gaming machines
The integration of a stop switch, max bet switch, and 1 bet switch, along with a display device, enhances gaming machines by offering varied game states and increased winning chances, addressing the need for improved player engagement in rotary and pachinko machines.
Patent Information
- Application Number
- JP2024102480
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-26
- Publication Date
- 2025-07-31
- Estimated Expiration
- 2041-01-29
AI Technical Summary
Existing gaming machines lack enhancements to improve player engagement and excitement, particularly in rotary and pachinko gaming machines, despite existing features like special symbol lotteries and jackpot games.
Incorporation of a stop switch, max bet switch, and 1 bet switch, along with a display device and control mechanisms that allow for varied game states and symbol combinations based on switch operations, enabling dynamic game transitions and effects.
Enhances player engagement by providing varied game states and increased chances for winning, improving the overall gaming experience through strategic switch operations and dynamic display effects.
Smart Images

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Abstract
Description
Technical Field
[0001] Relates to a gaming machine.
Background Art
[0002] In a rotary gaming machine (slot machine), a game is started based on the operation of a start lever after a predetermined number of game medals are inserted, and a plurality of reels with a plurality of symbols arranged on the outer periphery are rotated. As a result of stopping the reels based on the operation of a stop button for stopping the rotation, when a predetermined symbol combination (for example, a bonus combination such as "7 symbols aligned") appears on the effective line, a special game with a higher profit rate for the player than the normal game (a game state in which the lottery probability of small winning combinations etc. is higher than normal) is generally shifted. Here, in the rotary gaming machine, in addition to such a basic game, various effects are performed to improve the overall taste.
[0003] In addition, as a pachinko gaming machine in recent years, a special symbol lottery is conducted with a predetermined probability when a game ball enters a start winning opening on the game board (game area). When winning a jackpot in the special symbol lottery, it shifts to a jackpot game state (special game state), and a pachinko gaming machine in which a large winning opening provided on the game board is opened and a large number of prize balls can be obtained is the mainstream. Among the pachinko gaming machines configured in this way, there are also gaming machines that have a probability variation function for increasing the winning probability in the special symbol lottery and a variation time shortening function for increasing the efficiency of symbol variation for notifying the lottery result in the special symbol lottery, and create a game progress state advantageous to the player by combining the operating states of these functions in a specific game state to enhance the interest of the game.
[0004] Among various pachinko gaming machines, there is a pachinko gaming machine known as the prior art that enables the execution of a high-expectation notice effect that occurred during the game during the execution of a game standby demo effect for inducing the player to start the game in a situation where the pachinko gaming machine is not being played.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Patent Document 2
Patent Document 3
Patent Document 4
Patent Document 5
Summary of the Invention
Problems to be Solved by the Invention
[0006] In this type of gaming machine, improvement of its performance is desired.
Means for Solving the Problems
[0007] The present invention comprises a stop switch, a max bet switch, and a 1 bet switch and is configured such that when a predetermined lottery result is obtained and the stop switch is operated in a predetermined operation mode, there are cases where a predetermined symbol combination can be displayed and cases where it cannot be displayed, when a predetermined lottery result is obtained and the stop switch is operated in a specific operation mode, a predetermined symbol combination cannot be displayed, when a specific lottery result is obtained, depending on the operation mode of the stop switch, there are cases where a specific symbol combination can be displayed and cases where it cannot be displayed, when a specific lottery result is obtained and a specific symbol combination is displayed, a specific number of game media can be awarded, In the first game state, when a predetermined lottery result is obtained, if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is displayed, the second game state can be started. In the first game state, when a predetermined lottery result is obtained, if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is not displayed, the second game state is not started. In the first game state, when a predetermined lottery result is obtained, if the stop switch is operated in a specific operation mode and a predetermined symbol combination is not displayed, the second game state is not started. When a predetermined lottery result is obtained, even if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is displayed, the operating probability of the conditional device related to the replay does not change. When a predetermined lottery result is obtained, even if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is displayed, the operating probability of the conditional device related to winning does not change. When a predetermined lottery result is obtained, even if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is not displayed, the predetermined lottery result is not carried over to subsequent games. When a predetermined lottery result occurs in the first game state and the stop switch is operated in a predetermined operation mode, and after a predetermined symbol combination is not displayed, the game is compared with the game in the second game state. When a specific lottery result occurs in the game in the second game state, the ratio of notifying the operation mode of the stop switch that can display a specific symbol combination is high. When a predetermined lottery result is obtained in the first game state The stop switch is Comparing the game after being operated in a predetermined operation mode and a predetermined symbol combination not being displayed with the game in the third game state that can be transitioned to after the end of the second game state, when a predetermined lottery result is obtained in the first game state The stop switch is The game after being operated in a predetermined operation mode and a predetermined symbol combination not being displayed When a specific lottery result occurs Has a higher ratio of notifying the operation mode in which a specific symbol combination can be displayed Of the stop switch And In a predetermined situation, when the max bet switch is pressed, the betting process can be executed. In a predetermined situation, when the 1 - bet switch is pressed, the betting process can be executed. When a power failure occurs under a predetermined situation and the power is turned on with the max bet switch pressed, if the pressing of the max bet switch continues after the power is turned on, the bet process based on the pressing of the max bet switch is not executed, and in this situation, when a 1-bit switch is pressed, the gaming machine is configured such that the bet process based on the pressing of the 1-bit switch can be executed. Further, the present invention includes a display device for displaying an effect, main control means for controlling the progress of the game, and effect control means for controlling the effect and is configured such that a character group indicating that a transition to a predetermined game state can be made or a predetermined game state continues can be displayed on the display device, and when it is determined by the main control means that a transition to a predetermined game state is made or a specific game state continues, the display pattern of the character group is determined by the effect control means, and in a predetermined aspect of the display pattern of the character group, each character constituting the character group has a plurality of colors and is displayed, and the gaming machine may be such a configuration.
Advantages of the Invention
[0008] According to the present invention, the performance of the gaming machine can be improved.
Brief Description of the Drawings
[0009]
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Embodiments for Carrying Out the Invention
[0010] First, the rotary gaming machine and pachinko gaming machine on which the present invention is premised will be described. In the case of including both the rotary gaming machine and the pachinko gaming machine on which the present invention is premised, it may be described as "the gaming machine on which the present invention is premised", "the prior art", "the gaming machine in the prior art", etc.
[0011] <<Rotary Gaming Machine (Slot Machine)>> <Explanation of Terms> "Medal (number of medals)", "game medium (number of game media)", and "game value" are synonymous. "Bet", "BET", and "insert" regarding game media are synonymous, and all are acts of wagering game media. When representing a hexadecimal numerical value, it is described as "0x〇〇" or "〇〇h", and when there is no particular description before and after the number, it is represented in decimal. "Reel" may be referred to as "rotary drum", 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 media" or "grant of points", etc. may be referred to as "payout", and all are synonymous. "Setting / reset switch" may be referred to as "setting change switch" and "reset switch" for each function, but in any case, it refers to the same switch. Note that the "setting change switch" and "reset switch" may be provided as different switches respectively. When a minor combination with a large payout or a minor combination with a small payout stops depending on the operation mode, the minor combination with a large payout may be referred to as the high side (high side bell, high side minor combination are also synonymous), and the minor combination with a small payout may be referred to as the low side (low side bell, low side minor combination are also synonymous). Note that when a symbol combination with no payout stops at this time, it may be referred to as a spill (spillover is also synonymous).
[0012] Hereinafter, with reference to the drawings, the assumed slot machine PS1 will be described in detail.
[0013] <Explanation of Slot Machine PS1> Regarding the components of the assumed slot machine PS1, an explanation will be given based on FIGS. 1 to 3.
[0014] The slot machine PS1 is roughly divided into the front panel PS2 side and the cabinet PS3 side, where necessary parts and circuit boards are respectively mounted. Each side surface of the front panel PS2 and the cabinet PS3 of the slot machine PS1 is joined by a hinge device and a locking device. A key is inserted into the locking device provided on the front panel PS2 and rotated in a specific direction, whereby the locking device side can be opened. That is, the front panel PS2 functions as a door with respect to the cabinet PS3.
[0015] <Front panel PS2> The front panel PS2 (also referred to as the front door PS2, front cover PS2, or front panel PS2) is composed of a designed plate member. On the front side (the player side), there are provided a display window 4, an operation instruction lamp 24, a bet number display lamp 25, a credit number display 26, a winning number display 27, an operation panel 11, a lower panel 5, upper or side performance lamps, etc. On the back side, there are provided a medal selector 34 (hereinafter, may be simply referred to as "selector"), a display device 32, a sub-control board 1000, various boards, etc., and setting display LEDs (hereinafter, may be referred to as setting value display LEDs, setting displays, setting value displays, setting display devices, or setting value display devices).
[0016] <Display window 4> The display window 4 is an area provided on the front panel PS2, and the patterns drawn on the reels can be visually recognized with the front panel PS2 closed. The patterns printed on the outer peripheral surfaces of the respective reel tapes fixed to the reel rim portions of the left reel 8a, the middle reel 8b, and the right reel 8c are configured to be visually recognizable through the display window 4 from the front side (the player side). When the reels are stopped, among the 21 (may be freely designed as 20, 16, etc. according to the specifications) patterns, three consecutive patterns are visually recognizable. That is, a total of 9 patterns of 3 [patterns] × 3 [reels] can be visually recognized from the display window 4. Here, among the stop positions where the left reel 8a, the middle reel 8b, and the right reel 8c each stop at three patterns, the uppermost stop position is the upper stage, the central stop position is the middle stage, and the lowermost stop position is the lower stage.
[0017] <Effective line> The effective line is a symbol combination line that becomes the target of winning determination processing (described later) when the left reel 8a, the middle reel 8b, and the right reel 8c stop. The effective line in the assumed slot machine PS1 is visible from the display window 4 and is constituted by a symbol combination line (middle horizontal line) passing through the middle stage of each reel. When it is determined by the winning determination processing that the symbol combination stopped on the effective line corresponds to any of the winning combinations, processing corresponding to the stopped symbol combination is performed. As an example, when it is determined that a symbol combination corresponding to a small winning combination such as a bell has stopped, a payout process of game medals (hereinafter sometimes referred to as medals, game media, game values) or a credit addition process is executed, and when it is determined that a symbol combination corresponding to a replay has stopped, an automatic bet process is executed.
[0018] Also, depending on the slot machine PS1, 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 may be set as the effective lines, or six or more lines including a substantially mountain shape that is not a straight line (the lower stage of the left reel 8a, the upper stage of the middle reel 8b, the lower stage of the right reel 8c), a substantially valley shape (the upper stage of the left reel 8a, the lower stage of the middle reel 8b, the upper stage of the right reel 8c), and a substantially L shape (the upper stage of the left reel 8a, the lower stage of the middle reel 8b, the lower stage of the right reel 8c) may be set, or the effective lines may be set to change according to the number of bets, or they can be freely designed according to the specifications of the slot machine PS1. Also, a straight line other than the effective line may sometimes be referred to as an invalid line.
[0019] <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.
[0020] <Bet number display lamp 25> The bet number display lamp 25 (bet amount display lamp 25, bet number of sheets display lamp 25, wager amount display lamp 25, wager 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 is lit. When a total of 2 medals are bet, the 1 - bet lamp 25a and the 2 - bet lamp 25b are lit. When a total of 3 medals are bet, the 1 - bet lamp 25a, the 2 - bet lamp 25b, and the 3 - bet lamp 25c are lit. Also, although not shown, after a symbol combination related to replay is displayed, when automatic bet processing is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay wins is lit, and the replay lamp is lit. Note that the lighting timing of the bet number display lamp 25 and the lighting timing of the replay lamp may be simultaneous, or either one may be configured to light first.
[0021] <Credit number display 26> The credit number display 26 is provided on the operation panel 11 and includes a segment display 26a (not shown) mainly for displaying the upper digit of the credit number, which is composed of seven 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 also composed of seven segments and a dot point (DP). Note that the credit number means the number of medals stored (electrically) 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.
[0022] <Winning number display 27> The winning number display 27 is provided on the operation panel 11 and includes a segment display 27a (not shown) mainly for displaying the upper digit of the winning number, 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 winning number, which is also composed of seven segments and a dot point (DP). Note that the winning number means the number of medals paid out to the player according to the result of the game in the slot machine PS1 (including storage in the credit number display 26). Also, when normal gaming cannot proceed, such as when an error is detected, a display related to the error may be made.
[0023] In addition to displaying their respective information by the segment displays 26a, 26b, 27a, and 27b, the credit number display 26 and the winning number display 27 may also display information different from the information related to the credit number and the winning number depending on the presence or absence of the lighting of the DP. For example, information indicating staying in a favorable 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, the winning number display 27 may have a function of performing push order notification using the upper digit display section and the lower digit display section. When performing push order notification using the winning number display 27, the winning number display 27 may sometimes be referred to as an instruction monitor.
[0024] <Operation panel 11> The operation panel 11 is provided at approximately the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a substantially horizontal horizontal portion and a vertical portion extending substantially vertically downward from the tip of the horizontal portion. The vertical portion is provided with a start switch 12 and a stop switch 13, which will be described later. The horizontal portion is provided with a medal insertion port 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, and an effect switch, which will be described later.
[0025] <Start switch 12> The start switch (also referred to as a start lever) 12 is provided on the vertical portion of the operation panel 11. It consists of an operation portion in the shape of a lever. When not in operation, the start switch sensor is ON, and when operated, the start switch sensor turns OFF, and it is configured such that it is determined that the start switch has been operated. The start switch 12 becomes operable when the number of bets 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 the slot machine PS1 as a premise, since the input signal is low-active, when the start switch sensor is ON when not in operation, the start switch input signal becomes OFF, and when the start switch sensor changes from ON to OFF during operation, the start switch input signal becomes ON. It is not limited to this, and it may be configured such that the start switch input signal becomes ON when the start switch sensor is ON.
[0026] 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.
[0027] <Stop switch 13> The stop switch 13 is provided on the operation panel 11. In the case of the slot machine PS1 as a premise, the left stop switch 13a corresponds to the left reel 8a, the middle stop switch 13b corresponds to the middle reel 8b, and the right stop switch 13c corresponds to the right reel 8c. Also, when the stop switch 13 can be operated, it is suggested that the stop switch 13 is valid by changing the color of the lamp provided on the main body of the stop switch 13 or the lamp around it. For example, it may light up in blue when the stop switch 13 can be operated and light up in red when the operation is impossible. Also, for example, it may light up when the stop switch 13 can be operated and turn off when the operation is impossible.
[0028] <Medal insertion slot 17> The medal insertion slot 17 is provided on the operation panel 11. It has an opening for inserting medals into the medal insertion slot and restricts the insertion of medals larger than the standard size. The medal insertion slot 17 is manufactured in multiple types according to the standard sizes of multiple types of medals, but the mounting standards of various medal insertion slots 17 are made the same so that various medal insertion slots 17 can be commonly mounted on the operation panel 11.
[0029] Regarding the input of game media, the game media is not limited to the above-mentioned medals. For example, pachinko Game balls (so-called parrots) used in gaming machines, or game media information stored in an electrical storage medium such as a magnetic card or a flash memory may be input into the gaming machine, and the number of bets may be set or added at the time of winning based on the input game media information.
[0030] <Bet switch (MAX bet switch 18, 1 bet switch 19)> The bet switch is provided on the operation panel 11. When the bet switch is operated when there are medals stored in credit, bet processing is executed and setting processing 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 processing becomes invalid (the operation of the bet switch is not accepted) even if the bet switch is operated. Also, the MAX bet switch 18 is composed of a push-down part operated by the player, a detection part that detects the operation of the push-down part, and a light-emitting part (also referred to as the MAX bet lamp) that lights up the push-down part, and the 1 bet switch 19 is composed of a push-down part operated by the player and a detection part that detects the operation of the push-down part (the 1 bet switch 19 does not have a light-emitting part).
[0031] The MAX bet lamp notifies the player that bet processing can be executed when the MAX bet switch is operated, and various notification modes can be considered, such as lighting the MAX bet lamp in a predetermined color or flashing the MAX bet lamp at a predetermined cycle. Conversely, when bet processing cannot be executed even if the MAX bet switch is operated, modes such as lighting the MAX bet lamp in a specific color or not lighting the MAX bet lamp can be considered.
[0032] In addition, there are provided a MAX bet switch 18 that can bet the maximum number of coins (3 coins in the assumed slot machine PS1) set for each slot machine PS1, and a 1 - bet switch 19 that can bet 1 coin. When the operation of the MAX bet switch 18 is received, MAX bet processing is executed, and when the operation of the 1 - bet switch 19 is received, 1 - bet processing is executed. The MAX bet processing can be executed when the sum of the credit number and the currently bet number of coins is 3 or more and the currently bet number of coins is less than 3. Also, the MAX bet processing cannot be executed in a situation where the sum of the credit number and the currently bet number of coins is less than 3 (in other words, a situation where even if the MAX bet switch 18 is operated, the number of bets is less than 3) or in a situation where 3 bets have already been made. The 1 - bet processing can be executed when the credit number is 1 or more and the currently bet number of coins is less than 3, and cannot be executed in a situation where 3 bets have already been made.
[0033] In addition, 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, and the 3 - time operation of the 1 - bet switch 19 corresponds to 1 - time operation of the MAX bet switch 18.
[0034] In addition, although an embodiment in which the 1 - bet switch 19 becomes invalid in a situation where 3 bets have been made has been described, it may be configured such that when the 1 - bet switch 19 is operated once in a situation where 3 bets have been made, it becomes a 1 - bet state and 2 coins are returned to the credit.
[0035] In addition, although an embodiment in which the MAX bet processing executed when the MAX bet switch 18 is operated 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 betting 2 coins when the MAX bet switch 18 is operated in a situation where no bet has been made and the credit number is 2 is also conceivable.
[0036] Note that the maximum number of bets that can be placed may be configured to vary depending on the gaming state. For example, the maximum number of bets that can be placed may be 3 during non-bonus periods and 2 during bonus periods.
[0037] <Sub-switch 20> The sub-switch 20 is provided on the operation panel 11 and includes a push-down portion composed of a translucent member for direct operation by the player, a detection unit for detecting when the push-down portion is operated, and a sub-switch lamp for illuminating the push-down portion of the sub-switch. This sub-switch 20 is mainly a switch for causing the display device 32 described later to display a menu screen. In addition to the sub-switch 20 as an input means managed by the sub-control board 1000, a sub-cross key switch 21 (up switch, down switch, left switch, right switch) and an effect switch (a switch operated using an instruction during the game) are provided. Also, the sub-switch 20 can function as an opportunity to activate an interlocking system with a portable terminal (hereinafter also referred to as a portable interlocking system) described later. Note that although the sub-switch 20 is separated into a menu display function and the effect switch is used for in-game operations, they may be common switches.
[0038] On the menu screen, items such as combination configuration items, reel arrangement items, volume adjustment items, light quantity adjustment items, and portable interlocking system-related items are displayed. When the up switch or down switch of the sub-cross key switch 21 is operated, the cursor selecting the item is controlled to move up and down. Also, when the sub-switch 20 is operated with the cursor on any of the items, the details of the item are displayed. For example, when the sub-switch 20 is operated with the cursor on the volume adjustment item, a volume adjustment screen is displayed, and the volume can be adjusted using the left switch or right switch of the sub-cross key switch 21.
[0039] In addition, the menu screen can be displayed by operating the sub-switch 20 when there is no bet after the game ends. As the production state at this time, the menu screen can be displayed by operating the sub-switch 20 in any situation of normal production, continuous production, AT production, or demo screen (a screen that is displayed 60 seconds after the game ends and displays the manufacturer name and production introduction as a moving image). However, the present invention 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.
[0040] <Production switch> The production switch is provided on the operation panel 11 and is composed of a push part made of a translucent member for the player to directly operate, a detection part for detecting that the push part has been operated, and a production switch lamp for lighting the push part of the production switch. When the production switch is operated in a situation where the operation of the production switch is effective, a production based on the operation is executed. For example, when a "success" display (hereinafter, may be referred to as a success production) meaning the granting of a privilege or a "failure" display (hereinafter, may be referred to as a failure production) meaning that no privilege is granted is to be displayed in the final game of the continuous production on the display device (hereinafter, may also be simply referred to as "liquid crystal") 32, a mode in which "success" or "failure" is displayed by operating the production switch can be considered.
[0041] In addition, in a situation where the operation of the production switch is effective, the production switch lamp lights up, so that the player can be notified that the operation of the production switch is effective. As the lighting mode of the production switch, a mode of non-lighting in a situation where the operation of the production switch is ineffective and lighting in a situation where the operation of the production switch is effective can be considered. As another lighting mode in a situation where the operation of the production switch is effective, a mode of repeating lighting and extinguishing at a certain cycle may also be possible.
[0042] Also, in a situation where the operation of the effect switch is valid, it notifies that the operation of the effect switch is valid by displaying on the liquid crystal a display imitating the effect switch. When performing a display imitating the effect switch on the liquid crystal, it is displayed based on the command received from the main control means 100. For example, a mode in which a display imitating the effect switch is performed based on the start switch reception command, or a display imitating the effect switch is performed based on the all-reel stop command, can be considered.
