Gaming machine

By using a predetermined counter and timed interrupt processes, the gaming machine's performance and efficiency are improved through optimized game state management and payout processes.

JP7713629B2Active Publication Date: 2025-07-28SAMMY CORPORATION

Patent Information

Application Number
JP2023129126
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-08
Publication Date
2025-07-28
Estimated Expiration
2041-08-13

AI Technical Summary

Technical Problem

Existing gaming machines lack improvements in performance and efficiency, particularly in managing game states and payout processes.

Method used

Implementing a predetermined counter that allows for the execution of main processing and timer interrupt processes at specific timings, with separate control areas for game progress and testing, and managing interrupt permissions to optimize game operations.

Benefits of technology

Enhances the performance and efficiency of gaming machines by improving game state management and payout processes, ensuring timely and accurate execution of game functions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine with improved performance.SOLUTION: The game machine has a use area and an area outside the use area as a ROM area. The use area has a first control area and a first data area where a program and the like are stored, and the area outside the use area has a second control area and a second data area where a program and the like are stored. A program management area has a designated-area-outside traveling prohibition setting area, and has a storage area in which three addresses are stored as the designated-area-outside traveling prohibition setting area. Even when a plurality of cycles of timer interrupt processing arrive in the middle of executing the timer interrupt processing, the timer interrupt processing is not executed continuously a plurality of times after finishing the timer interrupt processing.SELECTED DRAWING: Figure 71
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Description

Technical Field

[0001] Relates to a gaming machine.

Background Art

[0002] In a rotary gaming machine (slot machine), a game starts when a game start instruction device (start lever) is operated after a predetermined number of game medals are inserted. A plurality of rows of rotating drums (reels) with a plurality of symbols arranged on the outer periphery rotate, and as a result of using a drum stop device (stop button) to stop the rotation operation and stopping the drums, if a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the effective line, it generally shifts to a special game state that is more profitable for the player than the normal game state (a game state in which the lottery probability of small winning combinations and the like is higher than normal). Here, in the rotary gaming machine, in addition to such basic games, various effects are performed to improve the overall attractiveness. Also, in conjunction with the payout of game medals, an output of a payout sound, a display of the number of acquired medals, and a backlight effect are performed so that it can be recognized that the game medals have been appropriately paid out.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In this type of gaming machine, improvement of its performance is desired.

Means for Solving the Problems

[0005] Having a predetermined counter, Capable of executing main processing, The timer interrupt process can be executed when a predetermined counter times out. The ROM area has a first control area in which a program related to the progress of the game is stored and a second control area in which a program related to the game machine test is stored. The vector address of the timer interrupt process is in the first control area. After the power is turned on and the update of the value of a predetermined counter is started, the determination process for RWM abnormality is executed, and after the execution of the determination process for RWM abnormality, an instruction to permit interruption can be executed. The main process has a predetermined interrupt prohibition section which is a section from an instruction to prohibit interrupts to an instruction to permit interrupts. When the predetermined counter times out at timing A which is a certain timing during the predetermined interrupt prohibition section, the timer interrupt process is executed at timing A. Although it does not do so, the value of the predetermined counter is updated even after timing A. The timer interrupt process can be executed at timing B which is the timing after the end of the interrupt prohibition section, and thereafter, the timer interrupt process can be executed at timing C. Assuming that the period in which the predetermined counter times out is T, when timing B is a specific timing before T has elapsed from timing A, timing C is the timing when T has elapsed from timing A. A gaming machine characterized by the above.

Effect 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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Embodiment for Carrying Out the Invention

[0008] <Explanation of Terms> "Medal (number of medals)", "game medium (number of game media)", and "game value" are synonymous. "Bet", "BET", and "insert" regarding the game medium are synonymous, and all are acts of wagering the game medium. When representing a hexadecimal numerical value, it is described as "0x〇〇" or "〇〇h", and when there is no particular description before and after the number, it is represented in decimal. "Reel" may be referred to as "rotary cylinder", and both are synonymous. "Storage means" may be referred to as "RWM", "RAM", or "storage area", and all are synonymous. "Grant" used in "grant of game medium" or "grant of score", etc., may be referred to as "payout", and all are synonymous. "Setting / reset switch" may be referred to as "setting change switch" and "reset switch" for each function, but in any case, it refers to the same switch. Note that the "setting change switch" and "reset switch" may be provided as different switches. When a minor winning combination with a large payout or a minor winning combination with a small payout stops depending on the operation mode, the minor winning combination with a large payout may be referred to as the high side (high-side bell, high-side minor winning combination are also synonymous), and the minor winning combination with a small payout may be referred to as the low side (low-side bell, low-side minor winning combination are also synonymous). Note that when a symbol combination with no payout stops at this time, it may be referred to as a spill (spill-up 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 components and circuit boards that are roughly divided and installed on the front panel PS2 side and the cabinet PS3 side, respectively. 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 to open the locking device side. That is, the front panel PS2 functions as a door with respect to the cabinet PS3.

[0012] <The front panel PS2> The front panel PS2 (also referred to as the front door PS2, the front face door PS2, or the front door PS2) is a plate-shaped member with a design. On the front side (the player side), there are a middle panel (including the display window 4, the operation instruction lamp 24, etc.), an operation panel 11 (including the bet number display lamp 25, the credit number display 26, the acquired number display 27, etc.), a lower panel 5 (also referred to as the lower 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 the "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 the setting value display LEDs, the setting display, the setting value display, the setting display device, the setting value display device).

[0013] <Indicating Window 4> The indicating 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 indicating window 4 from the front side (the player side). When the reels are stopped, among the 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 indicating 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 indicating 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] Also, depending on the slot machine PS1, the effective lines may be set to five lines including the upper horizontal line, the middle horizontal line, the lower horizontal line, the upper-right diagonal line, and the lower-right diagonal line. Or, six or more lines may be set, including a roughly mountain-shaped line (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 line (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 line (upper part of the left reel 8a, lower part of the middle reel 8b, lower part of the right reel 8c). Or, the effective lines may be set to change according to the number of bets, or freely designed according to the specifications of the slot machine PS1. Also, a straight line other than the effective 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. 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 number of sheets display lamp 25, the bet number display lamp 25, and the bet number of sheets display lamp 25) is provided on the operation panel 11 and has a function of displaying the number of bet sheets by the operation of the player. It is also composed of a 1-bet lamp 25a (not shown), a 2-bet lamp 25b (not shown), and a 3-bet lamp 25c (not shown). When 1 medal is bet, the 1-bet lamp 25a lights up. When a total of 2 medals are bet, the 1-bet lamp 25a and the 2-bet lamp 25b light up. When a total of 3 medals are bet, the 1-bet lamp 25a, the 2-bet lamp 25b, and the 3-bet lamp 25c light up. Although not shown, after a symbol combination related to replay is displayed, when automatic bet processing is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay wins is lit, and the replay lamp is lit. Note that the lighting timing of the bet number display lamp 25 and the lighting timing of the replay lamp may be the same, or either one may be configured to light up first.

[0018] <Credit Number Display 26> The credit number display 26 is provided on the operation panel 11 and is composed of a segment display 26a (not shown) mainly for displaying the upper digit of the credit number, which is composed of 7 segments and a dot point (DP), and a segment display 26b (not shown) mainly for displaying the lower digit of the credit number, which is composed of 7 segments and a dot point (DP). Note that the credit number means the number of medals stored (electrically stored) in the slot machine PS1, and the maximum storage capacity is up to 50. Also, when normal gaming cannot proceed, such as when an error is detected, a display related to the error may be made.

[0019] <Number of Medals Acquired Display 27> The number of medals acquired display 27 is provided on the operation panel 11 and is composed of a segment display 27a (not shown) mainly for displaying the upper digit of the number of medals acquired, which is composed of seven segments and a dot point (DP), and a segment display 27b (not shown) mainly for displaying the lower digit of the number of medals acquired, which is composed of seven segments and a dot point (DP). Note that the number of medals acquired 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 games 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 acquired display 27 may also display information different from the information regarding the credit number and the number of medals acquired depending on whether the DP is lit or not. 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 section and the lower digit display section of the number of medals acquired display 27. When performing push order notification using the number of medals acquired display 27, the number of medals acquired display 27 may be referred to as an instruction monitor.

[0021] <Operation Panel 11> The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped manner with a substantially horizontal horizontal portion and a vertical portion extending substantially vertically downward from the tip of the horizontal portion. The vertical portion is provided with a start switch 12 and a stop switch 13, which will be described later. The horizontal portion is provided with a medal insertion slot 17, a plurality of bet switches (MAX bet switch 18, 1 bet switch 19), a sub-switch 20, a sub cross key switch 21, an eject switch 22, a settlement switch (not shown), and an effect switch (not shown), which will be described later.

[0022] <Start Switch 12> The start switch 12 (also referred to as a start lever) is provided on the vertical portion of the operation panel 11. It consists of an operation part in the shape of a lever. When not in operation, the start switch sensor is ON, and when operated, the start switch sensor turns OFF, and it is configured to determine that the start switch has been operated. The start switch 12 becomes effective when the number of bet sheets reaches the specified number. When the operation of the start switch 12 is received, internal lottery processing, processing related to the instruction function, or reel rotation processing, etc. is executed. Also, in this embodiment, since the input signal is low-active, when the start switch sensor is ON during non-operation, the start switch input signal is OFF, and when the start switch sensor changes from ON to OFF during operation, the start switch input signal is ON. It is not limited to this, and it may be configured such that the start switch input signal is ON when the start switch sensor is ON. That is, the specified number refers to the number of bets required to start the game.

[0023] Hereinafter, when simply referred to as "the start switch is ON (on)" or "the start switch is operated", it means that the start switch sensor has changed from ON to OFF, and the start switch input signal has changed from OFF to ON.

[0024] <Stop Switch 13> The stop switch 13 is provided on the operation panel 11. In the case of this embodiment, the left 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 operation of the stop switch 13 is possible, it is suggested that the stop switch 13 is effective by changing the color of the lamp provided on the body of the stop switch 13 or the lamp around it. For example, when the operation of the stop switch 13 is possible, it lights up in blue, and when the operation is impossible, it lights up in red. Also, for example, when the operation of the stop switch 13 is possible, it lights up, and when the operation is impossible, it goes out.

[0025] <Medal Insertion Slot 17> The medal insertion slot 17 is provided on the operation panel 11. It has an opening for inserting medals and restricts the insertion of medals larger than the standard size. Although the medal insertion slot 17 is manufactured in multiple types according to the standard sizes of multiple types of medals, the mounting standards of various medal insertion slots 17 are 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 electrical storage media such as magnetic cards and flash memories may be input into the gaming machine, and the setting of the number of bets and addition at the time of winning may be performed based on the input game media information.

[0027] <Bet Switches (MAX Bet Switch 18, 1-Bet Switch 19)> The bet switches are provided on the operation panel 11. When the bet switch is operated when there are stored medals in credit, a bet process is executed and a setting process for the number of bets equivalent to the act of inserting medals into the medal insertion slot 17 is performed. However, 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 called the MAX bet lamp) for lighting the pressing part, and the 1-bet switch 19 is composed of a pressing part operated by the player and a detection part for detecting the operation of the pressing part (the 1-bet switch 19 does not have a light-emitting part).

[0028] The MAX bet lamp notifies the player that bet processing can be executed when the MAX bet switch is operated. As notification modes, there are various modes such as lighting the MAX bet lamp in a predetermined color, flashing the MAX bet lamp at a predetermined cycle, etc. Conversely, when bet processing cannot be executed even if the MAX bet switch is operated, there are modes such as lighting the MAX bet lamp in a specific color or not lighting the MAX bet lamp.

[0029] Also, there is a MAX bet switch 18 that can bet the maximum number of coins (3 coins in this embodiment) set for each slot machine PS1, and a 1 - bet switch 19 that can bet 1 coin. When the operation of the MAX bet switch 18 is received, MAX bet processing is executed, and when the operation of the 1 - bet switch 19 is received, 1 - bet processing is executed. The MAX bet processing can be executed when the sum of the credit number and the currently bet number 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, a situation where even if the MAX bet switch 18 is operated, the bet number is less than 3) or 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. Also, 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 situation where no bet has been made, it becomes 3 bets. The operation of the 1 - bet switch 19 3 times is equivalent to the operation of the MAX bet switch 18 once.

[0030] Also, each time the 1 - bet switch 19 is operated, 1 - bet processing is executed. When the 1 - bet switch 19 is operated 3 times from a non - bet situation, it becomes 3 bets. The operation of the 1 - bet switch 19 3 times is equivalent to the operation of the MAX bet switch 18 once.

[0031] In addition, although an embodiment in which the 1-bet switch 19 becomes invalid in a situation where 3 bets are placed has been described, when the 1-bet switch 19 is operated once in a situation where 3 bets are placed, it may be configured to enter the 1-bet state and return 2 credits.

[0032] In addition, although an embodiment in which the MAX bet process executed by operating the MAX bet switch 18 is not executed in a situation where the number of bets is less than 3 has been described, a process of betting the maximum number that can be bet currently is also conceivable. In other words, a process of placing 2 bets when the MAX bet switch 18 is operated in a situation where no bets have been placed and the number of credits 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. For example, the maximum number of bets that can be placed may be 3 during non-bonus periods and 2 during bonus periods.

[0034] <Sub-switch 20> The sub-switch 20 is provided on the operation panel 11 and includes a pressing portion made of a translucent member for direct operation by the player, a detection portion for detecting that the pressing portion has been operated, and a sub-switch lamp for lighting the pressing portion of the sub-switch. This sub-switch 20 is mainly a switch for causing the display device 32 described later to display a menu screen. In addition to the sub-switch 20 as an input means managed by the sub-control board 1000, a sub-cross key switch 21 (up switch, down switch, left switch, right switch) and an effect switch (a switch operated using an instruction during the game) are provided. Also, the sub-switch 20 can function as an opportunity to activate an interlocking system with a mobile terminal (hereinafter also referred to as a mobile interlocking system) described later. Note that although the sub-switch 20 is separated into a menu display function and the effect switch is used for operation during the game, they may be common switches.

[0035] On the menu screen, role configuration items, reel arrangement items, volume adjustment items, light quantity adjustment items, and mobile device linkage system related items are displayed. When the upper switch or the lower switch of the sub cross key switch 21 is operated, the cursor selecting the item is controlled to move up and down. Also, when the sub switch 20 is operated with the cursor on any of the items, the details of the item are displayed. For example, when the sub switch 20 is operated with the cursor on the volume adjustment item, a volume adjustment screen is displayed, and the volume can be adjusted 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, in any of the normal production, continuous production, AT production, or demo screen (a screen displayed 60 seconds after the game ends, which displays the manufacturer name and production introduction as a moving image), the menu screen is displayed by operating the sub switch 20. However, it is not limited to this embodiment, and even if the sub switch 20 is operated during continuous production or AT production, it may be in a mode where the menu screen cannot be displayed.

[0037] <Production switch> The production switch is provided on the operation panel 11 and is composed of a pressing part made of a translucent member for direct operation by the player, a detection part for detecting that the pressing part has been operated, and a production switch lamp for lighting the pressing part of the production switch. When the production switch is operated in a situation where the operation of the production switch is valid, a production based on the operation is executed. For example, when a continuous production is being executed on the display device (hereinafter, 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 in the final game of the continuous production or a "failure" display (hereinafter, may be referred to as a failure production in some cases) meaning that no privilege is granted, a mode such as displaying "success" or "failure" by operating the production switch can be considered.

[0038] Also, in a situation where the operation of the effect switch is valid, the effect switch lamp lights up, enabling the player to be informed that the operation of the effect switch is valid. As a lighting mode of the effect switch, it is conceivable that the lamp 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, it may be a mode of repeating lighting and extinguishing at a certain cycle.

[0039] Also, in a situation where the operation of the effect switch is valid, it is informed 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, it is conceivable to display a display imitating the effect switch based on the start switch reception command, or to display a display imitating the effect switch based on the all-reel stop command.

[0040] <Payout Switch> The payout switch is provided on the operation panel 11. By being operated after the game ends, it executes 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. In this embodiment, when the payout switch is operated in a situation where there are bets and game media are 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 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, with a design sheet 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 the hopper 44 (also referred to as a hopper) described later to the outside of the slot machine PS1 (the tray 28). It also serves as a return port for discharging the medals excluded from the medal selector 34 described later to the outside of the slot machine PS1.

[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] Also, as another function, the tray 28 is provided with an ashtray 29 for cigarettes and a seal storage portion 30 having an opening for displaying a resin sheet to which a combination license seal, a patent certificate seal, and a model seal are attached, on the player side.

[0045] <Speaker S> The speaker S is provided at the upper and lower parts of the front panel PS2. It is connected to the sub-control board 1000 by a harness (not shown), and outputs, in addition to the sound effects according to the performance, an error sound or 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 displays various effect images, as well as game instruction images (when only the pressing order is displayed, it may be called a pressing order navigation image (also referred to as 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 referred to as a pressing position image or operation position image); or when both the pressing order and the pressing position are displayed, and in cases where it is referred to as an operation mode navigation image (also referred to as an operation mode image) as a superordinate concept of the pressing order and the pressing position), and error images when an error occurs. Also, there are slot machines PS1 that do not have the display device 32 depending on the model.

[0047] <Other effect devices such as dot displays and movable accessories> Other effect devices such as dot displays and movable accessories are provided at any position on the front panel PS2, such as around the display window 4, the middle panel, or the lower panel 5. The other effect devices are electrically connected to the sub-control board 1000 and perform operations such as displaying various effect images and effect actions, as well as game instruction images and actions indicating the pressing order and pressing position of the stop switch 13 during the game, and displaying and operating error images 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 one of the other effect devices, the display device 32 may be referred to as the main display device, and the liquid crystal as the other effect device may be referred to as the sub-display device. In this case, the main display device is configured to have a larger display area than the sub-display device.

[0048] <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2 and is provided in the flow-down passage below the medal insertion 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 medals inserted during medal reception are regular medals, the medal selector 34 discharges the medals to the hopper 44 located downstream.

