gaming machines
By introducing the setting value L into the game console, the problem of unstable existing game console payout design in type testing is solved, and more stable game revenue and player prompts are achieved, meeting the type testing requirements.
Patent Information
- Application Number
- JP2021128107
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-04
- Publication Date
- 2025-07-31
- Estimated Expiration
- 2041-08-04
AI Technical Summary
The existing gaming console payout design is difficult to meet higher type testing requirements and needs further improvement.
A special setting value (set value L) is adopted that provides the smallest game value expectations and the smallest game value changes in all games, while displaying the use of this setting value to the player through a special prompt mechanism, including flashing prompts through the LCD display and the lower panel in non-game state.
It achieves more stable game returns in type testing, reduces changes in game value, meets the type testing requirements, and shows players the use of the set value L to avoid players continuing to play in an unfavorable state.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing a game.
Background Art
[0002] A gaming machine can be installed in the market when it conforms to a predetermined test (hereinafter referred to as a type test) in laws regarding regulations on entertainment businesses and the like and the proper management of operations.
[0003] Conventionally, there has been a gaming machine that has devised a payout design in order to conform to a type test (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] According to the slot machine of Patent Document 1, it is possible to conform to a type test, but there is room for further improvement in the payout design.
[0006] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine with an improved payout design.
Means for Solving the Problems
[0007] A gaming machine (for example, slot machine 1) capable of performing a game, comprising setting means (for example, setting change processing by the main control unit 41) capable of setting any one of a plurality of types of setting values (for example, setting values 1, 2, 4, 5, 6, L), wherein the plurality of types of setting values include a special setting value (for example, setting value L), The special setting value is Among the plurality of types of setting values, it is the setting value for which the expected value (e.g., AL) of the game value (e.g., medals) that can be given in all games (e.g., non-internal, internal, BB) including games in the advantageous state (e.g., the first state, the second state, the ending state, BB) when the setting value is set is the smallest, and Among the plurality of types of setting values, it is the setting value for which the expected value (e.g., BL) of the game value that can be given in the advantageous state when the setting value is set is the smallest, and Among the plurality of types of setting values, it is the setting value for which the variation in the game value that can be given in the advantageous state when the setting value is set is the smallest (e.g., the width DL indicating the standard deviation is the smallest), Suggestion means (e.g., a process for causing the lower panel 55 to blink by the main control unit 41) capable of executing special suggestion control (e.g., blinking by the lower panel 55) for suggesting that the special setting value is set, and Setting value display means (e.g., the credit display 11) for displaying the setting value, and The setting value display means Among the plurality of types of setting values, normal setting values other than the special setting value (e.g., setting values 1, 2, 4, 5, 6) are displayed using numbers, The special setting value is displayed using a character other than a number (e.g., "L") and has setting value storage means capable of storing setting data values indicating the setting values, the setting value storage means can store a value other than 0 as the setting data value indicating the special setting value.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] [Embodiment] As a gaming machine according to this embodiment, a slot machine will be described based on the following examples. With reference to FIGS. 1 to 58, the slot machine according to the embodiment will be described.
[0010] [Configuration of Slot Machine] FIG. 1 is a front view of a slot machine 1 according to this embodiment. FIG. 2 is a perspective view showing the internal structure of the slot machine. FIG. 3 is a diagram showing the symbol arrangement of each reel. As shown in FIG. 1, the slot machine 1 includes a front door 1b pivotally supported rotatably at the side end of a housing 1a having an open front. Inside the slot machine 1, reels 2L, 2C, 2R (hereinafter, left reel, middle reel, right reel) in which a plurality of types of distinguishable symbols are arranged in a predetermined order and the same number of each are arranged side by side in the horizontal direction. As shown in FIG. 3, among the symbols arranged on these reels 2L, 2C, 2R, three consecutive symbols are arranged in the upper, middle, and lower three stages in a perspective window 3 provided substantially at the center of the front of the slot machine 1 so as to be visible from the player side.
[0011] In addition, in this embodiment, a configuration using three reels is illustrated, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may also be used. Further, in this embodiment, a configuration in which the symbols displayed in the perspective window 3 are variably displayed by the rotation of the reels 2L, 2C, and 2R is defined as the variable display unit. However, the configuration is not limited to the reels. For example, a configuration in which the symbols can be variably displayed by moving a belt having a plurality of symbols arranged on the outer peripheral surface may also be used. Further, in this embodiment, the variable display unit is configured by a physical reel, but the variable display unit may be configured by an image display device such as a liquid crystal display.
[0012] On the front of the slot machine 1, as shown in FIG. 1, there are a medal insertion unit 4 into which medals can be inserted, a medal payout opening 9 from which medals are paid out, a MAXBET switch 6 that is operated when setting the maximum number of bets (3 in this embodiment) out of the specified number of bets determined according to the game state within the range using credits (the number of medals stored as the game value owned by the player), a 1BET switch 65 that is operated when setting one medal as the number of bets, a start switch 7 that is operated when starting the game, stop switches 8L, 8C, and 8R that are operated when stopping the rotation of the reels 2L, 2C, and 2R, respectively, and an effect switch 56 that is operated by the player during the effect are each provided so as to be operable by the player.
[0013] Hereinafter, an operation on the start switch 7 (for example, an operation of manually pressing the start switch 7) is referred to as a "start operation", an operation on the stop switch for stopping the rotation of the first reel (for example, an operation of manually pressing the stop switch) is referred to as a "first stop operation", an operation on the stop switch for stopping the rotation of the second reel (for example, an operation of manually pressing the stop switch) is referred to as a "second stop operation", and an operation on the stop switch for stopping the rotation of the third reel (for example, an operation of manually pressing the stop switch) is also referred to as a "third stop operation" or a "final stop operation". Also, the first stop operation, the second stop operation, and the third stop operation are collectively referred to as a "stop operation". Further, the release of the pressing on the first stop switch (first stop operation) (for example, removing the hand from the stop switch) is referred to as a "first stop release", the release of the pressing on the second stop switch (second stop operation) (that is, removing the hand from the stop switch) is referred to as a "second stop release", and the release of the pressing on the third stop switch (third stop operation) (that is, removing the hand from the stop switch) is also referred to as a "third stop release" or a "final stop release". The order in which the player operates the reels 2L, 2C, 2R is also referred to as an "operation procedure".
[0014] On the front of the slot machine 1, beside the reels 2L, 2C, and 2R, there is a side lamp 27 composed of a plurality of LEDs. Also, in the vicinity of the reels 2L, 2C, and 2R, there are provided reel backlights 28L, 28C, and 28R (hereinafter also simply referred to as "reel backlight 28") that are provided corresponding to each of the reels 2L, 2C, and 2R and irradiate light from the back side or the side of the reels to each of the reels 2L, 2C, and 2R. Further, above the liquid crystal display 51, there is provided a speaker 53 that outputs sound. Also, below the stop switches 8L, 8C, and 8R, there is provided a lower panel 55. The lower panel 55 is configured to be able to light up or blink. The lower panel 55 is a notification means that uses the largest area among the notification means provided in the slot machine 1 to notify predetermined information. For example, as the notification means provided in the slot machine 1, there are the liquid crystal display 51, the speaker 53, the side lamp 27, the reel backlight 28, etc., but the lower panel 55 can notify predetermined information using a larger area than any of these notification means. The lower panel 55 is configured such that the entire area constituting the lower panel 55 emits light. The modes of the light emission include blinking and lighting.
[0015] On the front of the slot machine 1, as shown in FIG. 1, there is a credit display 11 that displays the number of medals stored as credits, a game auxiliary display 12 that displays the number of medals paid out due to a winning or an error code indicating the content in case of an error, a 1 BET LED 14 that notifies by lighting that the bet number is set to 1, a 2 BET LED 15 that notifies by lighting that the bet number is set to 2, a 3 BET LED 16 that notifies by lighting that the bet number is set to 3, an insert request LED 17 that notifies by lighting that the insertion of medals is possible, a start valid LED 18 that notifies by lighting that the start operation of the game by operating the start switch 7 is valid, a state LED 19 that notifies by lighting that it is controlled to the state of an advantageous section AT and the like described later, and a replay in LED 20 that notifies by lighting that it is in the middle of a replay game. In the slot machine 1 of the present embodiment, when the 1 BET switch 65 is pressed in a state where the maximum bet number (3 pieces) is set, the bet number for 2 pieces is canceled. That is, it becomes a state where 1 medal is set as the bet number. The process of canceling the bet number for 2 pieces in this way is hereinafter referred to as "bet number canceling process".
[0016] Fig. 2(a) is a perspective view showing the internal structure of the slot machine, and Fig. 2(b) is a block diagram of an example of the main internal structure of the slot machine. Inside the front door 1b, as shown in Fig. 2(a), there is a reset switch 23 for detecting a reset operation to cancel an error state and a stop state without opening the front door 1b by a predetermined key operation, a set value display 24 for displaying the set value at that time during the change or confirmation of the set value described later, a stop switch 36a for selecting the validity / invalidity of the stop function for controlling to a stop state (a state where the progress of the game is restricted until a reset operation is performed) at a predetermined timing, an automatic pay-out switch 36b for selecting the validity / invalidity of the automatic pay-out function for controlling to an automatic pay-out process (a process of paying out (returning) medals stored as credits without the player's operation) at a predetermined timing, a flow path switching solenoid for selectively switching the flow path of the medals inserted from the medal insertion unit 4 to either the hopper tank 34a side provided inside the housing 1a or the medal pay-out port 9 side, a inserted medal sensor for detecting the medals inserted from the medal insertion unit 4 and flowing down to the hopper tank 34a side, and a medal selector 29 having an insertion port sensor for detecting the insertion of foreign objects upstream of the inserted medal sensor, and a door open detection switch for detecting the open state of the front door 1b are provided.
[0017] Inside the housing 1a, there are provided a reel unit 2 composed of the aforementioned reels 2L, 2C, 2R, a reel motor, and reel sensors capable of detecting the reel reference positions of the respective reels 2L, 2C, 2R, an external output board for outputting an external output signal, a hopper tank 34a for storing the medals inserted from the medal insertion unit 4, a hopper motor for paying out the medals stored in the hopper tank 34a from the medal pay-out port 9, a hopper unit 34 composed of a pay-out sensor for detecting the medals paid out by the drive of the hopper motor, and a power box 100.
[0018] On the side of the hopper unit 34, an overflow tank 35 for storing medals overflowing from the hopper tank 34a is provided. Inside the overflow tank 35, a full tank sensor for detecting that the stored medals are in a full state is provided.
[0019] On the front surface of the power supply box 100, as shown in Fig. 2(a), there are provided a setting key switch 37 for switching to the setting change state or the setting confirmation state, a reset / setting switch 38 that functions as a reset switch for releasing an error state or a pause state during normal times and functions as a setting switch for changing the setting value of the medal payout rate (also referred to as the awarding rate or the payout rate), such as the winning probability of the internal lottery, in the setting change state, and a power switch 39 that is operated when turning the power ON / OFF.
[0020] Note that the power supply box 100 is provided inside the housing 1a, and further, since the front door 1b can be opened by a predetermined key operation held by a store clerk or the like, the setting key switch 37, the reset / setting switch 38, and the power switch 39 provided on the front surface of the power supply box 100 can only be operated by a person such as a store clerk who holds the key, and cannot be operated by a player. The same applies to the reset switch 23 detected by a predetermined key operation. In particular, since the setting key switch 37 requires further key operation after opening the front door 1b by a key operation, only a store clerk who holds the key for operating the setting key switch 37 among the store clerks of the game parlor can operate it.
[0021] As shown in FIG. 2(a), a board case 200 housing a game control board is provided at the upper part of the inner surface of the housing 1a. The game control board is provided with a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. As shown in FIG. 2(b), the main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game, and a ROM 41b and a RAM 41c that store various data related to the progress of the game. The main control unit 41 detects operations on the MAXBET switch 6, the start switch 7, and the stop switches 8L, 8C, 8R, etc., and the insertion of medals into the medal insertion unit 4, and performs controls related to the progress of the game, such as the rotation / stop of the reels 2L, 2C, 2R and the lighting / extinguishing of each LED in the game display unit 13, according to the detected operations.