[0043] <Settlement switch> The settlement switch is provided on the operation panel 11. By being operated after the game ends, it executes a process (settlement process) of paying out to the player the number of game media bet and the number of game media stored in credit. In the slot machine PS1 under consideration, when the settlement switch is operated in a situation where game media are bet and stored in credit, it is configured to pay out the bet game media first and then continue to pay out the game media stored in credit. However, it is not limited to this, and a process of paying out only the game media stored in credit when the number of bet game media is 0 may be executed. That is, when the settlement switch is operated in a bet situation, only the bet game media are paid out, and then, when the settlement switch is operated again, it may be configured to pay out the game media stored in credit.
[0044] <Lower panel 5> The lower panel 5 is provided below the front panel PS2. It is composed of two sheets of transparent resin joined together, and a design sheet is sandwiched between the joined resins. The design sheet is printed with the characteristics unique to each slot machine PS1.
[0045] <Medal payout port 45> The medal payout opening 45 is provided below the lower panel 5. It is an opening for discharging the medals paid out from a hopper 44 (also referred to as a hopper), which will be described later, to the outside of the slot machine PS1 (the tray 28). It also serves as a return opening for discharging the medals excluded from a medal selector 34, which will be described later, to the outside of the slot machine PS1.
[0046] <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 opening 45, and is provided to protrude toward the player side so that the player can confirm the stored medals.
[0047] In addition, as another function, the tray 28 is also provided with a seal storage portion 30 that houses an ashtray 29 for cigarettes and a resin sheet to which a combination license seal, a patent certificate seal, and a model seal are attached, and has an opening for displaying to the player side.
[0048] <speaker S> The speakers S are provided at the upper and lower parts of the front panel PS2. They are connected to the sub-control board 1000 by a harness (not shown), and the speakers S output, in addition to the sound effects according to the performance, an error sound and a warning sound to notify that an error has occurred.
[0049] <display device 32> The display device 32 is provided above the front panel PS2. It is a device capable of displaying images, and various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used. It is electrically connected to the sub-control board 1000, and in addition to various effect images, it also displays a game instruction image (when only the pressing order is displayed, it is also called a pressing order navigation image (also called a pressing order image, an operation order image, or an operation order picture), when only the pressing position is displayed, it is called a pressing position navigation image (also called a pressing position image or an operation position image), or when both the pressing order and the pressing position are displayed, and in some cases, it is called an operation mode navigation image (also called an operation mode image) as a higher concept of the pressing order and the pressing position) that indicates the pressing order and the pressing position of the stop switch 13 during the game, an error image when an error occurs, etc. Also, there are slot machines PS1 that do not have the display device 32 depending on the model.
[0050] <Other effect devices such as dot displays and movable accessory devices> Other effect devices such as dot displays and movable accessory devices are provided at arbitrary positions on the front panel PS2 such as around the display window 4 and the upper and lower panel parts. The other effect devices are electrically connected to the sub-control board 1000, and in addition to various effect images and effect operations, they also perform a game instruction image or operation that indicates the pressing order and the pressing position of the stop switch 13 during the game, and display and operation of an error image when an error occurs. The other effect devices are optionally installed according to the model of the slot machine PS1. Also, various devices such as a liquid crystal display, a plasma display, an organic EL display, and a projector can be used as the other effect devices. In particular, in a gaming machine that additionally has a liquid crystal as the other effect device, the display device 32 may be 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.
[0051] <Medal selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2 and is provided in the flow-down passage below the medal insertion port 17. The medal selector 34 has a medal counting function that counts the number of medals inserted by the player with a sensor provided in the flow-down passage, a medal exclusion function that guides non-standard medals inserted to the 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 and excludes medals inserted other than when receiving medals from the flow-down passage with a blocking member (also referred to as a blocker). Also, when the medal inserted at the time of medal reception is a regular medal, the medal selector 34 discharges the medal to the hopper 44 located downstream.
[0052] The various sensors in the medal selector are composed of a passage sensor, an insertion sensor 1, an insertion sensor 2, and a shoot sensor. The passage sensor is a sensor that first detects the medals inserted from the medal insertion port and is provided to count the number of inserted medals and discharged medals. The insertion sensor 1 and the insertion sensor 2 are located downstream of the passage sensor and the blocker, and are provided to judge the normal passage or abnormal passage by judging the passing time of the medals passing through the insertion sensor 1 and the insertion sensor 2. Note that the insertion sensor 2 is located downstream of the insertion sensor 1. The shoot sensor is located downstream of the insertion sensor 2 and is provided to count the number of inserted medals and discharged medals. Since the functions of the passage sensor and the shoot sensor overlap, only one of them may be provided.
[0053] When the blocker in the medal selector is ON, it permits the passage of game medals, and when it is OFF, it does not permit the passage of game medals. Permitting the passage of game medals means that the game medals inserted from the medal insertion port are guided to the hopper 44, and not permitting the passage of game medals means that the game medals inserted from the medal insertion port are not guided to the hopper 44.
[0054] The components on the cabinet PS3 side of the slot machine PS1 will be described below.
[0055] <Cabinet PS3> The cabinet PS3 is configured in a shape having an opening on one side of a rectangular box shape, and inside are provided a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter, may be simply referred to as "reset switch" or "setting switch"), a power supply device 39, a main control board 100, an external output terminal board 47, etc.
[0056] <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.
[0057] <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).
[0058] 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 part of the reel unit. Different pattern arrangements are drawn on the reel tape for each reel.
[0059] When the start switch 12 is operated by the player, the acceleration process of the reel is performed. After reaching a constant speed (about 80 revolutions per minute), the stepping motor is moved one step for each interruption 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 four-phase excitation signal) to stop the rotation of the reel and end the excitation output.
[0060] In addition, indexes are provided on the spoke portions provided at the reel bases of each reel. The index sensors provided on the motor fixing bases of each reel detect the indexes to determine the position of the reference symbol (also referred to as the initial symbol) during rotation for each rotation. The number of steps of the stepping motor, which is the driving source of the reel in the assumed slot machine PS1, is 336 steps, and it rotates one week through 336 timer interrupt processes during constant-speed rotation. Also, the rotation failure detection counter is incremented every time the timer interrupt process is executed twice during constant-speed rotation. 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 configured to be set to 0 when the index is detected, so that it becomes 0 before the rotation failure detection counter reaches 180 if the constant-speed rotation process is normal.
[0061] In the assumed slot machine PS1, 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 is possible to make the state in which the stop reception can be performed for the player earlier.
[0062] In addition, a backlight unit is provided on the motor fixing base of each reel, which is lit to emphasize the stopped symbols after the reel stops or to improve the visibility of the symbols during reel rotation.
[0063] <Hopper 44> The hopper 44 is mainly a device for storing the medals inserted by the player. The hopper 44 is engaged with the rails provided on the bottom plate of the cabinet PS3 and placed thereon, and can slide back and forth along the rails. The hopper 44 includes a storage tank unit for receiving and storing the medals led into the gaming machine from the medal selector 34, a hopper motor driven by inputting a drive signal from the hopper drive means, a rotating disk pivotally supported by the hopper motor for aligning the medals in the storage tank unit, a medal payout unit provided with a discharge mechanism for discharging the medals one by one to the tray 28 by rotating the rotating disk, a medal discharge port for discharging the medals by the medal payout unit, and a payout sensor for detecting the medals discharged from the medal discharge port.
[0064] <Auxiliary tank 46> The auxiliary tank 46 is configured to be able to store medals. The medals stored in excess of the allowable capacity of the storage tank unit of the hopper 44 are stored in the auxiliary tank 46 through the rail portion with a downward slope provided in the storage tank unit. The auxiliary tank 46 has a rectangular box shape. When installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are exposed in the auxiliary tank 46 through the through holes provided on at least one side surface. When a certain amount or more of the medals inserted from the medal insertion port are stored, the two fullness detection electrodes are energized through the medals, and it is determined that the hopper 44 and the auxiliary tank 46 are full. Note that the number of fullness detection electrodes is not limited to only two, and the number of fullness detection electrodes such as three may be changed. 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.
[0065] <Setting key switch 37> The setting key switch 37 is provided in a setting key switch unit provided inside the slot machine PS1 and having an opening / closing door on its front surface. After opening the front panel PS2, access is possible by opening the opening / closing door of the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is turned on in a state where medal reception is possible, the current set value can be confirmed. If it is determined that the setting key switch 37 is on during the power-off recovery process (also referred to as the power-on process) at power-on, a setting change process (described later) is executed.
[0066] <Power supply device 39> The power supply device 39 is provided at the lower left when viewed from the front of the cabinet PS3. The power supply device 39 has a rectangular box shape, and an external power switch 40 is provided on the outside, and a power supply board for generating voltage is 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, and supplies power to the main control board 100.
[0067] When the power switch 40 is turned on, the power supply device 39 is configured to take in power from outside the slot machine PS1 and then generate a predetermined voltage for each, and cause the main control board 100 and the sub-control board 1000 to take in a predetermined voltage respectively. When the power switch 40 is turned off, the power supply device 39 is configured not to take in power from outside the slot machine PS1.
[0068] <External output terminal board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally installed inside the cabinet PS3 of the slot machine PS1, converts the signal related to the game result output from the main control board 100 into a signal of a predetermined format, and transmits it to the outside of the slot machine PS1. The contents of the game result include the number of inserted coins, the number of paid-out coins, the number of bonus times (big bonus times, regular bonus times), the door opening signal, etc. Other conditions for transmitting signals to the outside can be set based on the predetermined information controlled by the main control board 100, such as when the AT state is reached, when a specific symbol combination is displayed, and when the value of the counter related to the game reaches a predetermined value.
[0069] <Functional block diagram> The functional block diagram of the slot machine PS1 as a premise will be described based on FIG. 4.
[0070] <Main control board 100> The slot machine PS1 as a premise is electrically connected to the sub-control board 1000 (also referred to as the sub-control means 1000, the sub-control board 1000, and the sub-control means 1000), the door relay board (also referred to as the central display board), the reel device board, the reset / setting switch 38, the setting key switch, etc. from the main control board 100 (also referred to as the main control means 100, the main control board 100, and the main control means 100) that controls the general game flow, enabling data communication. However, the main control board 100 and the sub-control board 1000 cannot perform two-way communication, and data communication is enabled through one-way communication from the main control board 100 to the sub-control board 1000.
[0071] The main control board 100 is equipped with a main control chip. In the main control chip, a main control CPU, a main control ROM, a main control RAM, etc. can communicate with each other via a bus for data. Also, the main control chip has a built-in main control register, and the main control built-in register and the main control CPU can communicate with each other via a bus for data. Furthermore, the main control chip has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that can be used by the main control CPU for operations, etc., a PC register that stores the program (return address) after executing a program by a call instruction (e.g., CALL instruction) and then a return instruction (e.g., RET instruction), and interrupt registers (e.g., IFF1 register, IFF2 register) that manage the permitted or prohibited state of maskable interrupts.
[0072] Under the control of the main control chip, data communication for functions such as role drawing (also referred to as internal lottery), driving control of reels (also referred to as reel control), and payout control is appropriately performed to various boards. Also, for the sub-control board 1000, when winning a selected role (AT role, AT target role, push order role, eye push role, operation procedure role including both push order role and eye push role) as a result of the internal lottery and the main control means 100 notifies information regarding the display of the selected role (push order, operation timing), the sub-control means side can also be notified by transmitting selected role information (selected role group information, information regarding the display of the selected role), so that the sub-control means side can also notify information regarding the display of the selected role. Note that all processes related to the AT, such as the transition to AT, the extension of the number of AT games, and the push order notification, may also be referred to as processes related to the instruction function. Note that the push order role is a conditional device in which the symbol combination to stop and the game medals given to the player differ depending on the order of the reels to stop (push order), and the eye push role is a conditional device in which the symbol combination to stop and the game medals given to the player differ depending on the timing of receiving the operation of the stop button.
[0073] The storage capacity of the main control ROM mounted on the main control board 100 is "16 KB or less", and it has a used area (also referred to as the first program area) of "7.5 KB or less" and an area outside the used area (also referred to as the second program area). The used area has a control area (also referred to as the first control area) of "4.5 KB or less" where the program executed by the main control board 100 is stored, and a data area (also referred to as the first data area) of "3.0 KB or less" where only information other than the program (for example, internal lottery table information) is stored or will be stored. Outside the used area, there are a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the used area. Programs related to the progress of the game are stored in the used area, and programs related to anti-cheating measures and programs used for game machine testing are stored outside the used area.
[0074] The storage capacity of the main control RAM mounted on the main control board 100 is "1024 B or less", and it has a used area (also referred to as the first working area) of "512 B or less" and an area outside the used area (also referred to as the second working area). The first working area is a storage area that can be rewritten according to the progress of the game, and the second working area is a storage area that can be rewritten when programs for anti-cheating measures and game machine testing are executed.
[0075] As the storage area of the main control RAM built into the main control chip, there are a storage area for the switch state flag indicating the on / off state of the stop switch and the on / off state of the automatic settlement switch, a storage area for the set value information indicating one of the values from 1 to 6, a storage area for the RT state information indicating which of the multiple RT states, a storage area for the specific condition device indicating the winning state of a specific condition device such as a bonus, and other storage areas for game information where information necessary for advancing the game is stored, an unused storage area, a storage area for the stack area where data retreated from the register is stored, and a storage area for the temporary stack area set when the power is turned on.
[0076] 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.
[0077] 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.
[0078] 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 where the storage area of the specific conditional device is stored. That is, while maintaining the game state before the setting change, the RT state, the 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 to determine whether the setting has been changed in the sub-control board 1000 because a new set value is set in the subsequent setting change process.
[0079] 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.
[0080] The main control built-in register built in the main control chip is for setting the operations of each peripheral circuit (for example, timer circuit, etc.) built in the main control chip and for controlling its functions.
[0081] 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 settings (settings of the timer circuit) related to maskable interrupt processing (for example, timer interrupt processing), which is one of the programs stored in the main control ROM.
[0082] <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. The sub-control board 1000 can perform two-way communication with the effect control board and transmit data specifying effects to be output to the speaker S, the LED lamp, the sub-switch 20, the effect switch, etc. Information to the display device 32 is transmitted as data to the image control board. Also, the sub-control board 1000 is directly supplied with power from the power supply board.
[0083] <Drum device board> The drum device board is a relay board that performs data communication between the reel motor, the reel sensor, the door switch, the payout sensor, the external output terminal board 47 (also referred to as the external centralized terminal board 47), etc. and the main control board 100. The reel motor controls the driving of the reel. The reel sensor is a sensor that determines whether the reel is operating normally, and transmits data to the drum device board when the protruding piece (also referred to as the index) passes through the sensor. The door switch is a sensor that determines whether the front door PS2 is opened. The payout sensor is a sensor that determines whether the medals are passing through appropriately when being paid out from the hopper 44. The external centralized terminal board is a relay board for transmitting data to the hall computer outside the gaming machine. Also, the drum device board is directly supplied with power from the power supply board.
[0084] <Door relay board> The door relay board receives, as input information, various sensor information (input sensor 1, input sensor 2, passage sensor, chute sensor) within the selector, 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.
[0085] <Performance control board> The performance control board (also referred to as performance control means) is electrically connected to an image control board that controls the display contents of the sub-switch 20, sub cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and display device 32.
[0086] The performance control means is configured to enable two-way communication with the sub-control means 1000, and controls the output of the performance to the performance device based on the performance command received from the sub-control means 1000.
[0087] The performance control means selects the performance content based on the result of the role lottery by the internal lottery means. In the assumed slot machine PS1, a plurality of types of performance contents are provided in advance. The performance control means selects the performance content by lottery using software random numbers after the role lottery by the internal lottery means at the start of the game or the like.
[0088] In addition, a plurality of types of performance 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, a plurality of types of performance contents are provided corresponding to when a bonus is won, a small role is won, a replay is won, not won, etc.
[0089] The performance content determines, at what timing (such as when operating the start switch 12 or each stop switch 13, etc.) during the progress of the game, what kind of performance to output (such as how to light, blink, or turn off the lamp, what kind of sound to output from the speaker S, and what kind of image to display on the display device 32, etc.).
[0090] Also, it is possible to make 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 commands transmitted from the main control board 100 according to the operation signals of the start switch 12, stop switch 13, medal insertion port 17, bet switches (MAX bet switch 18, 1 bet switch 19), settlement switch, etc. whose operation signals are input to the main control board 100, it is conceivable to generate a performance by the performance control means of the sub-control board 1000. It is also conceivable to directly generate a performance from the sub-control board 1000 according to the sub-input switch operation means such as the sub-switch 20, sub-cross key switch 21, performance switch, etc. whose operation signals are input to the sub-control board 1000. Also, although the sub-control board 1000 and the performance control board are separate boards, they may be configured as one board. In that case, the sub-control board 1000 has the functions and processes of the performance control board, and the sub-control board 1000 may be electrically connected to the sub-switch 20, sub-cross key switch 21, performance switch, movable accessory, speaker S, back lamp, LED lamp provided on the front panel PS2, and an image control board for controlling the display content of the display device 32.
[0091] <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.
[0092] <Power supply board> The slot machine PS1 as a premise 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.
[0093] The control of the main control board 100 that controls the game of the gaming machine will be described.
[0094] <Type of error> Errors are roughly classified into recoverable errors and non-recoverable errors.
[0095] <Recoverable error> A recoverable error is an error indicating an error related to the selector (medal retention error, medal reverse flow error, medal passing time error), an error related to the hopper 44 (hopper retention error, hopper empty error, abnormality detection error), a door opening error, a harness disconnection error, etc. When a recoverable error is set and the operation of the reset switch is accepted after removing the factors of various recoverable errors, the game can resume without powering on again. During recoverable errors, information about the errors occurring on the display device 32, the payout number display, and various lamps is displayed to notify the player of what error has occurred.
[0096] When a recoverable error is detected during the game, the progress of the game may be stopped at the time of detection, or the progress of the game may be stopped after the end of the game in which the recoverable error is 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 powering on again is called a recoverable error.
[0097] <Irrecoverable error> In the slot machine PS1 as a premise, 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, etc., to notify that it is in an irrecoverable state.
[0098] Also, when a recoverable error is set, the recoverable error is released when an operation of a reset switch (not shown) is received. However, once an irrecoverable error is set, the irrecoverable error is not released only by receiving the operation of the reset switch or by simply turning on the power again. In this case, it is configured such that the irrecoverable error is released 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.
[0099] Examples of irrecoverable errors include 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, and when a symbol combination corresponding to a role that has not won on the valid line is stopped during the winning determination process.
[0100] 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.
[0101] <Game 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 or 1 bet switch 19 on the pre-stored medals. Note that the slot machine PS1 under consideration has 3 medals set as the specified number. By setting the number of bet medals, the effective lines are set to be effective and the game can be played.
[0102] When medals are inserted from a new medal insertion slot in a situation where the number of bet medals is set to the upper limit, the number of game medals stored in credit increases. The maximum number of medals stored in credit is capped at 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 reaches the upper limit and the number of stored medals in credit reaches the upper limit, the blocker is turned off (the passage to the hopper 44 in the selector is no longer formed).
[0103] When medals are inserted, the number of bet medals is added when the number of bet medals is less than 3 (less than the maximum number of bet medals in the gaming state when the medal is inserted). Also, when medals are inserted and can be stored in credit, the number of bet medals is 3 (the maximum number of bet medals in the gaming state when the medal is inserted), and the credit is less than 50 (less than the upper limit number that can be stored in credit). That is, when the sum of the number of bet medals and the stored number of credits is less than 53, when a medal is inserted from the medal insertion slot, the medal will enter the gaming machine. In addition, as a condition for the medal to enter the gaming machine when it is inserted, it can also be mentioned that it is during game standby (the period from the end of the game to the start of the next game). For example, even during game standby after a symbol combination related to replay is displayed and the automatic bet process is executed, it satisfies the requirement for medal insertion. In this case, since it is in a state where 3 bets are placed automatically, if the stored number of credits is less than 50, it will satisfy the requirement for medal insertion.
[0104] Next, when the operation of the start switch 12 is received, an internal lottery process is executed. After determining the result of the internal lottery process (also referred to as the winning combination lottery result or the conditional device number), it is judged whether the minimum game time (also referred to as the wait time (period) or the 4.1 - second timer) has elapsed. If the wait time has elapsed, the rotation of each reel is started. If the wait time has not elapsed, each reel waits without rotating until the wait time elapses.
[0105] Next, when an operation (stop operation) of any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is received, the reel corresponding to the stop switch 13 operated according to the lottery result and the timing when the stop operation was received stops. When all the reels stop (also referred to as all stops), it is determined whether each stop symbol determined at the time of receiving the stop of each reel is abnormal. If it is not abnormal, it is searched for which symbol combination the stopped symbol combination is, and according to the symbol combination corresponding to the search result, medal payout (including addition to credit), replay setting (automatic bet processing), bonus state setting, bonus state end, RT state setting, RT state end, etc. are processed, and one game ends.
[0106] <Freeze process> As a freeze process (also referred to as a freeze effect) that temporarily stops and delays the progress of the game for a predetermined period, for example, functions related to the progress of the game, such as receiving game media, receiving an operation of a bet switch for determining the number of bet game media credited in advance, receiving an operation of a start switch 12 for starting the game, or receiving a function related to receiving a stop operation of a reel, are put into a temporarily stopped state. Note that the freeze process (freeze effect) is a process controlled by the main control board 100.