[0049] The various sensors in the medal selector are composed of a passage sensor, an insertion sensor 1, an insertion sensor 2, and a shoot sensor. The passage sensor is a sensor that first detects the medals inserted from the medal insertion 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 judge the normal passage or abnormal passage by judging the passing time of the medals passing through the insertion sensor 1 and the insertion sensor 2. Note that the insertion sensor 2 is located downstream of the insertion sensor 1. The shoot sensor is located downstream of the insertion sensor 2 and is provided to count the number of inserted medals and discharged medals. Since the functions of the passage sensor and the shoot sensor overlap, only one of them may be provided. The blocker in the medal selector is in a mode that permits the passage of gaming medals when it is ON and in a mode that does not permit the passage of gaming medals when it is OFF. 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.

[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 having an opening on one side of a rectangular box shape, and inside are provided a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter sometimes simply referred to as "reset switch" or "setting switch"), a power supply device 39, a main control board 100, an external output terminal board 47, etc.

[0053] <Main control board 100> The main control board 100 is housed in the internal space formed when the main control board case body and the main control board case cover are combined, and the main control board case body and the main control board case cover cannot be easily opened and closed (sealed) by caulking. The main control board 100 is fixed to the main control board case bracket inside the cabinet PS3.

[0054] <Reel unit 6> The reel unit 6 is mainly composed of a reel frame body, a left reel 8a, a middle reel 8b, and a right reel 8c. The reel unit 6 is attached to the reel base 7 inside the center of the cabinet PS3 and is fixed by locking members (screws or rivets).

[0055] The reels (left reel 8a, middle reel 8b, right reel 8c) are composed of a reel base, a reel tape with a plurality of types of patterns drawn on the outer periphery of the reel base, a stepping motor pivotally supported on the reel base, and a motor fixing base 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), every time the timer interrupt process (hereinafter, may be simply referred to as the interrupt process) is executed once, the stepping motor is moved one step 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 at a constant speed to the stop position determined for each stop operation reception position. After moving the reel to the stop position, a brake is applied (output a 4-phase excitation signal) to stop the rotation of the reel and end the excitation output.

[0057] In addition, an index is provided on the spoke portion provided at the reel base of each reel, 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 every one revolution. Note that the number of steps of the stepping motor, which is the drive source of the reel in this embodiment, is 336 steps, and it rotates one revolution with 336 timer interrupt processes during constant-speed rotation. Also, during constant-speed rotation, every time the timer interrupt process is executed twice, the rotation failure detection counter is incremented, 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. However, it is not limited to this, and the determination of whether the index is detected may be performed during both the constant-speed process and the acceleration process. According to such a configuration, it becomes possible to make the state 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 lit 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 unit that receives and stores medals guided into the gaming machine from the medal selector 34, a hopper motor that is driven when a drive signal is input from the hopper drive means, a turntable that is pivotally supported by the hopper motor and aligns the medals in the storage tank unit, and a medal payout unit provided with a discharge mechanism for discharging the medals one by one to the tray 28 by rotating the turntable, a medal discharge port for discharging the medals by the medal payout unit, and a payout sensor for detecting the medals discharged from the medal discharge port.

[0061] <Auxiliary tank 46> The auxiliary tank 46 is configured to be able to store medals. Medals stored in excess of the allowable capacity of the storage tank unit of the hopper 44 are stored in the auxiliary tank 46 through a rail portion having a downward slope provided in the storage tank unit. The auxiliary tank 46 has a rectangular box shape, and in a state where it is installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are exposed into the auxiliary tank 46 through through holes provided on at least one side surface. When a certain amount or more of medals are stored that are inserted from the medal insertion port, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. Note that the number of fullness detection electrodes is not limited to only two, and the number of fullness detection electrodes may be changed, such as providing three. Also, the method of fullness detection is not limited to only the method using fullness detection electrodes, and fullness detection may be configured by a sensor provided at a predetermined position detecting the medals.

[0062] <Setting key switch 37> The setting key switch 37 is provided in a setting key switch unit with an opening / closing door on the front surface provided inside the slot machine PS1. After opening the front panel PS2, access 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 in a state where medal reception is possible, 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) when the power is turned on, a setting change process (described later) is executed.

[0063] <Power supply device 39> The power supply device 39 is provided at the lower left when viewed from the front of the cabinet PS3. The power supply device 39 has a rectangular box-shaped structure, 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 of the power supply device 39 is turned on, after taking in power from outside the slot machine PS1, it generates a predetermined voltage respectively, and is configured to let the main control board 100 and the sub-control board 1000 take in a predetermined voltage respectively. When the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1.

[0065] <External Output Terminal Board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally installed inside the cabinet PS3 of the slot machine PS1, converts the signals related to the results of the game output from the main control board 100 into signals in a predetermined format, and transmits them outside the slot machine PS1. The contents of the game results include the number of inserted coins, the number of paid-out coins, the number of bonus times (big bonus times, regular bonus times), the door opening signal, etc. Other conditions for transmitting signals outside are 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 the central display board), a reel device board, a reset / setting switch 38, a setting key switch, etc. from the main control board 100 (also referred to as main control means 100, main control board 100, main control means 100) that controls the general game flow. 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 built-in main control 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 a return instruction (e.g., RET instruction) after executing a program by a call instruction (e.g., CALL 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), drive control of reels (also referred to as reel control), payout control, etc. Also, for the sub-control board 1000, when a winning role (AT role, AT target role, push order role, eye push role, or operation procedure role including both push order role and eye push role) is selected as a result of the internal lottery, and the main control means 100 notifies information regarding the display of the winning role (push order, operation timing), the sub-control means can also be notified by transmitting winning role information (winning role group information, information regarding the display of the winning role), so that the sub-control means can also notify information regarding the display of the winning role. Note that all processes related to the AT, such as transition to AT, extension of the number of AT games, and push order notification, may be referred to as processes related to the instruction function. Note that the push order role is a conditional device in which the combination of symbols to stop and the game medals given to the player differ depending on the order of the reels to be stopped (push order), and the eye push role is a conditional device in which the combination of symbols to stop and the game medals given to the player differ depending on the timing of receiving the operation of the stop button.

[0070] The storage capacity of the main control ROM mounted on the main control board 100 is "16 KB or less", and it has a usage area of "7.5 KB or less" (also referred to as the first program area) and an area outside the usage area (also referred to as the second program area). ) The usage area has a control area of "4.5 KB or less" (also referred to as the first control area) where the program executed by the main control board 100 is stored, and a data area of "3.0 KB or less" (also referred to as the first data area) where only information other than the program (for example, internal lottery table information) is stored or will be stored. Outside the usage area, there are a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the usage area. The usage area stores programs related to the progress of the game, and outside the usage area, programs related to anti-cheating measures and programs used for game machine testing are stored.

[0071] The storage capacity of the main control RAM mounted on the main control board 100 is "1024 B or less", and it has a usage area of "512 B or less" (also referred to as the first working area) and an area outside the usage area (also referred to as the second working area). The first working area is a storage area that can be rewritten according to the progress of the game, and the second working area is a storage area that can be rewritten when executing programs for anti-cheating measures and game machine testing.

[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 any value from 1 to 6, a storage area for the RT state information indicating which RT state among multiple RT states, a storage area for the specific condition device indicating the winning state of a specific condition device such as a bonus, and other storage areas for game information where information necessary for advancing the game is stored, an unused storage area, a storage area for the stack area where data retreated from the register is stored, and a storage area for the temporary stack area set at power-on.

[0073] The opportunities to initialize the main control RAM are during the setting change process by the setting change means, during the power failure recovery process, and at the start of each game. The range of initialization of the storage area of the main control RAM to be initialized is different depending on each case.

[0074] During the setting change process, when the power failure recovery cannot be performed normally, or in the case of an unrecoverable state, data 0 is set (initialized) in the RAM area excluding the storage area of the switch state flag. That is, the only thing that inherits the state before the setting change is the switch state flag. For example, the RT state, the conditional device flag, etc. are cleared and not inherited.

[0075] Also, during the setting change process, when the power failure recovery can be performed normally, or in any one of the cases other than the unrecoverable state, that is, when the setting change process is performed normally, data 0 is set in the RAM area excluding the storage area of the switch state flag, the storage area of the set value information, the storage area of the RT state information, and the storage area of the specific conditional device. That is, while maintaining the game state before the setting change, the RT state, the set value data, and the conditional device flag are inherited so that the game can be played with the set value after the setting change. The set value data inherits the information before the setting change and is used in the sub-control board 1000 to determine whether the setting has been changed because a new set value will be set in the subsequent setting change process.

[0076] Furthermore, during the power failure recovery process and at the start of each game, data 0 is set in the storage area of the stack area excluding the unused storage area of the RAM area and the maximum used area at the time of RAM initialization during the power failure recovery process.

[0077] The main control built-in register built into the main control chip is for setting the operations of each peripheral circuit (for example, timer circuit, etc.) built into the main control chip and for 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 (setting of a timer circuit) related to a maskable interrupt process (for example, a timer interrupt process), which is one of the programs stored in the main control ROM.

[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 an effect 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] <Reel device board> The reel device board is a relay board that performs data communication between the main control board 100 and components such as a reel motor, a reel sensor, a door switch, a payout sensor, and an external output terminal board 47 (also referred to as an external centralized terminal board 47). 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 reel 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 a medal is passing appropriately when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to a hall computer outside the gaming machine. Also, the reel device board is directly supplied with power from the power supply board.

[0081] <Door Relay Board> The door relay board receives, as input information, various sensor information within the selector (input sensor 1, input sensor 2, passage sensor, shoot sensor), bet switch information, stop switch information, and settlement switch information, and outputs, as output information, blocker information, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number display 26, payout number display, replay lamp, 1-bet lamp, 2-bet lamp, 3-bet lamp, start lamp, medal insertion enabled lamp, and advantageous section lamp.

[0082] <Effect Control Board> The effect control board (also referred to as effect control means) is electrically connected to an image control board that controls the display contents of the sub-switch 20, sub-cross key switch 21, effect switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and display device 32.

[0083] The effect control means is configured to enable two-way communication with the sub-control means 1000, and controls the output of effects to the effect device based on the effect commands received from the sub-control means 1000.

[0084] The effect control means selects the effect content based on the result of the role lottery by the internal lottery means. In the present embodiment, a plurality of types of effect contents are provided in advance, and the effect control means selects the effect content by lottery using software random numbers after the role lottery by the internal lottery means is performed at the start of the game or the like.

[0085] In addition, a plurality of types of effect contents are provided according to not only the result of the role lottery but also the result of the freeze lottery and the game state (RT state, freeze state), etc. Specifically, corresponding to when a bonus is won, a small role is won, a replay is won, not won, etc., a plurality of types of effect contents are provided respectively.

[0086] The performance content determines, according to the progress of the game, at what timing (such as when operating the start switch 12 or each stop switch 13, etc.), what kind of performance is to be output (such as how to light, blink, or turn off the lamp, what kind of sound is to be output from the speaker S, and what kind of image is to be displayed on the display device 32, etc.).

[0087] Also, it is possible to cause the generation of the performance output by the performance control means according to the operation by the player. For example, based on the sub-control command transmitted from the main control board 100 according to the operation signals of the start switch 12, stop switch 13, medal insertion port 17, bet switches (MAX bet switch 18, 1 bet switch 19), settlement switch, etc., whose operation signals are input to the main control board 100, it is conceivable to generate a performance by the performance control means of the sub-control board 1000. It is also conceivable to directly generate a performance from the sub-control board 1000 according to the operation means of sub-input switches such as the sub-switch 20, sub-cross key switch 21, performance switch, etc., whose operation signals are input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are separate boards, they may be configured as one board. In that case, the sub-control board 1000 has the functions and processes of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and an image control board for controlling the display content of the display device 32 may be electrically connected.

[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 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> The slot machine PS1 of this embodiment supplies power from the power supply board to the reel device board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel device board supplies power to the main control board 100 and the door relay board. Then, the supplied power is electrically connected by being supplied to each component. The power supplied to the sub-control board 1000 supplies power to the effect control board and then supplies power to the image control board. The supplied power is electrically connected by being supplied to each component.

[0091] Next, the control of the main control board 100 that controls the game of the gaming machine will be described.

[0092] <Types of errors> Errors are roughly classified into recoverable errors and non-recoverable errors.

[0093] <Recoverable errors> Recoverable errors refer to errors related to the selector (medal retention error, medal reverse flow error, medal passing time error), errors related to the hopper 44 (hopper retention error, hopper empty error, abnormality detection error), door opening error, harness disconnection error, etc. When a recoverable error is set and the operation of the reset switch is accepted after removing the causes of various recoverable errors, the game can resume without restarting the power. During recoverable errors, information about the errors occurring on the display device 32, the payout number display, and various lamps is displayed to inform the player of what error has occurred.

[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 recoverable errors, damage to the casino manager can be suppressed even if a recoverable error occurs due to fraud. As a condition for recovering from the recoverable error state, it may be configured to automatically recover by removing the cause of the error, and an error that can be recovered without restarting the power is called a recoverable error.

[0095] <Irrecoverable Error> In the slot machine PS1 of this embodiment, when an irrecoverable error occurs, interrupts are prohibited, the output of the output port is cleared, etc., to restrict the progress of the game, and the credit number display 26 displays according to the type of error to notify that it is in an irrecoverable state.

[0096] Also, when a recoverable error is set, the recoverable error is cleared when an operation of a reset switch (not shown) is received. However, once an irrecoverable error is set, the irrecoverable error is not cleared simply by receiving the operation of the reset switch or by turning on the power again. In this case, the irrecoverable error is configured to be cleared by performing a setting change process. When the power is turned on again during an irrecoverable error, after executing a part of the power-off recovery process, the irrecoverable error display is repeatedly executed to control so that the subsequent game process is not executed. As irrecoverable errors, when the number of bet coins is other than the specified number during role drawing, when the value is not within the normal range in the set value error check, when it is determined that the power-off process is not normally performed during power-off recovery, when a random number abnormality such as an abnormal frequency of the crystal oscillator is indicated, when a symbol combination corresponding to a role that has not won on the valid line is stopped during the winning determination process, etc.

[0097] Also, when an irrecoverable error occurs, regardless of whether it is during the game or during the game standby (from after the game ends until the next game starts), the progress of the game stops.

[0098]

[0099] ​<Gameplay method, game flow> To play a game on the slot machine PS1, first insert medals through the medal insertion slot 17 or set the number of bet medals (also referred to as the specified number), which is predefined, by operating the MAX bet switch 18 and 1 bet switch 19 on the pre-stored medals. In this embodiment, the specified number is set to 3 medals. By setting the number of bet medals, the active lines are effectively set and the game can be played.

[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 through the medal insertion slot (the 54th medal), the blocker of the medal selector is turned off (a state that prevents medals from being inserted into the gaming 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 no longer formed).

[0101] When medals are inserted, the number of bet medals is added when the number of bet medals is less than 3 (less than the maximum number of bet medals in the game state when the medal is inserted). Also, when medals are inserted and can be stored in credit, the number of bet medals is 3 (the maximum number of bet medals in the game state when the medal is inserted), and the credit is less than 50 (less than the upper limit number that can be stored in credit). That is, when the sum of the number of bet medals and the stored number of credits is less than 53, when a medal is inserted from the medal insertion slot, the medal 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 meets the requirement for medal insertion. In this case, since it is in a state where 3 bets are placed automatically, if the stored number of credits is less than 50, it meets the requirement for medal insertion.

[0102] Next, when the operation of the start switch 12 is received, an internal lottery process is executed. After determining the result of the internal lottery process (also referred to as the winning lottery result or the conditional device number), it is judged whether the minimum game time (also referred to as the wait time (period) or the 4.1 - second timer) has elapsed. If the wait time has elapsed, the rotation of each reel is started. If the wait time has not elapsed, each reel waits without rotating until the wait time elapses.

[0103] Next, when any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is operated (stop operation), the reel corresponding to the stop switch 13 operated according to the lottery result and the timing of receiving the stop operation stops. When all the reels stop (also referred to as all stops), it is determined whether each stop symbol determined at the time of receiving the stop of each reel is abnormal. If it is not abnormal, it is searched for which symbol combination the stopped symbol combination is, and according to the symbol combination corresponding to the search result, medal payout (including addition to credit), replay setting (automatic bet processing), bonus state setting, bonus state end, RT state setting, RT state end, etc. are performed, and one game ends.

[0104] <Freeze process> As a freeze process (also referred to as a freeze effect) that temporarily stops and delays the progress of the game for a predetermined period, for example, functions related to the progress of the game, such as receiving game media, receiving the operation of the bet switch for determining the number of bet game media credited in advance, receiving the operation of the start switch 12 for starting the game, or receiving the function related to the stop operation of the reel, are put into a temporarily stopped state. Note that the freeze process (freeze effect) is a process controlled by the main control board 100.

[0105] As the freeze effect, all functions related to the progress of the game described above may be put into a temporarily stopped state, or only some of the functions may be put into a temporarily stopped state.

[0106] As a mode of temporarily stopping the progress of the game, control processes based on the operations of the player (processes for forming a passage through which medals are guided to the hopper 44 by blocker control, bet number setting processes based on the operation of the bet switch, reel rotation processes or internal lottery processes based on the operation of the start switch 12, reel stop processes 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, no control process based on the input signal is performed, the input signal is not received, and the transmission of the input signal is delayed until a predetermined period has elapsed. By performing such processes, the game end timing in one game is delayed compared to the case where the freeze effect is not performed.

[0108] Regarding the freeze effect performed based on the operation of the start switch 12, when the start switch 12 is operated, the reels may not rotate for a predetermined period and then rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery and the reels may not rotate for a predetermined period and then internal lottery and the reels rotate after the elapse of the predetermined period, or when the start switch 12 is operated, internal lottery is performed for a predetermined period but the reels do not rotate and then the reels rotate after the elapse of the predetermined period, or 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, or when the start switch 12 is operated and internal lottery and the reels rotate 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 has stopped and is displayed on the reels as a result of the operation of the stop switch 13, the control process 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 freezes during rotation of all reels, reception of stops of the middle stop switch 13b and the right stop switch 13c is disabled after the left reel corresponding to the left stop switch 13a stops. As a result, 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 a stop of the stop switch 13 that is stopped last may be disabled, or based on the fact that a specific symbol has stopped and is displayed on each reel by receiving an operation of the stop switch 13 that is stopped last, control processing based on a bet number setting process based on an operation of a bet switch for starting the next game, a detection process for detecting insertion of a game medium by a passage sensor, or an automatic bet process performed when a replay stops on an active line, etc. may not be performed.