[0022] The main CPU 41a includes a plurality of registers used for performing various calculations. The plurality of registers include an accumulator register (A register), a flag register (F register), general-purpose registers (B register, C register, D register, E register, H register, L register), index registers (IX register, IY register), an interrupt register, a refresh register, a program counter, and other registers. The main CPU 41a can update the value of a predetermined register or update the value (data) stored in the storage area of the RAM 41c specified by the value (address) of a predetermined register by executing various instructions such as arithmetic instructions and read instructions included in the program.
[0023] Among the registers, the flag register is configured such that its state changes to indicate the calculation result of the instruction executed by the main CPU 41a. By using the change in the state of the flag register, the main CPU 41a can be made to perform processing according to the calculation result of the previous instruction.
[0024] As shown in Fig. 2(a), on the front door 1b, an effect control board 90 is provided above the transparent window 3. An effect switch 56 is connected to the effect control board 90, and a detection signal of this effect switch 56 is input thereto. Further, effect devices such as a liquid crystal display 51 and a speaker 53 are connected, and these effect devices are driven based on control by a sub-control unit 91 mounted on the effect control board 90. As shown in Fig. 2(b), the sub-control unit 91 controls the effect according to a command from the main control unit 41. The sub-control unit 91 includes a sub-CPU 91a that performs various controls related to the effect, and a ROM 91b and a RAM 91c that store various data related to the effect. The sub-control unit 91 controls display of an image on the liquid crystal display 51, sound output from the speaker 53, and lighting / extinguishing of the side lamp 27 and the reel backlight 28 based on a command from the main control unit 41. Effect data used for image display on the liquid crystal display 51, lighting and flashing of the lower panel 55, and sound output from the speaker 53 are stored in the RAM 91c. Further, the sub-control unit 91 detects an operation on the effect switch 56, and controls image display on the liquid crystal display 51, lighting and flashing of the lower panel 55, and sound output from the speaker 53 according to the detected operation.
[0025] When playing a game on the slot machine 1, the player can set a specified number of bets by inserting medals into the medal insertion unit 4 or operating the 1 BET switch 65 or the MAX BET switch 6. As a result, the winning line LN becomes valid, and the operation of the start switch 7 becomes valid, enabling the game to start. The winning line LN is a line for determining whether the combination of symbols on the reels 2L, 2C, and 2R displayed in the perspective window 3 matches the winning symbol combination. In the present embodiment, a so-called mountain line, such as the lower stage of the reel 2L, the middle stage of the reel 2C, and the lower stage of the reel 2R, is defined as the winning line. Note that the winning line is not limited to the mountain, and may be provided horizontally in the middle stage, such as the middle stage of the reel 2L, the middle stage of the reel 2C, and the middle stage of the reel 2R. It is not limited to a single line, and a plurality of winning lines may be provided. Further, an invalid line may be provided to make it easier to recognize that the combination of symbols constituting the winning has aligned with the winning line LN.
[0026] When the start switch 7 is operated in a state where the game can start, the reels 2L, 2C, and 2R rotate. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process of determining a symbol combination (display result combination) that allows derivation.
[0027] Specifically, in the internal lottery process, the main control unit 41 determines whether each lottery target role has won in a predetermined order. For example, in the internal lottery process, the main control unit 41 obtains a random number from an integer within a predetermined range (0 to 65535). A predetermined number of judgment values corresponding to the game state are assigned in advance to each lottery target role from among the integers within the predetermined range (0 to 65535). The main control unit 41 adds the judgment value numbers of each lottery target role to the obtained random number in a predetermined order, and when the addition result overflows (exceeds 65535), the lottery target role that was the addition target at that time is determined as the winning role. By winning the lottery target role through the internal lottery, the derivation of the symbol combination corresponding to the lottery target role is allowed.
[0028] In addition, the administrator can change the winning probability of roles in the internal lottery by changing the settings. Specifically, the winning probability used in the internal lottery is determined according to the set value set by the administrator, so that the medal payout rate changes. The set value consists of six levels: 1, 2, 4, 5, 6, and L. Among them, 6 has the highest payout rate, and the payout rate decreases in the order of 5, 4, 3, 2, 1, and L. That is, when the set value is set to 6, it is the most advantageous for the player, and the advantage decreases step by step in the order of 5, 4, 3, 2, 1, and L. The set value L is provided to meet the type test requirements, and the details will be described later. Hereinafter, the set value L is referred to as the "special set value". Furthermore, the set values 1, 2, 4, 5, and 6 are collectively referred to as the "normal set values".
[0029] When the stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. As a result, the symbol combination is derived and displayed on the perspective window 3. When the symbol combination that matches the symbol combination of the winning role stops on the winning line LN, a winning corresponding to the winning role occurs.
[0030] The roles for which winning is possible include special roles (bonuses), small roles, and replay roles. The special role (bonus) is a role in which the game state is controlled to a bonus state where the probability of winning a small role is higher than in the non-bonus state when winning. The special role (bonus) includes first-type special items such as RB (Regular Bonus) and BB (Big Bonus), and second-type special items such as CB (Challenge Bonus). In this embodiment, BB is provided as the special role. A small role is a role in which medals are awarded when winning. The replay role is a role in which the next game can be started without consuming the medals owned by the player when winning.
[0031] In order for the winning of each role determined according to the game state to occur, it is necessary to win the internal lottery and The winning flag of the role needs to be set. The internal lottery is determined by the main control unit 41 using a random number before the display results of all the reels 2L, 2C, and 2R are derived (specifically, at the time of detection of the start switch 7) as to whether to allow winning for each of the above-mentioned roles.
[0032] Among the winning flags of each role, the winning flags for minor roles and replay roles are valid only in the game in which the flag is set and become invalid in the next game. However, the winning flag for the special role is valid until the combination of roles allowed by the flag is complete and becomes invalid in the game in which the combination of allowed roles is complete. That is, once the winning flag for the special role wins, even if the combination of roles allowed by the flag cannot be completed, the winning flag is not invalidated and is carried over to the next game.
[0033] Also, in the internal lottery, minor roles and replay roles (hereinafter also referred to as "order-of-push roles") that are more advantageous when the stop operation is performed in a predetermined operation mode (for example, operation procedure (push order), operation timing) than when the stop operation is performed in another operation mode can win. The order-of-push roles include, for example, roles that result in a more advantageous stop mode than the stop mode when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode, and roles with a higher percentage of stops in a more advantageous stop mode than when the stop operation is performed in a predetermined operation mode than when the stop operation is performed in another operation mode. Also, the advantageous stop mode includes not only a stop mode accompanied by the awarding of medals but also a stop mode accompanied by a transition to an advantageous gaming state and a stop mode that avoids a transition to an unfavorable gaming state.
[0034] In the slot machine 1, the procedure of operating the stop switch 8L first in one game is called the "normal procedure", and the procedure of operating the stop switch 8C or the stop switch 8R first is also called the "irregular procedure". That is, the "normal procedure" includes the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8L, the stop switch 8C, and the stop switch 8R (from left to right, middle), and the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8L, the stop switch 8R, and the stop switch 8C (from left to right, middle). The "irregular procedure" includes the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8C, the stop switch 8L, and the stop switch 8R (from middle to left, right), the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8C, the stop switch 8R, and the stop switch 8L (from middle to right, left), the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8R, the stop switch 8L, and the stop switch 8C (from right to left, middle), and the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8R, the stop switch 8C, and the stop switch 8L (from right to middle, left). Further, in the slot machine 1 of the present embodiment, operating the stop switches 8L, 8C, 8R in the "normal procedure" is also called the "normal operation", and operating the stop switches 8L, 8C, 8R in the "irregular procedure" is also called the "irregular operation".
[0035] When the main control unit 41 wins the pressing order role by internal lottery, it can execute a navigation that notifies navigation information corresponding to an operation mode of the stop switches 8L, 8C, 8R that is advantageous to the player. Specifically, the main control unit 41 can be controlled to an assist time (advantageous section) that is a notification period in which it can execute navigation notification that notifies the operation mode of the stop switches 8L, 8C, 8R that is advantageous to the player according to the internal lottery result by the lighting mode of the game assist display 12.
[0036] When a predetermined lottery condition established in advance is satisfied in the normal section, the main control unit 41 conducts an advantageous section transition lottery to determine whether to control to the advantageous section. By winning the advantageous section transition lottery, the control in the advantageous section is started. Winning the advantageous section transition lottery is also referred to as "winning the advantageous section". In the advantageous section, when the main control unit 41 wins the push order combination, it executes navigation notification, notifies the operation modes (for example, operation procedures, operation timings, etc.) of the stop switches 8L, 8C, and 8R that are advantageous to the player using the game assist display 12, and transmits a command (command "instruction number" described later) that can specify the operation mode advantageous to the player to the sub-control unit 91, thereby causing the navigation effect that notifies the operation mode using the liquid crystal display 51, the speaker 53, etc. to be executed. On the other hand, a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc. is hereinafter referred to as a "game in which the navigation effect is not executed". That is, a game in which the navigation effect is not executed is a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc., regardless of whether it is a normal advantageous section or an AT state. In the game where the push order combination is won, when the operation mode of the player matches the operation mode corresponding to the won push order combination (hereinafter also referred to as "correct procedure"), a combination advantageous to the player (in this embodiment, the plum combination) wins.
[0037]
[0038] By operating the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation, the player can win the combination with the larger number of medal payouts among the combinations included in the push order combination. Alternatively, by operating the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation, the player can win the combination that has no possibility of missing a win among the combinations included in the push order combination. Among the combinations included in the push order combination, the combination that can win when the stop switches 8L, 8C, and 8R are operated according to the correct procedure is also referred to as the "main combination", and the combination that can win when the stop switches 8L, 8C, and 8R are operated according to an incorrect procedure different from the correct procedure is also referred to as the "sub combination". When the player operates the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation, the player can win the combination with the larger number of medal payouts among the combinations included in the push order combination. Or, when the player operates the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation, the player can win the combination that has no possibility of missing a win among the combinations included in the push order combination. Among the combinations included in the push order combination, the combination that can win when the stop switches 8L, 8C, and 8R are operated according to the correct procedure is called the "main combination", and the combination that can win when the stop switches 8L, 8C, and 8R are operated according to an incorrect procedure different from the correct procedure is also called the "sub combination".
[0039] In the operation mode notified by navigation notification and navigation guidance, by operating the stop switches 8L, 8C, and 8R, it is possible to surely win the main role included in the winning order role selected by internal lottery.
[0040] [State Transition] FIG. 4 is a diagram for explaining the transition of the gaming state. As shown in FIG. 4, the states managed by the main control unit 41 include gaming states related to the medal payout rate.
[0041] The gaming states include non-internal, internal, and BB. The internal state is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In the slot machine 1 of the present embodiment, most games are played by the player in the internal state.
[0042] On the other hand, the non-internal state is a state in which the player does not play the game, or even if the player plays, the time is extremely short. In the non-internal state, when winning the BB and missing the winning of the BB, the gaming state shifts to the internal state from the next game. That is, the internal state is a state in which the winning of the BB is carried over.
[0043] In both the non-internal state and the internal state, a game in which it is possible to win the BB (hereinafter, also referred to as a "BB-win possible game") may be played. Specifically, in the non-internal state, if the combination of symbols of the BB can be derived according to the operation of the stop switches 8L, 8C, and 8R in the game in which the BB is won, the player wins the BB. In this case, the gaming state is controlled to the BB from the next game. That is, in the non-internal state, the game in which the BB is won becomes a BB-win possible game.