[0107] As a freeze effect, all functions related to the progress of the game described above may be put into a temporarily stopped state, or only some functions may be put into a temporarily stopped state.
[0108] As a mode of temporarily stopping the progress of the game, control processes based on the operations of the player (process of forming a passage through which medals are guided to the hopper 44 by blocker control, bet number setting process based on the operation of the bet switch, reel rotation process or internal lottery process based on the operation of the start switch 12, reel stop process based on the operation of the stop switch 13) are not performed.
[0109] 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 processing based on the input signal is performed, the input signal is not received, and processing such as delaying the transmission of the input signal until a predetermined period has elapsed is performed, so that the game end timing in one game is delayed compared to the case where the freeze effect is not performed.
[0110] Regarding the freeze effect performed based on the operation of the start switch 12, when the start switch 12 is operated, the reels do 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 do 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 a predetermined period is set after the start switch 12 is operated and internal lottery is performed, and the reels rotate or stop during the predetermined period, or when a predetermined period is set after the start switch 12 is operated and internal lottery and the rotation of the reels are performed, and the stop acceptance of the stop switch 13 is invalidated for the predetermined period, etc. can be mentioned.
[0111] Regarding the freeze effect performed based on the operation of the stop switch 13, in the freeze effect performed based on the acceptance of the operation of the stop switch 13 and the freeze effect performed based on the fact that a specific symbol has stopped and is displayed on the reel as a result of the operation of the stop switch 13, the control processing of the freeze effect is different.
[0112] As control processing for freeze effects performed based on reception of an operation of the stop switch 13, for example, when the left stop switch 13a is operated and freezing occurs during rotation of all reels, reception of stops of the middle stop switch 13b and the right stop switch 13c is invalidated 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.
[0113] As control processing for freeze effects performed based on the fact that a specific symbol has stopped and is displayed on the reel as a result of receiving an operation of the stop switch 13, when a specific symbol has stopped and is displayed on each reel by receiving an operation of a stop switch 13 other than the stop switch 13 that stops last, the reception of stops of the stop switch 13 that stops last may be invalidated, 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 stops last, control processing based on bet number setting processing based on an operation of a bet switch for starting the next game, game medium insertion detection processing by a passage sensor, or automatic bet processing performed when a replay stops on an active line, etc. is not performed.
[0114] The predetermined period during which the freeze effect is performed temporarily 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 reels can be set arbitrarily, such as rotating in the normal rotation mode, rotating at a lower speed than normal, or rotating at a higher speed than normal.
[0115] As rotation modes of the reel during a predetermined period, there may be rotating the reel in a direction opposite to the normal rotation (so-called reverse rotation), rotating the reel a predetermined number of symbols and stopping at a specific symbol combination, stopping a predetermined reel among a plurality of reels and rotating the other reels, changing the rotation speed of the reel, or changing the operation of the reel due to the operation of the player.
[0116] The predetermined period for performing the freeze effect can be changed according to predetermined conditions. Here, the predetermined conditions include detection of a signal based on the operation reception status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, or settlement switch, etc.), and the lottery result by the freeze lottery. Also, changing means shortening, lengthening, or switching the rotation mode of the reel the predetermined period for performing the freeze effect during which the progress of the game temporarily stops.
[0117] As control processing for shortening the temporary stop period, there may be 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 may be adding another period after the temporary stop period or rewriting the temporary stop period to a longer period. Also, the upper limit time may not 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.
[0118] 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).
[0119] As the freeze effect, it is also possible to perform a freeze effect (also referred to as a pseudo-game) as if the normal game is in progress during the acceleration process. In the pseudo-game, after the start switch 12 is operated and the internal lottery is performed, a pseudo-game period is determined during the acceleration process of the reels. During the pseudo-game period, the reel rotation control is performed as in the normal game (the reel rotation control is performed based on the operation of the start switch based on the start of the pseudo-game), and the reel stop control is performed based on the operation of the stop switch 13. Also, it may be configured to rotate the reels again by operating the start switch 12 during the pseudo-game period. However, the internal lottery process based on the operation of the start switch 12, the winning determination process or the payout control process based on the operation of the stop switch 13 are not performed.
[0120] Also, in the pseudo-game, when the reels stop due to the operation of the stop switch 13 or when the reels are automatically stopped as a reel effect, the stopped reels are swung up and down (so-called shake variation). This allows the player to distinguish whether it is a normal game or a pseudo-game when operating the stop switch 13.
[0121] <Symbol combination that does not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning symbol combination on the valid line regardless of the timing at which the stop switch 13 is operated when the reels are rotating. For example, when the bell symbols are arranged at intervals of three symbols on all reels, bell - bell - bell will always stop (the draw rate is 100%), so it can be said to be a symbol combination that does not require technical intervention. Hereinafter, a draw rate of 100% is referred to as PB = 1, and a winning combination with a draw rate of 100% for all reels may be referred to as a PB = 1 combination.
[0122] On the contrary, PB≠1 means that depending on the stop timing of the stop switch 13 when the reels are rotating, the symbol combination of the winning combination may not stop. For example, if there is a section within the draw range where there are no symbols related to the winning combination (such as a separation of five symbols), then PB≠1, and the winning combination in this case may be referred to as a PB≠1 combination.
[0123] <Minor combination priority control, bonus priority control> Minor combination priority control means that when there is an overlapping win of a minor combination and a bonus, or when a minor combination wins within a bonus, if both the symbols related to the minor combination and the symbols related to the bonus can be drawn, the symbols related to the minor combination are drawn.
[0124] Bonus priority control means that when there is an overlapping win of a minor combination and a bonus, or when a minor combination wins within a bonus, if both the symbols related to the minor combination and the symbols related to the bonus can be drawn, the symbols related to the bonus are drawn.
[0125] Also, replay has the highest priority and cannot be missed. Therefore, when the condition device flags for replay and a minor combination, or replay and a bonus, are simultaneously in the on state, the symbols related to the replay must always be drawn.
[0126] <Normal section> The normal section is a section where the processing related to the instruction function cannot be performed. When winning the push order role in the normal section, a process of transmitting information (production group number) obtained by masking which push order was won to the sub-control means 1000 is executed. Also, when winning the push order role in the normal section, the notification of the push order (both the correct push order and the incorrect push order) is not displayed on the instruction monitor. As a result, in the normal section, neither the main control means 100 nor the sub-control means 1000 notifies the push order even when the push order role is won, so it is always impossible to tell whether it is correct or incorrect even when the push order role is won in the normal section.
[0127] <Favorable section> The favorable section is a section where the processing related to the instruction function can be executed, and a favorable section is provided to suppress excessive medal acquisition by the AT. When winning the favorable section transition lottery executed in the normal section, it is possible to transition to the favorable section. In the favorable section, it is possible to conduct a lottery for transitioning to the AT, but in order to suppress the excessive medal acquisition described above, it is designed to end the favorable section based on certain conditions and transition to the normal section. Specifically, 1) when 1500 games have been played since the next game after transitioning to one favorable section, 2) when more than 2400 medals have been acquired since the next game after transitioning to one favorable section, and 3) when arbitrary conditions are satisfied. By these, excessive medal acquisition can be suppressed. Note that the arbitrary conditions in 3) include, for example, when one AT ends, when a specific symbol combination is displayed, and the like.
[0128] <Favorable section lamp> As information indicating that the main side is staying in the advantageous section, an advantageous section lamp is provided. Thereby, when a player checks whether they are staying in the advantageous section, they can easily determine it based on whether the advantageous section lamp is lit or not. Specifically, when the DP of the credit number display 26 is lit, it indicates that the player is staying in the advantageous section, and when the DP of the credit number display 26 is not lit, it indicates that the player is not staying in the advantageous section. Note that the lighting timing of the advantageous section lamp includes after all reels stop, after receiving a bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, when detecting the third medal inserted manually, after receiving a start switch, or after winning a selected combination by internal lottery, etc. Also, as a condition for always lighting, there is a case where the player is staying in the advantageous section and the operation procedure information of the selected combination is notified, and the payout rate (maximum payout rate) of the notified gaming is more than 1 (increasing).
[0129] 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 advantageous section lamp is configured to be lit. This is to inform the player of an advantageous state with the advantageous section lamp, and the purpose is to prevent the player from suffering damage due to not understanding the specifications of the gaming machine.
[0130] Note that when the conditions for always lighting the advantageous section lamp as described above are not met, it is not a problem if the timing for lighting the advantageous section lamp after newly transitioning to the advantageous section is arbitrary.
[0131] Note that once the advantageous section lamp is lit, it continues to be lit until the advantageous section ends, and is turned off before accepting the operation of the start switch for the next game after the game in which the advantageous section has ended (after all reels stop, after receiving a bet switch operation, when detecting the first medal inserted manually, when detecting the second medal inserted manually, or when detecting the third medal inserted manually).
[0132] 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. However, in the case of the slot machine PS1 as a premise, since there may be an AT shift lottery or the like even in the normal section, it is possible to maintain the motivation of the game.
[0133] 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.
[0134] 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. Therefore, it is possible to eliminate the pressure on the program capacity and improve the program execution speed. In addition, when ending the advantageous section with an arbitrary end condition, as described above, since 1 is added to the value of the advantageous section clear counter, in the process for outputting the test signal, it is possible to accurately output that it is the advantageous section even in a game where the advantageous section ends. <at> "AT" is an abbreviation for "assist time" and is also referred to as the notification period. It is a period for facilitating the winning of a winning combination of a role that a player has won by role lottery (hereinafter referred to as "notification"). Generally, as means for notification during AT, there are the operation timing of the stop switch, the operation order of the stop switch, and the operation timing of the stop switch and the operation order of the stop switch, which are also referred to as operation procedures and operation modes.
[0135] <Grouping of Selectable Roles> When a selectable role is won during non-AT, the main control means 100 transmits the production group number indicating that the selectable role has been won to the sub-control means 1000. When a selectable role is won during AT, the production group number and operation procedure information are transmitted to the sub-control means 1000. In other words, during non-AT, since the operation procedure information is not transmitted to the sub-control means 1000, the sub-control means 1000 cannot notify the operation procedure. As a result, on the side of the sub-control means 1000, during non-AT, it is unclear which operation procedure will result in a favorable symbol combination being displayed for the player. 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 and 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 prevent the operation procedure information from being illegally obtained during non-AT.
[0136] <Processing Related to Instruction Function> The processing related to the instruction function is a concept that includes not only AT-related lotteries such as AT transition lotteries, AT additional lotteries, and AT termination condition updates (addition / subtraction of the AT play count, addition / subtraction of the AT execution notification count), but also processing related to AT state management. This processing related to the instruction function can be executed for a predetermined number of bets for each game state, and if multiple bet counts are set as specified numbers in a certain game state, the processing is configured to be executed only for one of the bet counts. For example, if two-coin bets and three-coin bets are possible in the bonus internal state, the processing related to the instruction function can be executed only when playing with a three-coin bet, and cannot be executed when playing with a two-coin bet. In other words, when playing with a two-coin bet, the AT lottery will not be executed even if a winning combination for the AT lottery is selected, and the AT play count will not be updated as the game progresses. Furthermore, if SB or CB, which ends in one play, is exclusively for two-coin bet play, and the play after SB or CB ends is two-coin bet or three-coin bet, if a replay is won in SB or CB and the number of coins automatically bet is two, the processing related to the instruction function becomes impossible in the play after SB or CB ends (processing related to the instruction function can be executed with a three-coin bet), so the number of coins automatically bet when a replay is won in SB or CB is set to three. By doing this, processing related to the instruction function can be executed even in the play after a replay is won in SB or CB, eliminating a game that is disadvantageous to the player. As mentioned above, the processing related to the advantageous zone is configured to be executed regardless of the number of coins bet.
[0137] <Indication monitor> In the AT, when notifying information regarding the operation procedure of the pressing order role, the operation procedure information may be notified using the acquired number display. Specifically, in the case of the pressing order role A (left middle right correct), "1" is displayed on the instruction monitor, in the case of the pressing order role B (left right middle correct), "2" is displayed on the instruction monitor, in the case of the pressing order role C (middle left right correct), "3" is displayed on the instruction monitor, in the case of the pressing order role D (middle right left correct), "4" is displayed on the instruction monitor, in the case of the pressing order role E (right left middle correct), "5" is displayed on the instruction monitor, and in the case of the pressing order role F (right middle left correct), "6" is displayed on the instruction monitor.
[0138] 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.
[0139] 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 digit, and "=" may be displayed as an identifier in the upper digit. In this case, since it is possible to determine whether the acquired number display is displaying the acquired number or the pressing order using the identifier, it is possible not to interfere with the player's recognition.
[0140] Also, when the instruction monitor is configured as a dedicated display, a 3-digit 7-segment display may be used. The reason for having 3 digits is that it corresponds to the number of reels. And in the case of the pressing order role A (left middle right correct), "123" is displayed on the instruction monitor, in the case of the pressing order role B (left right middle correct), "132" is displayed on the instruction monitor, in the case of the pressing order role C (middle left right correct), "213" is displayed on the instruction monitor, in the case of the pressing order role D (middle right left correct), "312" is displayed on the instruction monitor, in the case of the pressing order role E (right left middle correct), "231" is displayed on the instruction monitor, and in the case of the pressing order role F (right middle left correct), "321" is displayed on the instruction monitor. With such a configuration, the pressing order of the instruction monitor can be intuitively grasped easily, and the player can easily grasp the correspondence between the pressing order and the display of the instruction monitor.
[0141] The timing for displaying the push order on the instruction monitor is preferably within the advantageous zone, and any time between when the push order role is selected by the internal lottery executed based on the operation of the start switch and when the stop switch can be operated. With this configuration, the push order can be notified to the player before the player operates the stop switch, which makes it possible to prevent the player from operating the stop switch in an incorrect push order.
[0142] <Status display monitor (role ratio monitor)> The role ratio monitor is a display device that switches between displaying the cumulative advantageous zone ratio or cumulative indicated role ratio (selectable depending on the specifications of the gaming machine), consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role status ratio every 4800 ms, and is capable of displaying a four-digit number by using four 7-segment LEDs (with DP). Of the four-digit number displayed by the four 7-segment LEDs, the top two digits are called the identification segment, and the bottom two digits are called the ratio segment.
[0143] The "role" in the role ratio refers to the first-class special role (so-called RB), the second-class special role (so-called CB), and the normal role (so-called SB), and the "role ratio" is the ratio calculated by: payout during role operation ÷ total payout × 100. Note that payouts during the operation of the first-class special role continuous operation device (so-called BB) and the second-class special role continuous operation device (so-called MB) are also included in "payouts during role operation," but payouts during regular play during BB and regular play during MB are not included in "payouts during role operation."
[0144] The "continuous feature" in the continuous feature ratio refers to the first-class special feature (so-called RB), and the "continuous feature ratio" is the ratio calculated by: payout during the operation of the first-class special feature ÷ total payout × 100. Note that payouts during the operation of the first-class special feature continuous operation device (so-called BB) are also included in "payouts during feature operation," but payouts during regular play during BB are not included in "payouts during feature operation."
[0145] The "payout item with instruction function" in the payout item ratio includes the payouts in games where the instruction function operates on the above-mentioned "item" (so-called AT). The "payout item ratio with instruction function" is a ratio calculated as (payout during instruction function operation or payout during item operation) ÷ total payout × 100. Here, (payout during instruction function operation or payout during item operation) does not refer to the payout of a game where the instruction function is operating and the item is also operating, but rather refers to the sum of the number of payouts of games where the instruction function is operating and the payouts of games where the item is operating. If the game where the instruction function is operating is also a game where the item is operating, instead of adding the two numbers of payouts, the number of payouts of that game becomes (payout during instruction function operation or payout during item operation). Note that if a player makes a mistake in the operation mode of the stop switch in a game where AT is operating, they may not obtain the maximum payout. In this case, it is calculated based on the actual payout.
[0146] 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 payout item ratio with instruction function, consecutive item ratio among the latest 6000 games, item ratio among the latest 6000 games, cumulative consecutive item ratio, cumulative item ratio, and cumulative item status ratio is being displayed. They are respectively displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.". For example, when "7U." is displayed in the identification segment, it indicates that it is the cumulative advantageous interval ratio, and when "6Y." is displayed in the identification segment, it indicates that it is the consecutive item ratio among the latest 6000 games.
[0147] Among the information displayed on the ratio monitor, the information displayed in the ratio segment is information for visually recognizing the calculation results of various ratios, and it 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 rounded down for display. Also, when the calculation result is 100, "99" is displayed. Moreover, when the cumulative number of games is less than 400, the ratio segment is displayed as "00".
[0148] When the cumulative number of games is less than the reference number of games, the identification segment is displayed in a blinking mode. 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 ratio, it is 175,000 games. In the case of the continuous role ratio during the latest 6,000 games, it is 6,000 games. In the case of the role ratio during the latest 6,000 games, it is 6,000 games. In the case of the cumulative continuous role ratio, it is 17,500 games. In the case of the cumulative role ratio, it is 17,500 games. In the case of the cumulative role status ratio, it is 175,000 games.
[0149] When the displayed value of the ratio segment is equal to or greater than the threshold value, the ratio segment is displayed in a blinking mode. 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 ratio, it is 70. In the case of the continuous role ratio during the latest 6,000 games, it is 60. In the case of the role ratio during the latest 6,000 games, it is 70. In the case of the cumulative continuous role ratio, it is 60. In the case of the cumulative role ratio, it is 70. In the case of the cumulative role status ratio, it is 50. When the cumulative number of games is less than 400 games and the calculation result is equal to or greater than the threshold value, but the ratio segment is displayed as "00", the ratio segment is displayed in a lit mode.
[0150] In order to confirm whether the role ratio monitor can operate normally, a test pattern is displayed on the identification segment and the ratio segment for 4,800 ms after the power is turned on and the timer interrupt process is started. As the test pattern, all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor are displayed in a blinking mode. For example, "8.8.8.8." is displayed in a blinking mode. In addition to being displayed at the timing after the power is turned on, the test pattern may also be displayed at any timing during setting change, setting confirmation, or RWM (RAM) abnormal error.
[0151] When the cumulative number of games in the identification segment is less than the reference number of games, when the displayed numerical value in the ratio segment is equal to or greater than the threshold value, and when the test pattern is displayed in the identification segment and the ratio segment, the segment is displayed in a blinking mode. Specifically, it blinks by switching between lighting for 300 ms → extinguishing for 300 ms → lighting for 300 ms → extinguishing for 300 ms → ···, that is, switching between lighting and extinguishing every 300 ms to display the blinking mode. Also, when switching various ratio information, it starts from lighting, so that the display period of various ratio information does not become longer or shorter at the timing of lighting and blinking.
[0152] As described above, the cumulative advantageous interval ratio or the cumulative instructed 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 winning hand 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 in a blinking mode at the switching timing of various ratios displayed on the winning hand monitor so that at least one of the 7-segment LEDs is always lit.
[0153] 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-uncomfortable display without the blinking cycle being shifted.
[0154] Also, since the display period of the test pattern after the power-on described above is also 4800 ms, when the test pattern has been displayed for 4800 ms, the 7-segment LED is turned off, and it is possible to display information regarding the cumulative advantageous interval ratio or the cumulative instructed winning hand ratio from lighting in the next timer interrupt process.
[0155] Subsequently, a control method for blinking display on the winning hand monitor will be described.
[0156] It has a storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing in order to blink the display mode of the duty ratio monitor. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is a 2-byte storage area, and it executes a process of adding 1 for each timer interrupt process. The storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is initialized (0 is stored) when the power is turned on, and then circulates values from 0 to 299 every time the timer interrupt process is executed. In other words, the value after 299 is 0.
[0157] 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).
[0158] 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).
[0159] Example 3) When an update process is performed when the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing is "299", the storage area (_TM_CHG_FLS) for managing the time for switching between lighting and extinguishing becomes "0". At this time, the carry flag = 0 (since no carry occurs as a result of calculating "299 - 299", the carry flag = 0).
[0160] As described above, if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag will be 1, and if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag will be 0. In other words, the carry flag will be 0 every 300 ms.
[0161] When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is configured to be updated. The blinking switch flag (_FL_CHG_FLS) is initialized (0 is stored) when the power is turned on, and when 0 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned on, and when 1 is stored in the blinking switch flag (_FL_CHG_FLS), 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 switch flag (_FL_CHG_FLS) every 300 ms, it is possible to display (blink) the display mode of the role ratio monitor alternately between a lit mode and an unlit mode every 300 ms.
[0162] The role ratio monitor is displayed in a blinking mode when the total number of games played 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 a threshold, or when a test pattern is displayed in the identification segment and the ratio segment. In other cases, the display is in a lit mode without referencing the blinking switch flag (_FL_CHG_FLS). However, since the memory area (_TM_CHG_FLS) for managing the time for switching on and off the light is updated for each timer interrupt process regardless of whether the blinking switch flag (_FL_CHG_FLS) is referenced or not, the blinking switch flag (_FL_CHG_FLS) is also updated as needed, and even when the state switches from not referencing the blinking switch flag (_FL_CHG_FLS) to referencing it, the timing of lighting on and off and the timing of switching the various ratio displays can be displayed without any discrepancy.