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

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

[0115] As control processing for shortening the temporary stop period, there are forcibly ending the temporary stop period or rewriting it to a period shorter than the temporary stop period. And as control processing for lengthening the temporary stop period, there are adding another period after the temporary stop period or rewriting the temporary stop period to a longer period. Further, the upper limit time does not have to be defined for the temporary stop period based on the freeze effect, and it may continue until a certain result is obtained based on the result of operation reception.

[0116] The freeze 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 the normal game is in progress during the acceleration process. In the pseudo-game, after the start switch 12 is operated and the internal lottery is performed, the pseudo-game period is determined during the acceleration process of the reels. During the pseudo-game period, the reel rotation control is performed as in the normal game (the reel rotation control is performed based on the operation of the start switch based on the start of the pseudo-game), and the reel stop control is performed based on the operation of the stop switch 13. Also, it may be configured to rotate the reels again by operating the start switch 12 during the pseudo-game period. However, the internal lottery process based on the operation of the start switch 12 or the winning determination process or the payout control process based on the operation of the stop switch 13 is not performed. 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]

[0118] ​<Symbol Combinations That Do Not Require Technical Intervention> A symbol combination that does not require technical intervention is a symbol combination that will always stop and display the winning symbol combination on an active line, regardless of when the stop switch 13 is operated while the reels are spinning. For example, when bell symbols are arranged every three symbols on all reels, bell-bell-bell will always stop (a 100% draw rate), so this symbol combination does not require technical intervention. Hereinafter, a 100% draw rate will be referred to as PB=1, and a winning symbol combination with a 100% draw rate on all reels will sometimes be referred to as a PB=1 role.

[0120] Conversely, PB≠1 means that the winning symbol combination will not stop when the reels are rotating, depending on the timing of stopping the stop switch 13. For example, if there is a location within the pull-in range where there is no symbol related to the winning symbol (e.g., 5 symbols apart), then PB≠1, and the winning symbol may be referred to as a PB≠1 symbol.

[0121] <Small win priority control, bonus priority control> Small win priority control means that when a small win and a bonus are both won, or when a small win is won within a bonus, if both a symbol related to a small win and a symbol related to a bonus can be drawn in, the symbol related to the small win will be drawn in.

[0122] Bonus priority control means that when a small role and a bonus are won at the same time, or when a small role is won within a bonus, if both a symbol related to a small role and a symbol related to a bonus can be drawn, the symbol related to the bonus is drawn.

[0123] In addition, since replays have the highest priority and cannot be missed, when the condition device flags for replay and small win, or replay and bonus are turned on at the same time, the replay-related symbols are always drawn.

[0124] <Normal Interval> The normal interval is an interval in which the processing related to the instruction function cannot be performed. When winning the push order role in the normal interval, the process of transmitting the 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 interval, 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 interval, neither the main control means 100 nor the sub-control means 1000 notifies the push order even when the push order role is won, so it is impossible to tell whether it is correct or incorrect even when the push order role is won in the normal interval.

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

[0127] <Favorable Interval Lamp> As information indicating that the main unit is staying in the favorable interval, a favorable interval lamp is provided. Thus, when a player checks whether they are staying in the favorable interval, they can easily determine it based on whether the favorable interval lamp is lit or not. Specifically, when the DP of the credit display 26 is lit, it indicates that the player is staying in the favorable interval, and when the DP of the credit display 26 is not lit, it indicates that the player is not staying in the favorable interval. Note that the lighting timing of the favorable interval 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 favorable interval 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 combination with a specific push order in terms of specifications, the favorable interval lamp is configured to be lit. This is to inform the player of a favorable state with the favorable interval lamp, and the purpose is to prevent the player from suffering damage due to not knowing the specifications of the gaming machine.

[0129] Note that when the conditions for always lighting the favorable interval lamp as described above are not met, it is not a problem to make the timing of lighting the favorable interval lamp after newly transitioning to the favorable interval arbitrary.

[0130] Note that once the favorable interval lamp is lit, it continues to be lit until the favorable interval ends, and is turned off before receiving the operation of the start switch for the next game after the game in which the favorable interval 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 it in this way, even if the advantageous section lamp is not lit, there may be an advantageous section, and even if the advantageous section lamp is off, it is possible to give the player an expectation that the process related to the indication function will be executed. As a result, conventionally, in the normal section, the game was just waiting to shift to the advantageous section, but in the gaming machine of this embodiment, since there is a possibility that an AT shift lottery or the like is performed even if the advantageous section lamp is not lit, it is possible to maintain the motivation of the game.

[0132] Also, when the advantageous section type is 1, it is not always an advantageous section. This is because in a game that is in the normal section (advantageous section type is 0) and wins the advantageous section transition lottery and the advantageous section type becomes 1, 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 that it is the normal section, and when the value of the advantageous section clear counter is not 0 (the value of the advantageous section clear counter is 1 to 1500), execute the process for outputting a test signal indicating that it is the advantageous section. By configuring it in this way, as the process for outputting the test signal, it only needs to determine whether the value of the advantageous section clear counter is 0, and the state can be accurately identified, so the program capacity can be relieved and the program execution speed can be improved. In addition, when ending the advantageous section with an arbitrary end condition, as described above, 1 is added to the value of the advantageous section clear counter, so 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 roles that a player has won through role lottery (hereinafter referred to as "notification"). Generally, as means for notification during AT, there are the operation timing of the stop switch, the operation order of the stop switch, and the operation timing of the stop switch and the operation order of the stop switch, which are also referred to as the operation procedure and the operation mode.

[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 the operation procedure information are transmitted to the sub-control means 1000. In other words, since the operation procedure information is not transmitted to the sub-control means 1000 during non-AT, the sub-control means 1000 cannot notify the operation procedure. As a result, on the side of the sub-control means 1000, it is unclear which operation procedure will result in the display of a favorable symbol combination for the player during non-AT. During AT, since the operation procedure information for displaying a favorable symbol combination for the player is transmitted, the operation procedure can be notified by the liquid crystal display device or the operation instruction lamp on the side of the sub-control means 1000. Thereby, the player can easily recognize the operation procedure, and furthermore, it is possible to suppress the unauthorized acquisition of the operation procedure information during non-AT.

[0135] <Processing related to the indication function> The processing related to the indication function is a concept that includes not only the drawing related to the AT, such as AT transfer drawing, AT topping-up drawing, and update of the AT end condition (addition / subtraction of the number of AT games, addition / subtraction of the number of AT execution notification times), but also the processing related to the management of the AT state. This processing related to the indication function can be executed at a predetermined bet amount for each game state. When a plurality of bet amounts are set as the specified number in a certain game state, the processing is configured to be executed only when any one of the bet amounts is selected. For example, when 2-bet and 3-bet are possible in the bonus internal state, the processing related to the indication function can be executed only in the game with 3-bet, and the processing related to the indication function cannot be executed in the game with 2-bet. That is, in the game with 2-bet, even if the player wins the AT lottery target combination, the AT lottery may not be carried out, or the number of AT games may not be updated according to the progress of the game. Also, an SB (single bonus) that ends in one game, or a CB is dedicated to the 2-bet game. After the SB or CB ends, if the game is 2-bet or 3-bet, if the number of automatically bet coins when a replay is won in the SB or CB is 2, the processing related to the indication function becomes impossible to execute in the game after the SB or CB ends (the processing related to the indication function can be executed with 3-bet). Therefore, when a replay is won in the SB or CB, the number of bet coins automatically inserted by automatic input is set to 3. By doing so, the processing related to the indication function can be executed even in the game after a replay is won in the SB or CB, so that a game disadvantageous to the player can be eliminated. Note that, as described above, the processing related to the advantageous section is configured to be executed regardless of the bet amount.

[0136] During the <Instruction Monitor>'s "AT" state, when notifying information regarding the operation procedure of the turn order player, the operation procedure information may be notified using the acquired number display. Specifically, when the turn order player is A (left, middle, right correct), "1" is displayed on the instruction monitor; when the turn order player is B (left, right, middle correct), "2" is displayed on the instruction monitor; when the turn order player is C (middle, left, right correct), "3" is displayed on the instruction monitor; when the turn order player is D (middle, right, left correct), "4" is displayed on the instruction monitor; when the turn order player is E (right, left, middle correct), "5" is displayed on the instruction monitor; and when the turn order player is F (right, middle, left correct), "6" is displayed on the instruction monitor.

[0137] With such a configuration, the player can know the correct pressing order by checking the instruction monitor. Also, since the instruction monitor is controlled by the main control board, even if the sub-control board is illegally modified, the pressing order can be accurately notified.

[0138] Also, when the instruction monitor is also used as the acquired number display, the above-mentioned numbers (1 to 6) may be displayed in the lower digits, and "=" may be displayed as an identifier in the upper digits. In this case, since it is possible to determine whether the acquired number display is displaying the acquired number or the pressing order using the identifier, it is possible to avoid interfering 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. When the turn order player is A (left, middle, right correct), "123" is displayed on the instruction monitor; when the turn order player is B (left, right, middle correct), "132" is displayed on the instruction monitor; when the turn order player is C (middle, left, right correct), "213" is displayed on the instruction monitor; when the turn order player is D (middle, right, left correct), "312" is displayed on the instruction monitor; when the turn order player is E (right, left, middle correct), "231" is displayed on the instruction monitor; and when the turn order player is F (right, middle, left correct), "321" is displayed on the instruction monitor. With such a configuration, the pressing order of the instruction monitor can be intuitively grasped, and the player can easily grasp the correspondence between the pressing order and the display on the instruction monitor.

[0140] As the timing for causing the instruction monitor to display the pressing order, it is preferable to set it to any timing from after the pressing order role is elected by the internal lottery executed based on the operation of the start switch in the advantageous section until the stop switch becomes operable. With such a configuration, since the pressing order can be notified before the player operates the stop switch, it is possible to suppress the player from performing a stop operation with an incorrect pressing order.

[0141] <Status display monitor (role ratio monitor)> The role ratio monitor is a display device that switches and displays the cumulative advantageous section ratio or the cumulative instructed role item ratio (selectable according to the specifications of the gaming machine, also referred to as the instructed role ratio), the continuous role item ratio during the latest 6000 games, the role item ratio during the latest 6000 games, the cumulative continuous role item ratio, the cumulative role item ratio, the cumulative role item status ratio, etc. every 4800 ms. By using 4 seven-segment LEDs (with DP), it is possible to display 4-digit numbers. Among the 4-digit numbers displayed by the 4 seven-segment LEDs, the upper 2 digits are called the identification segments, and the lower 2 digits are called the ratio segments.

[0142] In the role item ratio, "role item" refers to the first type of special role item (so-called RB), the second type of special role item (so-called CB), and the normal role item (so-called SB). The "role item ratio" is a ratio calculated by payout during role item operation ÷ total payout × 100. Note that the payouts in the operations of the first type of special role item continuous operation device (so-called BB) and the second type of special role item continuous operation device (so-called MB) are also included in the "payout during role item operation", but the payouts in general games during BB and general games during MB are not included in the "payout during role item operation". Note that "payout" is a term that does not subtract the input number. In the case of payout number - input number, it is called the difference number of sheets.

[0143] In the continuous role item ratio, "continuous role item" refers to the first type of special role item (so-called RB). The "continuous role item ratio" is a ratio calculated by payout during the operation of the first type of special role item ÷ total payout × 100. Note that the payouts in the operation of the first type of special role item continuous operation device (so-called BB) are also included in the "payout during role item operation", but the payouts in general games during BB are not included in the "payout during role item operation".

[0144] The "referred instruction device" in the referred instruction device ratio includes the payouts in a game (so-called AT) in which the instruction function has been activated in the "device" described above, and the "referred instruction device ratio" is a ratio calculated as (payout during activation of the instruction function or payout during activation of the device) ÷ total payout × 100. Here, (payout during activation of the instruction function or payout during activation of the device) does not refer to the payout of a game in which the instruction function is activated and the device is activated, but refers to the sum of the number of payouts of a game in which the instruction function is activated and the payout of a game in which the device is activated. If the game in which the instruction function is activated is a game in which the device is activated, instead of adding the two numbers of payouts, the number of payouts of that game becomes (payout during activation of the instruction function or payout during activation of the device). Note that if the player makes a mistake in the operation mode of the stop switch in a game in which AT is activated, 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 ratio monitor, the information displayed in the identification segment is information for identifying which ratio among the cumulative advantageous interval ratio, cumulative referred instruction device ratio, consecutive device ratio among the latest 6000 games, device ratio among the latest 6000 games, cumulative consecutive device ratio, cumulative device ratio, and cumulative device status ratio is being displayed, and is displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H." respectively. For example, when "7U." is displayed in the identification segment, it indicates that it is the cumulative advantageous interval ratio, and when "6Y." is displayed in the identification segment, it indicates that it is the consecutive device ratio among the latest 6000 games. Note that the "." displayed on the ratio monitor refers to the decimal point.

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

[0147] The identification segment displays the identification segment in a blinking mode when the cumulative number of games is less than the reference number of games. The reference number of games is determined according to various ratios. In the case of the cumulative advantageous interval ratio, it is 175,000 games. In the case of the cumulative designated role item ratio, it is 175,000 games. In the case of the consecutive role item ratio for the latest 6,000 games, it is 6,000 games. In the case of the role item ratio for the latest 6,000 games, it is 6,000 games. In the case of the cumulative consecutive role item ratio, it is 17,500 games. In the case of the cumulative role item ratio, it is 17,500 games. In the case of the cumulative role item and other status ratios, it is 175,000 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 6,000 games, it is 60. In the case of the role item ratio for the latest 6,000 games, it is 70. In the case of the cumulative consecutive role item ratio, it is 60. In the case of the cumulative role item ratio, it is 70. In the case of the cumulative role item 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." may 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 the setting change, during the setting confirmation, or during the 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 every 300 ms, such as lighting for 300 ms → turning off for 300 ms → lighting for 300 ms → turning off for 300 ms → ···. Also, when switching various ratio information, it starts from lighting, so that the display period of various ratio information does not become longer or shorter due to the timing of lighting and blinking.

[0151] As described above, the cumulative advantageous interval ratio or the cumulative indicated winning hand ratio, the consecutive winning hand ratio during the latest 6000 games, the winning hand ratio during the latest 6000 games, the cumulative consecutive winning hand ratio, the cumulative winning hand ratio, and the cumulative winning hand status ratio displayed on the duty ratio monitor are configured to switch the display content every 4800 ms. By setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure the display so 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] Also, since the display period of the test pattern after power-on described above is also set to 4800 ms, when the display of the test pattern ends after 4800 ms, the 7-segment LED turns off, and it becomes possible to display information regarding the cumulative favorable interval ratio or the cumulative instruction load ratio from lighting in the next timer interrupt process.

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

[0155] In order to blink the display mode of the ratio monitor, it has a storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is a 2-byte storage area, and a process of adding 1 is executed for each timer interrupt process. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is initialized at power-on (0 is stored), and then circulates values from 0 to 299 every time the timer interrupt process is executed. In other words, the next value after 299 is 0.

[0156] Example 1) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "0", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "1". At this time, the carry flag = 1 (since a carry occurs as a result of calculating "0 - 299", the carry flag = 1).

[0157] Example 2) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "298", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "299". At this time, the carry flag = 1 (since a carry occurs as a result of calculating "298 - 299", the carry flag = 1).

[0158] Example 3) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "299", if an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "0". In this case, the carry flag becomes 0 (the result of calculating "299-299" is that no borrow occurs, so the carry flag becomes 0).

[0159] As described above, when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag is 1, and when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag is 0. In other words, the carry flag is 0 every 300 ms.

[0160] When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is updated. When the power is turned on, the blinking switch flag (_FL_CHG_FLS) is initialized. When the blinking switching flag (_FL_CHG_FLS) is set to 0, the role ratio monitor is turned on, and when the blinking switching flag (_FL_CHG_FLS) is set to 1, the role ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking switching flag (_FL_CHG_FLS) every 300 ms, it becomes possible for the display mode of the role ratio monitor to be repeatedly displayed (blinking) between the on state and the off state every 300 ms.

[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 value in the ratio segment is equal to or greater than the threshold value, or when a test pattern is to be displayed in the identification segment and the ratio segment. Therefore, in cases other than these, it is set to be displayed in a lit mode without referring to the blinking change flag (_FL_CHG_FLS). However, since the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is updated for each timer interrupt process regardless of whether the blinking change flag (_FL_CHG_FLS) is referred to or not, the blinking change flag (_FL_CHG_FLS) is also updated at any time. Thus, even when switching from a state where the blinking change flag (_FL_CHG_FLS) is not referred to to a state where it is referred to, it is possible to display the lighting and extinguishing timings and the switching timings of various ratio displays without deviation.

[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 performs setting of the interrupt mode, function setting of the main CPU, and RAM check processing for creating power-off recovery data. The RAM check processing determines whether the checksum of all the RAMs is normal. If the condition is satisfied, it is determined that the power-off recovery data is normal, and if the condition is not satisfied, it is determined that the power-off recovery data is abnormal.

[0164] Next, it checks the states of the setting key switch signal and the door open detection switch signal, and determines whether the setting key switch 37 and the door open detection switch are on.

[0165] When the setting key switch 37 and the door open detection switch are on, it is determined whether the power failure recovery data is normal or recoverable. If the power failure recovery data is normal or recoverable, a first initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. If the power failure recovery data is not normal or recoverable, a second initialization range to be initialized in the initialization process in the setting change process is set, and the process proceeds to the setting change process in FIG. 10. Then, after the setting change process, the process proceeds to the main game progress in FIG. 9.