[0044] In the internal state, the winning of the BB is carried over. Here, when the BB and a small role are won simultaneously, reel control is performed so as to preferentially derive the combination of symbols of the small role. Furthermore, If the small winning combination is a combination that cannot be missed, in a game where both BB and the small winning combination are selected, regardless of the operation of the stop switches 8L, 8C, and 8R, the small winning combination will always win a prize, and BB cannot win a prize. Similarly, when both BB and the replay winning combination are selected, reel control is performed to preferentially derive the symbol combination of the replay winning combination. Generally, since the replay winning combination is a combination that cannot be missed, in a game where both BB and the replay winning combination are selected, regardless of the operation of the stop switches 8L, 8C, and 8R, the replay winning combination will always win a prize, and BB cannot win a prize. Therefore, inside the machine, only in a game that loses in the internal lottery (a game that does not win any winning combination), if the symbol combination of BB can be derived according to the operation of the stop switches 8L, 8C, and 8R, BB will win a prize. In this case, the game state will be controlled to BB from the next game. That is, inside the machine, a game that loses in the internal lottery becomes a game in which BB can win a prize.
[0045] During BB, BB games are played for a predetermined number of games (for example, 60G). However, since the payout rate during BB is approximately 101%, the net increase in the number of balls is almost non-existent. Therefore, BB is merely in a state of consuming a predetermined number of games (for example, 60G) for the player. When BB ends, the game state shifts back to the non-internal state again.
[0046] The states within include a normal section and a favorable section. The normal section is a state where navigation is not executed and is a non-notification state where navigation information cannot be notified. The favorable section is a state where navigation can be executed and is a notification state where navigation information can be notified. In the present embodiment, among the favorable sections, usually in the favorable section, navigation is not executed, but in the first state, the second state, and the ending state, navigation can all be executed. Note that even if navigation is executed usually in the favorable section, in the first state, the second state, and the ending state, the execution probability of navigation for winning the main role when selecting the pushing order role is higher than that in the normal favorable section. Thus, in the AT state in the favorable sections such as the first state, the second state, and the ending state, navigation is performed with a higher probability than when it is in the favorable section or the normal favorable section.
[0047] In the normal section, when winning in the favorable section transition lottery (winning the favorable section), the state is controlled to the favorable section. Note that in the present embodiment, since the winning of most roles that can be won during normal play is a condition for winning the favorable section, the stay of the game during normal play is about 1G. Note that the condition for winning the favorable section may be established when any one of all the roles that can be won during normal play is won.
[0048] In the normal section, since navigation is not executed in the game where the pushing order role is won, the net increase number of medals per game that can be obtained by the player becomes 0 or negative considering the number of medals used for setting the bet number. Note that the net increase number of medals per game is the number obtained by subtracting the number of medals used for setting the bet number per game from the number of medals paid out per game. In the present embodiment, the normal medal payout rate is set to 40%. Thus, usually, the medal payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0049] The advantageous section usually includes a first state, a second state, and an ending state. Hereinafter, the first state, the second state, and the ending state are collectively referred to as the "AT state". In the normal advantageous section, since navigation is not executed in the game in which the pushing winning combination is won, the net increase number of medals per game that can be obtained by the player is 0 or negative considering the number of medals used for setting the bet number. In the present embodiment, the normal medal payout rate in the advantageous section is set to 40%. Thus, in the normal advantageous section, the medal payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0050] In the normal advantageous section, an AT continuous effect suggesting a transition to the first state is executed. The AT continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and in the final game, it is an effect that notifies the player whether or not to transition to the first state.
[0051] In the first state of the advantageous section, the number of games (hereinafter also referred to as the AT game number) is fixed. For example, in the present embodiment, the AT game number in the first state is predetermined to be 30G or 50G. In the first state of the advantageous section, a life specialization continuous effect suggesting a transition to the life specialization zone is executed. The life specialization continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and in the final game, it is an effect that notifies the player whether or not to transition to the life specialization zone. The life specialization zone indicates a state where there is a high possibility of obtaining a life, which will be described later. The 3 to 5 games of the life specialization continuous effect in the first state are included in the AT game number predetermined when transitioning to the first state. That is, within the AT game number of 30 games or 50 games, the life specialization continuous effect is executed. Hereinafter, the AT continuous effect and the life specialization continuous effect may be collectively simply referred to as the "continuous effect".
[0052] In the first state, when all of the predetermined number of AT games have been completed, the state transitions from the first state to the second state (hereinafter, also referred to as the AT second state). In the second state, the number of AT games is indefinite. Specifically, in the second state, the ally character battles the enemy character, and when the ally character wins the battle, the state transitions to the first state. On the other hand, when the ally character loses the battle, the AT state ends and the state transitions to the non-AT state.
[0053] In order for the ally character to battle the enemy character in the second state, life is required as a right to conduct the battle. In the present embodiment, life can be acquired in the first state, but life cannot be acquired in the second state. That is, the player acquires life while staying in the first state and consumes the life acquired in the first state in the second state, so that the ally character can battle the enemy character. In the second state, battles can be conducted as many times as the number of lives owned. Even if the ally character loses to the enemy character in the battle, as long as there is life remaining, the ally character can battle the enemy character again. If there is no life remaining when the ally character loses to the enemy character, the AT state ends and the state transitions to the non-AT state. In the present embodiment, a life acquisition lottery for determining whether life is granted is executed. When life is granted by the life acquisition lottery, the AT state is extended.
[0054] When the ally character wins against the enemy character in the second state and the state transitions to the first state, life can be acquired again in the first state. Therefore, as long as there is life remaining, it is also possible to repeatedly transition between the first state and the second state. During that time, when the push order bell (such as the 213-choice role A described later) is won, navigation is performed, and by the player operating the stop switches 8L, 8C, 8R according to the navigation, the net increase in the number of medals can be increased.
[0055] In addition, the first state includes a first section and a second section as sections with different net medal increases. The first section is the first half section in the first state where the number of AT games is fixed (for example, if the first state is 30G, it is 1G to 15G). The first section is a section where the frequency of navigation is less than that of the second section and the net medal increase is lower than that of the second section. For example, the net medal increase per 1G in the first section is 1 medal.
[0056] On the other hand, the second section is the second half section in the first state where the number of AT games is fixed (for example, if the first state is 30G, it is 16G to 30G). The second section is a section where the frequency of navigation is more than that of the first section and the net medal increase is higher than that of the first section. For example, the net medal increase per 1G in the second section is 5 medals. Thus, among the AT states, when it is the second section, navigation is performed with a higher probability than when it is the first section.
[0057] As described above, in the first section of the first state, the net medal increase is lower than that of the second section. Thus, it is more advantageous for the player to stay in the second section in terms of being able to acquire more medals.
[0058] In the second state, similar to the second section, the frequency of navigation is more than that of the first section and the net medal increase is high. For example, the net medal increase per 1G in the second state is 5 medals, similar to the second section of the first state. Therefore, the player can acquire more medals during the battle in the second state. Thus, among the AT states, when it is the second state, navigation is performed with a higher probability than when it is the first section of the first state.
[0059] In the present embodiment, when a specific symbol (watermelon, strong cherry) is won, the advantage degree of the player increases. Specifically, in the first section of the first state, when the strong cherry is won, the granting of life is determined, and in the second state, when the strong cherry is won, it is determined that the ally character wins in the battle.
[0060] In the normal advantageous section, processes such as lottery related to control to the first state are performed. Specifically, in the normal advantageous section, the main control unit 41 performs a point acquisition lottery described later. The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 includes a point counter (not shown) for counting points inside. Also, when the value of the point counter reaches a specified value, the main control unit 41 executes an AT lottery described later.
[0061] In the advantageous section, when the total number of medals generated by winning during the advantageous section updated based on the progress of the game reaches a predetermined number of ED transition medals, the ending state is controlled. The number of ED transition medals is updated during the advantageous section and not updated in the normal section or BB. The ending state is, for example, a state where control to the advantageous section state continues until the total value of the net increase number of medals reaches the upper limit number of medals (for example, 2400 medals) or until the number of consumed games during the advantageous section reaches the upper limit number of games (for example, 1500G). In the ending state, similar to the second state or the second section, the frequency of navigation is higher than that in the first section, and the net increase number of medals is higher. Thus, even among the AT states, when it is the ending state, navigation is performed with a higher probability than when it is the first section in the first state. The number of ED transition medals is set when transitioning from the normal section to the advantageous section. Note that the number of ED transition medals may be determined by lottery or may be predetermined. The number of ED transition medals is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the number of ED transition medals. The main control unit 41 cumulatively counts the number of ED transition medals and ends the advantageous section according to the counting process.
[0062] When the limiter condition is satisfied in the advantageous section, the control shifts from the advantageous section to the normal section. Specifically, when the number of sheets in the advantageous section (the net increase in the number of sheets in the advantageous section) reaches 2,400, the advantageous section ends and the control shifts to the normal section. The number of sheets in the advantageous section is counted by the number-of-sheets-in-advantageous-section counter stored in the RAM 41c. That is, when the number of sheets in the advantageous section reaches the upper limit number, it is said that the "limiter condition" is satisfied. Alternatively, in the advantageous section, when the total number of played games (advantageous-section G number) updated based on the progress of the game reaches a predetermined upper limit G number (for example, 1,500 G), the advantageous section ends and the control shifts to the normal section. Note that the advantageous-section G number is counted by the net-increase-in-number counter stored in the RAM 41c.
[0063] When the control shifts from the advantageous section to the normal section, the total value of the played games and the net increase in the number of sheets counted in the advantageous section, as well as the points that can be obtained during the game, are also initialized. The advantageous-section G number and the net increase in the number of sheets in the advantageous section are updated not only during the advantageous section but also during BB, and are not updated in the normal section.
[0064] When a setting change is made during the advantageous section, the control shifts to the normal section. At this time, the total value of the played games and the net increase in the number of sheets counted in the advantageous section, as well as the points that can be obtained during the game, are also reset. The slot machine 1 of the present embodiment is such that the medal payout rate changes according to the set value. Specifically, the winning probability in a predetermined lottery such as a point acquisition lottery described later is varied according to the set value (for example, 1, 2, 4, 5, 6, L), so that the medal payout rate changes. A store employee or the like of the game parlor can change this set value by making a setting change.
[0065] Thus, the conditions for the state to shift from the advantageous section to the normal section include the limiter condition and the arbitrary end condition that are satisfied based on the progress of the game, and the condition that a setting change is made.
[0066] Also, in the slot machine 1 of the present embodiment, an upper limit of the number of games is determined during the normal advantageous period. When the upper limit of the number of games determined in advance during the normal advantageous period is reached, regardless of the reaching point, it is forcibly shifted to the AT state. The upper limit of the number of games during the normal advantageous period is, for example, 1280 games. The upper limit of the number of games is so-called "ceiling". In the slot machine 1 of the present embodiment, in order to determine whether the ceiling has been reached, the RAM 41c stores the number of games executed during the normal advantageous period as the ceiling game number count value. The main control unit 41 adds the value of the ceiling game number count value each time a game is executed during the normal advantageous period. When the upper limit of the number of games is set to 1280 games, when the ceiling game number count value reaches 1280, the main control unit 41 causes a shift to the AT state.
[0067] [Winning combination] Figs. 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of the winning combinations, and the awards at the time of winning. In the name column of Figs. 5 to 8, the names of the winning combinations are shown, and in the symbol combination column, the symbol combinations for which the winning combination wins are shown. Also, in the award column, the value (number of medals paid out, provision of replay games, etc.) awarded at the time of winning is shown.
[0068] As shown in Fig. 5, as replay game combinations, RIP1 to RIP6 are provided. As shown in Fig. 6, as special combinations, BB is provided. As shown in Figs. 6 to 8, as minor combinations, Plum 1 to 6, Watermelon, and Single Medal 1 to 33 are provided. Plum 1 to 6 are main combinations that can win when the push order combination wins. At the time of winning, 9 medals more than the number of medals (3 medals) used for the bet are paid out. Plum 1 to 6 are also collectively referred to as the "Plum combination". Single Medal 1 to 33 are sub - combinations that can win when the push order combination wins. At the time of winning, 1 medal less than the number of medals (3 medals) used for the bet is paid out. Single Medal 1 to 33 are also collectively referred to as the "Single Medal combination".
