after the end of the setting confirmation mode A gaming machine characterized by the above.

Citation Information

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