[0163] <Program start processing flow> Regarding the program start processing executed by the main control board 100 of the slot machine PS1 as a premise, it will be described using the flowchart of FIG. 5.
[0164] When the power is turned on, the main control board 100 performs initial settings regarding the operation of the gaming machine. Specifically, it sets the interrupt mode, sets the functions of the main CPU, and performs a RAM check process for creating power-off recovery data. The RAM check process determines whether the checksum of all the RAMs is normal. If the condition is satisfied, it is determined that the power-off recovery data is normal. If the condition is not satisfied, it is determined that the power-off recovery data is abnormal.
[0165] 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.
[0166] If the setting key switch 37 and the door open detection switch are on, it determines whether the power-off recovery data is normal or in a recoverable state. If the power-off recovery data is normal or in a recoverable state, it sets the first initialization range to be initialized in the initialization process in the setting change process, and shifts to the setting change process of FIG. 10. If the power-off recovery data is not normal or in a recoverable state, it sets the second initialization range to be initialized in the initialization process in the setting change process, and shifts to the setting change process of FIG. 10. Then, after the setting change process, it shifts to the main game progress of FIG. 9.
[0167] If 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 in an irrecoverable state, an irrecoverable error is notified and the process proceeds to an irrecoverable error process in which the progress of the game on the slot machine PS1 is stopped. On the other hand, if the power failure recovery data is not abnormal or in an irrecoverable state, the process proceeds to the power failure recovery process of Figure 8. After the power failure recovery process, the process proceeds to the main game progress of Figure 9. Note that after the power failure recovery process, the state saved when the power failure was detected is restored, so the process does not necessarily start from the beginning of the main game progress.
[0168] In addition, in the irrecoverable error processing, interrupts are prohibited, and the output of the output port (output of the sub-control command, output of the excitation signal to the stepping motor, etc.) is cleared. Then, the acquired number display 27 repeatedly displays (notifies) the error.
[0169] <Power off processing> The power-off process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.
[0170] In the slot machine PS1, when the power switch 40 is turned off or a power outage or other event occurs that cuts off the power supply (also referred to as a power outage), the operating voltage required to operate the slot machine PS1 drops. When the operating voltage drops below a threshold, the voltage monitoring circuit detects the power outage and generates a power outage detection signal, which is input to an input port of the main control chip. Then, in a determination process for determining whether the power outage detection signal has been input in a timer interrupt process, if it is determined that the power outage detection signal has been input, the power outage process is executed. Note that the determination of whether the power outage detection signal has been input in the timer interrupt process may be made in a single timer interrupt process, or in two or more timer interrupt processes. In other words, when determining whether a power outage has occurred in multiple timer interrupt processes, if it is determined that the power outage detection signal has been input in the first process but not in the second process, the power outage process is not executed. This is to prevent power-off processing from being executed when noise or a momentary interruption occurs (when the voltage momentarily drops below the threshold but immediately rises above the threshold).
[0171] During power-off processing, output ports are cleared, interrupts that are executed periodically are prohibited from occurring, and the interrupt prohibit / enable status at the time of power-off is saved. Next, the registers used are saved and the stack pointer is saved. After saving, the power-off processing completed flag, which indicates that power-off processing has been performed, is turned on and the checksum data for all RAM areas is calculated and saved. Then, writing to RAM is prohibited and the system waits for a reset. The address range of the saved stack pointer, the presence or absence of the power-off processing completed flag, and whether the checksums for all RAM areas are normal are determined during power-off recovery processing.
[0172] <Timer interrupt processing> The timer interrupt process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.
[0173] In the slot machine PS1 under consideration, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds).
[0174] When the timer interrupt process starts, it compares the necessary data stored in the register, executes the power-off process when a power-off detection signal is received, reads the input ports for determining the inputs of various sensors and operation switches, measures various timers (such as the freeze period measurement timer and the wait period measurement timer), and as the reel drive control, performs control according to the drive state of each reel (such as accelerating, rotating at a constant speed, starting deceleration, decelerating, or stopped) and updates the drive state. Next, it performs 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 checks whether various abnormalities have occurred. The various abnormalities include whether the current set value is a normal value and whether the operation pattern of the input / output sensor is normal. Next, it performs the external signal output of setting (controlling on / off) external signals such as the bonus signal, ART signal, security signal, etc. to be output to an external system such as a hall computer, and the medal input signal and the medal payout signal (S304).
[0175] Next, in the control command transmission process, if there is a sub-control command set, it outputs the sub-control command to the sub-control board 1000, performs control regarding the lighting of various LEDs, outputs 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, outputs the signal related to the performance test, returns the register, and saves the interrupt permission flag as on to end the timer interrupt process.
[0176] 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 draw, the drum rotation start command due to the start of the acceleration of the reel, the left drum stop command, the middle drum stop command, the right drum stop command, the all drum stop command, etc. due to the operation of each stop switch for stopping the rotating reel, and there are various others.
[0177] Furthermore, the timer measurement process may be performed within the timer interrupt process. In timer measurement, a control process is performed to update information about the timer (time) stored in the RWM (RAM). For example, a process is performed to update (e.g., subtract 1) the value stored in the RWM storage area (hereinafter also referred to as timer area A) that monitors (manages) the minimum game time (4.1 seconds) for one game. In addition to the RWM storage area that monitors the minimum game time, the RWM may have storage areas related to multiple timers, such as a RWM storage area that monitors (manages) the insertion of game medals using the insertion button (hereinafter also referred to as timer area B) and a RWM storage area that monitors (manages) the output time of an external signal (hereinafter also referred to as timer area C). In this case, the timer measurement executes a process of subtracting 1 from the value stored in a storage area of the RWM that stores information about the timer (hereinafter also referred to as a timer area), such as 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, or a process of subtracting 1 from the value stored in timer area C. Also, if a 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 become "0".
[0178] As an example of the control process for updating information about the timer stored in the RWM, a process of subtracting 1 from the value stored in the timer area was given, but a process of adding 1 to the value stored in the timer area may also be used.
[0179] Here, the monitoring (management) of the insertion of game medals using the insertion button will be explained. Monitoring (management) of the insertion of game medals using the insertion button is a timer that starts counting from the time the bet process is executed based on the operation of the 1 bet switch 19, and is a timer that prevents the process of determining whether the next 1 bet switch 19 has been operated from being executed until the value of the timer reaches "0".
[0180] For example, under a predetermined circumstance where the number of credits is equal to or greater than a predetermined value (for example, a situation where the number of bets is 0, the number of credits is 3, and a bet can be made by operating the 1-bet switch 19), after a bet process is executed based on the operation of the 1-bet switch 19, "20" is stored in the timer area B. Thereafter, the value stored in the timer area B is subtracted by "1" through timer measurement in the timer interrupt process. Then, when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". Note that if the value stored in the timer area B is not "0" (if the value stored in the timer area B is any of "1" to "20"), the game progress main process does not determine whether the 1-bet switch 19 has been operated. In other words, even if the 1-bet switch 19 is operated when the value stored in the timer area B is not "0", the bet process is not executed. Thereafter, after the value stored in the timer area B becomes "0", the bet process can be executed when the 1-bet switch 19 is operated.
[0181] This configuration can prevent multiple bet processes from being executed due to a malfunction despite a single operation of the 1 bet switch 19. It can also prevent a malicious player from repeatedly pressing the 1 bet switch 19, which causes multiple bet processes based on the operation of the 1 bet switch 19 and causes commands based on the execution of bet processes to be sent consecutively to the sub-control means 1000.
[0182] <Power off recovery process> The power-off recovery process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.
[0183] In the slot machine PS1, when the power switch 40 is turned on to turn on the power, the main control board 100 executes a power-off recovery process to restore various data to the state before the power was turned off.
[0184] In the power failure recovery process, the stack pointer is restored, and output data related to the sub-control command sent to the sub-control board 1000 is restored. After that, it is determined whether the set setting value data is within the normal range. If the determination results in an abnormality (value is outside the specified range), the process moves to unrecoverable error processing. On the other hand, if the data is normal (value is within the specified range), unused RAM areas are initialized, a periodically executed interrupt is activated, and the input port is read. After that, the power failure processing completion flag is cleared, the used registers are restored, and the interrupt disable / enable state at the time of power failure is restored, and the power failure recovery process is completed. Note that when the power failure recovery process is completed, the state before the power failure occurred is restored, and if it is not restored (when the settings are changed), the main control process for game progress is restarted.
[0185] In the slot machine PS1, an interrupt is initiated at a predetermined timing in the power-off recovery process, but the interrupt may be initiated after the power-off recovery process in the program start process.
[0186] <Main explanation of game progress> The main control process for game progress executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.
[0187] The main control board 100 refers to the value of the freeze effect number saved before the previous game, and if the saved freeze effect number corresponds to the number for which the freeze effect should be executed, it executes the freeze effect, but if the saved freeze effect number does not correspond to the number for which the freeze effect should be executed, it proceeds to the next process without executing the freeze effect. If the freeze effect is not to be executed, the freeze effect number may be configured not to be saved, in which case it may be configured to determine whether the freeze effect number has been saved, and if not, proceed to the next process.
[0188] Next, when a gaming medal is inserted through the medal insertion slot 17, the number of bets or the number of credits is updated (gaming medal insertion process). Next, it is determined whether the number of bets that will enable a game to be played has been bet, and if it is determined that a bet has been made, it is determined whether the start switch 12 has been operated, and if it is determined that no bet has been made, it waits for the insertion of gaming medals, or, if credits have been accumulated, for the operation of the bet switch (if credits have been accumulated). If the number of bets that will enable a game to be played has been bet and the start switch 12 has been operated (the start switch signal is determined to be on), it performs an internal lottery process, and if the start switch 12 has not been operated (the start switch signal is not determined to be on), it waits for the operation of the start switch 12.
[0189] In the internal lottery process, a predetermined calculation process is performed using the internal lottery random number value obtained by generating an internal lottery random number, and a winning combination (condition device number) is determined. After the winning combination is determined, a stop control table corresponding to the stop timing of each stop switch is created in advance, and preparations are made so that stop control can be executed even if the stop switch operation is accepted immediately after the acceptance of the stop switch operation after the reels have rotated.
[0190] The types of winning combinations available in the slot machine PS1 are roughly classified into bonus, small combination, and replay.
[0191] A bonus is a device that activates under predetermined circumstances. Generally, it activates when the symbol combination "7·7·7" or "7·7·Bar" is displayed on the active line in display window 4. The activation of bonus-related devices changes the number of symbol combinations required for winning per set number, and changes the probability of the conditional device activating for the symbol combination required for winning per set number. Bonuses are divided into RB, BB, CB, MB, and SB.
[0192] RB is an abbreviation for regular bonus, and is also called the first-class special bonus. RB is generally set to end when eight small wins or 12 game results are achieved, and during RB, the winning probability of a small win is set higher than in the normal winning lottery table, and the winning lottery is performed using the RB medium winning lottery table.
[0193] BB is an abbreviation for Big Bonus, and is also called a continuous operation device for the first-class special role. The end condition for BB is set to the payout of more than 285 game medals for winning a small role, and during BB, a role is drawn using a BB middle role drawing table, which sets the probability of winning a small role (described later) higher than the normal role drawing table. Note that a BB middle role drawing table does not need to be set during BB. For example, a table that continuously operates the RB middle role drawing table described later until the BB end condition is met may be called a BB middle role drawing table.
[0194] CB is an abbreviation for Challenge Bonus, also known as the second-class special bonus. CB can be set to a state where at least all minor winning combinations are won, regardless of the results of the winning combination lottery. During CB, predetermined reels are stopped differently from the normal stopping control. For example, the left reel 8a can be controlled to stop within 75 milliseconds of 190 milliseconds.
[0195] As described above, CB may be configured such that a symbol combination that can be displayed according to the operation procedure cannot be displayed (also called a missed opportunity) because at least all minor winning combinations are in a winning state. For example, during CB, by controlling the left reel 8a to stop within 75 milliseconds from 190 milliseconds, if the left reel 8a stops within 190 milliseconds, a specific symbol can be displayed on the activated line at any operation timing, but if the left reel 8a stops within 75 milliseconds, a specific symbol cannot be displayed at a specific operation timing.
[0196] MB is an abbreviation for Middle Bonus, and is also called a continuous operation device related to the second type special feature. MB is set to end when more than 153 medals are paid out for small prizes, when RB is won, or when SB, which will be described later, is won.
[0197] SB is an abbreviation for Single Bonus, and is also called a normal bonus. The end condition for SB is to obtain the result of one game. During SB, the winning probability of a small win is set higher than the normal winning probability table, and the winning probability is determined using the SB medium winning lottery table.
[0198] In the slot machine PS1, the BB is assumed to be performed using a BB mid-role lottery table to draw the bonuses, but this is not limited to this. During the BB, the game may be played using a BB general role lottery table, in which the winning probability of the small role is set to the same probability as the normal role lottery table and the winning probability of the RB is increased, or an RB mid-role lottery table, in which the winning probability of the small role is set higher than that of the normal role lottery table. Even in this case, the BB still sets the termination condition as a payout of more than 285 medals for the small role win. Furthermore, the devices that control these bonuses are collectively referred to as special game control means.
[0199] A small win is a win in which a symbol combination based on a winning small win is displayed stopped on an active line, and when the winning determination process (described later) determines that a win has been made, medals are paid out based on the symbol combination that is displayed stopped.
[0200] A replay (also called a replay role) is a role that grants a replay (a game in which the next game can be played by automatic betting without inserting new medals) when a symbol combination based on a winning replay is displayed stopped on an active line and determined to be a winning prize by the winning determination process. Since a replay cannot be missed in a winning game, the next game after a winning replay is always a replay.
[0201] In the lottery result of the role lottery, if the player fails to win any of the bonus, minor roles, and replay, it is a loss, and the winning process described 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.
[0202] Among the roles to be drawn by the 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 (special role carry-over means). During the period of carrying over the winning flag, the role lottery may be performed using the role lottery table before carrying over the winning flag, or the role lottery may be performed using the carry-over role lottery table corresponding to the winning flag (also referred to as the internal 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.
[0203] The role lottery table defines the winning probabilities for multiple types of roles, and multiple types of role lottery tables are provided according to the game state. For example, the BB-in-play role lottery table used during BB or the MB-in-play role lottery table used during MB are applicable.
[0204] The role lottery table sets a single winning role for which one type of symbol combination can be stopped and displayed on the valid line, or a duplicate winning role for which multiple symbol combinations can be stopped and displayed on one or more valid lines according to the lottery result of the role lottery.
[0205] For the multiple symbol combinations set as duplicate winning roles, all symbol combinations may be set so that one winning role can be stopped and displayed according to the operation mode, or some symbol combinations may be set so that they cannot be stopped and displayed. Among these duplicate winning roles, the role corresponding to some symbol combinations that cannot be stopped and displayed is sometimes referred to as the control role.
[0206] As a role of the control staff, even when the same symbol combination can be stopped and displayed on the effective line as the lottery results of multiple roles, it is possible to control so as to make the effective lines to be stopped and displayed different according to the type of the control staff set as the overlapping winning role.
[0207] When any role is won as the lottery result of the role lottery, the winning flag control means turns on the flag corresponding to the won role. Then, when all the stop switches 13 are operated by the player and the winning process related to the won role is completed, the flag corresponding to the won role is turned off.
[0208] Also, regarding the above-mentioned BB, RB, and MB, the flag is turned on in the won game. However, when the symbol combination of the won BB, RB, or MB is not stopped and displayed on the effective line when all the stop switches 13 are operated, it is carried over with the flag on in the subsequent game, the above-mentioned carry-over role lottery table is set, and when the symbol combination of the won BB, RB, or MB is stopped and displayed and the winning process related to the won role is completed, the flag corresponding to BB, RB, or MB is turned off.
[0209] Also, a RT role lottery table is provided in the role lottery table. RT is a game state in which the winning probability of replay in role lottery is different from that of the normal role lottery table, and it is an abbreviation of replay time.
[0210] As a specific usage example of RT, the lost 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. Further, 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 are configured to shift to other RT states when each satisfies a predetermined transition condition.
[0211] The transition conditions for the RT role lottery table can be as follows. Transition condition 1 is when a specific symbol combination (the symbol combination related to the bonus, the RT transition symbol combination) stops being displayed. Transition condition 2 is when a 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 set as appropriate according to the gameplay.
[0212] The setting number refers to the winning number of each lottery result defined in the internal lottery table by the internal lottery means. When each setting number is divided by 65536, it becomes the winning probability. Also, the sum of each setting number is 65536. For example, the winning probability of the lottery result with a setting number of 4 is 1 / 16384.
[0213] Also, when any one of the above transition conditions 1 to 5 for the RT role lottery table is satisfied, the setting number related to the replay can be changed. For example, the replay probability of RT1 is 1 / 7.3, and when transitioning from RT1 to RT2, the replay probability of RT2 may 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.
[0214] Next, the system checks whether the minimum play time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum play time has elapsed (if the value of the minimum play time timer is determined to be 0), a new minimum play time is set. If it is not determined that the minimum play time has elapsed (if the value of the minimum play time timer is not determined to be 0), the system decrements the value of the minimum play time timer and then checks whether the minimum play time has elapsed. This minimum play time check process is executed until it is determined that the minimum play time has elapsed. The system is configured so that no other processing is executed as the main game progress processing between the processing for determining the minimum play time and the processing for setting the new minimum play time. This prevents the minimum play time from being extended by other processing, allowing the player to play as quickly as possible. In other words, this prevents the game from being prolonged without making the player wait.
[0215] However, this is not limiting, and other processing may be executed as the main game progress processing between the processing for determining the minimum game time and the processing for setting a new minimum game time. In this case, the other processing may be a processing for clearing the RWM address, a processing for storing other data in the RWM, or other commands with short processing times. These processing times are so short that the user does not feel an extension of the minimum game time. After the new minimum game time is set, a processing for preparing to start reel spinning is executed.
[0216] In the reel rotation start preparation process, the data related to the reel stop saved in the previous game is initialized, the stop table to be used in the current game is set, an output is requested to start the rotation of all reels, and a sub-control command (reel rotation start command) indicating the start of reel rotation is set.
[0217] The stop table is provided in correspondence with the symbol control number determined by the result of the role lottery by the internal lottery means, and predetermines the stop position of the reel corresponding to the operation timing of the stop switch 13.
[0218] After the reel spin preparation process is completed, a process related to a freeze effect (for example, a reel effect before the reels start spinning) is executed. In the freeze effect, the reels are slightly moved or rotated in reverse, and are executed mainly to indicate the likelihood of a winning combination.
[0219] When a freeze effect is not executed, or when a freeze effect is executed and the execution of the freeze effect is completed, a process to spin the reels (also called a reel spin process, a reel spin start process, or a reel spin start process) is executed. There are four reel spin states: an acceleration state, a constant speed spin state, a stop preparation state, and a stop state, and when the reels are to be rotated, the acceleration state is set. In the acceleration state, a process to gradually rotate the stepping motor is executed by a timer interrupt process.
[0220] The acceleration process, which is performed during acceleration, is the process performed from a stopped reel rotation state until the constant-speed rotation process begins. During constant-speed rotation, the stepping motor moves one step for each timer interrupt. However, if the constant-speed rotation process is suddenly performed while the reels are stopped, the torque will be insufficient, increasing the likelihood of stepping out. For this reason, acceleration is necessary to gradually rotate the reels. The acceleration process for the PS1 slot machine, as assumed, first moves the stepping motor one step after 50 timer interrupts, then moves the stepping motor one step after 30 timer interrupts, then moves the stepping motor one step after 10 timer interrupts, then moves the stepping motor one step after five timer interrupts, then moves the stepping motor one step after two timer interrupts, and then moves the stepping motor one step after one timer interrupt. This then leads to the constant-speed rotation process, in which the stepping motor moves one step after each timer interrupt.
[0221] When the constant speed rotation process is being performed, the value of the rotation failure detection counter described above is incremented for each timer interrupt process to detect a rotation failure. Note that since the initial value of the rotation failure detection counter is set to 0, it is incremented for each timer interrupt process, but if the initial value of the rotation failure detection counter is set to 180, it may be possible to decrement the value of the rotation failure detection counter for each timer interrupt process and determine that a rotation failure has been detected when the counter reaches 0.
[0222] Furthermore, in the constant speed rotation state, the stop switch is permitted to be operated and the system waits for the stop switch to be operated. When the stop switch is permitted to be operated, the stop switch lamp lights up blue to notify the player that the stop switch is active (when the stop switch is not permitted to be operated, the lamp lights up red). The control of the stop switch lamp lighting may be performed by the main control means 100 or the sub-control means 1000. Furthermore, when the push order navigation is executed, the stop switch lamp may be flashed to make it easier for the player to recognize which stop switch to operate.
[0223] It also sends a command to the sub-control means 1000 indicating that the reels have started spinning, and when the sub-control means 1000 receives this command, it sets a reel spinning time measurement timer that measures the reel spinning time and starts counting. When the value of the reel spinning time measurement timer reaches a predetermined value (equivalent to 3 minutes), it displays "Please stop the reels" (a reel stop warning image) on the LCD screen to prompt the player to continue spinning the reels. The reel spinning time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there are any reels that are still spinning, it starts counting again. In this way, the reel spinning time measurement timer continues to be updated until all the reels have stopped.