[0069] As shown in Fig. 7, among the symbol combinations in which a winning of the single-character combination 22 occurs, when "Character-Character-Black 7" is derived on Reels 2L, 2C, and 2R, three character symbols are arranged side by side on the reel. Specifically, the character symbols are derived at the lower stage of the left reel 2L, the middle stage of the middle reel 2C, and the upper stage of the right reel 2R, respectively, so that the character symbols are arranged side by side in an upward-right direction. Note that the arrangement of the character symbols side by side is also referred to as "character alignment". is
[0070] As shown in Fig. 8, among the symbol combinations in which a winning of the single-character combination 23 occurs, when "Character-Character-Plum" or "Character-Plum-Plum" is derived on Reels 2L, 2C, and 2R, three 7 symbols are arranged side by side on the reel. Specifically, the 7 symbols are derived at the upper stage of the left reel 2L, the upper stage of the middle reel 2C, and the upper stage of the right reel 2R, respectively, so that the 7 symbols are arranged side by side at the upper stage. Note that the arrangement of the 7 symbols side by side is also referred to as "7 alignment".
[0071] [Winning combinations subject to lottery] Fig. 9 is a diagram for explaining the combination of winning combinations read as winning combinations subject to lottery for each game state. Fig. 10 is a diagram showing the winning combinations subject to lottery arranged for each flag category. In the winning combination column of Fig. 9, the combination of winning combinations included in each winning combination subject to lottery is shown. In the winning combination subject to lottery column, the name is shown. In the game state column, it is shown by a circle for each game state that the winning combination subject to lottery is the one subject to lottery. In the favorable section winning column, the presence or absence of favorable section winning is shown. In the winning combination column of Fig. 9, the combination of winning combinations included in each winning combination subject to lottery is shown. In the winning combination subject to lottery column, the name is shown. In the game state column, it is shown by a circle for each game state that the winning combination subject to lottery is the one subject to lottery. In the favorable section winning column, the presence or absence of favorable section winning is shown. Also, in the winning combination column of Fig. 9, the combination of winning combinations included in each winning combination subject to lottery is shown. In the winning combination subject to lottery column, the name is shown. In the game state column, it is shown by a circle for each game state that the winning combination subject to lottery is the one subject to lottery. In the favorable section winning column, the presence or absence of favorable section winning is shown.
[0072] As shown in FIG. 9, BB is provided as the target role for the special role lottery. As the target roles for the replay role lottery, normal replay, complete 7 replay, incomplete 7 replay, complete character replay, and incomplete character replay are provided. As the target roles for the minor role lottery, common plum, 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, 321-choice roles A to D, watermelon, complete 7 one card 1, 2, complete character one card, weak cherry, strong cherry, and chance eyes A, B are provided. As the minor roles in BB, minor roles in BB and one card in BB are provided. Note that the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D are roles for which navigation can be executed when selected, so they are a type of push order role. The 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D are collectively also referred to as the "push order bell". Also, complete 7 one card 1, 2 are collectively also referred to as "complete 7 one card".
[0073] In non-internal, roles other than minor roles in BB and one card in BB can be selected. However, in internal, since the selection of BB has already been carried over, BB, minor roles in BB, and one card in BB cannot be selected.
[0074] Flag categories are assigned to each role with common flag categories in all of non-internal, internal, and BB. Also, while role numbers are determined for each target role for the lottery, flag categories are assigned for each type of target role for the lottery. For this reason, the number of flag categories is less than the number of role numbers. Also, the point acquisition lottery in the normal advantageous section and the privilege lottery in the advantageous section (hereinafter, these are collectively also referred to as the "lottery related to AT control") are both carried out based on the flag categories. For this reason, the processing burden can be reduced compared to performing these lotteries related to the control of these AT states based on role numbers.
[0075] In this embodiment, flag categories are also assigned to losing combinations and BBs. For BBs, the same FC1 as other roles such as normal replays is assigned. Also, the common plum is assigned the same FC4 as watermelon.
[0076] [Reel control for the pressing order role] FIG. 11 is a diagram for explaining the reel control when the pressing order role is won. As described above, In this embodiment, in a game where the pressing order role is won in the advantageous section, navigation is executed and the correct procedure is notified to the player. By operating the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation, the player can win a winning combination (main role) that is advantageous to the player.
[0077] For example, as shown in FIG. 11, in a game where any one of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated according to the correct procedure, the plum role, which is the main role, wins. On the other hand, when the stop switches 8L, 8C, and 8R are operated according to an incorrect procedure, the single-role, which is the sub-role, wins. In addition, if the winning of the single-role, which is the sub-role, is missed when the stop switches 8L, 8C, and 8R are operated according to an incorrect procedure, no winning may occur at all.
[0078] As shown in FIG. 11, the "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game in which the player wins any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D, as long as the stop switches 8L, 8C, and 8R are operated in the normal procedure, it is impossible to win the main plum role. This can also be a factor that induces the player to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, as will be described later, in this embodiment, if the player operates in the irregular procedure in a game in which the navigation is not executed, a penalty disadvantageous to the player is imposed on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which the navigation is not executed.
[0079] FIG. 12 is a diagram showing a game start command that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and transmits a command group including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the command groups No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game start commands". The main control unit 41 transmits each command as a game start command in the order from No. 1 to No. 13. Each command has a serial number defined as the "set serial number" with the same number as No. Each command stores various information managed by the main control unit 41.
[0080] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order in which the buttons are pressed in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the sub-control unit 91 receives the command No. 2 "instruction number," it executes a navigation effect on the LCD display 51 based on the operation procedure that can be identified from the command "instruction number." Furthermore, the sub-control unit 91 outputs a sound from the speaker 53 to notify the player of the operation procedure that can be identified from the command "instruction number."
[0081] For example, the No. 3 command "small role type" stores information that can identify whether the role won by the internal lottery is a small role, a replay role, or a special role. Also, the No. 6 command "interval state" stores information that can identify which of the internal states shown in FIG. 4 the game in which the start switch 7 is operated is in. Specifically, the No. 6 command "interval state" stores information that indicates whether the state currently being controlled is a normal interval or an advantageous interval, and further, whether, within the advantageous interval, it is a normal advantageous interval, the first interval of the first state, the second interval of the first state, the second state, or the ending state. The sub-control unit 91 executes the No. 6 command "interval state" to determine whether the game in which the start switch 7 is operated is a small role, a replay role, or a special role. Based on the reception of "State", it is possible to identify which section state the game in which the start switch 7 was operated is in. Also, in the command No. 4 "Ball payout state", information that can identify the game state of the game in which the start switch 7 was operated can be stored. In the command No. 9 "Number of ART precursor Gs", the number of games in the AT continuous performance is stored. In the command No. 10 "Points" in the game start command, the number of points acquired in the previous game is stored. Also, in the command No. 11 "Winning number", information that can identify the role number of the role that was won by internal lottery is stored.
[0082] Furthermore, when the main control unit 41 transmits a game start command, it stores information indicating that medals have been bet in the command No. 12 "insert medals." If information indicating that medals have been bet in the command No. 12 "insert medals" is stored, the sub-control unit 91 can determine that it has received the game start command.
[0083] FIG. 13 shows game end commands that the main control unit 41 transmits to the sub-control unit 91 at the third stop. The main control unit 41 transmits a group of commands No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also when the stop switch is operated at the third stop. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 13 will be simply referred to as "game end commands." Note that among the commands transmitted at the third stop, No. 11 differs from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning. In other words, at the third stop, the main control unit 41 transmits information related to winning, not information related to the winning number.
[0084] The No. 10 command "Points" in the game end command stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Furthermore, when the main control unit 41 sends a game end command, it stores information indicating that the reels have stopped in the No. 13 command "Stop Reels." If the No. 13 command "Stop Reels" stores information indicating that the reels have stopped, the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the No. 12 command "Insert Medal" and the No. 13 command "Stop Reels." When the main control unit 41 sends a game start command, it does not need to send the No. 13 command "Stop Reels." When sending a game end command, it does not need to send the No. 12 command "Insert Medal."
[0085] [About the main process] The control content of the main processing performed by the main control unit 41 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the control content of the main processing performed by the main control unit 41. The main processing is repeatedly executed for each unit of play. One cycle of the main processing corresponds to one unit of game. In this embodiment, the main processing is also referred to as basic processing.
[0086] 14, the main control unit 41 first performs a game start waiting process (S1) to perform processing from the end of control of the previous game to the start of the next game. In the game start waiting process, processing is performed to set the number of bets in accordance with the insertion of medals, etc., and when the operation of the start switch 7 is detected with the specified number of bets set, processing is performed to start the next game.
[0087] Next, when the game starts, an internal lottery process (S2) is performed to determine whether or not a winning event is allowed (internal lottery). An internal lottery is performed to determine whether or not a win is permitted (i.e., whether or not the derivation of a display result is permitted) based on the set values (1 to 6) set in the internal lottery and the random number value for the internal lottery acquired simultaneously with the start of the game upon detection of the start switch 7. Then, a winning number (normal role) corresponding to the winning role that has been won is stored in a winning number setting area of the RAM 41c so that the winning result of the internal lottery can be identified. In addition, if a special role is won, a winning number (special role) corresponding to the winning special role is stored in a winning number setting area of the RAM 41c.
[0088] Next, an advantageous section transition flag generation process (S3) for converting the winning number (general winning combination) into a flag for advantageous section transition and a lottery flag generation process (S4) for converting the winning number (general winning combination) into a lottery flag are performed. In the advantageous section transition flag generation process, the value of the advantageous section transition flag corresponding to the winning number (general winning combination) is obtained using the advantageous section transition flag conversion table and stored in a predetermined area of the RAM 41c. Also, in the lottery flag generation process, the values of lottery flags 1 to 3 corresponding to the winning number (general winning combination) are obtained using the lottery flag conversion table and stored in predetermined areas of the RAM 41c, respectively.
[0089] Next, a game start ball control process (S5) is performed to perform processes related to the advantageous section, processes related to navigation notification, and processes related to the AT state at the timing when the game is started. In the process related to the advantageous section, a process of shifting to the advantageous section when the advantageous section transition winning combination is won in the normal section is performed. In the process related to navigation notification, a process of setting the navigation number and a process related to the management of the advantageous section state are performed. In the process related to the AT state, a process of shifting to the AT state according to the winning combination in the normal advantageous section is performed. In the process of setting the navigation number, when the winning combination that is the target of navigation notification is won and navigation notification is to be performed, the navigation numbers from "1" to "13" are set in the navigation number setting area of the RAM 41c according to the operation mode to be notified. When the winning combination that is the target of navigation notification is won and navigation notification is not performed, or when the winning combination that is not the target of navigation notification is won, "0" is set in the navigation number setting area of the RAM 41c.
[0090] Next, interrupt prohibition is set (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process for transmitting an operation signal capable of specifying the recommended stop operation mode to the test device is performed.
[0091] Next, after the operation signal setting process, the interrupt is set to be permitted (S8), and the game start command sending process (S9) shown in Figure 12 is performed to identify that one game has started, and a group of control state commands including multiple commands that can identify various control states at the start of one game are set in a command queue and sent sequentially to the sub-control unit 91.
[0092] Next, after the game start command transmission process, a freeze process (S10) is performed to control a freeze state that delays game progress for a predetermined period. In the freeze process, when the start switch 7 is operated to start the game, it is determined whether or not control to a freeze state has been determined, and if it is determined that control to a freeze state has been determined, game progress is delayed for a predetermined period. Furthermore, if a reel effect that changes the reels is performed in the freeze state, a process is performed to change the reels in a change pattern corresponding to the type of reel effect.
[0093] Next, after the freeze process is completed, interrupts are prohibited (S11), and a game start setting process (S12) is performed to set a predetermined time for the reels to start spinning. In the game start setting process, a reel spin start process is performed in response to the start of a game, and the reels start spinning at a constant speed.
[0094] Next, after the game start setting process, the interruption is permitted (S13), and an external output signal at the start of rotation is sent from a predetermined output port to external devices such as a call lamp, hall computer, and test device. At the start of rotation, external signal processing (S14) is performed to output a force signal (such as a medal IN signal indicating the number of medals used in the game).