[0166] When the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. If the power failure recovery data is abnormal or unrecoverable, an unrecoverable error notification is issued and the process proceeds to the unrecoverable error process that stops the progress of the game of the slot machine PS1. On the other hand, if the power failure recovery data is not abnormal or unrecoverable, the process proceeds to the power failure recovery process in FIG. 8. Then, after the power failure recovery process, the process proceeds to the main game progress in FIG. 9. Note that after the power failure recovery process, in order to restore the state saved when a power failure is detected, the process is not always executed from the beginning of the main game progress.

[0167] Note that in the unrecoverable error process, interrupts are prohibited and the outputs of the output ports (output of sub-control commands, output of excitation signals to the stepping motor, 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 this embodiment will be described with reference to the flowchart in FIG. 6.

[0169] In this embodiment, when an off operation of the power switch 40 or an event in which the power supply is 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 a reset. Note that the address range of the stack pointer to be saved, the presence or absence of the power cut process completed flag, and whether or not the checksum of the entire RAM area is normal are determined at the time of power cut recovery process.

[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 freeze period measurement timer and the wait period measurement timer), and as the reel drive control, perform control according to the drive state of each reel (such as accelerating, rotating at a constant speed, starting deceleration, decelerating, or stopped) and update the drive state. Next, perform the port output process of creating and outputting the data to be output for each output port (such as the excitation signal to the stepping motor and the drive signal for the hopper 44), and check whether various abnormalities have occurred. The various abnormalities include whether the current set value is a normal value and whether the operation pattern of the input / output sensor is normal. Then, perform the external signal output of setting (controlling on / off) external signals such as the bonus signal, ART signal, security signal, medal input signal, and medal payout signal to be output to an external system such as a hall computer.

[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 the 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 the signal related to the performance test, restore 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 the start command due to the operation of the start switch, the winning information command indicating the result of the internal lottery, the cylinder rotation start command due to the start of the acceleration of the reel, the left cylinder stop command, the middle cylinder stop command, the right cylinder stop command, the all 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, a process of updating 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 a process of subtracting 1. Note that not only the storage area of the RWM that monitors the minimum game time, but also the storage area of the RWM that monitors (manages) the input of game medals by the input button (hereinafter also referred to as timer area B), the storage area of the RWM that monitors (manages) the output time of the external signal (hereinafter also referred to as timer area C), etc., may have storage areas of the RWM related to a plurality of timers. In this case, in timer measurement, a process of subtracting 1 from the value stored in timer area A, a process of subtracting 1 from the value stored in timer area B, a process of subtracting 1 from the value stored in timer area C, etc., a process of subtracting 1 from the value stored in the storage area of the RWM that stores information regarding the timer (hereinafter also referred to as the timer area) is executed. Also, when timer measurement is performed when the value stored in a certain timer area is "0", the value stored in the 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, a process of subtracting 1 from the value stored in the timer area has been given, but a process of adding 1 to the value stored in the timer area may also be used.

[0178] Here, an explanation will be given regarding the monitoring (management) of the input of game medals by the input button. The monitoring (management) of the input of game medals by the input button is a timer that starts timing after the bet process based on the operation of the 1-bet switch 19 is executed, and until the value of the timer becomes "0", it is a timer for not executing a process of determining whether the next 1-bet switch 19 has been operated.

[0179] For example, in a predetermined situation where the number of credits is equal to or greater than a predetermined value (for example, when the number of bets is 0, the number of credits is 3, and 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 processing, the value stored in the timer area B is decremented by "1". And when the timer interrupt processing is executed 20 times, the value stored in the timer area B becomes "0". In addition, when the value stored in the timer area B is not "0" (when the value stored in the timer area B is any one of "1" to "20"), in the main game progress processing, it is not determined whether the 1 - bet switch 19 has been operated. That is, even if the 1 - bet switch 19 is operated when the value stored in the timer area B is not "0", the bet processing is not executed. After that, after the value stored in the timer area B becomes "0", the bet processing can be executed when the 1 - bet switch 19 is operated.

[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 the bet process based on the operation of the 1 - bet switch 19 to be executed multiple times and commands based on the execution of the bet process to be continuously sent to the sub - control means 1000.

[0181] <Power - off recovery process> The power - off recovery process executed by the main control board 100 according to this embodiment will be described using the flowchart of FIG. 8.

[0182] In this embodiment, when the power is turned on by turning on the power switch 40, the main control board 100 executes a power - off recovery process to restore various data to the state before the power - off.

[0183] In the power - off recovery process, the stack pointer is restored, and the sub - control board 1000 Return the output data related to the sub-control command to be transmitted. Then, determine 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), transfer to the non-returnable error process. On the other hand, if it is normal (the value is within the defined range), initialize the unused RAM area, activate the interrupt that is periodically executed, and read the input port. Then, clear the power-off processed flag, perform the return of the used register and the return of the interrupt prohibition / permission state at power-off, and end the power-off return process. Note that when the power-off return process ends, it returns to the state before the power-off occurred. If it does not return (when the settings are changed), start the control process of the main game progress from the beginning.

[0184] In this embodiment, the interrupt is activated at a predetermined timing within the power-off return process, but the interrupt may be activated after the power-off return 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, execute the freeze effect. If the saved freeze effect number does not correspond to the number for which the freeze effect should be executed, proceed to the next process without executing the freeze effect. When the freeze effect is not executed, it may be configured not to save the freeze effect number. In that case, it may be configured to determine whether the freeze effect number is saved, and if it is not saved, proceed to the next process.

[0187] Next, when game medals are inserted through the medal insertion slot 17, the bet number or credit number is updated (game value insertion process). Next, it is determined whether the bet number at which the game can be executed has been bet. If it is determined that a bet has been placed, it is determined whether the start switch 12 has been operated. If it is determined that no bet has been placed, if game medals are inserted or in the state of being stored in the credit, it waits for the operation reception of the bet switch (in the case of being stored in the credit). If the bet number at which the game can be executed has been bet and the start switch 12 has been operated (it is determined that the start switch signal is on), an internal lottery process is performed. If the start switch 12 has not been operated (it is not determined that the start switch signal is on), it waits for the operation reception of the start switch 12.

[0188] In the internal lottery process, an internal lottery random number is generated and acquired, and a predetermined arithmetic process is executed using the acquired internal lottery random number value to determine the winning combination (condition device number). After determining the winning combination, a stop control table corresponding to the stop timing of each stop switch is created in advance, and immediately after permitting the reception of the stop switch operation after the reel rotation, it is prepared so that the stop control can be executed even when the operation of the stop switch is received.

[0189] The types of winning combinations provided in the slot machine PS1 are roughly classified into bonus, minor winning combination, and replay.

[0190] The bonus means a device that operates when a predetermined condition is met. Generally, it operates when a symbol combination such as "7·7·7" or "7·7·bar" is stopped and displayed on the effective line of the display window 4. Due to the operation of the device related to the bonus, the number of symbol combinations related to winning for each specified number changes, or the condition device operation probability related to winning for each specified number is changed. The bonus is divided into RB, BB, CB, MB, and SB.

[0191] RB is an abbreviation for Regular Bonus and is also referred to as a first-class special accessory. RB is generally set with the end condition of obtaining 8 small winning combinations or 12 game results. During RB, the role drawing is performed using an RB medium role drawing table in which the winning probability of small roles is set higher than that of the normal role drawing table.

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

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

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

[0195] MB is an abbreviation for Middle Bonus and is also referred to as a continuous operating device related to the second type of special accessory. MB is set with, for example, the payout of more than 153 medals related to a small winning, the winning of RB, or the winning of SB described later as the end condition.

[0196] SB is an abbreviation for Single Bonus and is also referred to as a normal accessory. For SB, it is set that the result of one game is obtained as the end condition. During SB, the winning probability of small roles is set higher than that of the normal role lottery table, and the role lottery is performed using the SB medium role lottery table.

[0197] In this embodiment, it is assumed that the role lottery for BB is performed using the BB medium role lottery table, but it is not limited to this. During BB, the normal role lottery table and the winning probability of small roles are set to the same probability, and the game may be played using the BB general role lottery table with an increased winning probability of RB and the RB medium role lottery table with the winning probability of small roles set higher than that of the normal role lottery table. Even in this case, in BB, it remains the same that the payout exceeding a predetermined number of medals related to a small winning is set as the end condition. Also, those that control the control related to these bonuses are collectively referred to as special game control means.

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

[0199] Replay (also referred to as a re - game role) is a role that grants a re - game (a game in which the next game can be played automatically by auto - betting without inserting new medals) when the symbol combination based on the winning replay stops and is displayed on the effective line and is determined to be a winning by the winning determination process. Since replay cannot be missed in the winning game, the next game in which replay wins will always be a re - game.

[0200] In the lottery result of the role lottery, if the player does not win any of the bonus, minor roles, and replay roles, it is a loss, and the winning process described later is not performed. When it is a loss, a symbol combination that does not correspond to any role is stopped and displayed on the valid line.

[0201] Among the roles subject to lottery by role lottery, regarding BB, RB, and MB, if the symbol combination is not stopped and displayed on the valid line in the winning game, the winning flag can be carried over to the next game and subsequent games (special role carry-over means). While the winning flag is being carried over, the role lottery may be performed using the role lottery table before the winning flag was carried over, or the role lottery may be performed using the carry-over role lottery table corresponding to the winning flag (also referred to as the internal internal lottery table or the internal role lottery table). When using the carry-over role lottery table, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the valid line, it is determined that the transition condition of the role lottery table is satisfied, and the system transitions from the carry-over role lottery table to the role lottery table corresponding to the winning flag.

[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 mid-role lottery table used during BB and the MB mid-role lottery table used during MB are applicable.

[0203] In the role lottery table, a single winning role where one type of symbol combination can be stopped and displayed on the valid line, or a duplicate winning role where multiple symbol combinations can be stopped and displayed on one or more valid lines, is set according to the lottery result of the role lottery.

[0204] Regarding the multiple symbol combinations set as duplicate winning roles, all the symbol combinations may be set so that one winning role can be stopped and displayed according to the operation mode, or some of the symbol combinations may be set so that they cannot be stopped and displayed. Among these duplicate winning roles, the role corresponding to some of the symbol combinations that cannot be stopped and displayed may also be referred to as a control role.

[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 a plurality of role lottery results on the effective line, it is possible to control so as to vary the effective line to be stopped and displayed according to the type of control staff set as the overlapping winning staff.

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

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

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

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

[0210] The transition conditions for the RT role lottery table can be listed as follows. Transition condition 1 is when a specific symbol combination (the symbol combination related to the bonus, the RT transition symbol combination) stops being displayed. Transition condition 2 is when the bonus is won. Transition condition 3 is when BB, RB, or MB among the bonuses ends. Transition condition 4 is when a specified number of games have been played after a specific symbol combination (the RT transition symbol combination) stops being displayed. Transition condition 5 is when a specified number of games have been played after BB, RB, or MB ends. These transition conditions for the RT role lottery table can be appropriately set according to the gameplay.

[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, for a specified lottery result with a setting number of 4 the winning probability is 1 / 16384.

[0212] Also, when any of the above transition conditions 1 to 5 for the RT role lottery table are met, 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. By doing so, by transitioning to a state with a high replay probability, the decrease in medals can be suppressed, and the gameplay can be made more interesting.

[0213] Next, check whether the minimum game time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum game time has elapsed (if it is determined that the value of the minimum game time timer is 0), set a new minimum game time. If it is not determined that the minimum game time has elapsed (if it is not determined that the value of the minimum game time timer is 0), decrement the value of the minimum game time timer and then check whether the minimum game time has elapsed. This check process for the minimum game time is executed until it is determined that the minimum game time has elapsed, and other processes are not executed as the main game progress process between the determination process of the minimum game time and the process of newly setting the minimum game time. Thereby, since the minimum game time will not be extended by other processes, the game can be 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 of the minimum game time and the process of newly setting the minimum game time. Other processes in this case may include a process of clearing the RWM address, a process of storing other data in the RWM, or other instructions with short processing times. Since these processes have extremely short processing times, the extension of the minimum game time is a time that the user cannot feel. After newly setting the minimum game time, execute the preparation process for starting the reel rotation.

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

[0216] The stop table is provided corresponding to the symbol control number determined by the result of the winning lottery by the internal lottery means, and is a pre-determined stop position of the reel corresponding to the operation timing of the stop switch 13.

[0217] After the preparation process for starting the reel rotation is completed, a process related to a freeze effect (for example, a reel effect before the reel rotation) is executed. In the freeze effect, the reel is moved slightly or rotated in the reverse direction, mainly to suggest the degree of expectation of the winning combination.

[0218] When the freeze effect is not executed, or after the freeze effect is executed and the execution of the freeze effect is completed, a process of rotating the reel (also referred to as a reel rotation process, a reel rotation start process, or a 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 by one step for each timer interrupt process is executed. However, if the constant-speed rotation process is executed immediately when the reel is stopped, there is a high possibility that the torque will be insufficient and the 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 rotation defect detection counter described above is incremented for each timer interrupt process to detect a rotation defect. Since the initial value of the rotation defect detection counter is set to 0, it is incremented for each timer interrupt process. However, when the initial value of the rotation defect detection counter is set to 180, the value of the rotation defect detection counter may be decremented for each timer interrupt process, and it may be determined that a rotation defect has been detected at the timing when the value becomes 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 performing a push order navigation, the lamp of the stop switch may be configured to blink or the like so that the player can easily recognize the stop switch to be operated.

[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 push order navigator, it is displayed in front of the push order navigator. By doing so, even when the display areas of the reel stop warning image and the push order navigator overlap, the visibility of the reel stop warning image is ensured, and the player can be clearly prompted to operate the stop switch. Also, at this time, since the push order navigator may become difficult to see and it may become unclear which reel to stop, the reel stop warning image may be erased (or the reel stop warning image may be made smaller or moved) by operating the sub-switch, the effect switch, etc., so that the push order navigator can be recognized.

[0224] After enabling the reception of the stop switch operation in the main game progress process, the determination process of the stop switch operation reception (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 at a constant speed until the target stop position. Then, when the target stop position is reached, it shifts to the stop state, and all four-phase excitations become ON to apply a brake. Note that the slip control is performed within 190 milliseconds from the operation of the stop switch 13. In this embodiment, when the operation of the stop switch 13 is received, it is possible to draw in the symbols up to four symbols ahead.

[0225] Here, the target stop position is determined by 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 the fact that the initial symbol number is set at the moment when the above-described index sensor detects the index (when the index signal rises), and the next symbol number after the initial symbol number is set when it is moved by one symbol by the timer interrupt process.

[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 combination of symbols constituting a winning combination has stopped and is displayed on the active line. Since it determines whether the stop symbol determined when accepting the operation of the stop switch is abnormal, it does not actually determine based on the combination of symbols that has stopped on the active line. After it is determined by the winning determination process that a combination of symbols constituting a winning combination has stopped and is displayed on the active line, the winning process is performed. When it is not determined by the winning determination process that a combination of symbols constituting a winning combination has stopped on the active line, a process based on a loss is performed.

[0228] The winning process is a process of granting a privilege to the player based on the combination of symbols to be stopped on the active line. As the winning process when stopping a combination of symbols based on a minor winning combination, it is a process of paying out medals based on the stopped combination of symbols or shifting the game state based on the stopped combination of symbols. As the winning process when stopping a combination of symbols based on a replay, it is a process of giving the right to replay or shifting the game state based on the stopped combination of symbols. As the winning process when stopping a combination of symbols based on a bonus, it is a process of shifting the game state based on the stopped combination of symbols. 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 a missed small combination, a winning process such as performing shift control of the game state such as shifting to the RT state without performing a payout can be performed. Furthermore, as 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 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 (stop outcome information) stopped and displayed on the valid line and the combination lottery result information are transmitted to the sub-control board 1000. On the other hand, when receiving these information, the sub-control board 1000 can output an effect according to the winning symbol combination information and the combination lottery result information using the display device 32, the lamp, or the speaker S.

[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 the overlapping winning combination are stopped and displayed on a plurality of valid lines, a winning process is performed for each of the plurality of stopped symbol combinations. When a plurality of symbol combinations based on the overlapping winning combination are stopped and displayed on a plurality of valid lines as a result of the determination in the winning determination process, a winning process is performed for each of the plurality of stopped symbol combinations.

[0233] For example, as a winning process when a minor role set with a payout number of 2 and a minor role set with a payout number of 10 are stopped and displayed on a plurality of valid lines, the payout number based on the minor role set with 2 and the payout number based on the minor role set with 10 are added together, and 12 payouts are made.

[0234] Then, an upper limit is set for the number of payouts per time. When a symbol combination based on a plurality of minor roles is stopped and displayed on a valid line and exceeds the upper limit value of the payout number, the number of coins up to the upper limit value is paid out.

[0235] For example, when the upper limit value of the payout number is set to 15, and a minor role set with a payout number of 12 and a minor role set with a payout number of 10 are stopped and displayed on a plurality of valid lines, as a winning process, when the sum of the minor role set with 12 and the minor role set with 10 exceeds the upper limit value, 15 payouts up to the upper limit value are made.

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

[0237] <Favorable Interval Clear Counter Management Process> Regarding the favorable interval clear counter management process related to the management of the favorable interval 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 favorable interval 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 it is a section that is not an advantageous section and is a normal section, and advantageous section type = 1 means it is an advantageous section.

[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 replay operation symbol has stopped being displayed. If it is determined that the replay operation symbol has stopped being displayed, the process proceeds to determine whether the value of the MY counter exceeds the upper limit value (2400). If it is determined that the replay operation symbol has not stopped being displayed, the process proceeds to obtain the data of the payout number buffer. The data of the payout number buffer is data indicating the payout number related to winning, no payout in case of losing or missing a small winning combination (the payout number is 0).

[0244] Subsequently, in the process of obtaining the data of the payout number buffer, the payout number of the game is obtained.

[0245] Subsequently, the process of adding the data (OUT number) of the payout number buffer obtained to the MY counter is executed.

[0246] Subsequently, the process of obtaining the game medal number data is executed. The game medal number data is data corresponding to the inserted number.