[0224] In addition, when the reel stop warning image is displayed simultaneously with the push order navigator, it is displayed in front of the push order navigator, so that even when the display areas of the reel stop warning image and the push order navigator overlap, the visibility of the reel stop warning image is ensured, and the player can be clearly prompted to operate the stop switch. Also, at this time, since the push order navigator may become difficult to see and it may become unclear which reel to stop, the reel stop warning image may be 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.
[0225] After enabling the reception of the operation of the stop switch in the main game progress process, the determination process of the reception of the operation of the stop switch (reel stop reception check process) is repeated until the stop switch is operated. When it is determined that any of the stop switches has been operated, stop control (also referred to as slip control) of the reel corresponding to the operated stop switch is executed. At this time, the reel corresponding to the operated stop switch shifts from the constant speed rotation state to the stop preparation state. In the stop preparation state, the reel is rotated at a constant speed to 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 the assumed slot machine PS1, it is possible to draw in the symbols up to four symbols ahead when the operation of the stop switch 13 is received.
[0226] Here, the target stop position is determined based on whether the symbol number currently passing through and the symbol number stored as the stop position match. If it is determined that they match, all four-phase excitations are turned ON as the target stop position. Also, the symbol number currently passing through is determined by setting the initial symbol number at the moment when the above-described index sensor detects the index (when the index signal rises) and setting the next symbol number after the initial symbol number when it is moved by one symbol by the timer interrupt process.
[0227] After executing the reel stop acceptance check process, it checks whether all reels are stopped. If all reels are stopped, it executes the prize determination process and then the prize winning process. If all reels are not stopped, it executes the process of waiting for acceptance of the stop operation of the stop switch corresponding to the spinning reel. After all reels have stopped, it updates the display contents of the status display monitor and moves on to the advantageous zone clear counter management process. Then, it executes the game end check process to update the RT status, etc., and ends the main series of steps in the game progress. It should be noted that the software random number update process may be performed during the period from when the reels start spinning until the stop operation is accepted.
[0228] The winning determination process is a process for determining whether or not a symbol combination that constitutes a winning combination has stopped on an active line. Since it determines whether or not the stopped symbols determined when the stop switch operation is accepted are abnormal, it is not determined based on the symbol combination that actually stopped on the active line. After the winning determination process determines that a symbol combination that constitutes a winning combination has stopped on an active line, a winning process is carried out, and if the winning determination process does not determine that a symbol combination that constitutes a winning combination has stopped on an active line, a process based on a loss is carried out.
[0229] The winning process is a process of granting a bonus to a player based on a symbol combination that stops on an active line. The winning process when a symbol combination based on a minor win is stopped is a process of paying out medals based on the stopped symbol combination and shifting the game state based on the stopped symbol combination, the winning process when a symbol combination based on a replay is stopped is a process of granting the right to replay and shifting the game state based on the stopped symbol combination, and the winning process when a symbol combination based on a bonus is stopped is a process of shifting the game state based on the stopped symbol combination. Note that in the case of a miss, the winning process is not performed.
[0230] However, not limited to this, when the result of the winning determination process is a loss, a winning process based on the loss may be performed, and a process of not awarding a privilege to the player as a result of the winning process may be performed. Further, as the winning process based on the loss, the game state may be shifted according to the operation mode when the loss occurs. For example, when all the stop switches 13 are operated according to a predetermined operation order when the loss occurs, it is possible to shift to a game state with a different freeze winning probability. Also, even in the case of an apparent loss due to missing a small combination, a winning process such as performing transition control of the game state such as shifting to the RT state without paying out can be performed. Furthermore, as the winning process based on the bonus, it may be added to give out medals or the right to replay based on the symbol combination stopped and displayed.
[0231] 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.
[0232] When the winning determination process determines the winning symbol combination, it transmits the winning symbol combination information (stopped outcome information) stopped and displayed on the valid line and the combination lottery result information to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives these information, it can output an effect according to the winning symbol combination information and the combination lottery result information using the display device 32, the lamp, or the speaker S.
[0233] The winning determination process makes a winning determination on all valid lines. As a result of the determination, when a plurality of symbol combinations based on overlapping winning combinations are stopped and displayed on a plurality of valid lines, a winning process is performed for each of the plurality of stopped and displayed symbol combinations.
[0234] For example, in the case of winning processing when small roles set with a payout number of 2 and small roles set with a payout number of 10 are stopped and displayed on a plurality of active lines, the payout number based on the small roles set with 2 and the payout number based on the small roles set with 10 are added together, and 12 payouts are made.
[0235] Then, an upper limit is set for the number of payouts per time. When a symbol combination based on a plurality of small roles is stopped and displayed on an active line and exceeds the upper limit value of the payout number, the number of coins up to the upper limit value is paid out.
[0236] For example, when the upper limit value of the payout number is set to 15, and small roles set with a payout number of 12 and small roles set with a payout number of 10 are stopped and displayed on a plurality of active lines, in the case of winning processing, when the sum of the small roles set with 12 and the small roles set with 10 exceeds the upper limit value, 15 payouts, which is the upper limit value, are made.
[0237] In the assumed slot machine PS1, it is set to pay out medals only for small roles. However, as winning processing based on replay, it is also possible to pay out medals corresponding to the number of bets, or as winning processing based on a bonus, it is also possible to pay out a preset number of medals.
[0238] <Advantageous Interval Clear Counter Management Process> Regarding the advantageous interval clear counter management process related to the management of advantageous intervals among the processes executed by the main game progress of the assumed slot machine PS1, it will be described based on FIG. 11.
[0239] Set the advantageous interval clear counter RWM address.
[0240] Subsequently, execute a 2-byte subtraction process.
[0241] Next, it is determined whether the value of the advantageous zone clear counter before the subtraction is 0 or not, and if the value of the advantageous zone clear counter before the subtraction is 0, it proceeds to a process of determining whether the advantageous zone type is 0 or not, and if the value of the advantageous zone clear counter before the subtraction is not 0, it is determined whether the value of the advantageous zone clear counter after the subtraction is 0 or not. Note that advantageous zone type = 0 means that the zone is not an advantageous zone and is a normal zone, and advantageous zone type = 1 means that it is an advantageous zone.
[0242] Next, it is determined whether the value of the favorable zone clear counter after subtraction is 0 or not, and if the value of the favorable zone clear counter after subtraction is 0, it proceeds to the RWM initialization process, and if the value of the favorable zone clear counter after subtraction is not 0, it proceeds to the process of obtaining the value of the MY counter.
[0243] Next, in the process of acquiring the value of the MY counter, the current value of the MY counter is acquired.
[0244] Next, after executing the process to obtain the value of the MY counter, it is determined whether or not the replay activation symbol has stopped, and if it is determined that the replay activation symbol has stopped, it moves on to the process to determine whether or not the value of the MY counter has exceeded the upper limit (2400), and if it is determined that the replay activation symbol has not stopped, it moves on to the process to obtain the data of the payout number buffer. The data of the payout number buffer is data that indicates the number of payouts related to winning, and no payout (0 as the number of payouts) in the case of a loss or a missed minor win.
[0245] Next, in the process of acquiring data from the payout number buffer, the payout number for the game is acquired.
[0246] Next, the process of adding the acquired payout number buffer data (OUT number) to the MY counter is executed.
[0247] Next, a process for acquiring data on the number of gaming medals is executed. The data on the number of gaming medals corresponds to the number of medals inserted.
[0248] Subsequently, execute a process of subtracting the number of inserted sheets (IN sheets) from the MY counter.
[0249] Subsequently, if it is determined that the value of the MY counter is less than 0 as a result of subtracting the number of inserted 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 inserted sheets from the MY counter, save the value obtained by subtracting the number of inserted sheets from the MY counter to the MY counter. Note that the initial value of the MY counter is 0, which means that 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.
[0250] 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. 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.
[0251] 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, it is the process that passes at the start of the advantageous section, and it does not pass through this process except at the start of the advantageous section. 1500 stored in the advantageous section clear counter corresponds to the maximum number of games that can execute the advantageous section. When the advantageous section is executed up to 1500 games at most, the normal section is set from the next game. This is to prevent sinking and suppress the state where medals continue to increase throughout the day, and not to significantly incite the gambling mentality.
[0252] 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).
[0253] In the RWM initialization process executed after the value of the MY counter exceeds the upper limit value, all parameters that affect the performance related to the instruction function are updated to 0. Parameters that affect the performance related to the instruction function include the number of AT games and the game state related to AT. And by updating the advantageous section type to 0, it becomes the normal section that is not the advantageous section. When the value of the MY counter is 2400 or less, this process ends while maintaining the advantageous section. Note that when winning a replay in the advantageous section, the update process of the MY counter is not executed, but the determination process of whether the MY counter exceeds 2400 is passed. In the case of a replay, the same number of coins as the inserted number are automatically bet, so OUT-IN is always 0. However, since there is a possibility that the value of the MY counter is updated at a timing different from the original process due to noise or improper behavior, it is determined whether the upper limit value of the MY counter has been reached even during a replay.
[0254] In addition, the end of the advantageous zone can be triggered by any timing other than 1500 plays or exceeding MY2400 for each gaming machine. For example, this can be when the end lottery is won when a predetermined combination is won, or when a certain number of plays (less than 1500 plays) are performed. To end the advantageous zone at any timing, the advantageous zone clear counter is set to 1 before executing the advantageous zone clear counter management process (preferably an AT process executed after all reels have stopped). When executing the advantageous zone clear counter management process, the advantageous zone clear counter is 1 before subtraction, and the subtraction result is 0, thereby terminating the advantageous zone through the advantageous zone clear counter management process. That is, by setting the advantageous zone clear counter to 1 and then subtracting 1 from the counter value, the advantageous zone clear counter value becomes 0, thereby terminating the advantageous zone. This allows processing within the same module when any desired end condition is met, without using a separate advantageous zone end module.
[0255] In addition, the advantageous zone clear counter subtraction process in the advantageous zone clear counter management process is configured to be executed regardless of the number of bets (if multiple specified numbers are set for the gaming machine) and regardless of the gaming state.
[0256] <Settings change process> The setting change process executed by the main control board 100 of the slot machine PS1 will be described with reference to the flowchart of FIG.
[0257] When the setting change mode is activated, it determines whether the current setting value is within the normal range, and if it is within the normal range, it acquires the current setting value, and if it is outside the normal range, it saves "1" as the setting value and acquires the setting value "1".
[0258] After acquiring the set value, the set value display data is saved. After saving the set value display data, the dynamic lighting control, which is a timer interrupt process, references the set value display data every five interrupts to control lighting.
[0259] 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.
[0260] 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).
[0261] 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.
[0262] Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, the set value confirmation process is performed, and it waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key switch has changed from on to off, the determined set value is saved 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.
[0263] Here, the setting change mode is a means for determining any one of the set values from 1 to 6 (displayed as set values from 1 to 6). After determining any one of the set values, the internal lottery table (also referred to as the role lottery table) corresponding to the determined set value is continuously set until the set value is changed by the setting change means. Note that different role lottery tables are provided for each set value, with different determination probabilities (role winning probabilities) for the lottery results by internal lottery.
[0264] When the power of the slot machine PS1 is off, if the setting key used for setting changes by the casino manager is rotated and the setting key is held at the rotational position where the setting key switch signal turns on, and then the power of the slot machine PS1 is turned on, the setting key switch signal is turned on upon the power-on of the slot machine PS1. In the assumed slot machine PS1, the turning on of the setting key switch signal means a rising edge on (changing from off to on). If the setting key was on before the power-off, no rising edge on will be detected after the power-on, so it is configured not to shift to the setting change mode. However, if the turning on of the setting key switch signal is regarded as a level on, and even if it was on before the power-off, if the setting key is on when the power is restored, it may be configured to shift to the setting change mode.
[0265] When the setting change means determines that the setting key switch signal is on, the door open signal is on, and the setting changeable flag is on, it activates a setting change mode in which the set value of the slot machine PS1 can be changed.
[0266] The setting changeable flag switches between on and off according to the game state. For example, it is conceivable to turn off the setting changeable flag during the period from when the start switch 12 is operated until the game ends, and turn on the setting changeable flag during other periods. However, it is not limited to this mode. The setting changeable flag may be turned off only when a specific bonus game starts or when in a specific bonus round, or it may be configured to be changeable in any state by not providing the setting changeable flag.
[0267] When the setting change mode is activated, the blocker provided on the medal selector 34 is turned off so that the game cannot be started by inserting medals. The set value data that can be changed in the setting change mode has six levels of "1", "2", "3", "4", "5", "6", and for each higher set value, a winning combination selection table with a higher payout rate is set.
[0268] 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 light the credit number display 26 arranged on the front of the front panel PS2 of the slot machine PS1 and the setting display LED (not shown) arranged on the back of the front panel PS2 of the slot machine PS1 to display the setting value. When the setting value data is "1", the setting value display shows "1"; when the setting value data is "2", the setting value display shows "2"; when the setting value data is "3", the setting value display shows "3"; when the setting value data is "4", the setting value display shows "4"; when the setting value data is "5", the setting value display shows "5"; when the setting value data is "6", the setting value display shows "6".
[0269] When storing the setting value data stored in the setting value data storage area in six levels from "0" to "5", when the setting value data is "0", the setting value display shows "1"; when the setting value data is "1", the setting value display shows "2"; when the setting value data is "2", the setting value display shows "3"; when the setting value data is "3", the setting value display shows "4"; when the setting value data is "4", the setting value display shows "5"; when the setting value data is "5", the setting value display shows "6".
[0270] After starting the setting change mode, continuously determine whether the sensor signal of the start switch 12 is on. When it is determined that the start switch 12 is operated and the sensor signal of the start switch 12 becomes on, determine the setting value and display the current setting value on the setting display LED. In other words, when it is determined that the sensor signal of the start switch 12 becomes on during the setting change mode, the setting value will not be changed even if the setting switch is operated.
[0271] On the other hand, when it is determined that the setting switch signal has turned on while the sensor signal of the start switch 12 is not determined to be on, the setting switch rising data is cleared, and it is determined whether the current setting value is greater than or equal to the maximum setting value (setting value data "6"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "6"), the setting value data is cleared (the setting value data is set to "1"), and when it is determined that the current setting value is less than the maximum setting value (setting values "1" to "5"), the current setting value is incremented. Note that as the processing of the setting change mode when the setting value data has six levels from 0 to 5, it is determined whether the current setting value is greater than or equal to the maximum setting value (setting value data "5"). When it is determined that the current setting value is greater than or equal to the maximum setting value (setting value data "5"), the setting value data is cleared (the setting value data is set to "0"), and when it is determined that the current setting value is less than the maximum setting value (setting values "0" to "4"), the current setting value may be incremented.
[0272] 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 the setting change mode is activated, in order to indicate that the setting value cannot be changed, the setting display LED may display "0", or the setting display LED may display "_X" ("X" is the setting value after confirmation), etc., in a mode different from the setting value display mode when the setting can be changed.
[0273] <Control corresponding to power-off during pressing of various switches of the assumed slot machine PS1> When the front panel PS2 is in the closed state, after the game ends, no 3 bets have been placed (including the situation where auto-betting is not in progress), and the number of credits stored is equal to or more than the number that allows 3 bets (for example, the number of credits in the situation where no bets have been placed is 3 or more, or the number of credits in the situation where 1 bet has been placed is 2 or more) (hereinafter referred to as the MAX bet possible state), when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, and 3 is stored as the number of bets, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp light up (before the MAX bet switch 18 is pressed, the 1-bet lamp, 2-bet lamp, and 3-bet lamp are turned off).
[0274] 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, no 3 bets have been placed (including the situation where auto-betting is not in progress), and the number of credits stored is equal to or more than the number that allows 3 bets (for example, the number of credits in the situation where no bets have been placed is 3 or more, or the number of credits in the situation where 1 bet has been placed is 2 or more), if in such a situation, when the MAX bet switch 18 is operated (pressed), the MAX bet process is executed, and 3 is stored as the number of bets, and the 1-bet lamp, 2-bet lamp, and 3-bet lamp light up (before the MAX bet switch 18 is pressed, the 1-bet lamp, 2-bet lamp, and 3-bet lamp are turned off), it may be configured in this way. In the following, unless otherwise specified, when the power is turned on, the front panel PS2 is in the closed state, but it may also be configured to have the same behavior when the front panel PS2 is in the open state.
[0275] In addition, the MAX bet available state includes a state where no bet has been made, a state where 1 bet has been made, and a state where 2 bets have been made, but when the MAX bet switch 18 is operated and the 1 bet lamp, 2 bet lamp, and 3 bet lamps are newly lit, this is the MAX bet available state where no bet has been made. In the MAX bet available state where 1 bet has been made, the 1 bet lamp is already lit and the 2 bet lamp and 3 bet lamp are newly lit, and in the MAX bet available state where 2 bets have been made, the 1 bet lamp and 2 bet lamp are already lit and the 3 bet lamp is newly lit.
[0276] Furthermore, in the MAX BET enabled state, the MAX BET lamp is lit, informing the player that operation of the MAX BET switch 18 is valid. When the MAX BET lamp is lit in the MAX BET enabled state, if the MAX BET switch 18 is pressed (when the sensor that detects the MAX BET switch 18 changes from OFF to ON), the MAX BET lamp goes out. In other words, the MAX BET lamp goes out even while the MAX BET switch 18 is being pressed (when the MAX BET switch 18 is pressed and not released, and the sensor for the MAX BET switch 18 remains ON).
[0277] Furthermore, in a situation where a power outage occurs in the MAX BET enabled state, causing the operating voltage to fall below the threshold and rendering the gaming machine inoperable, if the MAX BET switch 18 is pressed and the power is turned on while the MAX BET switch 18 is pressed (when the power outage recovery process is executed), the MAX BET lamp will light up and the MAX BET process will not be executed. Also, because the MAX BET switch 18 is pressed, a new MAX BET process cannot be performed by pressing the MAX BET switch 18. In other words, because the MAX BET switch 18 is 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.
[0278] As a result, even in a situation where, for example, an unintended operation of the MAX bet switch 18 is being performed when power is turned on after a power outage (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to prevent a bet from being placed. Also, even in such a case, it is possible to accurately notify, by the lighting state of the MAX bet lamp, that the operation of the MAX bet switch 18 is valid. Therefore, a player who recognizes that the operation of the MAX bet switch 18 is valid can release the pressed MAX bet switch 18 once (after the sensor of the MAX bet switch 18 changes from ON to OFF), and then press the MAX bet switch 18 again (by the sensor of the MAX bet switch 18 changing from OFF to ON) to place a MAX bet (cause a MAX bet process to be performed).
[0279] 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.
[0280] Also, in a situation where the power is cut off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine cannot operate, 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. However, when the 1-bit switch 19 is newly operated (pressed) (by the sensor detecting the 1-bit switch 19 changing from OFF to ON), the 1-bit process can be executed.
[0281] 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 outage (such as a situation where a hand is placed on the MAX bet switch 18), it is possible to notify that bet processing is possible based on the lighting state of the MAX bet lamp and 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 valid, the game can be advanced.
[0282] Also, in a situation where the power is turned off while the MAX bet is possible, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the MAX bet switch 18 is pressed and power is turned on while the MAX bet switch 18 is being pressed (when power outage recovery processing is executed), the MAX bet processing may be executed in 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, the state changes from the 3-bit state to the 1-bit state, and a difference of "2" is returned to the credit (when the credit number is 50 in the 3-bit state, since the difference cannot be returned to the credit, even if the 1-bit switch 19 is operated, the state does not change to the 1-bit state and the 3-bit state is maintained, so the MAX bet lamp is not lit (extinguished) after power is turned on). When the MAX bet lamp is extinguished after power is turned on, it is possible to suggest that the MAX bet processing has been executed. Also, whether the MAX bet lamp is lit or extinguished after power is turned on, it is possible to notify that the MAX bet processing has been executed by outputting a 3-bit sound (equivalent to three 1-bit sounds) when power is turned on.
[0283] Subsequently, in a state where the MAX bet is possible (a situation where no bet has been placed), when the 1-bit switch 19 is operated (pressed), 1 is stored as the bet number, and the 1-bit lamp is lit. Also, since the operation of the MAX bet switch 18 is still valid, the MAX bet lamp is also lit.
[0284] Also, in a state where a MAX bet is possible (a state where no bet has been placed), if a power outage occurs, the operating voltage falls below the threshold, and the gaming machine becomes inoperable, and the 1 bet switch 19 is pressed, if the power is turned on while the 1 bet switch 19 is pressed (if the power outage recovery process is executed while the sensor of the 1 bet switch 19 remains ON), the MAX bet lamp will light up and the 1 bet process will not be executed. Also, because the 1 bet switch 19 is pressed, it is not possible to newly press the 1 bet switch 19 to perform a 1 bet process.