[0095] Next, after the external signal processing at the start of rotation, a reel stop process (S15) for performing stop control of the reels is carried out. In the reel stop process, when performing navigation notification, the operation mode is notified by causing the game auxiliary display 12 to display the navigation number set in the navigation number setting area. Also, when all the reels during rotation are rotating at a constant speed, reception of the stop operation of the reels during rotation is enabled, and the process waits until a stop operation of the reels by the player is performed. Then, when a valid stop operation is detected for the reels for which the stop operation is enabled, reel stop control for stopping the reels is performed for the reels for which the valid stop operation has been performed. Such reel stop control is repeatedly performed for the reels during rotation, and when the rotation of all the reels is stopped, the reel stop process is terminated.
[0096] Next, after the reel stop process, a winning combination search process (S16) is carried out. In the winning combination search process, a winning combination is searched based on the symbol combinations stopped on reels 2L, 2C, and 2R, and a winning flag indicating the presence or absence of a win and the number of medals paid out accompanying the win are set in a predetermined area of the RAM 41c.
[0097] Next, an interrupt prohibition is set (S17), and a game machine information calculation process (S18) for calculating the game history used when calculating the game machine information displayed on the game machine information display 50 is carried out.
[0098] Next, after the game machine information calculation process, an interrupt permission is set (S19), and a special game state end check process (S20) is carried out. In the special game state end check process, when being controlled in the special game state, it is determined whether or not the end condition is satisfied. Next, a game state setting process (S21) is carried out. In the game state setting process, the game state of the next game is set based on the winning data set by the winning combination search process and the result of the special game state end check process.
[0099] Next, at the timing of ending the game, a process related to the advantageous section and a process related to the navigation notification are performed, and a game end payout control process (S22) that performs a point acquisition lottery process, a life acquisition lottery process, and a one-shot victory lottery process based on predetermined conditions is performed. In the process related to the advantageous section, it is determined whether the end condition of the advantageous section is satisfied in the advantageous section, and when the end condition of the advantageous section is satisfied, a process of setting an advantageous section end flag is performed. In the process related to the navigation notification, a process related to the management of the advantageous section state is performed. The point acquisition lottery process, the life acquisition lottery process, and the one-shot victory lottery process will be described in detail later.
[0100] Next, the game end command transmission process (S23) shown in FIG. 12 is performed, and a control state command group including a plurality of commands capable of specifying various control states at the end of one game is set in the command queue and sequentially transmitted to the sub-control unit 91.
[0101] Next, after the game end command transmission process, a payout process (S24) is performed to award medals in an amount corresponding to the winnings generated as a result of the game based on the payout number set in a predetermined area of the RAM 41c by the winning search process (S16). In the payout process, for each winning, a predetermined number of medals determined in advance are awarded to the player, the number of medals awarded is added to the credit, and when the credit reaches the upper limit number (in this embodiment, 50), the medals corresponding to the amount not added to the credit are paid out from the medal payout port 9.
[0102] Next, after the payout process, an external signal process at game end (S25) is performed to output an external output signal at game end (such as a medal OUT signal indicating the number of medals awarded) to external devices such as a call lamp, a hall computer, and a test device from a predetermined output port.
[0103] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the symbol combination of the replay winning combination has stopped on Reels 2L, 2C, and 2R. If the symbol combination of the replay winning combination has stopped, processes such as setting the bet number for performing a replay in the next game, setting a replay flag in a predetermined area of the RAM 41c, and controlling the replay LED 20 to the ON state (lit state) are performed.
[0104] Next, an advantageous section end process is performed (S27). In the advantageous section end process, it is determined whether or not an advantageous section end flag indicating the end of the advantageous section is set in a predetermined area of the RAM 41c. If it is determined that the advantageous section end flag is set, an advantageous section data initialization process for initializing an advantageous section related area in which data related to the control of the advantageous section is stored in the storage area of the RAM 41c to end the advantageous section is performed. In the advantageous section data initialization process, the advantageous section in flag indicating during the advantageous section and the navigation number set in the navigation number setting area are initialized, and the advantageous section in signal buffer for outputting to an external device such as a test device that it is during the advantageous section is turned off.
[0105] Next, after the advantageous section end process, an advantageous section in signal control process (S28) is performed. In the advantageous section in signal control process, when the advantageous section in flag is set in the RAM 41c, control is performed to turn on the advantageous section in signal buffer of the RAM 41c.
[0106] Next, after the advantageous section in signal control process, an advantageous section notification end process (S29) is performed. In the advantageous section notification end process, it is determined whether or not the advantageous section in signal buffer of the RAM 41c is OFF. If it is determined that the advantageous section in signal buffer is OFF, the section display LED 19 is controlled to the off state.
[0107] Next, after the advantageous zone notification end process, a game end initialization setting process (S30) is performed. In the game end initialization setting process, the area of RAM 41c to be initialized in the game is set in the initialization process described below. Except at the end of the special game state, the size of the area to be initialized at the end of every game is set, and at the end of the special game state, the size of the area to be initialized at the end of the special game state is set.
[0108] Next, interrupts are prohibited (S31), and initialization processing (S32) is performed. In the initialization processing, an area of the size set in the game end initialization setting processing is initialized from the initialization end address of the game RAM area allocated to RAM 41c, thereby initializing the area that is initialized at the end of every game except at the end of the special game state, and at the end of the special game state, the area that is initialized at the end of the special game state is initialized. Then, after the initialization processing, interrupts are permitted (S33), and the processing returns to the initialization processing described later.
[0109] Thereafter, the processes of S1 to S33 are repeated. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.
[0110] [About the setting value L] FIG. 15 is a diagram for explaining the setting value L. As described above, in the slot machine 1 of this embodiment, six levels of values, 1, 2, 4, 5, 6, and L, can be set as the setting value. In a typical slot machine, setting values 1, 2, 3, 4, 5, and 6 are set, but in the slot machine 1 of this embodiment, setting value L can be set instead of setting value 3. The setting value that replaces setting value L is not limited to setting value 3, and may be any of setting values 1, 2, 4, 5, and 6. FIG. 15 shows the expected value of payout balls over the entire period, the expected value of payout balls in an advantageous state, and the base and AT winning probabilities for each of the six setting values.
[0111] The expected value of payout balls over the entire period means the expected value of the number of payout balls (number of medals) to be paid out when a predetermined number of games (for example, 175,000 games) are played regardless of the period in which the game is conducted. More specifically, in the non-internal, internal, and BB states shown in FIG. 4, it is the expected value of the number of medals to be paid out when a predetermined number of games are played. The expected value of payout balls in the advantageous state means the expected value of the number of medals to be paid out when the slot machine 1 is played during the period from the start to the end of the AT state. Note that the expected value of payout balls in the advantageous state may be the expected value of the number of medals to be paid out not only during the period from the start to the end of the AT but also during the BB period or the period including AT and BB. The base means the average value of the number of playable games when a predetermined number of medals are inserted during the normal advantageous period. The AT winning probability is the probability of winning the AT state per game. In the slot machine 1 of the present embodiment, a lottery is conducted to determine whether to shift to the AT state when points are added. For example, the probability of winning the AT state per game may be varied by setting the probability of being given a high point to be different according to the set value.
[0112] As shown in FIG. 15, in the slot machine 1 of this embodiment, when the setting value 1 is set, the expected value of ball payout during the entire period is A1, the expected value of ball payout during an advantageous state is B1, the base is C1, and the probability of winning the AT is D1. When the setting value 2 is set, the expected value of ball payout during the entire period is A2, the expected value of ball payout during an advantageous state is B2, the base is C2, and the probability of winning the AT is D2. When the setting value 4 is set, the expected value of ball payout during the entire period is A4, the expected value of ball payout during an advantageous state is B4, the base is C4, and the probability of winning the AT is D4. When the setting value 5 is set, the expected value of ball payout during the entire period is A5, the expected value of ball payout during an advantageous state is B5, the base is C5, and the probability of winning the AT is D5. When the setting value 6 is set, the expected value of ball payout during the entire period is A6, the expected value of ball payout during an advantageous state is B6, the base is C6, and the probability of winning the AT is D6. When the setting value L is set, the expected value of balls to be paid out over the entire period is AL, the expected value of balls to be paid out in an advantageous state is BL, the base is CL, and the probability of winning the AT is DL.
[0113] The expected value of balls paid out over the entire period of each setting value is the smallest for AL, the largest for A6, and the largest for AL. <A1<A2<A4<A5<A6の関係が成り立つ。すなわち、設定値Lは、設定値1,2,4,5,6,Lのうち、有利状態における遊技を含む全ての遊技で付与され得る出玉期待値が最も小さい設定値である。また、各設定値の有利状態における出玉期待値は、BLが最も小さく、B6が最も大きく、BL<<B1<B2<B4<B5<B6の関係が成り立つ。すなわち、設定値Lは、設定値1,2,4,5,6,Lのうち、有利状態で付与され得る出玉期待値が最も小さい設定値である。また、本実施の形態のスロットマシン1では、BLとB1との差と、B1とB2との差を比較したときに、BLとB1との差が大きくなるように設計されている。たとえば、AT状態開始からA状態終了までを100ゲームとしたときに、期待値であるB1が900枚(純増枚数6枚)であり、期待値であるB2が910枚(純増枚数6.1枚)であるとき、期待値であるBLは、310枚(純増枚数0.1枚)であってもよい。すなわち、B1とB2との差が10枚であるのに対して、BLとB1との差は、590枚である。BLとB1との差は、同様に、B2とB4との差,B4とB5との差,B5とB6との差のいずれの差よりも大きい。換言すれば、設定値Lは、AT状態が開始してからAT状態が終了するまでの期間において払い出されるメダル数が、他の設定値と比較して極端に小さい設定値である。
[0114] Furthermore, the base of each setting value is the smallest for CL, the largest for C6, and the largest for CL <C1<C2<C4<C5<C6の関係が成り立つ。すなわち、設定値Lは、設定値1,2,4,5 , 6, L is the setting value with the smallest base. Note that for the base, the setting value L does not have to be the smallest setting value. Also, for the AT winning probability of each setting value, D1 is the smallest, D6 is the largest, and the relationship D1 < D2 < D4 < DL < D5 < D6 holds. In terms of the AT winning probability, the setting value L is not designed to be the lowest among the setting values 1, 2, 4, 5, 6, L, and it transitions to the AT state with a relatively high probability. However, as described above, since the expected value of the number of medals paid out during the period from the start to the end of the AT state for the setting value L is extremely small, the following relationship regarding the variation in the number of winning balls holds.
[0115] Figure 16 is a diagram for explaining the variation in the number of winning balls during the period from the start to the end of AT when the setting value L is set. Hereinafter, first, the variation in the number of winning balls during the period from the start to the end of AT will be explained. In Figure 16, when the setting value 1 and the setting value L are set, a normal distribution showing the variation in the number of winning balls (number of medals) paid out during the period from the start to the end of the AT state is illustrated. That is, Figure 16 shows the probability distribution of the number of medals paid out during the period from the start to the end of the AT state. Since the expected value of the number of winning balls of the setting value 1 paid out during the period from the start to the end of the AT state is B1, the apex of the normal distribution of the setting value 1 indicates the number of winning balls of the expected value B1. Since the expected value of the number of winning balls of the setting value L paid out during the period from the start to the end of the AT state is BL, the apex of the normal distribution of the setting value 1 indicates the number of winning balls of the expected value BL.
[0116] The width SD1N of the normal distribution of the setting value 1 indicates the variation (standard deviation) of the number of medals paid out, and the width SD1L of the normal distribution of the setting value L indicates the variation (standard deviation) of the number of medals paid out. That is, the wider the widths SD1N and SD1L, the more the number of medals paid out varies during the period from the start to the end of the AT state for each setting value. As shown in Figure 16, the width SD1L is narrower than the width SD1N.