[0247] Subsequently, execute a process of subtracting the number of input sheets (IN sheets) 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 number of input sheets from the MY counter, set the initial value to the MY counter and save it to the MY counter. Also, if it is determined that the value of the MY counter is not less than 0 as a result of subtracting the number of input sheets from the MY counter, save the value obtained by subtracting the number of input sheets from the MY counter to the MY counter. Note that the initial value of the MY counter is 0, and when the value of the MY counter becomes less than 0, it is corrected to 0. Also, whether the value of the MY counter is less than 0 is determined by whether the carry flag is 0. The carry flag is a flag that becomes 1 when the result of the subtraction process is a negative value and becomes 0 when the result of the subtraction process is not a negative value.

[0249] Subsequently, after saving the value of the MY counter, execute a determination process as to whether the value of the MY counter exceeds the upper limit value (2400). If the value of the MY counter exceeds the upper limit value (2400), execute the RWM initialization process and shift to the determination process of the advantageous section type. In the determination process of the advantageous section type, if the advantageous section type is 0, end the advantageous section clear counter management process, and if the advantageous section type is not 0, set the initial value (1500) to the advantageous section clear counter and end the advantageous section clear counter management process. Also, if it is determined in the determination process as to whether the value of the MY counter exceeds the upper limit value (2400) that the value of the MY counter does not exceed the upper limit value (2400), end the advantageous section clear counter management process.

[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 for a maximum of 1500 games, the normal section is set from the next game. This is to prevent falling into it, suppress the state where medals continue to increase throughout the day, and not significantly incite the gambling mentality.

[0251] Note that as the timing for setting the advantageous section type to 1, it is executed in the advantageous section transition lottery process from when the start switch is received until the start of reel rotation. The advantageous section transition lottery process is the process that passes when the conditional device number to be the lottery target is selected. If winning the advantageous section transition lottery, 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. Parameters that affect the performance related to the instruction function include the number of AT games and the game state related to AT. And by updating the advantageous section type to 0, it becomes the normal section that is not the advantageous section. When the value of the MY counter is 2400 or less, this process ends while maintaining the advantageous section. Note that when winning a replay in the advantageous section, the update process of the MY counter is not executed, but the determination process of whether the MY counter exceeds 2400 is passed. In the case of a replay, since the same number of coins as the number of inserted coins is 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 a random number of games (less than 1500 games) are executed. When ending the advantageous section at such an arbitrary end timing, by setting the value of the advantageous section clear counter to 1 before executing the advantageous section clear counter management process (it is desirable to perform the process related to the AT executed after all reels stop), before subtracting the advantageous section clear counter when executing the advantageous section clear counter management process, the value 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 the value of the advantageous section clear counter to 1 and then subtracting 1 from the counter value, the value of the advantageous section clear counter becomes 0 and the advantageous section can be ended. As a result, when an arbitrary end condition is achieved, it becomes possible to perform the process within the same module without using another advantageous section end module.

[0254] In addition, the advantageous section clear counter subtraction process in the advantageous section clear counter management process is configured to be executed regardless of any bet number (when a plurality of specified numbers are set for the gaming machine) and any gaming state.

[0255] <Setting change process> The setting change process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 10.

[0256] When the setting change mode is activated (the setting change process is executed), it is determined whether the current setting value is within the normal range. When it is within the normal range, the current setting value is acquired. When it is outside the normal range, "1" is saved as the setting value and the setting value "1" is acquired.

[0257] After acquiring the setting value, the setting value display data is saved. After saving the setting value display data, lighting control is performed by referring to the setting value display data every 5 interrupts by the dynamic lighting control which is a timer interrupt process.

[0258] Thereafter, it is determined whether the start switch 12 has changed from off to on. When it is determined that the start switch 12 has not changed from off to on, it is determined whether the setting switch has changed from off to on.

[0259] Here, when it is determined that the setting switch has not changed from off to on, it is determined again whether the start switch 12 has changed from off to on. When it is determined that the setting switch has changed from off to on, it is determined whether the set value is greater than or equal to the maximum set value (Setting 6).

[0260] If the set value is not greater than or equal to the maximum value, a process of incrementing the current set value is performed. If the set value is greater than or equal to the maximum value, the initial value (0) is saved 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 the start switch 12 has changed from off to on.

[0261] Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, the process of finalizing the set value is performed, and it waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key switch has changed from on to off, the determined set value is saved 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 different role lottery tables are provided for each set value, with different determination probabilities (role winning probabilities) for the lottery results by internal lottery.

[0263] When the setting key used for changing the settings is rotated by the gaming parlor manager while the slot machine PS1 is not powered on, and the slot machine PS1 is powered on with the setting key held in a rotation position where the setting key switch signal is turned on, the setting change means turns on the setting key switch signal in response to the power-on of the slot machine PS1. In this embodiment, the setting key switch signal being turned on means a rising edge on (OFF → ON), and if the setting key was on before a power outage occurred, the rising edge on is not detected after power-on, so the setting change mode is not entered. However, the setting key switch signal may be turned on as a level on, and the setting change mode may be entered if the setting key is on when the power is turned on again, even if the setting key was on before a power outage occurred.

[0264] The setting change means is the setting key switch signal. If it is determined that the signal is on, the door open signal is on, and the setting changeable flag is on, a setting change mode is started in which the setting values of the slot machine PS1 can be changed.

[0265] The setting changeable flag is switched on and off depending on the game status. For example, it is conceivable that the setting changeable flag is turned off during the period from when the start switch 12 is operated until the game ends, and is turned on during other periods. However, this is not the only possible mode. The setting changeable flag may be turned off only when a specific bonus game starts or when a specific bonus is in progress, or the setting changeable flag may not be provided so that the setting can be changed in any state.

[0266] When the setting change mode is activated, the blocker provided in the medal selector 34 is turned off, preventing the start of a game by inserting a medal. The setting value data that can be changed in the setting change mode has six levels: "1", "2", "3", "4", "5", and "6", and the higher the setting value, the higher the winning combination lottery table with a higher ball payout rate is set.

[0267] After starting the setting change mode, in order to notify that it is the setting change mode, the setting display LED provided on the back of the front panel PS2 is lit. Then, set the setting value display data for displaying the set setting value data, and 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] When the setting value data stored in the setting value data storage area is stored in 6 levels from "0" to "5", when the setting value data is "0", the setting value display shows "1"; when the setting value data is "1", the setting value display shows "2"; when the setting value data is "2", the setting value display shows "3"; when the setting value data is "3", the setting value display shows "4"; when the setting value data is "4", the setting value display shows "5"; when the setting value data is "5", the setting value display shows "6".

[0269] After starting the setting change mode, it continues to determine whether the sensor signal of the start switch 12 is on. When it is determined that the start switch 12 is operated and the sensor signal of the start switch 12 becomes on, the setting value is determined and the current setting value is displayed on the setting display LED. In other words, when it is determined that the sensor signal of the start switch 12 becomes on during the setting change mode, the setting value will not be changed even if the setting switch is operated.

[0270] When it is determined that the setting switch signal has turned on while the sensor signal of the start switch 12 is not determined to be on, clear the setting switch rising data, and determine whether the current setting value is greater than or equal to the maximum setting value (setting value data "6"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "6"), clear the setting value data (set the setting value data to "1"). When it is determined that the current setting value is less than the maximum setting value (setting values "1" to "5"), increment the current setting value. As for the processing of the setting change mode when the setting value data has six levels from 0 to 5, determine whether the current setting value is greater than or equal to the maximum setting value (setting value data "5"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "5"), clear the setting value data (set the setting value data to "0"). When it is determined that the current setting value is less than the maximum setting value (setting values "0" to "4"), increment the current setting value.

[0271] In addition, as the setting value display mode of the setting display LED when it is determined that the sensor signal of the start switch 12 is on after starting the setting change mode, in order to indicate that the setting value cannot be changed, display "0" on the setting display LED, or display "_X" ("X" is the setting value after confirmation) on the setting display LED, etc. The setting value may be displayed in a mode different from the setting value display mode when the setting can be changed.

[0272] <Gameplay using the advantageous section applicable to this embodiment> In this embodiment, the specified number related to the start of the game is only 3 sheets. That is, the game cannot be started except for 3-sheet bets, and even during bonus activation, the game is started only with 3-sheet bets.

[0273] In this embodiment, the effective line has a configuration of 1 line at the lower stage of the left reel, the middle stage of the middle reel, and the lower stage of the right reel. Hereinafter, the stopping of the symbol combination on the effective line is simply referred to as the stopping of the symbol combination.

[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 there is no problem with making changes.

[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 · Operating Symbol · Pattern Symbol Name" in the figure indicates the name of the conditional device corresponding to the symbol combination. Also, in "Specified Number and Game State", it shows the privileges 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, and 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%, it is necessary to press the reels to display 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"). If one type BB is hit during non-RT and the one type BB symbol combination does not stop, the game will transition to RT1 (also referred to as "one type BB internal") starting 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 becomes active (also referred to as "one type BB in progress") starting from the next game. When the activation of one type BB ends, the game transitions back to non-RT starting from the next game. Also, since it starts from non-RT during setting changes, if the setting change device is activated during RT1 or when one type BB is active, non-RT is set when the operation of the setting change device ends. Note that in the case of 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 active state are not cleared, so it starts from the state before the power-off when the power is restored. Specifically, if a power-off occurs during one type BB in progress and then the power is restored, the one type BB active state remains in one type BB in progress. If a power-off occurs in the situation of RT1 and then the power is restored, the RT state remains RT1.

[0280] The conditional device in this embodiment will be described with reference to FIG. 19. In the item of "prize replay game" in FIG. 19, the numbers corresponding to the winning numbers are described. Also, in the item of "conditional device", the operating conditional devices are described. In the item of "common name", the simple names of the operating conditional devices are described. For example, the common name corresponding to the replay-H conditional device is "right push: strong - battle position". It is shown that when the right reel stops at the first stop, the strong battle position stops. The common name corresponding to the prize-A1 conditional device is "push order bell A group 123". The operation mode of the left reel first stop, middle reel second stop, and right reel third stop is the correct operation mode (in this case, the operation mode in which the symbol combination of prize 52 (a prize with a larger payout number of coins than prizes 01 - 02, 09, 29 - 31) stops). Also, in the item of "components", the symbol combinations corresponding to the conditional devices are shown. For example, it is shown that when the replay-A conditional device is activated (hits), replay 01 or replay 02 can be displayed. Note that the part described as "0" in the item of "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 hit simultaneously, which corresponds to the fact that the names are described in both the "bonus condition device" and the "winning replay" in FIGS. 20, 21, and 22. Also, the "internal lottery" items in FIGS. 20, 21, and 22 indicate whether it is an internal lottery target for each game state. "○" indicates that it is an internal lottery target, and "×" indicates that it is not an internal lottery target. Also, the "favorable section transition" items in FIGS. 20, 21, and 22 indicate whether to execute the favorable section transition lottery for each game state. "○" indicates that the favorable section transition lottery is executed, and "×" indicates that the favorable section transition lottery is not executed. Note that in this embodiment, when the favorable section transition lottery is executed, it is configured to hit 100% and transition to the favorable section. 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 any one of Re-game - A, Re-game - B, Re-game - C, Re-game - D, Re-game - E, Re-game - F, Re-game - G, Re-game - H, Re-game - I, Re-game - J, Winning - A1, Winning - A2, Winning - A3, Winning - A4, Winning - A5, Winning - A6, Winning - B1, Winning - B2, Winning - B3, Winning - B4, Winning - B5, Winning - B6, Winning - C1, Winning - C2, Winning - C3, Winning - C4, Winning - C5, Winning - C6, Winning - D, Winning - E, Winning - F, Winning - G, Winning - H, Winning - I, Winning - J, Winning - K, and there is no loss.

[0284] In this embodiment, the internal lottery result that can be determined by the internal lottery means in one type of BB is any one of Winning - K, Winning - L, and loss.

[0285] In this embodiment, as a condition for shifting from the normal section to the advantageous section, any one of Re-game - C, Re-game - D, Re-game - E, Re-game - F, Re-game - G, Re-game - H, Re-game - I, Re-game - J, Winning - A1, Winning - A2, Winning - A3, Winning - A4, Winning - A5, Winning - A6, Winning - B1, Winning - B2, Winning - B3, Winning - B4, Winning - B5, Winning - B6, Winning - C1, Winning - C2, Winning - C3, Winning - C4, Winning - C5, Winning - C6, Winning - D, Winning - E, Winning - F, Winning - G, Winning - H, Winning - I, Winning - J, Winning - K has been drawn, and winning in Re-game - A and Re-game - B does not result in a shift to the advantageous section. That is, in the normal section, when any one of Re-game - C, Re-game - D, Re-game - E, Re-game - F, Re-game - G, Re-game - H, Re-game - I, Re-game - J, Winning - A1, Winning - A2, Winning - A3, Winning - A4, Winning - A5, Winning - A6, Winning - B1, Winning - B2, Winning - B3, Winning - B4, Winning - B5, Winning - B6, Winning - C1, Winning - C2, Winning - C3, Winning - C4, Winning - C5, Winning - C6, Winning - D, Winning - E, Winning - F, Winning - G, Winning - H, Winning - I, Winning - J, Winning - K is drawn, the next game will be in the advantageous section.

[0286] In this embodiment, when any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, and Prize K hits during the normal section, it will always shift to the advantageous section. That is, in the normal section, when any one of Re-game C, Re-game D, Re-game E, Re-game F, Re-game G, Re-game H, Re-game I, Re-game J, Prize A1, Prize A2, Prize A3, Prize A4, Prize A5, Prize A6, Prize B1, Prize B2, Prize B3, Prize B4, Prize B5, Prize B6, Prize C1, Prize C2, Prize C3, Prize C4, Prize C5, Prize C6, Prize D, Prize E, Prize F, Prize G, Prize H, Prize I, Prize J, and Prize K hits, the next game will be in the advantageous section.

[0287] In this embodiment, in RT1 (inside one type of BB), there is no miss (either the re-game combination or the prize combination will always 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 - C6) hits. Some of the operation modes when the Push Order Bell C group hits are, 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, the correct push order (in this case, "1, 2, 3") is displayed on the liquid crystal to notify, so that when Prize 38 stops, 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 winning probability in design is 1 / 17500 or more), and for other re-game combinations and prize combinations, the BB symbol combination is configured not to stop, so that the BB symbol combination stops only when there is a miss.

[0288] In this embodiment, as game states managed by the main control means in the advantageous section, there are an advantageous section general state, a chance zone (also referred to as CZ), and an AT state. Transitions occur from the advantageous section general state to CZ, from CZ to AT, from AT to the advantageous section general state, or from AT to CZ. Also, the game state managed by the main control means in the normal section is only the normal section general state, and there is no transition in the game state 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 hits any one of winning prizes - D to winning prizes - H in the normal state. During CZ, a transition lottery to AT is performed based on the result of the internal lottery during CZ or the lottery at the start of CZ.

[0291] AT is a state that transitions when it hits the AT lottery during CZ, and is a state that notifies an advantageous operation mode (winning 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 times in the advantageous section reaches a predetermined number of times (for example, 1500 times), when the MY in the advantageous section exceeds 2400, when initialization processing based on a setting change is performed, and when the RAM clear switch becomes effective. The end condition of AT and the end condition of the advantageous section do not match. However, a part of the end condition of AT (when reaching the ending or when the number of acquired medals is a predetermined number or more (for example, 2300 medals or more)) may be used as the end condition of the advantageous section. Also, it may be made to transition to the normal section when hitting CZ in the advantageous section. In this case, it is determined whether to end the advantageous section according to the situation of the advantageous section when hitting CZ in the advantageous section.

[0293] CZ is determined by lottery when it hits any of Winning Prize - D to Winning Prize - H (hereinafter also referred to as rare hands), and basically, the less likely the internal lottery result 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 not enough remaining game times in the advantageous section to produce balls. Especially, the specification with fewer net increase numbers (the expected number of acquired balls per game, also referred to as the slope value) is more effective. For example, when the net increase is 2 balls, since the maximum number of acquired balls in the advantageous section is about 2400 balls, 1200 games are required to acquire 2400 balls. However, it is not always the case that AT is performed in the advantageous section. Because various game states such as the above-mentioned normal state and CZ are transitioned, at the start of AT, the remaining game times in the advantageous section are often few (for example, 500 times, etc.). 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, making it difficult to meet the user's expectation of acquisition. Therefore, by ending the advantageous section once with a CZ hit and starting CZ when newly moving to the advantageous section, even if CZ is 100 game times, the remaining game times in the advantageous section can be 1400 games, so that the expectation of allowing the user to acquire 2400 balls can be created.

[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 a user who has not been able to acquire many medals at the AT, so that the game can be played while maintaining the sense of expectation.

[0297] When the hitting probability of CZ after acquiring 50 medals is made lower than the hitting probability of CZ after acquiring 1000 medals, since there are fewer remaining advantageous sections after acquiring 1000 medals (because it is close to the end condition of the advantageous section, which is 1500 game plays or 2400 medals acquired), even if the CZ probability is made high, the gambling nature will not increase significantly in terms of the payout design, and a new sense of expectation can be created for the user.

[0298] When it is aimed at CZ, a blessing effect is performed that displays characters such as "success" or "victory" for the game aimed at CZ or after a predetermined number of game plays (which can be arbitrarily set according to the specifications of the gaming machine). As a result, the user can understand that some privilege has been granted, so the progress of the game can be intuitively understood. Then, from the next game onwards, a display indicating "Preparing for CZ" is made in the lighting state of the liquid crystal or lamp, and an anticipation 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 aiming 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, payouts can be allocated to AT, and a wave of payouts can be created. Also, since an anticipation for CZ is created during "Preparing for CZ", it is less likely for the user to feel that they have suffered even if the payout rate is reduced.

[0299] Also, although the advantageous section is ended in the next game aimed at CZ, a predetermined number of game plays may be executed from the game aimed at CZ until the advantageous section ends. In this case, in the game aimed at CZ, no notification of aiming at CZ is made, and it is conceivable to perform a predetermined number of game plays by means of an effect to determine whether or not it is aimed at CZ (so-called precursor effect or continuous effect). Then, a blessing effect is executed at the timing when the predetermined number of game plays is executed, and it becomes "Preparing for CZ" from the next game. This is because the advantageous section lamp is lit in the advantageous section and goes out when the advantageous section ends, so that it is not possible to tell whether or not it is aimed at CZ from the lighting state of the advantageous section lamp until the fact of aiming at CZ is notified from the CZ aiming game. Note that it may be changed from the advantageous section to the normal section during "Preparing for CZ". In this case, since it has already been notified that it is "Preparing for CZ", the result will not be known in advance from the lighting state of the advantageous section lamp during "Preparing for CZ".