[0285] This makes it possible to prevent a bet from being placed even if the 1 bet switch 19 is unintentionally operated (such as by placing a hand on the 1 bet switch 19) when the power is turned on after a power outage, and even in such a case, the lighting state of the MAX BET lamp indicates that bet processing is possible, suggesting that the 1 bet switch 19 is operable. Therefore, a player who recognizes that the operation of the MAX BET switch 18 or 1 bet switch 19 is valid can perform the 1 bet processing or the MAX BET processing by releasing the 1 bet switch 19 that he or she had pressed (after the sensor of the 1 bet switch 19 has changed from ON to OFF) and then pressing the MAX BET switch 18 again (when the sensor of the MAX BET switch 18 has changed from OFF to ON) without releasing the 1 bet switch 19 that he or she had pressed (while the sensor of the 1 bet switch 19 remains ON).
[0286] 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, by newly operating (pressing) the MAX bet switch 18, the MAX bet process can be executed.
[0287] Thus, even in a situation where an unintended operation of the 1-bit switch 19 (such as having a hand placed on the 1-bit switch 19) occurs when the power is turned on after a power outage, it is possible to notify that the bet process is possible based on the lighting state of the MAX bet lamp and suggest that the MAX bet switch 18 is operable. Also, even in such a case, since the operation of the MAX bet switch 18 is effective, the game can be advanced.
[0288] Also, in the state where MAX bet is possible, if a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the 1-bit switch 19 is pressed, and the power is turned on while the 1-bit switch 19 is being pressed (when power failure recovery processing is executed), the 1-bit process may be executed. In this case, the MAX bet lamp lights up after the power is turned on, suggesting that the MAX bet switch 18 is operable, and when the MAX bet switch 18 is operated, the state changes from 1-bit to 3-bit. Also, it becomes possible to notify that the 1-bit process has been executed by outputting a 1-bit sound when the power is turned on.
[0289] 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, when the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is open or already open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when power failure recovery processing 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 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, when the MAX bet switch 18 is pressed (regardless of whether the front panel PS2 is open or already open), and the power is turned on while the MAX bet switch 18 is being pressed in a situation where the front panel PS2 is open (when power failure recovery processing 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.
[0290] This makes it possible to prevent a bet from being placed even if the MAX bet switch 18 is unintentionally operated (such as by placing a hand on the MAX bet switch 18) when the power is turned on after a power outage, and even in such a case, the MAX bet lamp can accurately indicate that the operation of the MAX bet switch 18 is valid.
[0291] Also, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be performed, it is not a software malfunction.
[0292] Furthermore, by enabling the 1 bet process using the 1 bet switch 19 even when the front panel PS2 is open, it becomes possible to check whether 1 bet process is possible normally, along with the work that the administrator performs when the front panel PS2 is open (for example, checking settings, setting the administrator menu, etc.). Note that, in gaming at a gaming parlor, playing with the front panel PS2 open is not normal, so by deliberately not outputting the 1 bet sound, it becomes possible to let the player know that it is not normal.
[0293] In addition, when the gaming machine is in a state where a MAX bet is possible (when no bets have been placed), a power outage occurs, causing the operating voltage to fall below the threshold and making it unable to operate, and the MAX bet switch 18 is pressed (this may be the case when the front panel PS2 is not open or when it is already open), and if the power is turned on while the MAX bet switch 18 is being pressed while the front panel PS2 is open (when the power outage recovery process is executed), the MAX bet lamp will not light up, the MAX bet process will not be executed, and even if the 1 bet switch 19 is operated (pressed) again, the 1 bet process will not be executed, and thereafter, when the front panel PS2 is closed (the closure is detected) while the MAX bet switch 18 is still being operated (pressed), the MAX bet lamp will light up, and when the 1 bet switch 19 is operated (pressed) again, the 1 bet process will become possible.
[0294] This makes it possible to prevent a bet from being placed even if the MAX BET switch 18 is unintentionally operated (such as by placing a hand on the MAX BET switch 18) when the power is turned on after a power outage, and by not lighting the MAX BET lamp, it is possible to make the player aware that the game cannot proceed. Furthermore, when the front panel PS2 is closed, even if the MAX BET switch 18 continues to be operated (pressed), the 1 BET switch 19 is enabled to allow bets to be placed, thereby making it possible to minimize the disruption of the game.
[0295] In addition, in a state where a power outage occurs in which the operating voltage falls below the threshold and the gaming machine is unable to operate while the MAX BET switch 18 and 1 BET switch 19 are pressed, if the power is turned on while the MAX BET switch 18 and 1 BET switch 19 are pressed (when the power outage recovery process is executed), the MAX BET lamp will light up and the MAX BET process and 1 BET process will not be executed. In this case, if the MAX BET switch 18 is released while the 1 BET switch 19 is still being pressed and the MAX BET switch 18 is operated (pressed) again, the MAX BET process can be executed. Similarly, in a situation where a power outage occurs when the MAX bet is possible, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if 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 pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process and 1 bet process will not be executed, but if the 1 bet switch 19 is released while the MAX bet switch 18 is still pressed and the 1 bet switch 19 is operated (pressed) again, the 1 bet process can be executed.
[0296] This makes it possible to prevent bets from being placed even if the MAX BET switch 18 and 1 BET switch 19 are unintentionally operated (such as by placing a hand on the MAX BET switch 18 and 1 BET switch 19) when power is turned on after a power outage, and even in such a case, the MAX BET lamp can accurately indicate that the operation of the MAX BET switch 18 is valid. Also, even in such a case, the operation of the MAX BET switch 18 and 1 BET switch 19 is valid, so the game can continue.
[0297] When the front panel PS2 is closed, the game has finished, no bets have been made (replay has not been activated), and normal effects are being displayed (effects other than continuous effects or AT effects) or a demo screen is being displayed (hereinafter referred to as the menu screen displayable state), if the sub-switch 20 is operated (pressed) (when the sensor that detects the sub-switch 20 changes from OFF to ON), the menu screen display process is executed and the menu screen is displayed on the display device 32.
[0298] In addition, in a state where the menu screen can be displayed, if a power outage occurs, the operating voltage falls below the threshold, and the gaming machine becomes unable to operate, and the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (if the power outage recovery process is executed while the sensor of the sub-switch 20 remains ON), the sub-switch lamp will light up and the menu screen will not be displayed.
[0299] As a result, even if the sub switch 20 is unintentionally operated (such as by placing a hand on the sub switch 20) when the power is turned on after a power outage, the unintentional menu screen will not be displayed, and the lighting state of the sub switch lamp will indicate that the menu screen display process is possible, suggesting that the sub switch 20 is operable. Therefore, a player who recognizes that the operation of the sub switch 20 is valid can release the sub switch 20 that he or she has pressed (after the sensor of the sub switch 20 changes from ON to OFF), and then press the sub switch 20 again (when the sensor of the sub switch 20 changes from OFF to ON), thereby causing the menu screen to be displayed.
[0300] In addition, in a situation where the power supply is cut off while the menu screen is displayable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the sub-switch 20 is pressed and the power is turned on while the sub-switch 20 is being pressed (when the power cut recovery process is executed), the sub-switch lamp may be lit and the menu screen may be displayed. In this case, reflecting the intention to press the sub-switch 20, the menu screen can be displayed immediately after the power is turned on. Further, by lighting the sub-switch lamp, it is possible to suggest that the determination operation of each item in the menu screen is valid.
[0301] Also, in a situation where the maximum bet is possible and the menu screen is displayable, the power supply is cut off, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable. When the maximum bet switch 18 and the sub-switch 20 are pressed and the power is turned on while the maximum bet switch 18 and the sub-switch 20 are being pressed (when the power cut recovery process is executed), the maximum bet lamp is lit, the maximum bet process is not executed, the sub-switch lamp is lit, and the menu screen is not displayed. Also, because the maximum bet switch 18 is being pressed, a new maximum bet process by pressing the maximum bet switch 18 cannot be performed. In other words, because the maximum bet switch 18 is being pressed (the sensor signal of the maximum bet switch is on), the maximum bet switch 18 cannot be pressed and the maximum bet process cannot be performed.
[0302] As a result, even in a situation where unintended operations of the maximum bet switch 18 and the sub-switch 20 are performed when the power is turned on after a power outage (such as a situation where hands are placed on the maximum bet switch 18 and the sub-switch 20), it is possible to prevent unintentional betting and displaying of the menu screen. Also, even in such a case, it is possible to accurately notify, by the lighting state of the maximum bet lamp, that the operation of the maximum bet switch 18 is valid, and by the lighting state of the sub-switch lamp, it is possible to notify that the display process of the menu screen is possible and to suggest that the sub-switch 20 is operable.
[0303] Also, for example, if a malfunction occurs in the return spring or sensor of the MAX bet switch 18 before or after a power outage and the MAX bet switch 18 remains pressed, the MAX bet lamp can be turned on to notify the administrator that even if the MAX bet process cannot be performed, it is not a software malfunction.
[0304] Furthermore, in a situation where a power outage occurs while the gaming machine is in a MAX BET enabled state and a menu screen display enabled state, causing the operating voltage to fall below a threshold and rendering the gaming machine inoperable, if the MAX BET switch 18 and sub switch 20 are pressed and the power is turned on while the MAX BET switch 18 and sub switch 20 are pressed (when the power outage 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, the menu screen may be displayed immediately after power is turned on, reflecting the intention to press the sub switch 20, and further, lighting the sub switch lamp may indicate that the confirmation operation for each item on the menu screen is valid. In this case, the MAX BET lamp may remain lit even after the menu screen is displayed, indicating that the MAX BET process may be executed.
[0305] When the front panel PS2 is closed, the game has finished, no bets have been made (replay has not been activated), and the number of credits is 1 or more (hereinafter referred to as the settlement-enabled state), when the settlement switch is operated (pressed), the settlement process is executed and the medals stored in the credits are paid out to the tray 28.
[0306] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed (the sensor detecting the settlement switch changes from OFF to ON) and the power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed with the sensor of the settlement switch in the ON state), the MAX bet lamp lights up and the settlement process is not executed. Also, while the settlement switch is being pressed, even if the MAX bet switch 18 is pressed, the MAX bet process is not executed.
[0307] As a result, even if there is a situation where an unintended operation of the settlement switch is made when the power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), an unintended settlement process is not executed, and since the remaining medals in the credit can be notified by the lighting state of the MAX bet lamp, it is possible to prevent the player from leaving the seat with the credit remaining.
[0308] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, if the settlement switch is pressed and the power is turned on while the settlement switch is being pressed (when the power failure recovery process is executed), the MAX bet lamp lights up and the settlement process is not executed. However, even if the MAX bet switch 18 is pressed while the settlement switch is being pressed, the MAX bet process may be executed.
[0309] As a result, even if there is a situation where an unintended operation of the settlement switch is made when the power is turned on after a power failure (such as a situation where a hand is placed on the settlement switch), an unintended settlement process is not executed, and since the operation of the MAX bet switch is effective, the progress of the game can be prevented from being inhibited as much as possible so as not to reduce the interest of the game.
[0310] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the settlement switch is pressed and power is turned on while the settlement switch is being pressed (when power failure recovery processing is executed), the MAX bet lamp may light up and the settlement process may be executed.
[0311] Accordingly, for example, when performing a power-on operation before the opening of a game arcade, if the power-on operation is performed in a situation where the settlement switch is being operated (such as with a hand placed on the settlement switch), the settlement process can be executed immediately after power-on. Thus, the power-on operation before opening and the settlement operation for the medals remaining in credit can be simplified.
[0312] Also, in a state where settlement is possible, when a power failure occurs and the operating voltage drops below the threshold value, rendering the gaming machine inoperable, and the settlement switch is pressed and power is turned on while the settlement switch is being pressed (when power failure recovery processing is executed), regardless of whether the settlement process is executed or not, the lamp of the sub-switch 20 lights up and the operation of the sub-switch 20 is valid (the menu screen can be displayed by accepting the operation of the sub-switch 20).
[0313] Accordingly, for example, even in a situation where an unintended operation of the settlement switch is being performed when power is turned on after a power outage, the menu screen can be displayed by operating the sub-switch 20. Information useful for the game, such as checking the game history and adjusting the volume, can be browsed or changed on the menu screen. Also, by enabling all operations related to the progress of the game at this time, all games other than settlement can be executed. The settlement process is only used at the end of the game, and since the player is not disadvantaged by adjusting the number of inserted medals without executing the settlement process, it is possible to execute the game without disturbing the progress of the game as much as possible.
[0314] Furthermore, when the gaming machine is in a MAX bet enabled state and a settlement enabled state, if a power outage occurs causing the operating voltage to fall below the threshold and the gaming machine is unable to operate, and the MAX bet switch 18 and the settlement switch are pressed, and the power is turned on while the MAX bet switch 18 and the settlement switch are pressed (when the power outage recovery process is executed), the MAX bet lamp will light up and the MAX bet process and settlement process will not be executed. Also, in this case, if the MAX bet switch 18 is released while the settlement switch is still being pressed and the MAX bet switch 18 is operated (pressed) again, the MAX bet process can be executed, and if the settlement switch is released while the MAX bet switch 18 is still being pressed and the settlement switch is still being operated (pressed) again, the settlement process can be executed.
[0315] This makes it possible to prevent bets from being placed and settlement processing even if the MAX BET switch 18 and settlement switch are unintentionally operated (such as by placing hands on the MAX BET switch 18 and settlement switch) when power is turned on after a power outage, for example. Also, the lighting state of the MAX BET lamp can accurately notify that medals remain in the credit and that the operation of the MAX BET switch 18 is valid.
[0316] When the front panel PS2 is closed, the game has finished, and three bets have been made (including when replay is activated) (hereinafter referred to as the reel rotation enabled state), if 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.
[0317] In addition, in a situation where a power outage occurs while the reels are able to rotate, causing the operating voltage to fall below the threshold and making the gaming machine unable to operate, if the start switch 12 is pressed and the power is turned on while the start switch 12 is being pressed (when the power outage recovery process is executed), the start lamp will light up but none of the reels will rotate.
[0318] Thus, even if there is a situation where an unintended operation of the start switch 12 is performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, even in such a case, it is possible to accurately notify, by the lighting state of the start lamp, that the operation of the start switch 12 is valid.
[0319] Also, in a situation where a power failure occurs while the reels are rotatable, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, if the start switch 12 is pressed and 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.
[0320] Thus, even if there is a situation where an unintended operation of the start switch 12 is performed when power is turned on after a power failure (such as a situation where a hand is placed on the start switch 12), an unintended rotation of the reel is not executed, and it is possible to prevent the player from unintentionally using the bet gaming medium. Also, by not lighting the start lamp in such a case, it is possible to make the player recognize that the reels do not rotate unless the operation of the start switch 12 is terminated once. By lighting the start lamp when the operation of the start switch 12 is terminated, it is possible to accurately notify that the operation of the start switch 12 is valid.
[0321] 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 power failure recovery processing is executed), all the reels may rotate.
[0322] As a result, when a power failure occurs while the reels are rotatable, the operating voltage instantaneously drops below the threshold value, and then the start switch 12 is operated before the operating voltage rises above the threshold value and power is automatically turned on. When the power is automatically turned on while the start switch 12 is being operated (when power failure recovery processing is executed), all the reels rotate after the power is turned on. Therefore, 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.
[0323] When the front panel PS2 is in the closed state, all the reels are rotating, and the reception of the operation of the stop switch 13 is enabled (hereinafter referred to as the reel stoppable state), when the stop switch 13 is operated (pressed) (when any of the sensors detecting the left stop switch 13a, the middle stop switch 13b, and the right stop switch 13c changes from OFF to ON), stop control processing is executed for the reel corresponding to the operated stop switch 13, and the reel corresponding to the operated stop switch 13 stops. Note that the reel stoppable state is not limited to the situation where all the reels are rotating, and even if only one of the reels is rotating, it can be referred to as the reel stoppable state.
[0324] In the reel stoppable state, the LEDs constituting the stop switch 13 are lit to indicate that they are effective, and in the reel non-stoppable state where the reels cannot stop even if the stop switch 13 is operated, the LEDs constituting the stop switch 13 are lit to indicate that they are ineffective.
[0325] Here, the state where the reel cannot be stopped may be a state where the stop switch 13 cannot accept an operation even though the reel is rotating (such as during detection of rotation failure or when another switch managed by the main control means 100 is being operated), or it may be a state where the reel is not rotating (such as a state where all reels have stopped or when the left stop switch 13a is operated when the left reel has stopped).
[0326] 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.).
[0327] Also, in a state where the reel can be stopped, when a power failure occurs and the operating voltage drops below the threshold value, making the gaming machine inoperable, and the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when the sensor of the left stop switch 13a maintains an ON state and a power failure recovery process is executed), no stop control process is executed for the left reel. Also, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating that it is ineffective.
[0328] As a result, for example, even if the left stop switch 13a is the stop switch corresponding to the final stop operation, and after a power failure occurs in a state where the left reel can be stopped, and an unintended operation of the left stop switch 13a is performed when the power is turned on, it is possible to prevent the left reel from being stopped by the operation of the left stop switch 13a, thus preventing disadvantages to the player such as missing a small role that requires a precise press. Also, it is possible to prevent the stop switch 13 from accepting an operation in a pressing order different from the correct pressing order when an internal lottery result (so-called pressing order winning combination) where a favorable symbol combination for the player stops according to the pressing order is won.
[0329] Also, in a situation where the power supply is cut off in a state where the reel can be stopped, the operating voltage drops below the threshold value, and the gaming machine becomes inoperable, when the left stop switch 13a is pressed and the power is turned on while the left stop switch 13a is being pressed (when power failure recovery processing is executed), a stop control process may be executed for the left reel. Even in this case, when the power is turned on while the left stop switch 13a is being pressed, the LED constituting the stop switch 13 is in a lighting mode indicating that it is invalid.
[0330] As a result, for example, when a power failure occurs during a game, the operating voltage instantaneously drops below the threshold value, and then the left stop switch 13a is pressed before the operating voltage rises above the threshold value and the power is automatically turned on. When the power is automatically turned on while the left stop switch 13a is being pressed (when power failure recovery processing is executed), the left reel stops after the power is turned on. Therefore, no matter at what timing the player presses the stop switch 13, the game can proceed (the corresponding reel stops), which can reduce the player's effort and improve the game tempo. When stopping the reel corresponding to the stop switch 13 that is being pressed after the power is turned on, by configuring it to stop even if the reel is accelerating, it is possible to get closer to the timing that the player originally wanted to stop. However, if there are multiple stop switches 13 being pressed after the power is turned on, none of the reels are configured to stop.
[0331] <Control corresponding to power failure during the slip control of the slot machine PS1 assumed> When the operation of the stop switch 13 is received in a situation where the start switch 12 is operated and the reel is rotating, the reel is rotated from the reception position of the stop switch 13 to the stop position (so-called slip control). When the reel rotates to the stop position, the reel stops. If the power failure process is executed during this slip control, the slip control cannot be executed, so the reel cannot be stopped at the stop position.
[0332] Also, the stop position is determined when the stop switch 13 is received, and the winning determination process is executed based on the determined stop position. Therefore, when it is determined that a minor winning combination has won based on the stop position regardless of whether the reel has actually stopped, medal payout based on the minor winning combination is executed.
[0333] 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.
[0334] This is due to the following reasons. That is, while there is an effect of preventing a situation where the player cannot receive medal payout even though the player has performed a stop operation at the timing of receiving medal payout, there is also a problem that it is impossible to recognize based on which symbol combination the medal payout is made. To solve this problem, in a game in which a minor winning combination is won by internal lottery processing, during the slip control (from when the stop is received until the slip control ends) when the operation of the stop switch 13 is received at the timing when the symbol corresponding to the minor winning combination can stop, the power-off process is executed. After the power is restored, the reel is rotated to detect the index, and based on the detected index information, the reel is rotated to the stop position and then stopped at the stop position, and then the medal is paid out.
[0335] 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 the player's interest can be improved.
[0336] Furthermore, if a power-off process is executed during slippage control, and an index is detected during the re-spin process after power is restored, even if the same symbol is present during the movement to the planned stop position, the machine will move to the planned stop position. If the machine stops at the same symbol just before the planned stop position, it may display a stop prohibition system that will not stop during play, so a process to determine whether or not a stop is prohibited is required, but the machine is designed to move to the planned position in order to reduce the processing load during the re-spin process.
[0337] Furthermore, power-off processing is executed during slip control, and when power is restored, the re-spin processing executes acceleration processing and constant speed processing in the same manner as the normal reel spin start processing. However, this is not limited to this, and acceleration processing and constant speed processing different from the normal processing may also be executed. For example, the acceleration time may be shortened, the acceleration time may be lengthened, the constant speed spin speed may be slowed, or the constant speed spin speed may be increased. By changing the acceleration mode or constant speed mode from the normal mode in this way, the player can be made aware that the spin is different from the normal mode.
[0338] Also, if the reel rotates to the same position as the stop acceptance position while rotating at a constant speed during re-spinning, it will be subjected to slip control as if a stop operation had been accepted, as in normal rotation processing, and when the reel rotates to the planned stop position, an all-phase excitation signal will be output to the stepping motor driving the reel (in the case of a four-phase stepping motor, a four-phase excitation signal will be output), stopping the re-spinning reel.
[0339] Furthermore, when power is cut off during slip control and the re-spinning process is in progress after power is restored, the message "Re-spinning" may be displayed on the LCD screen, a voice message saying "Re-spinning" may be output, or an error message may be displayed on the error indicator, so that the player is aware that the re-spinning is not normal.