[0117] That is, the variation in the number of medals paid out when the set value L is set during the period from the start of AT to the end of AT is smaller than the variation in the number of medals paid out when the set value 1 is set during the period from the start of AT to the end of AT. In other words, the probability that the number of medals paid out from the start to the end of the AT state in the state where the set value L is set is close to the expected value BL is higher than the probability that the number of medals paid out from the start to the end of the AT state in the state where the set value 1 is set is close to the expected value B1.
[0118] Figure 17 is a diagram for explaining the variation in the number of balls discharged during the entire period when the set value L is set. In Figure 17, normal distributions showing the variation in the number of balls discharged (number of medals) during a predetermined number of games (for example, 17,500 games) when the set value 1 and the set value L are set are illustrated. That is, the probability distributions of the number of medals paid out during a predetermined number of games when the set value 1 and the set value L are set are shown. Referring to Figure 15, since the expected value of the number of balls discharged during a predetermined number of games for the set value 1 is A1, the peak of the normal distribution of the set value 1 indicates the number of balls discharged at the expected value A1. The width SD2N of the normal distribution of the set value 1 indicates the variation (standard deviation) in the number of medals paid out when the set value 1 is set. Since the expected value of the number of balls discharged during a predetermined number of games for the set value L is AL, the peak of the normal distribution of the set value L indicates the number of balls discharged at the expected value AL. The width SD2L of the normal distribution of the set value L indicates the variation (standard deviation) in the number of medals paid out when the set value L is set. The width SD2L is narrower than the width SD2N.
[0119] That is, referring to Figure 17, the variation in the number of medals paid out when the set value L is set is It is small. In other words, the probability that the number of medals paid out during a predetermined number of games in the state where the set value L is set is close to the expected value AL is higher than the probability that the number of medals paid out during a predetermined number of games in the state where the set value 1 is set is close to the expected value A1. In short, with the set value L, the variation in the number of medals paid out during a predetermined number of games is small. This is achieved by the design of the expected number of winning balls in the advantageous state and the AT winning probability, as explained in FIG. 15. That is, BL, which is the expected number of winning balls in the advantageous state of the set value L, is extremely small compared to other set values. Therefore, even when transitioning to the AT state with the set value L, the number of medals paid out is small. On the other hand, in terms of the AT winning probability, the set value L is not designed to be the lowest among the set values 1, 2, 4, 5, 6, L, and transitions to the AT state with a relatively high probability.
[0120] With the set value L, since it transitions to the AT state with a high probability, the period of playing in the normal advantageous section does not continue, and it stably transitions to the AT state. However, the expected value of the number of medals paid out even when transitioning to the AT state is low. As a result, as shown in FIG. 17, it is possible to make the variation in the number of medals paid out when playing a predetermined number of games smaller compared to other set values throughout the entire period regardless of the advantageous state. In FIG. 17, only the set value 1 and the set value L are compared, but the set value L is designed to be the set value with the smallest variation in the number of medals paid out during a predetermined number of games among the set values 1, 2, 4, 5, 6, L. Thus, when the type test is executed with the set value L set, since the number of payouts is stable, it becomes easier to meet the type test. Note that the expected value of the number of medals paid out in the advantageous state of the set value L does not necessarily have to be extremely small compared to other expected values. In this case, the AT winning probability is designed to be the smallest. That is, it may be designed such that the difference between BL and B1 is the same as the difference between B1 and B2, and the relationship of the AT winning probabilities is DL < D1 < D2 < D4 < D5 < D6.
[0121] As described above, by adjusting the expected value of payouts and the probability of winning the AT in an advantageous state, the set value L is designed to be the set value that minimizes the variation in the number of payouts over a predetermined number of games. However, the method of reducing the variation in the number of payouts is not limited to this. For example, it is possible to adjust the number of payouts per game in an advantageous state. In other words, the set value L fixes the number of payouts per game in an advantageous state, while the normal set value makes the number of payouts per game in an advantageous state variable.
[0122] More specifically, when the set value L is set, the payout is designed to be 7 coins with a 100% probability when one game is played in an advantageous state. On the other hand, when the normal set value is set, the payout is designed to be 0 coins with a 50% probability when one game is played in an advantageous state, and 15 coins with a 50% probability when one game is played in an advantageous state. This allows a difference in the variation in the payout number per game in an advantageous state between the set value L and the normal set value, so the set value L can be set to a value that results in a smaller variation in the payout number for all games, including games in an advantageous state, than any of the normal set values. Note that the payout number per game in an advantageous state when the set value L is set is not fixed, but may be smaller than the variation in the payout number per game in an advantageous state when the normal set value is set. For example, at setting value L, it is designed so that 7 coins are dispensed with a 50% probability and 8 coins are dispensed with a 50% probability, while at normal setting value, it is designed so that 0 coins are dispensed with a 50% probability and 15 coins are dispensed with a 50% probability.
[0123] The length of the period controlled to the advantageous state may also be adjusted. The period controlled to the advantageous state is, for example, the number of games from the start to the end of the AT state. With the setting value L, the period controlled to the advantageous state is fixed, and with the normal setting value, the period controlled to the advantageous state is variable.
[0124] More specifically, when the set value L is set, the number of games from the start to the end of the AT state is fixed at 200 games. On the other hand, when the normal set value is set, the period from the start to the end of the AT state is designed to be variable based on an internal lottery, for example, 100 games or 1000 games. Thereby, a difference can be created in the length of the period controlled to the advantageous state between the set value L and the normal set value, and the set value L can be set to a value such that the variation in the payout numbers of all games including the games in the advantageous state is smaller than any of the normal set values. Note that the period controlled to the advantageous state when the set value L is set does not have to be fixed, as long as the variation in the length of the period controlled to the advantageous state is smaller than the variation in the length of the period during which the game is played in the advantageous state when the normal set value is set.
[0125] In this way, by adjusting various conditions, the set value L can be set to a value such that the variation in the payout numbers of all games including the games in the advantageous state is the smallest among the set values 1, 2, 4, 5, 6, and L. These conditions can be used in combination. For example, by adjusting both the payout number per game in the advantageous state and the period during which the game is played in the advantageous state, the variation in the payout number of the set value L can be made the smallest among the set values 1, 2, 4, 5, 6, and L. Further, the expected value of the balls coming out in the advantageous state, the AT winning probability, the payout number per game in the advantageous state, and the period during which the game is played in the advantageous state may be adjusted so that the variation in the payout number of the set value L is the smallest among the set values 1, 2, 4, 5, 6, and L.
[0126] Hereinafter, with reference to FIGS. 18 and 19, an example of special suggestion control for suggesting that the set value L is set will be described. FIG. 18 is a diagram showing an example of special suggestion control for suggesting that the set value L is set in a non-game state. FIG. 19 is a diagram showing the slot machine 1 in which a normal set value other than the set value L is set in a non-game state.
[0127] Figures 18 and 19 illustrate the slot machine 1 in a non-game state. The non-game state means a state where no BET is made and the reels have stopped, and no game is being played. When no game has been played for a certain period of time after entering the non-game state, a demo screen is displayed on the liquid crystal display 51 of the slot machine 1.
[0128] As shown in Figure 18, when the set value L is set, the telop 120 is displayed superimposed on the demo screen. Also, when the set value L is set, the lower panel 55 blinks. Note that the lower panel 55 may be lit instead of blinking. On the other hand, as shown in Figure 19, when a set value other than the set value L is set, the telop 120 is not displayed on the liquid crystal display 51. Also, the lower panel 55 does not light or blink. Thus, in the slot machine 1 of the present embodiment, when the set value L is set and no game is being played, the telop 120 is displayed and the lower panel 55 blinks to execute special suggestion control. The special suggestion control is control for suggesting to the player that the set value L is set.
[0129] The special suggestion control in the example of Figure 18 is that the telop 120 is displayed and the lower panel 55 is blinking. Note that the special suggestion control may be performed in other ways as long as it can provide a distinguishable suggestion when a set value other than the set value L is set and when the set value L is set. Thereby, in the slot machine 1 of the present embodiment, the player can recognize that the set value L is set when not playing a game, and it is possible to prevent the player from playing a game in a state where the set value L is set. Also, by using the lower panel 55, which has the largest area used for notification, to perform the special suggestion control, the fact that the set value L is set can be suitably recognized by the administrator and the player.
[0130] In this way, in the slot machine 1 of this embodiment, it is possible to set any one of the setting values 1, 2, 4, 5, 6, and L. The setting value L is the setting value among the setting values 1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in all games including games in an advantageous state when the setting value L is set, and is the setting value among the setting values 1, 2, 4, 5, 6, and L that has the smallest expected value of the number of medals that can be awarded in an advantageous state when the setting value L is set, and is the setting value among the setting values 1, 2, 4, 5, 6, and L that has the smallest variation in the gaming value that can be awarded in an advantageous state when the setting value L is set.
[0131] As a result, by conducting a type test using the set value L, the variation in the number of medals that can be awarded in an advantageous state is reduced, allowing games to be played as designed, making it easier to comply with the type test. On the other hand, if the set value L is set in the market, it will be disadvantageous to the player because it will reduce the expected number of medals that can be awarded in all games, including games in an advantageous state, or the expected number of medals that can be awarded in an advantageous state, but by indicating that the set value L has been set, it is possible to make the player aware that the set value L has been set.
[0132] FIG. 20 is a diagram for explaining the order in which setting values are stored. As described above, a reset / setting switch 38 that functions as a setting switch for changing the payout rate in the setting change state is provided inside the slot machine 1. When the power is turned on in the setting change state, the currently set setting value is displayed on the credit indicator 11 or the gaming auxiliary display 12. For example, when the setting value 1 is set, as shown in FIG. 20(a), the credit indicator 11 or the gaming auxiliary display 12 displays the number "1" as a 7-segment number indicating that the setting value 1 is set.
[0133] When the reset / set switch 38 is operated in the state of Fig. 20(a), the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display "2" as a 7-segment display, as shown in Fig. 20(b). Furthermore, when the reset / set switch 38 is operated, the main control unit 41 causes the credit indicator 11 or the gaming auxiliary indicator 12 to display the setting values in the order of "4," "5," "6," "L," "1," "2," ..., as shown in Figs. 20(c) to (h). In this way, the main control unit 41 reads out the setting value data stored in the ROM 41b in the order of setting values 1, 2, 4, 5, 6, L, and displays them on the credit indicator 11 or the gaming auxiliary indicator 12.
[0134] More specifically, the correspondence between the setting values and the data stored in ROM 41b or RAM 41c will be described. When "0" is stored as a data value in ROM 41b or RAM 41c, it corresponds to setting value 1. When "1" is stored as a data value, it corresponds to setting value 2. When "2" is stored as a data value, it corresponds to setting value 4. When "3" is stored as a data value, it corresponds to setting value 5. When "4" is stored as a data value, it corresponds to setting value 5. When "5" is stored as a data value, it corresponds to setting value 6. When "6" is stored as a data value, it corresponds to setting value L. The specific data associated with the setting values in ROM 41b or RAM 41c includes not only the data value indicating the setting value itself, but also a numerical value for determining a process determined for each setting value. For example, the numerical value for determining a process is a winning probability determined for each winning combination.
[0135] That is, the ROM 41b stores a plurality of specific data corresponding to each of the set values 1, 2, 4, 5, 6, and L consecutively in a storage area. Furthermore, among the plurality of specific data corresponding to each of the set values 1, 2, 4, 5, 6, and L, the specific data corresponding to the set value L is stored at the end of the arrangement order in the storage area of the ROM 41b. That is, the arrangement order is "1, 2, 4, 5, 6, and L." The specific data corresponding to the set value L is stored at the end of the arrangement order in the storage area of the ROM 41b. It may be stored first in the order in the field. If stored first, the order will be "L, 1, 2, 4, 5, 6". This makes it easier to distinguish the set value L from the set values 1, 2, 4, 5, 6 which are normal set values.
[0136] Also, the set value L provided to meet the type test is displayed using the character "L" other than numbers. On the other hand, the normal set values for setting in the market are displayed using numbers. This makes it easier for the administrator of the slot machine 1 to distinguish the set value L from the normal set values other than the set value L, and easier to recognize that the set value L is set.