[0300] Also, the CZ preparation does not necessarily have to be in the normal section. It may be set in the advantageous section. Even in this case, the ratio of executing CZ preparation in the normal section is relatively higher than the ratio of executing CZ preparation in the advantageous section. As a condition for executing CZ preparation in the advantageous section, it is required that the remaining number of games in the advantageous section is equal to or more than a predetermined number (for example, 1000 times). By configuring in this way, since CZ preparation is executed when there is a margin in the remaining number of games in the advantageous section, even if CZ is executed after CZ preparation and as a result AT is executed, it is possible to create a sufficient feeling of winning balls. Also, since the normal section is not used during CZ preparation, it is possible to create a surprise such as starting AT immediately after CZ preparation (since information regarding AT is initialized at the end of the advantageous section, if the normal section is used during CZ preparation, CZ will be executed at the start of the advantageous section and thus AT cannot be started).

[0301] Also, when executing CZ preparation in the above-mentioned advantageous section, it may be determined whether to award AT by lottery when winning any of winning - D to winning - H during CZ preparation. In this case, the order of rare hands that are likely to win AT by AT lottery may be the same as the order that is likely to win CZ, or may be partially different such as in the order of winning - E > winning - G > winning - F > winning - H > winning - D in this way. By configuring in this way, even during CZ preparation, it is possible to make the user expect to win a rare hand.

[0302] Furthermore, in order not to reduce the gaming motivation of a user who won a rare hand but did not win AT, a privilege different from AT may be granted. As the privilege, for example, it is conceivable to display a two - dimensional code readable by the user terminal or to display a setting suggestion effect that can discriminate setting values. The privilege may be more likely to be granted as the number of games in the advantageous section approaches the above - mentioned predetermined number (for example, 1500 times), or may be more likely to be granted when the number of CZ times reaches a specific number (for example, the 5th multiple time).

[0303] Describe the process related to setting changes in this embodiment.

[0304] When the setting change device is activated, the RAM initialization process described above is performed at the timing of activation of the setting change device or at the timing of determination of the set value. If the game state immediately before the RAM initialization process is RT1, the information of RT1 is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT. Also, if the game state immediately before the RAM initialization process is in the middle of the first type of BB, the information in the middle of the first type of BB is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT.

[0305] Also, if the game state immediately before the RAM initialization process is an advantageous section, the information of the advantageous section is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes the normal section. In other words, as the game state during the advantageous section, there is the normal state, CZ, or AT, but in any state, when the RAM initialization process is performed, it shifts to the normal section.

[0306] When the RAM initialization process is performed, the game starts from the non-RT and normal section. However, in this embodiment, since it is specified to start CZ when shifting from the normal section to the advantageous section, after the setting change, it is in an advantageous state (a state where CZ can be started by shifting to the advantageous section without performing a game for hitting CZ).

[0307] By configuring in this way, since it is in an advantageous state after the setting change, it is possible to 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 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] In addition, 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, since there is a case of transitioning to the advantageous section in non-RT, it is possible to suppress the specifications regarding the morning such as transitioning to CZ only by playing the game several times after the setting change, and it is possible to suppress the probability of winning.

[0312] In addition, it is also conceivable to reduce the probability of winning by using a specification that changes the game state managed by the main control means in the advantageous section with reference to the RT state of the next game in which the transition to the advantageous section has been determined. In this case, it is also possible that the advantageous section shifted to during non-RT (during non-internal 1-kind BB) does not perform AT, and the advantageous section shifted to during RT1 (during internal 1-kind BB) has the possibility of performing AT. With such a configuration, when shifting to the advantageous section in non-RT after the setting change, since AT is not performed and thus balls cannot be obtained, the probability of winning is suppressed. The end condition of the advantageous section at this time may be until it corresponds to CZ described above, or may be when a game of a predetermined number of game times (for example, 1500 times) has been played.

[0313] Also, although the transition to CZ is controlled with reference to the RT state of the next game selected for the advantageous section transition lottery, it is not limited to this, and the transition to CZ may be controlled with reference to the operating condition device of the game selected for the advantageous section transition lottery. In this case, when winning-A1 is selected during internal 1-kind BB in the normal section, control is performed to start CZ at the start of the advantageous section based on the fact that the condition devices of 1-kind BB and winning-A1 are operating. Also, when winning-A1 is selected during non-internal 1-kind BB in the normal section, control is performed not to start CZ at the start of the advantageous section based on the fact that the condition device of winning-A1 is operating.

[0314] In this embodiment, only 1-kind BB is the lottery target, but instead, RB or MB may be the lottery target, or two or all of 1-kind BB, RB, and MB may be the lottery targets.

[0315] <Control for coping with power-off during pressing various switches according to this embodiment> When the front panel PS2 is in the closed state, after the game ends, the bet is not 3 (including the situation where auto-betting is not performed), and the number stored as the credit number is equal to or more than the number that can be bet 3 times (for example, the credit number in the situation where no bet is placed is 3 or more, or the credit number in the situation where 1 bet is placed is 2 or more) (hereinafter referred to as the MAX bet possible state), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, and 3 is stored as the bet number, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp are lit (before the MAX bet switch 18 is pressed, the 1-bet lamp, 2-bet lamp, and 3-bet lamp are turned off).

[0316] 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, the bet is not 3 (including the situation where auto-betting is not performed), and the number stored as the credit number is equal to or more than the number that can be bet 3 times (for example, the credit number in the situation where no bet is placed is 3 or more, or the credit number in the situation where 1 bet is placed is 2 or more), if the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, and 3 is stored as the bet number, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp are lit (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 addition, hereinafter, unless otherwise specified, when the power is turned on, the front panel PS2 is in the closed state, but it may be configured to have the same behavior even when the front panel PS2 is in the open state.

[0317] In addition, the MAX bet - possible state includes a non - bet situation, a 1 - bet situation, and a 2 - bet situation. However, when the MAX bet switch 18 is operated and the 1 - bet lamp, 2 - bet lamp, and 3 - bet lamp newly light up, it is the non - bet situation of the MAX bet - possible state. In the MAX bet - possible state of the 1 - bet situation, the 2 - bet lamp and 3 - bet lamp newly light up in the situation where the 1 - bet lamp is already lit. In the MAX bet - possible state of the 2 - bet situation, the 3 - bet lamp newly lights up in the situation where the 1 - bet lamp and 2 - bet lamp are already lit.

[0318] Also, in the MAX bet - possible state, the MAX bet lamp is lit, notifying the player that the operation of the MAX bet switch 18 is effective. When the MAX bet switch 18 is pressed while the MAX bet lamp is lit in the MAX bet - possible state (when the sensor detecting the MAX bet switch 18 changes from OFF to ON), the MAX bet lamp goes out. In other words, even when the MAX bet switch 18 is being pressed (the state where the MAX bet switch 18 is pressed and not released, and the sensor of the MAX bet switch 18 maintains the ON state), the MAX bet lamp goes out.

[0319] 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 cannot operate. When 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 - off recovery process is executed), the MAX bet lamp lights up, 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.

[0320] This makes it possible to prevent betting even when, for example, an unintended operation of the MAX bet switch 18 occurs when power is turned on after a power failure (such as a situation where a hand is placed on the MAX bet switch 18), and it is also possible to accurately notify, in the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid even in such a case. 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 enabling (causing) the MAX bet to be placed (the MAX bet process to be performed).

[0321] 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, 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.

[0322] Further, in a situation where the power is cut off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and the power is turned on while the MAX bet switch 18 is being pressed (when a power cut recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed, but when a new 1 bet switch 19 is operated (pressed) (by the sensor for detecting the 1 bet switch 19 changing from OFF to ON), the 1 bet process can be executed.

[0323] Accordingly, 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 failure (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to notify that bet processing is possible based on the lighting state of the MAX bet lamp, and it is possible to suggest that the 1-bit switch 19 is operable. Also, even in such a case, since the operation of the 1-bit switch 19 is effective, the game can be advanced. Since it is effective, the game can be advanced.

[0324] 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 failure recovery processing is executed), the MAX bet processing may be executed in a certain manner. In this case, the MAX bet lamp may be lit or extinguished after 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. When the 1-bit switch 19 is operated, it changes from the 3-bit state to the 1-bit state, and a difference of "2" is returned to the credit (when the credit number is 50 in the 3-bit state, since the difference cannot be returned to the credit, even if the 1-bit switch 19 is operated, it does not change to the 1-bit state and maintains the 3-bit state, so the MAX bet lamp is not lit (extinguished) after 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.

[0325] Subsequently, in a state where the MAX bet is possible (a situation where no bet has been placed), when the 1-bit switch 19 is operated (pressed), 1 is stored as the bet number, and the 1-bit lamp lights up. Also, since the operation of the MAX bet switch 18 is still effective, the MAX bet lamp is also lit.

[0326] Also, in a state where the maximum bet is possible (a situation where no bet has been placed), when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the 1-bit switch 19 is pressed and the power is turned on while the 1-bit switch 19 is being pressed (when the power failure recovery process is executed while the sensor of the 1-bit switch 19 remains ON), the maximum bet lamp lights up and the 1-bit process is not executed. Also, because the 1-bit switch 19 is being pressed, a new 1-bit process by pressing the 1-bit switch 19 cannot be performed either.

[0327] As a result, for example, even in a situation where an unintended operation of the 1-bit switch 19 is performed when the power is turned on after a power outage (such as a situation where a hand is placed on the 1-bit switch 19), it is possible to prevent a bet from being placed. Also, even in such a case, it is possible to notify that the bet process is possible based on the lighting state of the maximum bet lamp and to suggest that the 1-bit switch 19 is operable. 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, after once releasing the pressed 1-bit switch 19 (after the sensor of the 1-bit switch 19 changes from ON to OFF), press the 1-bit switch 19 again, or, without releasing the pressed 1-bit switch 19 (while the sensor of the 1-bit switch 19 remains ON), press the maximum bet switch 18 (by the sensor of the maximum bet switch 18 changing from OFF to ON), to cause a 1-bit process or a maximum bet process to be performed.

[0328] 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.

[0329] As a result, even in a situation where an unintended operation of the 1-bit switch 19 (such as having a hand placed on the 1-bit switch 19) occurs when the power is turned on after a power outage, it is possible to notify that the bet process is possible based on the lighting state of the 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 proceed.

[0330] 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. 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.

[0331] Also, in the state where the maximum bet is possible (no bet has been placed) when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is not open or already open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed. However, when the 1-bit switch 19 is newly operated (pressed) while the pressing of the MAX bet switch 18 is continued, the 1-bit process can be executed. Also, in the state where the maximum bet is possible (no bet has been placed) when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is not open or already open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when a power failure recovery process is executed), the MAX bet lamp lights up and the MAX bet process is not executed. However, when the MAX bet switch 18 is released and the MAX bet switch 18 is newly operated (pressed), the MAX bet process can be executed. In this case, even if the 1-bit switch 19 or the MAX bet switch 18 is newly pressed and the 1-bit process or the MAX bet process is executed, it may be configured not to output the 1-bit sound or the 3-bit sound. Or, when the 1-bit switch 19 or the MAX bet switch 18 is newly pressed and the 1-bit process or the MAX bet process is executed, in a situation where 3 bets have been placed and the front panel PS2 is open, when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates, but it may be configured not to output the start sound.

[0332] This makes it possible to prevent betting even when, for example, there is a situation where an unintended operation of the MAX bet switch 18 occurs when power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), and it is also possible to accurately notify, in the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid even in such a case.

[0333] 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.

[0334] Also, by enabling the 1-bit process by the 1-bit switch 19 even when the front panel PS2 is open, it becomes possible to perform an operation check on whether the 1-bit process can be performed normally in conjunction with the operations performed by the administrator in the situation where the front panel PS2 is open (such as checking settings and setting the administrator menu). In a game at a 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.

[0335] Also, in the state where the maximum bet is possible (when no bet has been placed), if a power failure occurs and the operating voltage drops below the threshold, rendering the gaming machine inoperable, and the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is open or has already been opened), and the power is turned on while the MAX bet switch 18 is being pressed in the situation where the front panel PS2 is open (when the 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 1 - bet switch 19 is newly 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 1 - bet switch 19 is newly operated (pressed), the 1 - bet process may become possible.

[0336] As a result, for example, even if there is a situation where an unintended operation of the MAX bet switch 18 occurs during power - on after a power outage (such as a hand being placed on the MAX bet switch 18), it is possible to prevent unauthorized betting. Also, by not lighting the MAX bet lamp, it is possible to make the player recognize that the game cannot proceed. Furthermore, when the front panel PS2 is closed, even if the operation (pressing) of the MAX bet switch 18 continues, by enabling the bet operation with the 1 - bet switch 19, it is possible to prevent, as much as possible, hindering the progress of the game.

[0337] Also, in a 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, 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 a power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the 1 bet process are not executed. Also, in this case, if the MAX bet switch 18 is released while the 1 bet switch 19 is being continuously pressed and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable. Similarly, in a situation where a power failure occurs in the MAX bet possible state, the operating voltage drops below the threshold, 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 a power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the 1 bet process are not executed. However, if the 1 bet switch 19 is released while the MAX bet switch 18 is being continuously pressed and the 1 bet switch 19 is newly operated (pressed), the 1 bet process becomes executable.

[0338] 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 made when the power is turned on after a power outage (such as a situation where hands are placed on the MAX bet switch 18 and the 1 bet switch 19), it is possible to prevent betting, and 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 progressed to be able to proceed.

[0339] When the front panel PS2 is in the closed state, after the game ends, no bets have been placed (the replay function is not activated), and during normal effect display (effect state other than continuous effect or AT effect) 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.

[0340] Also, in the menu screen displayable state, when a power failure occurs and the operating voltage drops below the threshold value, making the gaming machine inoperable, if the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (when the power failure recovery process is executed while the sensor of the sub-switch 20 maintains the ON state), the sub-switch lamp lights up and the menu screen is not displayed.

[0341] Thus, 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 situation where a hand is placed on the sub-switch 20), the menu screen is not displayed unintentionally, and it is possible to notify that the display process of the menu screen is possible according to the lighting state of the sub-switch lamp and suggest that the sub-switch 20 is operable. Therefore, a player who recognizes that the operation of the sub-switch 20 is effective can release the pressed sub-switch 20 once (after the sensor of the sub-switch 20 changes from ON to OFF), and then press the sub-switch 20 again (by the sensor of the sub-switch 20 changing from OFF to ON) to cause the display process of the menu screen to be performed.

[0342] Also, in a situation where the power supply is cut off while the menu screen is displayable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (when the power cut recovery process is executed), the sub-switch lamp may 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 operation for each item in the menu screen is valid.

[0343] Also, in a situation where the MAX bet is possible and the menu screen is displayable, the power supply is cut off, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. When the MAX bet switch 18 and the sub-switch 20 are pressed and the power is turned on while the MAX bet switch 18 and the sub-switch 20 are being pressed (when the power cut recovery process is executed), the MAX bet lamp 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.

[0344] This makes it possible to prevent unintentional betting and displaying of the menu screen even in a situation where the MAX bet switch 18 and the sub-switch 20 are operated unintentionally when the power is turned on after a power outage (such as a situation where the hands are placed on the MAX bet switch 18 and the sub-switch 20). 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 it is possible to notify, by the lighting state of the sub-switch lamp, that the display process of the menu screen is possible and to suggest that the sub-switch 20 is operable.

[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 failure, and the pressed state of the MAX bet switch 18 cannot be released, by lighting the MAX bet lamp, it is possible to notify the administrator that it is not a software problem even if the MAX bet process cannot be performed.

[0346] 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 up, the MAX bet process may not be executed, the sub-switch lamp may light up, and the menu screen may be displayed. In this case, reflecting the intention to press the sub-switch 20, the menu screen can be displayed immediately after the power is turned on. Further, by lighting the sub-switch lamp, it can be suggested that the determination operation for each item in the menu screen is valid. In this case, the MAX bet lamp continues to light even after the menu screen is displayed, notifying that the MAX bet process can be executed.

[0347] When the front panel PS2 is in the closed state, after the game is over, no bets have been made (the replay function is not activated), and the credit count is 1 or more (hereinafter referred to as the settlement possible state), when the settlement switch is operated (pressed), the settlement process is executed, and the medals stored in the credit are paid out to the tray 28.

[0348] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed (the sensor detecting the settlement switch changes from OFF to ON), and power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed with the sensor of the settlement switch in the ON state), the MAX bet lamp lights up and the settlement process is not executed. Also, while the settlement switch is being pressed, even if the MAX bet switch 18 is pressed, the MAX bet process is not executed.

[0349] This prevents unintentional settlement processing from being executed even if there is a situation where an unintentional operation of the settlement switch has been made when power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), and also enables notification that medals remain in credit based on the lighting state of the MAX bet lamp, thus preventing the player from leaving the seat with credit remaining.

[0350] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed and power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up and the settlement process is not executed. However, even if the MAX bet switch 18 is pressed while the settlement switch is being pressed, the MAX bet process may be executed.

[0351] This prevents unintentional settlement processing from being executed even if there is a situation where an unintentional operation of the settlement switch has been made when power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), and also, by making the operation of the MAX bet switch effective, it is possible to avoid reducing the enjoyment of the game by not hindering the progress of the game as much as possible.

[0352] Also, in a state where settlement is possible, when a power failure occurs, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (when a power failure recovery process is executed), the MAX bet lamp may light up and the settlement process may be executed.

[0353] Accordingly, for example, when performing a power-on operation before the opening of a gaming hall, if the power-on operation is performed in a situation where the settlement switch is being operated (such as a situation where a hand is placed on the settlement switch), the settlement process can be executed immediately after the power is turned on. Thus, the power-on operation before the opening and the settlement operation for the medals remaining in credit can be simplified.