[0340] 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 re-rotation process stops as a result of execution, so that the re-rotation process is not executed during normal power-on. Note that the flag indicating that the slip control is not completed may be an error flag or a game state flag.
[0341] Also, when a power-off process is executed during slip control, the re-rotation process may be automatically executed after the power is restored, or the re-rotation process may be executed after an error occurs after the power is restored and is released by a reset switch. Any of these modes applies to the re-rotation process in the following embodiments.
[0342] Also, when a power-off process is executed during slip control and during the re-rotation process after the power is restored, the rotation failure detection counter may be updated during acceleration or constant speed, or during constant speed. Then, when the rotation failure detection counter reaches a predetermined value (for example, 180 described above), the acceleration process is executed again. Possible causes of rotation failure in this case include holding the reel by hand, detuning due to motor malfunction, or aging deterioration of members.
[0343] In this case, the rotation failure detection counter is initialized during the initialization process at power-on, and the update (counting) of the rotation failure detection counter is started along with the execution of the re-rotation process. Then, after detecting the index for the first time after power-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 turns from power-on until the reel stops, it is designed not to be judged as a rotation failure.
[0344] Note that the timing for initializing the rotation failure detection counter is not limited to power-on, and it may be a mode in which the rotation failure detection counter is initialized when the stop switch 13 is received, or a mode in which the rotation failure detection counter is initialized when the state of the reel becomes a constant speed state.
[0345] 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 restoration, 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 no rotation failure is 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.
[0346] Subsequently, if a power-off process is executed during slip control and an error (a recoverable error) is detected during the re-spin process after power is restored, an error notification is issued after the re-spin process is completed. The errors detected at this time include a medal retention error, a medal backflow error, a medal passage time error, a hopper retention error, a hopper empty error, an abnormality detection error, a door open error, and a harness disconnection error. In addition to an error code displayed on the acquired coin count display 27, the error notification may be issued via an LCD screen, a speaker S, or by lighting up the upper or side effect lamps or effect switch lamps in a predetermined color (e.g., a highly visible, conspicuous color such as red or blue). The error notification may be issued by a single error notification or by combining multiple error notifications.
[0347] In this way, by issuing an error notification after the re-spin process is completed, it becomes possible to make it easier for players and gaming facility personnel to recognize whether the notification is for a re-spin or an error. Note that if a re-spin notification is issued during a re-spin, the re-spin notification is terminated after the re-spin is completed and switched to an error notification. Note that no error notification is issued during a re-spin, and no notifications related to re-spin that are not error notifications are issued.
[0348] The error modes during the re-spinning process described above are not limited to these, and only some errors may be detected (for example, a hopper accumulation error may be detected but a medal accumulation error may not be detected), and the mode of error notification may be such that after an error is detected, the error is notified by the number of coins acquired display 27, and when the re-spinning process is completed and the reels stop, the error is notified by the LCD or speaker S, or the error is notified by the number of coins acquired display 27, LCD or speaker S after an error is detected.
[0349] Next, a power-off process is executed during slip control, and during the re-rotation process after the power is restored, the lamp of the stop switch 13 is turned on in an inactive state, so that the corresponding reel will not stop even if the stop switch 13 is operated.
[0350] As a situation where the reel rotates when the power is turned on, in addition to the power recovery after power-off during slip control, there is also power recovery after power-off during normal reel rotation. In the case of power recovery after power-off during normal reel rotation, the reel can be stopped, and the lighting mode of the lamp of the stop switch 13 is in an effective mode. Therefore, by checking the lighting mode of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is also possible to determine whether the reel is in the process of re-rotation or in normal reel rotation.
[0351] Also, as another situation where the reel rotates when the power is turned on, power recovery 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.
[0352] During a pseudo-game, the lighting mode of the lamp of the stop switch 13 is in an effective mode. In the case of power recovery after power-off during a pseudo-game, since the lighting mode of the lamp of the stop switch 13 is in an effective mode, by checking the lighting mode of the lamp of the stop switch 13 when the reel rotates when the power is turned on, it is also possible to determine whether the reel is in the process of re-rotation or in normal reel rotation.
[0353] During reel performance, the lighting mode of the lamp of the stop switch 13 is in an inactive mode, and when power is restored after a power outage during reel performance, the lighting mode of the lamp of the stop switch 13 becomes in an inactive mode, so when the reels are rotating when the power is turned on, it is not possible to determine whether the reel performance is in progress or the re-spin processing is in progress from the lighting mode of the lamp of the stop switch 13, but in this case it is possible to determine this by checking a display device such as an LCD or error display. Note that even if the lighting mode of the lamp of the stop switch is in an inactive mode during reel performance, 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 the other main system switches becomes active, so it is possible to determine whether the reel performance is in progress or the re-spin processing is in progress by checking the lighting mode of the lamps of the other main system switches.
[0354] Furthermore, when power is restored after a power outage during simulated play or reel presentation, the reels may not be rotated. In this case, since the reels do not rotate when power is restored, it is easy to determine whether or not the re-spinning process is in progress by the way the reels are rotating.
[0355] If power-off processing is subsequently executed during slip control and power-off processing is executed again during the restart processing after power is restored, the motor will rotate until the index is detected after power is restored, and then move to the scheduled stop position again and stop. Note that if power-off processing is executed just before the index is detected, and the index is not detected during acceleration after power is restored, and the motor will rotate again until the index is detected, this can also be said to be rotation until the index is detected.
[0356] In this way, the re-spin process can be executed even if the power is restored after being cut off during the re-spin process, so it is possible to display the stopped symbols to the player even in an unstable situation where multiple power cuts may occur.
[0357] 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.
[0358] <Pattern 1> When the power-off process is executed during the slip control and, as the timing at which 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.
[0359] 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.
[0360] <Pattern 2-1> Also, when the power-off process is executed during the slip control and, as the timing at which 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.
[0361] In this case, since the index is detected in the first re-rotation process, it can stop at the planned stop position based on the stored reference symbol position, so it is possible to shorten the time until the game resumes by the time until detecting the index.
[0362] In the above Pattern 2-1, if a power-off process is executed between detecting the index during the first re-rotation process and rotating to the planned stop position and applying the brake (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.
[0363] 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.
[0364] <Pattern 2-2> Also, if a power-off process is executed during the slip control and the power-off process is executed again during the re-rotation process after power restoration at a timing 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.
[0365] In this case, considering the possibility that the reel has moved between the second power-off and power restoration, re-rotation is performed until the index is detected again, so it is possible to rotate more accurately to the planned stop position.
[0366] In the above Pattern 2-2, if a power-off process is executed between detecting the index during the first re-rotation process and rotating to the planned stop position and applying the brake (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.
[0367] In this way, regardless of the stop acceptance position accepted immediately before the first power-off process, the same re-rotation process or stop control can be executed after the second power recovery, so the process does not become complicated and the program can be speeded up.
[0368] <Pattern 2-3> In addition, if the power-off process is executed during slippage control, and the timing at which the power-off process is executed again during the re-rotation process after the power is restored is after the index has been detected during the re-rotation process but the pattern has not rotated to the stop acceptance position, then the re-rotation process or stop control is executed based on the stored reference pattern position without detecting the index again after the power is restored, and if the power-off process is executed during slippage control, and the timing at which the power-off process is executed again during the re-rotation process after the power is restored is after the index has been detected during the re-rotation process but the pattern has rotated to the stop acceptance position, then the re-rotation process to detect the index again after the power is restored is executed, and the pattern is moved to the planned stop position and stopped.
[0369] In this way, the stop acceptance position accepted immediately before the initial power-off process can be precisely controlled after the reference power source is restored, making it possible to execute appropriate processing according to the situation in which the power-off process is executed.
[0370] <Control of the presentation mode using the presentation switch of the assumed slot machine PS1> An example of a performance using a performance switch (sometimes referred to as a push button performance) will be explained using Figure 12. Figure 12 shows the process of a performance in which the performance switch is operated 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 then the performance switch is operated. Also, the part marked "PUSH" in Figure 12 represents the performance switch (however, the "PUSH" display at the top of the middle and bottom diagrams in Figure 12 is displayed on the LCD).
[0371] In the upper left diagram of FIG. 12, the effect of "Win at Rock-Paper-Scissors!!" is displayed on the liquid crystal based on the operation of the start switch 12 for starting the game (more specifically, the reception of the start switch reception command from the main control means 100, or the reception of the reel rotation start command). At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0372] Subsequently, in the upper middle diagram of FIG. 12, the effect of "Jya~n!" is displayed on the liquid crystal based on the operation of the left stop switch 13a for stopping the left reel (more specifically, the reception of the left stop switch reception command from the main control means 100). At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0373] Subsequently, in the upper right diagram of FIG. 12, the effect of "Ke~n!" is displayed on the liquid crystal based on the operation of the middle stop switch 13b for stopping the middle reel (more specifically, the reception of the middle stop switch reception command from the main control means 100). At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0374] Subsequently, in the lower left diagram of FIG. 12, the effect of "Pon!" is displayed on the liquid crystal based on the operation of the right stop switch 13c for stopping the right reel (more specifically, the reception of the right stop switch reception command from the main control means 100). At this time, since the operation of the effect switch is still invalid, the effect switch is turned off.
[0375] Next, in the middle and bottom diagrams of Figure 12, an image of a switch (hereinafter sometimes referred to as a "switch image for effects," "operation prompt image," or "operation prompt effect") that imitates an effect switch that is executed when all reels have stopped (more specifically, when a command to stop all reels is received from the main control means 100) is displayed on the LCD. Also, the "Pop!" effect that is displayed when the right stop switch 13c, which is the third stop, is operated is displayed dimly (with reduced brightness). At this time, the operation of the effect switch is valid, so the effect switch is lit. Note that when the image is displayed dimly, in addition to reducing the brightness, it may also be possible to reduce the brightness or to overlay a gray translucent display on the image. In any case, when the image is displayed dimly, it can also be expressed as reduced visibility.
[0376] Next, in the diagram at the bottom right of Figure 12, an image saying "Victory!" (hereinafter sometimes referred to as an operation response image or operation response effect) is displayed on the LCD screen, which is executed based on the operation of the effect switch (more specifically, the input signal related to the effect switch being input to the input port). At this time, the operation of the effect switch is invalid, so the effect switch is turned off.
[0377] As shown in the middle and bottom diagrams of Figure 12, when a switch image for effects is displayed on the LCD to encourage the player to operate the switch for effects, the image for effects is made larger than the actual size of the switch for effects. By displaying it in this way, the switch for effects can be effectively displayed on the LCD display where the player is paying close attention, and it becomes possible to intuitively encourage the player to operate the switch for effects.
[0378] In addition, for the performance switch image, an image representation showing the lighting state of the performance switch (hereinafter sometimes referred to as the lighting state image) is also provided. When the performance switch is valid, the performance switch lamp is lit (not blinking), and as the expression of the lighting state image, it is expressed in a blinking mode that repeats lighting and extinguishing at a predetermined cycle. According to such a configuration, since the performance switch image repeatedly brightens and darkens, the performance switch image can be made prominent, and as a result, it becomes possible to effectively prompt the operation of the performance switch.
[0379] Also, when the performance switch is valid, the performance switch lamp may be lit in a blinking mode that repeats lighting and extinguishing at a specific cycle, and the expression of the lighting state image may be in a blinking mode 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 performance switch lamp, it is possible to make the lighting state image prominent. In addition, in this case, the operation (pressing) of the performance switch is valid even when the performance switch lamp is off, and based on the fact that the performance switch is operated at this timing, from the state where it is dimly displayed as "pon!" (the state of the lower figure in FIG. 12), the performance switch is switched to the state where "Victory!" is displayed (the state of the lower right figure in FIG. 12), and the performance switching is performed in this way.
[0380] In addition, even when an eco mode is installed (when the eco mode is set, the brightness of the upper or both side performance lamps is reduced or turned off, the brightness of the lower panel is reduced or turned off, and the brightness of the liquid crystal display is reduced or turned off compared to when the eco mode is not set), when the performance switch is lit when performing the push button performance during the eco mode, the brightness of the performance switch is made the same as the brightness of the performance switch when the push button performance is performed when not in the eco mode. As a result, it becomes possible to effectively prompt the player to operate the performance switch (press).
[0381] In addition, even when error notification is performed by lighting or flashing the upper or both-side effect lamps and the 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 both-side effect lamps and the effect switch lamp is made equal between during the eco mode and when not in the eco mode.
[0382] Also, as a lighting state image, when displaying an image indicating extinction, the brightness of the effect switch image is lowered for display, but the expression is such that it is slightly lit without lowering the brightness until it becomes black. On the other hand, when the effect switch lamp is extinguished, it is not lit. By making the expression of the extinction state of the effect switch lamp and the lighting state image different in this way, it becomes possible to make the lighting state image prominent. Also, since the periphery of the effect switch image is brighter than the periphery of the effect switch, by not lowering the brightness of the lighting state image of the effect switch image until it becomes black, the difference in brightness from the surroundings is reduced. By configuring in this way, it becomes possible to make the effect switch image prominent while reducing fatigue during the game.
[0383] Also, when the effect switch image is displayed in front of the immediately previous image as in the lower diagram of FIG. 12, the brightness of the immediately previous image is lowered, but the immediately previous image is made lower in brightness than the lowest brightness of the lighting state image of the effect switch image. By configuring in this way, even in the state where the brightness of the effect switch image is the lowest, since it is higher in brightness than the surrounding images, it becomes possible to make the effect switch image prominent.
[0384] The lower diagram of FIG. 12 will be further described with reference to FIG. 13. The effect switch image changes over time until the effect switch is operated. As a change mode, an effect representing the forward and backward movement of the initial position and the pressed position of the effect switch is expressed using the effect switch image.
[0385] The leftmost figure in Fig. 13 shows that the effect switch image is in the initial position. The second figure from the left shows that the effect switch image is in the pressed position. The third figure from the left shows that the effect switch image is in the initial position. The fourth figure from the left shows that the effect switch image is in the pressed position. By configuring it to repeatedly show the state where the effect switch image is in the initial position and the pressed position in this way, it becomes possible to effectively prompt the player to press the effect switch.
[0386] 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 prevent the player from being reminded of continuously pressing the effect switch. In many of the gaming machines currently on the market, continuously changing the effect by continuously pressing the effect switch is common. If the change pattern of the effect switch image changes too quickly, there is a risk of misinterpreting it as a continuous pressing effect, which may reduce the interest of the game. Therefore, by making the cycle of change between the initial position and the pressed position longer than the cycle of the lighting pattern, it becomes possible to intuitively express that it is not a continuous pressing while making the player aware of pressing the effect switch.
[0387] Also, in a situation where an effect of continuously pressing the effect switch is being displayed, by making the cycle of change between the initial position and the pressed position shorter than the cycle of the lighting pattern, it becomes possible to intuitively express to the player the need to continuously press the effect switch. Note that this is not the only way. Even if the position of the effect switch image does not change, an effect mode meaning continuous pressing may be achieved by making the switching cycle of the lighting pattern image shorter than the cycle when the effect switch is operated once and then ends.
[0388] 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 constant cycle. In this case, since the display area of the liquid crystal can be reduced, it becomes possible to display characters indicating that the player should press an effect switch such as "PUSH BUTTON".
[0389] 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.
[0390] By configuring in this way, it becomes possible to make the player interested in what results occur when the effect switch is pressed, and it becomes possible to make the information on whether the effect switch has been pressed or not less conspicuous.
[0391] 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.
[0392] 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.
[0393] In addition, 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. 17, 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.
[0394] 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.
[0395] 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).
[0396] 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 a sense of acceptance in the player, and to prevent the interest in subsequent games from decreasing.
[0397] Also, when displaying the effect switch image at the time of stopping all reels (all reels), when the start switch 12 of 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 the erasing mode of the effect switch image at this time, it is erased without an effect.
[0398] By configuring in this way, it is possible to execute an appropriate effect for the player's operation without disturbing the effect executed based on the operation of the start switch 12. A player who skips the effect switch image by operating the start switch 12 is likely to be aware of a state with low anticipation in advance or have no interest in the effect itself using the effect switch. By erasing it without an effect, it is possible to prevent the interest of the game from decreasing.
[0399] Also, 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 displayed, and the time from when the operation of the stop switch 13 corresponding to the correct pressing order is accepted until the pressing order navigation image is erased when the stop switch 13 is operated and a successful effect is displayed in a situation where the pressing order navigation image is displayed, when comparing them, the time until the effect switch image is erased is made longer.
[0400] 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 depending on the time difference between various switches and the execution of the reaction effect. For example, for the pressing order navigation image where the profit immediately disappears when the pressing 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.
[0401] 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 (e.g., 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 the performance is executed by operating the performance switch after the full-rotation cylinder stops.
[0402] 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.
[0403] Also, when the performance switch image is displayed as shown in the lower figure of Fig. 12 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 the operation of the performance switch is received, 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 after the full-rotation cylinder stops, has elapsed, 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.
[0404] By configuring in this way, in a game where the production switch image is displayed, when the production switch is operated, the player does not need to worry about whether the menu screen will be displayed or whether a success or failure production 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 production is displayed, it is possible to maintain the sense of anticipation up to whether a so-called resurrection production in which a success production is displayed in the next game will be executed.
[0405] Also, when the production switch lamp is lit in a lighting mode that allows the menu screen to be displayed, the production switch image is not displayed on the liquid crystal. In other words, whether the menu screen is displayed or not can be confirmed only by the lighting mode of the production switch lamp.
[0406] 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 production switch lamp, it becomes possible to lower the possibility of giving a sense of anticipation to the operation of the production switch as compared with the case where the production 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 production switch with a sense of anticipation.
[0407] Note that on the demo screen where the player can easily recognize that the game is not in progress, the production switch image may be displayed at a position different from that of the production switch image displayed by the push button production and in a small size. In this case, the possibility that the player will confuse it with the push button production 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.
[0408] 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. 18). Also, as described above, the effect switch image in 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 in 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 in 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 in 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.
[0409] Note that, as shown in FIG. 19, the effect switch image in the demo screen may be in a mode where a telop such as "PUSH to display menu" flows.
[0410] The timing when the push button effect is executed is set to be after all reels stop, but it may also be after the start switch 12 is received. When the effect switch image is displayed after the start switch 12 is received, the effect switch image may be erased by the first stop operation (operation of any stop switch 13), or the display of the effect switch image may be maintained even after all reels stop. When the display of the effect switch image is maintained after all reels stop, the valid 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 the effect switch image is erased even if the effect switch has not been operated, depending on any of the following: the elapse of time for transitioning to the demo screen, the execution of the settlement process, the execution of the bet process, or the start of the next game.
[0411] Also, whether the operation response effect is executed when the effect switch is operated is determined by setting a predetermined timer value in the 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 delays in communication between the image control board and the effect control board that executes the drawing process, the effect switch may become enabled 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.
[0412] [[Available for preview etc. on display device]] Next, a preview applicable to the assumed gaming machine will be described. As the types of effects (preview types) that can be displayed on the display device 32 of the assumed slot machine PS1 (the effect display device P80 of the assumed pachinko gaming machine P), there are a first type of effect (e.g., step-up preview) that can display a plurality of display modes step by step, and a second type of effect (e.g., caption preview) that can suggest the possibility of an advantageous state by displaying a second display mode (e.g., red caption) different from the first display mode (e.g., white caption) at a predetermined timing (e.g., at the start of the effect, 1 second after the start of the effect, etc.). In the first effect state (also referred to as the normal effect state) where the possibility of a bonus or AT is low, at least the first type of effect and the second type of effect can be executed. However, in the second effect state (e.g., continuous effect or precursor effect) where the possibility of a bonus or AT is high, the first type of effect is not executed, and the second type of effect is configured to be executable. Note that each configuration described hereinafter can be appropriately combined as long as there are no inhibiting factors.
[0413] [First type of effect] The first type of effect includes a notice that is displayed multiple times in stages. For example, it includes so-called step-up notices. Specific suggestion patterns can suggest a predetermined expectation level (for example, the expectation level of a small win, a premonition entry, an AT entry, a bonus win, etc.) in the order of Step 1 (white) < Step 2 (blue) < Step 3 (yellow) < Step 4 (green) < Step 5 (red), and include notices that can be displayed multiple times in one game, such as Step 1 (white) → Step 2 (blue) → Step 3 (yellow). It also includes cases where a notice pattern is displayed in stages, such as Step 1 (white) → Step 2 (blue) → Step 3 (yellow), in multiple games. In other words, because the notice of the first type of effect is displayed in stages, it takes a relatively long time for the player to recognize the display pattern that may ultimately be displayed.
[0414] [Second performance type] The second type of presentation includes a presentation in which, in one game, the presentation begins in a post-change mode (second display mode) different from the normal mode (first display mode) from the start of the presentation, or a presentation that can change from the first display mode to the second display mode only once in one game. It also includes a presentation in which a movable part moves or a preview image is displayed by operating a sub-input button (so-called button presentation). That is, it includes so-called dialogue presentations, so-called title presentations, so-called button presentations, and the display of character names and technique names in battle presentations. Specific suggestion modes include white < green < red, which can indicate a predetermined expectation level (e.g., the expectation level of a small win, a premonition entry, an AT entry, a bonus win, etc.). More specifically, the dialogue is displayed in green or red at the start of the presentation (they are displayed in green or red from the beginning in the game and do not change), and the character names and technique names in battle presentations change from white to red (they change from white to red in the game). In other words, the time required for the player to recognize the final display mode in the second presentation type, in which there is no change in color or only a change in the color of the text, is shorter than in the first presentation type, in which the preview pattern changes gradually.