[0137] [Shutter effect] Figure 21 is a diagram for explaining the shutter effect. In Figure 21, an example of the shutter effect executed using the liquid crystal display 51 is shown. The shutter effect is an effect in which the entire area displayed on the liquid crystal display 51 is covered once when a shutter, a sliding door, etc. closes, and then the shutter or the sliding door opens and the area displayed on the liquid crystal display 51 is exposed again. The image displayed on the liquid crystal display 51 before and after the shutter or the sliding door closes may be partially or entirely changed. Also, the image displayed on the liquid crystal display 51 before and after the shutter or the sliding door closes may not be changed. Furthermore, the shutter effect can be used when the stage is changed. Thereby, it is possible to suitably display that the stage has changed.
[0138] For example, in the example of FIG. 21(a), the second interval stage in the first state is displayed on the liquid crystal display 51. By executing the shutter effect, as shown in FIG. 21(b), the display area of the liquid crystal display 51 is gradually covered by the shutter. The shutter may be a physical shutter provided separately from the liquid crystal display 51, or may be an image displayed by the liquid crystal display 51. When the shutter is an image, the liquid crystal display 51 also gradually superimposes the shutter on the second interval stage in the first state shown in FIG. 21(a). In FIG. 21(c), the display area of the liquid crystal display 51 is covered by the shutter, and the second interval stage in the first state cannot be visually recognized.
[0139] In FIG. 21(d), the shutter starts to open gradually, and in FIG. 21(e), the shutter finishes opening. As shown in FIG. 21(e), after the shutter effect is performed, an image showing a state of battling an enemy corresponding to the second state is displayed. Subsequently, a method of suggesting to the player that the set value L is set using the shutter effect will be described.
[0140] FIG. 22 is a diagram showing the ratio at which the shutter effect is executed. As shown in FIG. 22, the frequency at which the shutter effect is executed varies according to the set value and the situation set. When the normal set value is set, the shutter effect is not executed in the first situation. The first situation is a situation indicating a normal section, an advantageous section usually, and during an AT continuous effect. Also, when the normal set value is set, the shutter effect is executed with a probability of 1 / 50 in the second situation. That is, in the second situation when the normal set value is set, the shutter effect is executed at an average rate of once every 50 games. When the set value L is set, in the first situation, during the advantageous section usually and during the AT continuous effect, the shutter effect is executed with a probability of 1 / 2. That is, the shutter effect is executed at an average rate of once every 2 games. When the set value L is set, in the normal section, the first state, and the second state, the shutter effect is not executed.
[0141] FIG. 23 is a diagram showing an example of special suggestion control using shutter effects. As shown in FIG. 23, in the present embodiment, when the set value L is set, during the normal advantageous section, the shutter effect is executed with a probability of 1 / 2. At this time, stage changes or effects related to the shutter effect when the shutter opens are not executed. As a result, images in which the shutter opens and closes frequently are displayed, giving the player a sense of discomfort. This can be given.
[0142] Note that although the second situation has been described for the examples of the first and second states which are advantageous states, the second situation is not limited to within the advantageous states. For example, the first situation may be set as the normal advantageous section state, and the second situation may be set as an AT continuous effect. In this case, for example, when the set value L is set, the shutter effect is executed with a probability of 1 / 2 in the normal advantageous section state which is the first situation, and when the normal set value is set, the shutter effect may be executed at least once during the AT continuous effect which is the second situation.
[0143] In the slot machine 1 according to the present embodiment, when the normal set value is set, the shutter effect is executed at a rate of 1 / 50 in the first and second states which are within the advantageous states. On the other hand, when the set value L is set, the shutter effect is executed at a higher frequency during the normal advantageous section and the AT continuous effect as compared with the case when the normal set value is set. As a result, in the slot machine 1, since the shutter effect which is only executed during the AT state when the set value L is not set is executed at a high frequency in the advantageous normal section, it is possible to make the player feel discomfort. Thereby, it is suggested to the player that the set value L is set.
[0144] In this way, the main control unit 41 uses the liquid crystal display 51 capable of executing effects used in the game to execute special suggestion control that suggests that the setting value L has been set. With this configuration, the player can be made aware that the setting value L has been set while playing the game, and it is possible to prevent the player from continuing to play with the setting value L set.
[0145] In this way, the sub-control unit 91 can cause the liquid crystal display 51 to execute a shutter effect, and as a special suggestion control, it differentiates the execution rate of the shutter effect when the setting value L is set and when the normal setting value is set, among the setting values 1, 2, 4, 5, 6, and L. This allows the player to recognize that the setting value L is set based on the execution frequency of the shutter effect.
[0146] When the normal setting value is set, the sub-control unit 91 does not execute a shutter effect in the first situation indicating the normal section, the normal advantageous section, or the AT continuous performance, but executes a shutter effect in the second situation indicating the first and second states. Also, when the setting value L is set, the main control unit 41 executes a shutter effect in the first situation using the liquid crystal display 51 as a special suggestion control. As a result, by executing a shutter effect in the first situation, the player can be made aware that the setting value L is set.
[0147] The shutter effect is an effect in which an image of a shutter, a sliding door, or other such obstruction is displayed over the entire display area of the liquid crystal display 51. The area in which the shutter effect is displayed is not limited to the entire display area of the liquid crystal display 51, and may be displayed only in the effect area 510, which will be described later. This allows the player to easily recognize that the setting value L has been set by displaying an obstruction such as a shutter or a sliding door over the entire display area.
[0148] The main control unit 41 can execute navigation to notify the player of navigation information corresponding to the operation mode of the stop switches 8L, 8C, and 8R that is advantageous to the player when the push order role is won by the internal lottery. Also, the shutter effect is executed when the navigation is not executed. In other words, the shutter effect is not executed when the navigation is executed. This prevents the display of the navigation effect from being obstructed by the execution of the shutter effect. do not have.
[0149] [Setting value suggestion effect] The following describes the setting value suggestion effect that suggests the set setting value. Figure 24 is a diagram for explaining an example of the setting value suggestion effect. In the slot machine 1 of this embodiment, setting values 1, 2, 4, 5, and 6 can be set as normal setting values, and setting value L can be set as a special setting value.
[0150] When executing a presentation, the sub-control unit 91 can execute a setting value suggestion presentation that suggests the setting value set in the slot machine 1. The sub-control unit 91 acquires a command indicating the setting value from the main control unit when a design change is made. The sub-control unit 91 executes the setting value presentation based on the acquired setting value. The setting value suggestion presentation can be executed at various times and in various ways. Figure 24 explains an example in which the setting value suggestion presentation is executed together with a result screen that is displayed when the AT state ends. The result screen is a screen that notifies the number of medals paid out in the AT state, the number of games played, etc.
[0151] Hereinafter, with reference to FIG. 25, the four types of result screens shown in FIG. 24 will be described. FIG. 25 is a diagram showing the execution ratio of the result screen for each set value. FIG. 24(a) is the character 1 result screen in which the character Ch1 is displayed. Referring to FIG. 25, the character 1 result screen is displayed with a 90% probability when the normal set value is set. Also, the character 1 result screen is displayed with a 100% probability when the set value L is set. That is, when the set value L is set, when the AT state ends and the result screen is to be displayed, the character 1 result screen is always displayed.
[0152] FIG. 24(b) is the character 2 result screen in which the character Ch2 is displayed. The character 2 result screen is a result screen that gives a so-called odd set suggestion. Referring to FIG. 25, the character 2 result screen is displayed with a 10% probability when the set value 1 or the set value 5 is set. The character 2 result screen is not displayed when the set values 2, 4, 6, L are set. Thus, in the slot machine 1, when the character 2 result screen is displayed, it can be suggested that either the set value 1 or 5 is set.
[0153] FIG. 24(c) is the character 3 result screen in which the character Ch3 is displayed. The character 3 result screen is a result screen that gives a so-called even set suggestion. Referring to FIG. 25, the character 3 result screen is displayed with a 10% probability when the set value 2 or the set value 4 is set, and is displayed with an 8% probability when the set value 6 is set. The character 3 result screen is not displayed when the set values 1, 5, L are set. Thus, in the slot machine 1, when the character 3 result screen is displayed, it can be suggested that either the set value 2, 4, or 6 is set.
[0154] FIG. 24(d) shows the character 4 result screen displaying the character Ch4. The character 4 result screen is a result screen that suggests the setting value 6. Referring to FIG. 25, the character 4 result screen is displayed with a 2% probability when the setting value 6 is set. The character 4 result screen is not displayed when the setting values 1, 2, 4, 5, or L are set. In this way, the slot machine 1 can suggest that the setting value 6 is set by displaying the character 4 result screen. A setting suggestion that suggests the set setting value, rather than suggesting that multiple setting values are set, as in the character 4 result screen, is called an individual setting suggestion. An individual setting suggestion may be performed for a setting value of 5, for example, but is preferably suggested for settings with a payout rate of more than 100%.
[0155] As described above, the slot machine 1 of this embodiment displays four types of result screens. When the character 2 result screen, character 3 result screen, and character 4 result screen are displayed, it is easy for the player to guess which of the setting values 1, 2, 4, 5, 6, and L has been set. However, when the character 1 result screen is displayed, it is difficult for the player to guess which setting value has been set. This is because, as explained above, the setting value L is a setting value intended for use in type testing, and for normal setting values intended for use in the market, the character 1 result screen is uniformly displayed with a probability of 90%. Therefore, the character 1 result screen is the result screen that makes it most difficult to determine which setting value has been set. Hereinafter, the setting suggestion that displays the character 1 result screen will be referred to as the normal setting suggestion.
[0156] Using FIGS. 24 and 25, it was explained that the set value is suggested by changing the type of character displayed on the result screen displayed when the AT state ends. The set value suggestion effect may be suggested not only by changing the type of character displayed, but also, for example, by changing the background color or pattern displayed as the result screen. Further, the timing at which the set value suggestion effect is executed is not limited to the end of the AT state, and can be executed in various states and timings such as the effect during normal advantageous intervals, during continuous AT effects, and during the ending state.
[0157] As described above, in the slot machine 1 of the present embodiment, it is possible to execute a setting suggestion for suggesting which of the set values is set. On the other hand, when the set value L is set, the setting suggestion is not executed. That is, when the set value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and only the default character 1 result screen is displayed. Thereby, when the set value L is set, it is possible to prevent the player from being confused by suggesting only that the set value L is set and not suggesting that a normal set value is set.
[0158] Further, in the slot machine 1 of the present embodiment, on the result screen at the end of the AT state, when a normal set value is set, it is possible to execute a normal setting suggestion, an odd setting suggestion, an even setting suggestion, and a set value 6 confirmation suggestion, which are the most difficult to recognize which set value is set. When the set value L is set, the character 1 result screen is displayed while the character 2 result screen, the character 3 result screen, and the character 4 result screen other than the normal setting suggestion are not displayed. Thereby, when the set value L is set, it is possible to prevent the player from being confused by suggesting a setting suggestion other than the normal setting suggestion.
[0159] Furthermore, in the slot machine 1 of the present embodiment, when the setting value 6 is set among the setting values 1, 2, 4, 5, 6, L, it is possible to execute an individual setting suggestion that suggests that the setting value 6 is set. On the other hand, when the setting value L is set, the setting value 6 confirmation suggestion, which is an individual setting suggestion, is not executed. As a result, even though the setting value L is set, it can be suggested that one of the normal setting values is set, preventing the player from being confused. Furthermore, it is possible to prevent the player from being confused by displaying an individual setting suggestion that individually suggests that the setting value L is set on the result screen.
[0160] FIG. 26 is a flowchart showing the control content of the initial setting process performed by the main control unit 41. Hereinafter, in order to explain the setting value change process in more detail, the startup process and the initial setting process performed by the main control unit 41 will be described with reference to FIG. 26. The startup process and the initial setting process are subroutines included in the game program.
[0161] When the power supply to the slot machine 1 is started, the main control unit 41 starts up in a state where the timer interrupt is prohibited due to the occurrence of a reset, and performs various processes according to the program stored in the ROM 41b. After starting up, first, the startup setting process included in the game program is performed to initialize all output ports 0 to 9, and the internal registers provided in the main control unit 41 are initialized based on the built-in register initialization table preset in a predetermined area of the ROM 41b, and the initial setting process included in the game program is performed.