[0354] Also, in a state where settlement is possible, when a power failure occurs, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (when a power failure recovery process is executed), regardless of whether the settlement process is executed or not, the lamp of the sub-switch 20 lights up and the operation of the sub-switch 20 is valid (the menu screen can be displayed by accepting the operation of the sub-switch 20).

[0355] Accordingly, for example, even in a situation where an unintended operation of the settlement switch is being performed when the power is turned on after a power failure, 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 and changed on the menu screen. Also, by enabling all operations related to the progress of the game at this time, all games other than settlement can be executed. The settlement process is only used at the end of the game, and since the number of inserted medals can be adjusted without executing the settlement process, the player is not disadvantaged, and it is possible to execute the game without disturbing the progress of the game as much as possible.

[0356] Also, in a situation where it is in the MAX bet possible state and the settleable state, a power failure occurs, the operating voltage drops below the threshold, and the gaming machine becomes inoperable, when the MAX bet switch 18 and the settle switch are pressed and the power is turned on while the MAX bet switch 18 and the settle switch are being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up, and the MAX bet process and the settle process are not executed. Also, in this case, if the MAX bet switch 18 is released while continuing to press the settle switch and the MAX bet switch 18 is newly operated (pressed), the MAX bet process becomes executable, and if the settle switch is released while continuing to press the MAX bet switch 18 and the settle switch is newly operated (pressed) while continuing to press the MAX bet switch 18, the settle process becomes executable.

[0357] Thereby, even in a situation where unintended operations of the MAX bet switch 18 and the settle switch 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 settle switch), it is possible to prevent betting and the settle process. Also, it is possible to accurately notify that medals remain in credit and that the operation of the MAX bet switch 18 is valid based on the lighting state of the MAX bet lamp.

[0358] When the front panel PS2 is in the closed state, after the game ends, and in a situation where 3 bets have been made (including when the replay is activated) (hereinafter referred to as the reel rotatable state), when the start switch 12 is operated (pressed), the reel rotation process is executed and each reel rotates. Note that the reel rotation process is executed after the minimum game time has elapsed.

[0359] Also, in a situation where a power failure occurs in the reel rotatable state, the operating voltage drops below the threshold, and the gaming machine becomes inoperable, when the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when the power failure recovery process is executed), the start lamp lights up, but none of the reels rotate.

[0360] Thus, even in a situation where, for example, an unintended operation of the start switch 12 is being performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, even in such a case, it is possible to accurately notify, by the lighting state of the start lamp, that the operation of the start switch 12 is valid.

[0361] 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, when the start switch 12 is pressed and power is turned on while the start switch 12 is being pressed (when a power failure recovery process is executed), the start lamp may not light, and none of the reels may rotate. In such a case, when the operation of the start switch 12 is terminated (when the sensor signal of the start switch 12 turns off), the start lamp may light.

[0362] Thus, even in a situation where, for example, an unintended operation of the start switch 12 is being performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, by not lighting the start lamp in such a case, it is possible to make the player recognize that the reels 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.

[0363] In addition, in a situation where a power failure occurs while the reels are rotatable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when a power failure recovery process is executed), all the reels may rotate.

[0364] As a result, a power failure occurs while the reels are rotatable, the operating voltage instantaneously drops below the threshold value, and then the start switch 12 is operated between the time when the operating voltage rises above the threshold value and the power is automatically turned on. When the power is automatically turned on while the start switch 12 is being operated (when a power failure recovery process is executed), all the reels rotate after the power is turned on. Therefore, regardless of the timing at which the player operates the start switch 12, the game can proceed (all the reels can rotate), which reduces the player's effort and improves the game tempo.

[0365] When the front panel PS2 is in a closed state, all the reels are rotating, and the reception of the operation of the stop switch 13 is enabled (hereinafter referred to as the reel stoppable state), when the stop switch 13 is operated (pressed) (when any of the sensors that detect 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.

[0366] In the reel stoppable state, the LED constituting the stop switch 13 is in a lighting mode indicating effectiveness, 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 ineffectiveness.

[0367] Here, the state where the reel cannot be stopped may be a state where the stop switch 13 cannot accept an operation even though the reel is rotating (such as when rotation failure is being detected or when another switch managed by the main control means 100 is being operated), or it may be a state where the reel is not rotating (such as when all reels are stopped or when the left stop switch 13a is operated when the left reel is stopped).

[0368] 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.).

[0369] Also, in a state where the reel can be stopped, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when the sensor of the left stop switch 13a maintains 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.

[0370] Thereby, for example, even if the left stop switch 13a is the stop switch corresponding to the final stop operation, and in a situation where an unintentional operation of the left stop switch 13a has occurred at the time of power-on after a power failure has occurred in a state where the left reel can be stopped, it is possible to prevent 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 role 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 role) in which a winning combination advantageous to the player stops according to the button press order is won.

[0371] Also, in a situation where the power supply is cut off while the reels can be stopped, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when the power failure recovery process is executed), a stop control process may be executed for the left reel. Also 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.

[0372] As a result, for example, if the power supply is cut off during the game and 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, and the power is automatically turned on while the left stop switch 13a is being pressed (when the power failure recovery process 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 approach the timing that the player originally wanted to stop. However, if there are multiple stop switches 13 being pressed after the power is turned on, none of the reels are configured to stop.

[0373] <Control corresponding to power failure during slip control according to this embodiment> When the operation of the stop switch 13 is received in a situation where the start switch 12 is operated and the reels are rotating, the reels are rotated from the reception position of the stop switch 13 to the stop position (so-called slip control), and when the reels rotate to the stop position, the reels stop. If the power failure process is executed during this slip control, the slip control cannot be executed, so the reels cannot be stopped at the stop position.

[0374] 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.

[0375] For this reason, in a game in which a minor winning combination is won by internal lottery processing, when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the minor winning combination can stop during the slip control, the power-off process is executed. After the power is restored, even if the symbol corresponding to the minor winning combination does not stop on the valid line, medal payout corresponding to the symbol combination determined to have stopped is performed by the winning determination process after all the reels have stopped.

[0376] This is for the following reasons. That is, there is an effect that a situation where the player cannot receive medal payout even though the player performs a stop operation at the timing of receiving medal payout is avoided. On the other hand, there is also a problem that it is impossible to recognize based on which symbol combination the medal payout is made. To solve this problem, in a game in which a minor winning combination is won by internal lottery processing, during the slip control (from receiving the stop to the end of the slip control) when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the minor winning combination can stop, the power-off process is executed. After the power 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.

[0377] By configuring in this way, even if the power-off process is executed during the slip control, by rotating to the stop position that was originally planned to stop again after the power is restored, it becomes possible for the player to visually recognize which symbol combination has stopped, so that the player's interest can be improved.

[0378] Also, if a power-off process is executed during slip control and the index is detected during the re-rotation process after power restoration, even if the same symbol exists while moving to the planned stop position, it will move to the planned stop position. If it stops at the same symbol before the planned stop position, it may result in a stop display of the stop prohibition system that does not stop during the game, so a determination process of whether it is a stop prohibition is required. However, in order to reduce the processing load during the re-rotation process, it is designed to move to the planned position.

[0379] Also, if a power-off process is executed during slip control, during the re-rotation process after power restoration, acceleration processing and constant-speed processing are executed in the same way as the normal drum rotation start processing. Note that this is not limited to this, and different acceleration processing and constant-speed processing may be executed. For example, modes where the acceleration time is shortened, the acceleration time is lengthened, the constant-speed rotation speed is slowed down, or the constant-speed rotation speed is increased are conceivable. By changing the acceleration mode or the constant-speed mode from the normal one in this way, it is possible to make the player recognize that the rotation is different from the normal one.

[0380] Also, when it rotates to the same position as the stop reception position while performing 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 it rotates to the planned stop position, a full-phase excitation signal is output to the stepping motor that drives the reel (a 4-phase excitation signal is output in the case of a 4-phase stepping motor), and the re-rotating reel is stopped.

[0381] Also, if a power-off process is executed during slip control, during the re-rotation process after power restoration, in order to make the player recognize that it is in the re-rotation process, modes such as displaying "Re-rotating" on the liquid crystal, outputting "It is in the re-rotation process" by voice, or causing an error display on the error display are conceivable. By this mode, it is possible to make the player recognize that the rotation is different from the normal one.

[0382] 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 process stops as a result of executing the re-rotation process, so that the re-rotation process is not executed during normal power-on. Note that the flag indicating that the slip control is not completed may be an error flag or a game state flag.

[0383] Also, when a power-off process is executed during slip control, the re-rotation process may be automatically executed after the power is restored, or the re-rotation process may be executed after an error occurs after the power is restored and is released by a reset switch. Any of these modes applies to the re-rotation process in the subsequent embodiments.

[0384] 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, during constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, 180 described above), the acceleration process is executed again. Possible causes of rotation failure in this case include holding the reel by hand, detuning due to motor malfunction, or aging deterioration of members.

[0385] In this case, during the initialization process when power is turned on, the rotation failure detection counter is initialized, and the update (counting) of the rotation failure detection counter is started along with the execution of the re-rotation process. After detecting the index for the first time after power is turned on, the value of the rotation failure detection counter is updated to 0 and the update of the rotation failure detection counter is started again, and the reel control means rotates the reel to the stop position and stops it. By clearing the rotation failure detection counter after detecting the index for the first time in this way, even if the position of the reel stopped by the power-off process is immediately after passing the index and the stop position is immediately before passing the index, it is possible to stop at the stop position without detecting a rotation failure. In other words, although it rotates about two revolutions from when power is turned on until the reel stops, it is designed not to be judged as a rotation failure.

[0386] Note that the timing for initializing the rotation failure detection counter is not limited to when power is turned on. It may also be an aspect of initializing the rotation failure detection counter when the stop switch 13 is received, or an aspect of initializing the rotation failure detection counter when the state of the reel becomes a constant speed state.

[0387] 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 is restored, it is possible to prevent the stop position from shifting due to out-of-synchronization or the like even during re-rotation and stop at the planned stop position. Also, since a rotation failure is not detected during normal slip control, the re-acceleration process is not executed in the event of out-of-synchronization or the like during normal slip control.

[0388] 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 issued 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 open error, harness disconnection error, etc. In addition to the error code displayed on the acquired number display 27, the error notification may be in a form of notification on a liquid crystal display, a form of notification by a speaker, or a form of lighting the upper or side performance lamps and the performance switch lamps in a predetermined color (for example, a highly visible and prominent color such as red or blue). Note that the error notification may be performed by only one of the error notifications, or a combination of multiple error notifications may be performed.

[0389] 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 re-rotation or an error notification. Note that when a re-rotation notification is being made during re-rotation, the re-rotation notification is terminated after the re-rotation ends, and it is configured to switch to the error notification. During re-rotation, no error notification is made, and no notification regarding re-rotation that is not an error notification is also executed.

[0390] The error modes during the re-rotation process described above 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 is made on the acquired number display 27, the liquid crystal display, or the speaker after the error is detected.

[0391] 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.

[0392] As a situation where the reel rotates when the power is turned on, in addition to the power restoration after power-off during slip control, there is also power restoration after power-off during normal reel rotation. In the case of power restoration after power-off during normal reel rotation, the reel can be stopped, and the lighting mode of the lamp of the stop switch 13 is in an effective mode. Therefore, by checking the lighting mode of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is possible to determine whether it is during the reel re-rotation process or during normal reel rotation.

[0393] Also, as another situation where the reel rotates when the power is turned on, power restoration after power-off during a freeze in which the reel rotates can be considered. As types of freezes in which the reel rotates, there are pseudo games in which pseudo-stop control is performed by operating the stop switch 13, and reel effects in which the rotation of the reel does not stop even when the operation of the stop switch 13 is received.

[0394] 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 possible to determine whether it is during the reel re-rotation process or during normal reel rotation.

[0395] During the reel effect, the lighting mode of the stop switch 13 lamp is in an invalid mode. When the power resumes 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 the invalid mode during the reel effect, when the operation of other main system switches (switches managed by the main control means 100) is enabled, the lighting mode of the lamps of other main system switches is in the valid mode. Therefore, it is possible to determine whether it is during the reel effect or during the re-rotation process by checking the lighting mode of the lamps of other main system switches.

[0396] Also, during the pseudo-game or when the power resumes 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 resume, it can be easily determined whether it is during the re-rotation process or not based on the rotation mode of the reel.

[0397] 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 resumes, it rotates until the index is detected after the power resumes, and then moves to the previously scheduled stop position and stops. Note that if the power cut process is executed immediately before detecting the index and the index cannot be detected because the index is not detected during the acceleration after the power resumes, and it rotates again until the index detection timing, it can also be said that it rotates until the index is detected.

[0398] Since the re-rotation process can be executed even when the power resumes after a power cut during the re-rotation process in this way, it is possible to display the stop symbol for the player even in an unstable situation where the power cut may occur multiple times.

[0399] 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 conceivable.

[0400] <Pattern 1> When, 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.

[0401] In this case, since the index is not detected in the first re-rotation process and the reference symbol position is not stored, it is determined that the reference symbol position is not stored in the second re-rotation process and rotation for detecting the index again is executed so that it can stop at the planned stop position.

[0402] <Pattern 2-1> Also, when, as the timing at which the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power recovery, it is after detecting the index during the re-rotation process (it is sufficient if the sensor detects the index, and it includes the timing at the moment when the sensor detects the index. The same applies hereinafter), a mode of rotating to the planned stop position based on the reference symbol position by the index detected before the power-off after the power recovery and then stopping is conceivable.

[0403] 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 restarts by the time until detecting the index.

[0404] In the above Pattern 2-1, if a power-off process is executed between the detection of the index during the first re-rotation process and the rotation to the planned stop position until braking (until outputting 4-phase excitation), regardless of whether the timing of the power-off process was before reaching the stop acceptance position or after reaching the stop acceptance position, after power restoration, re-rotation processing or stop control is executed based on the reference pattern position stored without detecting the index again.

[0405] 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.

[0406] <Pattern 2-2> Also, when a power-off process is executed during the slip control and the timing of the second power-off process 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.

[0407] In this case, considering the possibility that the reel has moved between the second power-off and power restoration, in order to perform re-rotation until the index is detected again, it becomes possible to rotate more accurately to the planned stop position.

[0408] In the above Pattern 2-2, if a power-off process is executed between the detection of the index during the first re-rotation process and the rotation to the planned stop position until braking (until outputting 4-phase excitation), regardless of whether the timing of the power-off process was before reaching the stop acceptance position or after reaching the stop acceptance position, after power restoration, a re-rotation process for detecting the index again is executed to move the pattern to the planned stop position and stop it.

[0409] 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.

[0410] <Pattern 2-3> Also, when the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has not reached the stop reception position, after the power-on, the re-rotation process or stop control is executed based on the reference symbol position stored without detecting the index again. When the power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after the power-on, if the index is detected during the re-rotation process and the rotation has reached the stop reception position, 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.

[0411] 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.

[0412] <Control of the effect mode using the effect switch according to the present embodiment> The effect using the effect switch (which may also be referred to as a push button effect) will be described with reference to FIG. 23. FIG. 23 shows an effect of operating the effect switch through the operation of the start switch 12, the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c, and shows the process in which the effect switch is operated and the effect is executed. In addition, the part indicated by "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).

[0413] In the upper left diagram of FIG. 23, the production of "Win at Rock-Paper-Scissors!!" is displayed on the liquid crystal based on the operation of the start switch 12 for starting the game (more specifically, the reception of the start switch reception command or the reception of the reel rotation start command) from the main control means 100. At this time, since the operation of the production switch is still invalid, the production switch is turned off.

[0414] Subsequently, in the upper middle diagram of FIG. 23, the production of "Jya~n!" is displayed on the liquid crystal based on the operation of the left stop switch 13a for stopping the left reel (more specifically, the reception of the left stop switch reception command) from the main control means 100. At this time, since the operation of the production switch is still invalid, the production switch is turned off.

[0415] Subsequently, in the upper right diagram of FIG. 23, the production of "Ke~n!" is displayed on the liquid crystal based on the operation of the middle stop switch 13b for stopping the middle reel (more specifically, the reception of the middle stop switch reception command) from the main control means 100. At this time, since the operation of the production switch is still invalid, the production switch is turned off.

[0416] Subsequently, in the lower left diagram of FIG. 23, the production of "Pon!" is displayed on the liquid crystal based on the operation of the right stop switch 13c for stopping the right reel (more specifically, the reception of the right stop switch reception command) from the main control means 100. At this time, since the operation of the production switch is still invalid, the production switch is turned off.

[0417] Subsequently, in the lower right figure of FIG. 23, an image of a switch imitating an effect switch (hereinafter sometimes referred to as an effect switch image, an operation promotion image, or an operation promotion effect) that is executed based on the fact that all reels have stopped (more specifically, reception of a full reel stop command from the main control means 100) is displayed on the liquid crystal. Also, the effect of "Pon!" displayed when the right stop switch 13c, which is the third stop, is operated, is displayed dimly (with the brightness lowered). At this time, since the operation of the effect switch is valid, the effect switch is lit. When displaying the image dimly, in addition to lowering the brightness, it may also be in a mode of lowering the luminance or in a mode of superimposing a gray translucent display on the image. In any case, when the image is displayed dimly, it is also possible to express that the visibility is reduced.

[0418] 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.

[0419] As shown 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.

[0420] 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 thus the operation of the effect switch can be effectively promoted.

[0421] Alternatively, when the effect switch is valid, the effect switch lamp may be lit in a blinking pattern that repeats lighting and extinguishing at a specific cycle, and the lighting state image may be represented by a blinking pattern that repeats lighting and extinguishing at a predetermined cycle. In this case, by making the predetermined cycle of the lighting state image shorter than the specific cycle of the effect switch lamp, the lighting state image can be made prominent. In this case, the operation (pressing) of the effect switch is valid even when the effect switch lamp is off, and based on the operation of the effect switch at this timing, the display switches from a dim "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 carried out.

[0422] 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 the push button effect is executed during the eco mode and the effect switch is lit, the brightness of the effect switch is made the same as when the push button effect is executed when not in the eco mode and the effect switch is lit. This makes it possible to effectively prompt the player to operate the effect switch (press it).