[0415] [First performance state] The first performance state is a performance state with a low probability of winning a bonus or AT. It is a so-called continuous performance or a performance state that has not developed into a so-called precursor (normal performance state).
[0416] [Second performance state] The second performance state is a performance state with a higher probability of winning a bonus or AT than the first performance state. It includes so-called continuous performances and precursors.
[0417] The first performance state is a state where winning a bonus or AT cannot be expected much, and it is mainly a state expecting to shift to continuous performances or precursors. That is, if the preview displayed on the display device 32 is faint, the player will get bored and stop continuing the game. Therefore, in the first performance state, multiple stages of display are required to shift to continuous performances or precursors. That is, even if the first performance type that takes time as a preview is executed, the player will not feel too bothered.
[0418] On the other hand, in the second performance state, the main purpose of the game is to show continuous performances and precursors on the display device 32 where winning a bonus or AT can be expected more than in the first performance state, and it is better to avoid a relatively time-consuming preview that blocks the display of continuous performances and precursors as much as possible. Also, when a preview is given in the second performance state where winning a bonus or AT can be expected, the player strongly hopes to be informed that it is a win of a bonus or AT. That is, as a preview that can be executed in the second performance state, the first performance type that takes a relatively long time for the player to grasp the content (expectation level, etc.) of the preview is not appropriate, and the second performance type that takes a relatively short time for the player to grasp the content (expectation level, etc.) of the preview is more appropriate.
[0419] (Step-up preview in the first performance state) Next, with reference to FIG. 14, a step-up preview, which is a preview of the first performance type that can be executed in the first performance state, will be described. Note that t1 to t7 will be described below along with the passage of time, and these are t1 to t7 in FIG. 14. It should be supplemented that they are independent of the same symbols in other drawings.
[0420] First, at time t1, an operation of the start lever 12 (hereinafter, may also be simply referred to as the "start lever") is performed. Next, at time t2, the display of step-up 1 (character A) is started. The player can grasp that the display of the step-up preview has started at this timing. However, it is impossible to grasp whether or not to perform a chance-up thereafter, that is, whether or not the displays after step-up 2 are to be shown.
[0421] Next, at time t3, the display of step-up 2 (character B) is started. At this timing, the player can grasp that the step-up preview has been chance-up. However, it is still impossible to grasp up to which stage the chance-up will finally reach.
[0422] Next, at time t4, the display of step-up 3 (character C) is started. Here too, it is still impossible to grasp up to which stage the chance-up will finally reach.
[0423] Next, at time t5, the step-up preview ends at step-up 3. Here, the player can grasp the final display mode of the said step-up preview.
[0424] Thereafter, at time t6, an operation of the first stop button, at time t7, an operation of the second stop button, and at time t8, an operation of the third stop button are performed, and the game ends at time t9.
[0425] In this way, in the step-up preview which is the first effect type in the first effect state, it takes a period from t2 to t5 until the final display mode in the said step-up preview is grasped. Also, it is configured such that the period of display in the display mode chance-up before the operation of the first stop button ends.
[0426] Incidentally, the period from the start of the game by turning on the lever until the step-up notice starts (period T1 from t1 to t2 in FIG. 14, about 1 second) may be longer than the period required for the step-up notice to perform a one-step chance-up (period T2 from t2 to t3 in FIG. 14, about 0.5 second), or the period from the start of the game by turning on the lever until the step-up notice starts (the above period T1, about 1 second) may be shorter than the period required for the step-up notice to perform a one-step chance-up (the above period T2, about 1.2 seconds). In FIG. 14, the latter example is schematically shown.
[0427] (Dialogue preview in the first effect state) Next, with reference to FIG. 15, a dialogue preview, which is a preview of the second type of effect that can be executed in the first effect state, will be described. Note that t1 to t8 will be described below in the order of time elapse, but these are t1 to t8 in FIG. 15, and it should be noted that they are independent of the same symbols in other drawings.
[0428] First, the start lever is operated at t1. Next, the dialogue preview starts with the green characters "It's a chance" at t2. From this timing, the player can grasp that the dialogue preview is in a chance-up display mode and the final display mode of the dialogue preview. Since it takes a certain period to actually grasp that it is in a chance-up display mode, in the dialogue preview, the period T2 from t2 to t3 in FIG. 15 can be said to be the period required to grasp the final display mode.
[0429] Thereafter, the first stop button is operated at t4, the second stop button is operated at t5, the third stop button is operated at t6, and the game ends at t7.
[0430] Next, when the bet operation for the next game is performed at t8, the display of the dialogue preview ends.
[0431] As described above, in the dialogue preview, which is the second performance type in the first performance state, it takes a period T2 from t2 to t3 in FIG. 15 until the final display mode in the dialogue preview is grasped. Also, when the third stop button is operated and the game ends, there is no longer any meaning suggesting a chance up for the game. However, the display of the chance-up display mode continues until the bet operation for the next game is performed. As a result, the chance up for the previous game can be ended in the bet process where the process of initializing the performance of the previous game is performed, and it is not necessary to perform the process of erasing the chance up in the game end process after the third stop. Therefore, the burden of the control process can be reduced.
[0432] In the dialogue preview, for example, after starting with the white characters "It's a chance" (the first display mode) at t2, it may change to the red characters "It's a chance" (the second display mode) at any timing from t3 to before t8 (in the game, it may change from the first display mode to the second display mode). In this case, the period from the lever-on until the dialogue preview starts (the period T3 from t1 to t2 in FIG. 15) is shorter than the period required for the change when the dialogue preview changes from the first display mode to the second display mode (the period TA from t3 to any of t4 to before t8 in FIG. 15).
[0433] (Dialogue preview in a certain second performance state) Next, with reference to FIG. 16, a dialogue preview, which is a preview of the second performance type that can be executed in a certain continuous performance (a certain second performance state), will be described. Note that t1 to t14 will be described below along with the passage of time. These are t1 to t14 in FIG. 16, and it should be noted that they are independent of the same symbols in other drawings.
[0434] First, at time t1, the start lever is operated, and the first game of the continuous performance starts. Next, at time t2, the dialogue preview starts with the green character "Hot". From this timing, the player can grasp that the dialogue preview is in a chance-up display mode and the final display mode of the dialogue preview. Since it takes a certain period of time to actually grasp that it is in a chance-up display mode, in the dialogue preview in the second performance state, the period T2 from t2 to t3 in FIG. 16 can be said to be the period required to grasp the final display mode.
[0435] After that, at time t4, the first stop button is operated, at time t5, the second stop button is operated, at time t6, the third stop button is operated, and at time t7, the game ends (that is, the payout process is completed and the next game can be started).
[0436] Next, when a bet operation for the next game (the second game of the continuous performance) is performed at time t8, the display of the dialogue preview ends.
[0437] In this way, in the dialogue preview which is the second performance type in the second performance state, it takes the period from t2 to t3 to grasp the final display mode in the dialogue preview. Also, when the third stop button is operated and the game ends, the meaning suggesting the chance-up of the game disappears, but the display in the chance-up display mode continues until the bet operation for the next game is performed. As a result, the chance-up of the previous game can be ended in the bet process where the process of initializing the performance of the previous game is performed, and it is not necessary to perform the process of erasing the chance-up in the game end process after the third stop, so the burden of the control process can be reduced.
[0438] In the second game of the continuous performance, no dialogue preview is displayed after the start lever is operated.
[0439] Next, an operation of the first stop button is performed at t9, an operation of the second stop button is performed at t10, an operation of the third stop button is performed at t11, and a voice preview starts with the green character "Hot" at t12.
[0440] Next, the game ends at t13. Next, when a bet operation for the next game is performed at t14, the display of the voice preview ends.
[0441] In this way, the display timing of the second performance type is made different between the first game and the second game of the continuous performance, but it may be made to be displayed at the same timing.
[0442] Next, configurations applicable to the assumed gaming machine are listed. Each of the configurations listed below is merely an example and is not limited to the configurations listed below. Also, it should be noted that the following listed configurations can be appropriately combined as long as there is no contradiction in combining them with each other. (Configuration 1) In the first performance state, both the first performance type and the second performance type can be executed, and in a certain second performance state, the first performance type is not executed and the second performance type can be executed.
[0443] By configuring in this way, during continuous performance, by generating only a preview that can instantaneously determine a chance up, the player can execute an appropriate preview in a performance state where they can concentrate on the continuous performance.
[0444] Also, the previews that can be executed in a certain second performance state may be of multiple types or only one type.
[0445] For example, in a certain continuous performance, it may be configured such that a title preview and a voice preview can be executed.
[0446] Even if multiple types of second performances can be executed, since each allows the player to grasp the content of the notice in a short time, there is no feeling of annoyance. For example, when a character name is displayed at the start of a certain continuous performance (battle performance) (with color suggesting the degree of expectation), or when a dialogue preview is executed during a certain continuous performance.
[0447] Also, by allowing only a specific notice (e.g., one type of notice) to occur in a certain continuous performance, the continuous performance and the occurring notice become clear. Even if the player pays attention to both the continuous performance and the notice, they can easily grasp the manner indicating bonus or AT winning.
[0448] (Configuration 1-1) Furthermore, there are multiple types of second notices that can be executed in a certain second performance state, and it is configured such that multiple types of second notices can be executed in one second performance state, and only one type of second notice can be executed in one game round.
[0449] Specifically, in one continuous performance, it is configured such that multiple types of second notices (e.g., dialogue preview, title preview) can be executed. Furthermore, in one game round, it is configured such that one type of second notice (e.g., title preview in the first game, dialogue preview in the second game) can be executed.
[0450] In this way, during a certain continuous performance (a certain second performance state), since only one type of notice is executed in one game round, it is possible to prevent the situation where the notice display becomes complicated and the degree of expectation is difficult to grasp.
[0451] (Configuration 1-2) Furthermore, when there are multiple types of notices that can be executed in a certain second performance state, a notice that does not require the player's sub-button operation and a button notice that requires the player's button operation It may be configured to include. Since the second effect state is a state where a bonus or an AT win is closer (a state that can be expected) than the first effect state, the player is also more willing to operate the sub-button. Therefore, in the second effect state, the ratio of the occurrence of a button notice that requires the operation of the sub-button can be made higher than that of a certain notice that does not require the operation of the sub-button.
[0452] (Configuration 1-3) It may be configured such that the first effect type is not executed in all second effect states, and only the second effect type can be executed.
[0453] By configuring in this way, only the second effect whose notice content can be grasped in a short time is executed in all second effect states, so there is no annoyance in the notice executed in the second effect state as a whole.
[0454] When the second effect type includes a dialogue notice as described above, the dialogue notice in the case where the second effect state is a continuous battle effect in which the ally character and the enemy character fight can be configured as follows. 1. Only the dialogue of the ally character can be in the second display mode In this case, since only the dialogue of the ally character needs to be noticed, it is easy to grasp the chance up. 2. Only the dialogue of the enemy character can be in the second display mode In this case, since only the dialogue of the enemy character needs to be noticed, it is easy to grasp the chance up. 3. The dialogues of both the ally character and the enemy character can be in the second display mode In this case, since the timing when the chance up is displayed increases, it can bring more expectation to the player.
[0455] (Configuration 2) It is configured such that the number of characters used in one notice of the first effect type that can be executed in the first effect state is different from the number of characters used in one notice of the second effect type that can be executed in the second effect state.
[0456] For example, when the preview of type 1 of the first performance state is a step-up preview and the preview of type 1 of the second performance type that can be executed in the second performance state is a dialogue preview, they are configured such that the number of characters used for each is different.
[0457] In the step-up preview, which is the preview of type 1 of the first performance state shown in FIG. 14, five types of characters, namely character A (step 1), character B (step 2), character C (step 3), character D (step 4), and character (step 5), are used.
[0458] In the dialogue preview, which is the preview of type 1 of the second performance type in a certain second performance state (e.g., continuous battle performance) shown in FIG. 15, three types of characters, namely character A, character B, and character F, may be used.
[0459] In this way, in the preview of type 1 of the first performance in the first performance state, by increasing the number of characters, a large number of preview variations are provided so that the player does not get bored. In the preview of type 1 of the second performance in a certain second performance state, only the characters related to a certain second performance state (e.g., the ongoing continuous battle performance) are used so that the player can easily grasp the flow of the second performance state.
[0460] Also, since the first performance state is a state where the player spends a lot of time during the game, the occurrence frequency of the step-up preview, which is the preview of type 1 of the first performance in the first performance state, is higher than that of the dialogue preview, which is the preview of type 1 of the second performance in a certain second performance state. Therefore, for previews with a higher occurrence frequency, the number of characters used is increased to enrich the preview variations.
[0461] Note that the number of characters may be the step-up preview, which is the preview of type 1 of the first performance in the first performance state < the dialogue preview, which is the preview of type 1 of the second performance in a certain second performance state, and The step-up preview, which is a preview of the first performance in the first performance state, may be a line preview, which is a preview of the second performance in a certain second performance state.
[0462] (Configuration 3) It is configured such that the number of characters used in a preview of one type of the second performance type that can be executed in the first performance state is different from the number of characters used in a preview of one type of the second performance type that can be executed in the second performance state.
[0463] For example, when the preview of one type of the second performance type in the first performance state is a line preview and the preview of one type of the second performance type that can be executed in the second performance state is also a line preview, it is configured such that the number of characters used in each is different.
[0464] In the line preview, which is a preview of one type of the second performance type in the first performance state shown in FIG. 15, five types of characters, namely Character A, Character B, Character C, Character D, and Character E, are used.
[0465] In the line preview, which is a preview of one type of the second performance type in a certain second performance state (e.g., continuous battle performance), three types of characters, namely Character A, Character B, and Character F, are used.
[0466] In this way, in the preview of one type of the second performance in the first performance state, by increasing the number of characters, the preview variations are increased so that the player does not get bored. In the preview of one type of the second performance in a certain second performance state, only the characters related to a certain second performance state (e.g., the ongoing continuous battle performance) are used so that the player can easily grasp the flow of the second performance state.
[0467] Also, since the first performance state is a state where the player stays for a long time during the game, the occurrence frequency of the line preview, which is a preview of one type of the second performance in the first performance state, is higher than that of the line preview, which is a preview of one type of the second performance in a certain second performance state. Therefore, for previews with a higher occurrence frequency, the number of characters used is increased to enrich the preview variations.
[0468] Note that the number of characters may be a line preview of the first performance in the first performance state, or a line preview of the second performance in a certain second performance state, and may be a line preview of the first performance in the first performance state = a line preview of the second performance in a certain second performance state.
[0469] Also, the number of characters used in the step-up preview that is a preview of 1 of the first performance in the first performance state, the line preview that is a preview of 1 of the first performance in the first performance state, and the line preview that is a preview of 1 of the second performance in a certain second performance state may have the following correspondence relationship. 1. Step-up preview that is a preview of 1 of the first performance in the first performance state > Line preview that is a preview of 1 of the first performance in the first performance state > Line preview that is a preview of 1 of the second performance in a certain second performance state 2. Line preview that is a preview of 1 of the first performance in the first performance state > Step-up preview that is a preview of 1 of the first performance in the first performance state > Line preview that is a preview of 1 of the second performance in a certain second performance state
[0470] In any of the above cases, the one with a higher occurrence frequency of the preview has a configuration with a larger number of characters.
[0471] (Configuration 4) It is a configuration in which the same character is used for the character used in the preview of 1 of the first performance types that can be executed in the first performance state and the character used in the preview of 1 of the second performance types that can be executed in a certain second performance state.
[0472] The character commonly used in the line preview that is a preview of 1 of the first performance in the first performance state and the line preview that is a preview of 1 of the second performance in a certain second performance state is the main character.
[0473] In this way, the developer designs to display many main characters to make it easier for the player to understand the story, and the player can more easily understand the main characters and the relevance of the main characters based on the display frequency of the characters.
[0474] Therefore, the main characters are those with a long display time (for example, continuous performances are likely to continue), a high display frequency, a high expectation level, and are characters.
[0475] However, since the high display frequency and high expectation level are contradictory configurations, for example, in the step-up preview or dialogue preview of the first performance state with a high preview frequency, it is set to step 1 or the like so that the frequency of the main characters becomes high, and in the second performance state, it is appropriate to use it as a character with a high expectation level.
[0476] As other characters, it is also possible to provide characters that are main characters but are rare characters, have a short display time, a low display frequency, and a high expectation level. For example, by displaying the character in the dialogue preview in the first performance state or the dialogue preview in the second performance state, it is suggested that the expectation level of bonuses and AT winning is high.
[0477] By configuring in this way, the opportunity for the main characters to be displayed can be increased, and furthermore, it becomes easier for the player to understand the expectation level for each character.
[0478] Note that the characters commonly used for one preview of the first performance type that can be executed in the first performance state and one preview of the second performance type that can be executed in a certain second performance state do not have to be main characters. For example, it may be a rare character (high expectation level) that is not a main character.
[0479] (Configuration 5) It is configured such that the voice of the character can be output in one preview (e.g., step-up preview) of the first performance type that can be executed in the first performance state. It is configured such that the voice of the character can also be output in a preview (e.g., a line preview) of one of the second types of effects that can be executed in the first effect state.
[0480] (Configuration 5-1) On the other hand, In a preview (e.g., a line preview) of one of the second types of effects that can be executed in the second effect state, it is configured such that the voice of the character is not output.
[0481] By configuring in this way, in the first effect state, since the voice of the character is output, it becomes easier to pay attention to the character's lines. On the other hand, in the second effect state, since BGM such as a continuous effect is being output and we want to give a sense of anticipation that it is during a continuous effect, it is possible to prevent too much attention from being directed to the voice of the character's lines.
[0482] (Modified Example of Configuration 5) It is configured such that the voice of the character cannot be output in a preview (e.g., a step-up preview) of one of the first types of effects that can be executed in the first effect state, and it is also configured such that the voice of the character cannot be output in a preview (e.g., a line preview) of one of the second types of effects that can be executed in the first effect state.
[0483] In this way, in the first effect state, by configuring such that the voice of the character is not output, for example, when a step-up preview or a line preview is configured to be executed overlapping with other previews, the step-up preview or the line preview will not cancel out the voice (sound effect) of other previews.
[0484] (Configuration 6) A preview of one of the second types of effects that can be executed in a certain second effect state is configured not to overlap with the volume adjustment display, In a certain second effect state, volume adjustment is possible in both the game stop state and the game play state, and even when a volume adjustment display is shown, the brightness of the effect display indicating a certain second effect sta...
Claims
【Claim 1】 a stop switch, a max bet switch, a 1 bet switch and configured to: when a predetermined lottery result occurs, if the stop switch is operated in a predetermined operation mode, there are cases where a predetermined symbol combination can be displayed and cases where it cannot be displayed; when a predetermined lottery result occurs, if the stop switch is operated in a specific operation mode, a predetermined symbol combination cannot be displayed; when a specific lottery result occurs, depending on the operation mode of the stop switch, there are cases where a specific symbol combination can be displayed and cases where it cannot be displayed; when a specific lottery result occurs and a specific symbol combination is displayed, a specific number of game media can be awarded; in a first game state, when a predetermined lottery result occurs, if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is displayed, a second game state can be started; in a first game state, when a predetermined lottery result occurs, if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is not displayed, the second game state is not started; in a first game state, when a predetermined lottery result occurs, if the stop switch is operated in a specific operation mode and a predetermined symbol combination is not displayed, the second game state is not started; when a predetermined lottery result occurs, if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is displayed, the operating probability of the conditional device related to re - gaming does not change; when a predetermined lottery result occurs, if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is displayed, the operating probability of the conditional device related to winning does not change; when a predetermined lottery result occurs, if the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is not displayed, the predetermined lottery result is not carried over to subsequent games; when a predetermined lottery result occurs in the first game state and the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is not displayed, comparing the subsequent game with the game in the second game state, the game in the second game state has a higher rate of notifying the operation mode of the stop switch in which a specific symbol combination can be displayed when a specific lottery result occurs. When a predetermined lottery result occurs in the first game state, after the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is not displayed, the game after that is compared with the game in the third game state that can be shifted to after the end of the second game state. When a predetermined lottery result occurs in the first game state, after the stop switch is operated in a predetermined operation mode and a predetermined symbol combination is not displayed, the game after that has a higher rate of notifying the operation mode of the stop switch in which a specific symbol combination can be displayed when a specific lottery result occurs. In a predetermined situation, when the max bet switch is pressed, bet processing can be executed. In a predetermined situation, when the one bet switch is pressed, bet processing can be executed. When a power failure occurs in a predetermined situation and the power is turned on in a situation where the max bet switch is pressed, if the pressing of the max bet switch continues after the power is turned on, the bet processing based on the pressing of the max bet switch is not executed. When the one bet switch is pressed in this situation, the bet processing based on the pressing of the one bet switch can be executed. Game machine.
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