[0423] In addition, even when error notification is performed by lighting or blinking an upper or side effect lamp or an effect switch lamp 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 lamp or the effect switch lamp is the same during the eco mode and when not in the eco mode.

[0424] 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 turned off, it is not lit. By making the expression of the extinction mode of the effect switch lamp and the lighting mode image different in this way, it becomes possible to make the lighting mode image prominent. Also, since the periphery of the effect switch image is brighter than the periphery of the effect switch, by not lowering the brightness of the lighting mode image of the effect switch image until it becomes black, the difference in brightness from the surroundings is reduced. By configuring in this way, it becomes possible to reduce fatigue during the game while making the effect switch image prominent.

[0425] Also, when the effect switch image is displayed in front of the previous image as in the lower figure of FIG. 23, the brightness of the previous image is lowered, but the previous image is made to have a lower brightness than the lowest brightness of the lighting mode image of the effect switch image. By configuring in this way, even when the brightness of the effect switch image is in the lowest state, it is possible to make the effect switch image prominent because its brightness is higher than that of the surrounding images.

[0426] The lower figure of FIG. 23 will be further described with reference to FIG. 24. The effect switch image changes over time until the effect switch is operated. As a change mode, an effect representing the advance and retreat of the initial position and the pressed position of the effect switch is expressed using the effect switch image.

[0427] 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, and the fourth figure from the left shows that the effect switch image is in the pressed position. By configuring it in such a way that the state where the effect switch image is in the initial position and the state where it is in the pressed position are repeatedly shown, it becomes possible to effectively prompt the player to press the effect switch.

[0428] 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 prominent and to avoid reminding the player to repeatedly press the effect switch. In many of the gaming machines currently on the market, continuous changes in the effects are caused by repeatedly pressing the effect switch. If the change pattern of the effect switch image changes too quickly, there is a risk of being mistaken for a continuous pressing effect, which may reduce the interest in 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.

[0429] 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 that they should repeatedly press the effect switch. Note that this is not the only way. Even if the position of the effect switch image does not change, an effect mode meaning continuous pressing may be used by making the switching cycle of the lighting pattern image shorter than the cycle when the operation of the effect switch ends once.

[0430] Also, it may be a mode in which the effect switch image is not changed between the initial position and the pressed position at a fixed cycle. In this case, since the display area of the liquid crystal can be reduced, instead, it is possible to display a character indicating that the player should press an effect switch such as "Press the PUSH button".

[0431] When the effect switch is operated while the effect switch image for operating the effect switch on the liquid crystal is displayed, the effect switch image is configured to be erased without an effect. In other words, when the effect switch is operated while the effect switch image is displayed, the effect switch image is immediately erased and the effect based on the pressing of the effect switch is immediately executed. At this time, the effect switch image may be configured to be erased in the drawing process immediately after receiving the operation of the effect switch, or may be configured to be erased in the drawing process executed after a predetermined period from immediately after receiving the operation of the effect switch.

[0432] By configuring in this way, it is possible to make the player interested in what results occur when the effect switch is pressed, and it is possible to make the information on whether the effect switch has been pressed or not less conspicuous.

[0433] Also, when the effect switch image for operating the effect switch is displayed on the liquid crystal, even when the front panel PS2 is opened, the display of the effect switch image is continued, and when the effect switch is operated, the effect switch image is erased without an effect and the effect based on the pressing of the effect switch is immediately executed. At this time, as described above, the effect switch image may be configured to be erased in the drawing process immediately after receiving the operation of the effect switch, or may be configured to be erased in the drawing process executed after a predetermined period from immediately after receiving the operation of the effect switch.

[0434] By executing an effect based on the pressing of the effect switch regardless of the open / closed state of the front panel PS2 in this way, it becomes possible to prevent the progress of the game from being hindered even if the front panel PS2 is accidentally opened.

[0435] Note that when displaying an effect switch image for operating the effect switch on the liquid crystal in a situation where the front panel PS2 is open, the lighting state of the effect switch is configured to be different from the lighting state of the effect switch when displaying an effect switch image for operating the effect switch on the liquid crystal in a situation where the front panel PS2 is closed. For example, it can be lit when the front panel PS2 is in the closed state but blink or turn off when it is open, the blinking cycle can be made faster in the closed state than in the open state, or the lighting color can be made different between the open state and the closed state. Also, in a situation where the front panel PS2 is open, as shown in FIG. 28, an image indicating that the front panel PS2 is open may be displayed at a position overlapping at least a part of the effect switch image (note that in order to improve the visibility of each of the effect switch image and the image indicating that the front panel PS2 is open, the image indicating that the front panel PS2 is open may be displayed at a position where these images do not overlap each other). Furthermore, in a situation where the front panel PS2 is open, a voice indicating that the front panel PS2 is open (for example, "The door is open") may be output. In this case, the effect sound associated with the display of the effect switch image or the effect sound associated with the effect based on the pressing of the effect switch may not be output. Thereby, it is possible to accurately notify that the front panel PS2 is open. On the other hand, even in a situation where a voice indicating that the front panel PS2 is open is being output, the effect sound associated with the display of the effect switch image or the effect sound associated with the effect based on the pressing of the effect switch may be output. Thereby, it is possible to accurately notify that the front panel PS2 is open without hindering the progress of the game.

[0436] Also, when a production switch image for operating the production switch on the liquid crystal is being displayed, if the front panel PS2 is opened, an image indicating that the front panel PS2 is open is displayed instead of the production switch image, the pressing of the production switch is disabled, and then when the front panel PS2 is closed, the image indicating that the front panel PS2 is open is erased and the production switch image may be displayed again. Note that the production switch image may be made unviewable by displaying an image indicating that the front panel PS2 is open over the production switch image, and then when the front panel PS2 is closed, the image indicating that the front panel PS2 is open is erased and the production switch image can be made viewable again. Also in this case, as described above, by making the lighting state of the production switch different before and after the front panel PS2 is opened, it is possible to accurately notify that the front panel PS2 is open.

[0437] Also, when performing an effect (success effect) that means giving a privilege to the player when the production switch is operated, the production switch image is erased without an effect, but when performing an effect (failure effect) that means not giving a privilege to the player when the production switch is operated, the production switch image may be erased with an effect. Note that the effect in the case of a failure effect may be a mode in which the production switch image explodes or a mode in which the brightness of the production switch image is maintained in the darkest state (a mode in which the brightness does not change periodically).

[0438] By configuring in this way, it becomes possible to suggest to the player that a failure effect has been displayed as a result of operating the production switch, to foster the player's acceptance, and to prevent the interest in subsequent games from decreasing.

[0439] Also, when displaying the effect switch image when the entire reel (entire spool) stops, when the start switch 12 for the next game is operated, instead of the image displayed when the effect switch is operated, an image based on the operation of the start switch 12 is displayed. Further, when displaying an image based on the operation of the start switch 12, the effect switch image is erased. As for the erasure mode of the effect switch image at this time, it is erased without an effect.

[0440] By configuring in this way, it is possible to execute appropriate effects for the player's operations without interfering with the effects executed based on the operation of the start switch 12. Players who skip the effect switch image by operating the start switch 12 are likely to be aware of a state with low anticipation in advance or have no interest in the effects themselves using the effect switch. By erasing it without an effect, it is possible to prevent the interest of the game from decreasing.

[0441] Also, when comparing the time from when the operation of the effect switch is accepted until the effect switch image is erased when the effect switch is operated and a successful effect is displayed in a situation where the effect switch image is being displayed, and the time from when the operation of the stop switch 13 corresponding to the correct push order is accepted until the push order navigation image is erased when the stop switch 13 is operated and a successful effect is displayed in a situation where the push order navigation image is being displayed, the time until the effect switch image is erased is made longer.

[0442] By configuring in this way, it is possible to change the time until the reaction effect executed when various switches are operated, and it is possible to give different interests based on the time difference between various switches and the execution of the reaction effect. For example, for the push order navigation image where the profit directly disappears when the push order fails, displaying the next information immediately can enhance the player's interest. By giving a little time from the operation to the effect for the effect switch, it is possible to make the player anticipate whether a successful effect or a failed effect will be displayed.

[0443] When the performance switch also serves as a switch for displaying the menu screen, the performance switch lamp is configured to light up after a certain period (for example, T1) has elapsed after the full rotation cylinder stops. The lighting state of the performance switch lamp at this time is different from the lighting state of the performance switch lamp when a performance is executed by operating the performance switch after the full rotation cylinder stops.

[0444] By configuring in this way, it becomes possible to suggest whether the menu screen is displayed when the performance switch is operated according to the lighting state of the performance switch lamp, or whether a success or failure performance is displayed.

[0445] Also, when the performance switch image is displayed as shown in the lower figure of FIG. 23 after the full rotation cylinder stops, even if T1, after which the menu screen can be displayed after the full rotation cylinder stops, has elapsed, the lighting state of the performance switch lamp does not become the lighting state when the menu screen is displayed, but becomes the lighting state corresponding to the performance switch image. Then, when an operation of the performance switch is received after T1 has elapsed since the full rotation cylinder stopped, the performance switch image is erased, a success or failure performance is executed, and the performance switch lamp remains turned off. And even when T1 has elapsed after receiving the operation of the performance switch, the performance switch lamp remains turned off, and the menu screen is not displayed even if the performance switch is operated. Further, even when T2, after which the demo screen is to be displayed, has elapsed since the full rotation cylinder stopped, the demo screen is not displayed, the volume decreases, and the performance switch lamp remains turned off. In this case, depending on whether the settlement process is executed by receiving an operation of the settlement switch or the game is executed until after the end of the next game (after the end of the game in which the performance switch image is not displayed), the menu screen can be displayed after T1 has elapsed since the full rotation cylinder stopped, and the demo screen can be displayed after T2 has elapsed since the full rotation cylinder stopped.

[0446] By configuring in this way, in a game where the effect switch image is displayed, when the effect switch is operated, the player does not need to worry about whether the menu screen will be displayed or whether a success or failure effect will be displayed, and it becomes possible to prevent a decrease in the player's interest in the game. Note that it may be configured such that the menu screen cannot be displayed even when the settlement process is executed. In this case, in this game, although a failure effect is displayed, it is possible to maintain the sense of anticipation up to whether a so-called resurrection effect in which a success effect is displayed in the next game will be executed.

[0447] Also, when the effect switch lamp is lit in a lighting mode that allows the menu screen to be displayed, the effect switch image is not displayed on the liquid crystal. In other words, whether the menu screen is displayed can be confirmed only by the lighting mode of the effect switch lamp.

[0448] By configuring in this way, since the notification of the state in which the menu screen can be displayed, which has no direct relation to the progress of the game, can be executed only by the lighting mode of the effect switch lamp, it becomes possible to reduce the possibility of giving a sense of anticipation to the operation of the effect switch compared to the case where the effect switch image is displayed on the liquid crystal. Also, it becomes possible to prevent the player's interest in the game from decreasing due to the menu screen being displayed even though the player operates the effect switch with a sense of anticipation.

[0449] Note that on the demo screen where the player can easily recognize that the game is not in progress, the effect switch image may be displayed at a position different from and in a smaller size than the effect switch image displayed by the push button effect. In this case, the possibility that the player will confuse it with the push button effect is low, and furthermore, it becomes possible to effectively display the menu screen to the player. This is based on the fact that as the timing for displaying the menu screen, the timing at the start of the game is the most common, and at this timing, since the game is not being played, there is a high possibility that the demo screen is being displayed.

[0450] Note that as the display position of the effect switch image, during the push button effect, the effect switch image is displayed in the center of the liquid crystal, and during the demo screen, it is displayed at the edge of the liquid crystal (for example, at an inconspicuous position such as the lower part of the liquid crystal or the lower left of the liquid crystal as shown in FIG. 29). Also, as described above, the effect switch image on the demo screen is displayed in a smaller size than the effect switch image during the push button effect. In other words, it can be said that at least one of the display area and the size of the effect switch image on the demo screen and the effect image during the push button effect is different. Furthermore, the display mode of the effect switch image during the push button effect and the effect switch image on the demo screen may be different (for example, the effect switch image during the push effect is displayed in a blinking mode that repeats lighting and extinguishing at a predetermined cycle, and the effect switch image on the demo screen is displayed in a lighting mode, etc.). Thereby, it becomes possible for the player to intuitively distinguish between the situation where it is desired to press the effect switch as part of the effect and the situation where it is okay to press the effect switch.

[0451] Note that the effect switch image on the demo screen may be in a mode where a telop such as "PUSH to display menu" flows as shown in FIG. 30.

[0452] The timing when the push button effect is executed is set to be after the full-rotation cylinder stop, but it may also be after the reception of the start switch 12. When the effect switch image is displayed after the reception of the start switch 12, the effect switch image may be erased by the first stop operation (operation of any of the stop switches 13), or the display of the effect switch image may be maintained even after the full-rotation cylinder stop. When the display of the effect switch image is maintained after the full-rotation cylinder stop, the effective period of the operation of the effect switch is also maintained, and when the effect switch is operated, a success or failure effect is executed. Note that even if the effect switch is not operated, the effect switch image is erased.

[0453] Also, whether the operation response effect is executed when the effect switch is operated is determined by setting a predetermined timer value to a counter based on the reception of a predetermined command from the main control means 100, decrementing the value of the counter at predetermined intervals by timer interrupt processing or the like, and enabling the operation of the effect switch when the value of the counter becomes 0 (the operation response effect is executed when the effect switch is operated). At this time, the effect switch image is also configured to be drawn after a period corresponding to the predetermined timer value has elapsed since the reception of the predetermined command. However, due to a delay in communication between the image control board and the effect control board that executes the drawing process, the effect switch may become valid before the effect switch image is displayed. Even if the effect switch is operated before the effect switch image is displayed in this way, the configuration is such that the response effect can be executed.

[0454] <Explanation of the winning effect, settlement effect, and insertion effect applicable to the present embodiment> Next, the relationship between the winning effect, settlement effect, and insertion effect applicable to the present embodiment will be explained.

[0455] In the effects applicable to the present embodiment described below, both the winning effect associated with the payout process of game medals based on winning small roles such as the pressing order role, the settlement effect associated with the settlement process, and the insertion effect associated with the bet operation can be output simultaneously. This is for the purpose of preventing incorrect recognition such as the settlement not being performed normally or the insertion not being performed normally, and making the player recognize that the gaming machine is functioning normally.

[0456] The configuration related to the winning effect, settlement effect, and insertion effect applicable to the present embodiment will be described below.

[0457] <Main control means> The main processes of the main control means are as described in the present embodiment and the like, but the details of the processes omitted in the description of the present embodiment will be described below.

[0458] <Processing at the time of inserting a game medal> When the game medal can be inserted, when a game medal is inserted, if the bet number is not set to the upper limit, a bet setting (also referred to as a bet) for the inserted number of medals is performed. If it is set to the upper limit, the inserted number of medals is added to the credit. Also, if the bet number is not set to the upper limit and the number of medals that can be bet is stored in the credit, a bet setting is performed according to the operation of the bet switch (MAX bet switch 18, 1 bet switch 19). Here, when it is said that a game medal is inserted, it is agreed that the game medal inserted into the medal insertion port 17 normally passes through the medal selector 34. In addition, if the game medal is set for betting or stored in the credit before starting the game (after setting the required number of bets and before operating the start lever), if the settlement switch is operated, the settlement process becomes possible. Also, the main control means (main control board 100) transmits a medal insertion command to the sub-control means (also referred to as the sub-control board 1000, effect control means) when a game medal is inserted, and a stored insertion command corresponding to the number of bets set when the bet switch is operated to the sub-control means. The main control means transmits a stored number command indicating the current stored number to the sub-control means when stored (added) to the credit. Based on these commands, the sub-control means can execute insertion effects such as outputting the insertion sound of the game medal.

[0459] <Winning process (payout process)> The winning process (hereinafter also referred to as the payout process) is a process of paying out a predetermined number of game medals according to the winning minor combination when it is determined that a minor combination has won in the winning determination process. Here, paying out game medals means adding them to the credit if the credit reserve has not reached the upper limit, and if the credit reserve has reached the upper limit, paying out the game medals from the hopper 44. The main control means sends a payout start command to the sub-control means when starting a payout based on a win (whether it is an addition to the credit or a payout from the hopper 44), and sends a payout end command to the sub-control means when ending a payout based on a win. Based on the payout start command and the payout end command, the sub-control means can execute winning presentations such as outputting the sound of paying out game medals and executing a backlight presentation (also referred to as a BL presentation). Note that the payout start command is configured to include information on the number of game medals to be paid out, and the payout start command and the payout end command are also sent when there is no payout (in the case of a loss or a winning of a replay). In the case of a loss or a winning of a replay, the information on the number of game medals to be paid out is sent as 0, and then a payout end command is sent.

[0460] <Settlement process> When the settlement switch is operated in a state where no game is being played, a (settlement) process is executed to pay out to the player a number of game medals corresponding to the bet number set for the bet and the number of c...

Claims

【Claim 1】 having a predetermined counter, capable of executing main processing, the timer interrupt processing being executable when the predetermined counter times out, the ROM area having a first control area in which a program related to the progress of the game is stored and a second control area in which a program related to the game machine test is stored, the vector address of the timer interrupt processing being in the first control area, executing an RWM abnormality determination process after the power is turned on and the update of the value of the predetermined counter is started, and being capable of executing an instruction to permit an interrupt after executing the RWM abnormality determination process, the main processing having a predetermined interrupt prohibition section which is a section from an instruction to prohibit an interrupt to an instruction to permit an interrupt, when the predetermined counter times out at timing A which is a certain timing during the predetermined interrupt prohibition section, the timer interrupt processing is not executed at timing A but the value of the predetermined counter is updated even after timing A, and the timer interrupt processing is executable at timing B which is the timing after the interrupt prohibition section ends, and thereafter, the timer interrupt processing is executable at timing C, when the period in which the predetermined counter times out is T and timing B is a specific timing before T has elapsed from timing A, timing C is the timing at which T has elapsed from timing A A gaming machine characterized by the above.

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