[0162] The initialization process begins with timer interrupts disabled. The process first references a predetermined area of the input port (Sa1) and determines whether the power interruption detection signal output from the power interruption detection circuit is ON (Sa2). If the power interruption detection signal is ON, the process waits until the power interruption detection signal turns OFF. After the power supply voltage of the slot machine 1 returns to normal and the power interruption detection signal turns OFF, the process calculates parity in a predetermined area of the RAM 41c (Sa3) and sets a predetermined initial address in the stack pointer (Sa4). The process then determines whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, the process acquires fixed data for RAM corruption diagnosis set in a predetermined area of the RAM 41c at the time of power interruption (Sa6), and diagnoses whether the contents of the RAM 41c have been corrupted based on the fixed data for RAM corruption diagnosis (Sa7).
[0163] If it is determined in step Sa5 that the parity is normal, or if the contents stored in RAM 41c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in RAM 41c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). Note that an abnormality in RAM 41c occurs when the parity is abnormal, or when the parity is normal but the stored contents are diagnosed as abnormal.
[0164] When there is an abnormality in the RAM 41c, after the value of the flag register in which the operation result is stored among the registers provided in the main control unit 41 is saved by storing it in the game stack area of the game RAM area in a predetermined order (Sa9), a non-game RAM area initialization process included in the non-game program is called and executed (Sa10). Then, in the non-game RAM area initialization process, after initializing the non-game RAM area of the RAM 41c, the process returns to the initial setting process. When returning to the initial setting process, the value of the flag register saved in the game stack area in step Sa9 is sequentially read from the game stack area in the reverse order of saving and set in the flag register, so as to restore the flag register to the state before the RAM area initialization process is performed (Sa11).
[0165] In the non-game RAM area initialization process, first, the value of the current address of the game stack area indicated by the stack pointer SP used by the calling game program is saved by storing it in a predetermined area of the non-game RAM area. Then, by setting the value of the non-game stack area (the value stored in a predetermined area of the non-game RAM area as the address indicated by the stack pointer SP at the end of the previous non-game program) as the value of the stack pointer SP, the stack pointer SP is set for the non-game program. Then, the values of all the registers provided in the main control unit 41 including the above-mentioned flag register are saved by storing them in the non-game stack area of the non-game RAM area specified by the stack pointer SP in a predetermined order. Then, the start address (the first address of the unused area 4) and the end address (the last address of the non-game RAM area) of the RAM to be initialized are specified, and after clearing the data of the specified address with the start address as the initial value of the specified address, the process of updating the specified address to the next address is repeatedly executed until the specified address becomes the end address, so as to initialize the RAM to be initialized from the start address to the end address Initialize the area (in this embodiment, the area from the beginning of the unused area 4 to the end of the non-game RAM area). Then, when starting the non-game RAM area initialization process, the values of the registers stored and saved in the non-game stack area are sequentially read from the non-game stack area in the reverse order of when they were saved, and set to the corresponding registers, so as to restore all the registers to the state when the non-game RAM area initialization process was started. After that, by setting the value of the stack pointer SP saved in a predetermined area of the non-game RAM area when starting the non-game RAM area initialization process to the stack pointer SP, the stack pointer SP is restored to the state when the non-game RAM area initialization process was started, and the non-game RAM area initialization process is terminated.
[0166] Note that in the non-game RAM area initialization process, by specifying the start address and end address of the RAM to be initialized, the capacity of the RAM to be initialized is calculated, and the area of the RAM corresponding to the capacity is sequentially cleared from the start address of the RAM to be initialized, so that the area from the start address to the end address of the RAM to be initialized may be configured to be initialized.
[0167] If it is determined in step Sa8 that there is no abnormality in RAM41c, and if the registers are restored in step Sa11, the fixed data for RAM destruction diagnosis set in RAM41c is cleared (Sa12), and a RAM destruction-time initialization start address for specifying the address of the game RAM area to be initialized when there is an abnormality in RAM41c is set (Sa13). Then, it is determined whether the setting key switch 37 is in the ON state by referring to the input port 2 (Sa14).
[0168] When it is determined in step Sa14 that the setting key switch 37 is in the ON state, setting change processing is performed. In the setting change processing, the set value is determined by operating the reset / setting switch 38 and the start switch 7 in a predetermined procedure, and when it is detected that the setting key switch 37 has been turned OFF, the setting change processing is terminated and the game proceeds to a playable state. Also, in the setting change processing, when starting the setting change processing, a setting command (start) indicating the start of the setting change processing is transmitted to the sub-control unit 91, and when ending the setting change processing, a setting command (end) indicating the end of the setting change processing is sent. Further, in the setting change processing, when ending the setting change processing, the start address of the RAM area to be initialized at the time of setting change is specified and the process returns to the step of the main process. Then, by performing the RAM initialization processing in the step of the main process, the area from the start address of the RAM area to be initialized at the time of setting change to the end address of the game RAM area, that is, all the game RAM areas, are initialized. Note that it may be configured to initialize all the game RAM areas except the stack area in use of the RAM 41c.
[0169] When it is determined in step Sa14 that the setting key switch 37 is not in the ON state, it is determined whether there is an abnormality in the RAM 41c based on the parity of the RAM calculated in step Sa3 and the diagnostic result in Sa7 (Sa15). When it is determined that there is no abnormality in the RAM 41c, the output buffer for outputting the external output signal is cleared (Sa16). Also, a reel error counter set in a predetermined area of the RAM 41c and used to count the number of times a reel rotation error is detected in the main process described later is cleared (Sa17). Thereafter, by setting the address at the time of power failure to the stack pointer SP based on the stored content of the RAM 41c, the stack pointer is restored to the state at the time of power failure (Sa18), and port input processing is performed twice in a row (Sa19, Sa20).
[0170] The port input process is a process for updating input status data (input data indicating the current input status of various switches, decision data indicating that the current input data is the same as the previous input data, and edge data indicating that the decision data has changed from the previous input data) relating to the input status of the detection signals of various switches input to the parallel input port 511. Port input buffers 0 to 2 are provided in a predetermined area of the area, and the input state data of various switches updated by port input processing is stored in predetermined bits of the port input buffers, which are predetermined for each type of switch. In port input processing, the detected states (ON or OFF) of various switches connected to input ports 0 to 2 of the parallel input port 511 are stored as input data in predetermined bits of the port input buffers. In addition, the detected states (ON or OFF) in the previous and current port input processing are compared, and if the current and previous input data are the same, the determined data is updated to indicate the detected state of the current input data. However, if the current and previous input data are different, the previous determined data is maintained. In addition, the current and previous determined data are compared, and if the determined data changes from an OFF state to an ON state, ON edge data indicating that the determined data has changed from an OFF state to an ON state is stored in predetermined bits of the port input buffers 0 to 2. If the determined data changes from an ON state to an OFF state, OFF edge data indicating that the determined data has changed from an ON state to an OFF state is stored in predetermined bits of the port input buffers 0 to 2. The input data, determination data, and edge data of various switches stored in the port input buffer can be referenced from game programs and non-game programs.
[0171] Furthermore, by performing the port input process twice in succession in the initial setting process, when the port input process is subsequently performed, input state data relating to the input states of the detection signals of the various switches is created based on the input states of the various switches after the initial setting process, i.e., the input states of the various switches after the power supply to the slot machine 1 is resumed. This prevents unintended input situations from being identified. Furthermore, the port input process may be configured to create finalized data based on input data acquired through three or more port input processes (e.g., input data from the current, previous, and previous-previous inputs). In such a configuration, by performing the port input process in the initial setting process one consecutive time less than the number of port input processes required to create finalized data, input state data can be created when the port input process is performed after the initial setting process based on the input states of the various switches after the initial setting process.
[0172] After the port input processing is performed in steps Sa19 and Sa20, a predetermined input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22), and if the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a predetermined area of RAM 41c (Sa23).
[0173] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a restoration command indicating that the control state before power interruption has been restored is sent to the sub-control unit 91 (Sa24), and then, in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 will be transmitted is set in a predetermined area of the RAM 41c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door open detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of the RAM 41c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed.
[0174] After the door command transmission flag is set in step Sa25, all registers are returned to the state before the power was cut off stored in the RAM 41c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is completed, and the process proceeds to the timer interrupt process (main), after which the main process that was being executed before the power supply to the slot machine 1 was cut off is resumed. The process returns to the in-processing.
[0175] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM 41c, game RAM initialization processing is performed (Sa28), and the area from the RAM destruction initialization start address set in step Sa13 to the end of the game RAM area of RAM 41c is initialized. After that, as in the processing up to steps Sa9 to Sa11, the value of the flag register in which the flag is set among the registers is saved to the game stack area of the game RAM area (Sa29), and then non-game RAM area initialization processing included in the non-game program is called (Sa30), and all non-game RAM areas of RAM 41c are initialized, and then the process returns to the caller and the registers saved in step Sa29 are restored (Sa31).
[0176] After restoring the register in step Sa31, the door command transmission flag is set (Sa32), the timer interrupt is set to enabled (Sa33), a RAM abnormality error code (E8) indicating that there is an abnormality in RAM 41c is prepared in a specified register (Sa34), the initial setting process is terminated, and the process proceeds to error processing.
[0177] In error processing, the sub-controller 91 is controlled to enter an error state in which game progress is disabled. The sub-controller 91 then sends an error command identifying an error code (E8) stored in a specified register to the sub-controller 91, setting the error code (E8) in a specified area of the RAM 41c as an error flag that can be referenced in other processes (e.g., the sensor monitoring process described below). The sub-controller 91 also controls the sub-controller 91 to display the error code (E8) on the game assist display 12. The sub-controller 91 then continues to control the error state until it is determined that the error state release condition corresponding to the error code (E8) stored in the specified register has been met. When the RAM abnormality error code (E8) is stored in the specified register and the system transitions to the error state, turning on the power switch 39 with the setting key switch 37 turned on reliably resolves the data abnormality in the RAM 41c and releases the error state by initializing all game RAM areas. On the other hand, turning on the power switch 39 without turning on the setting key switch 37 again detects an abnormality in the RAM 41c and again triggers the error state.
[0178] In this way, the main control unit 41 first performs an initial setting process after power supply to the slot machine 1 is started, and in the initial setting process, the main control unit 41 transitions to one of timer interrupt processing (main), setting change processing, and error processing depending on the state of the main control unit 41 when power supply to the slot machine 1 is started. When transitioning to these processes, the main control unit 41 transmits a command capable of specifying the type of processing to transition to to the sub-control unit 91. When transitioning to timer interrupt processing (main), that is, when returning to the control state before power supply to the slot machine 1 was stopped, the main control unit 41 transmits a return command to the sub-control unit 91. When starting setting change processing and transitioning to the setting change state, the main control unit 41 transmits a setting command (start) to the sub-control unit 91. When starting error processing and transitioning to the error state due to an abnormality in the RAM 41c, the main control unit 41 transmits an error command to the sub-control unit 91.
[0179] After transitioning from the initial setting process to the setting change process, the main control unit 41 passes through the setting change state and returns to a state in which the game can progress, and when returning to the state in which the game can progress, it sends a setting command (end) to the sub-control unit 91 that can specify that the setting change state has ended, but does not send a return command. Also, after transitioning to error processing due to an abnormality in RAM 41c, transitioning to the setting change process as described above and canceling the error state returns to a state in which the game can progress, and even when the error processing is terminated and the state in which the game can progress is returned to, it does not send a return command to the sub-control unit 91.
[0180] In this way, the main control unit 41 starts up when power supply to the slot machine 1 is started, performs the startup setting process included in the game program, and initializes all output ports 0 to 9 through this startup setting process.
[0181] Furthermore, after performing startup setting processing, the main control unit 41 performs initial setting processing included in the gaming program. Then, in the initial setting processing, if it is determined that there is an abnormality in the RAM 41c, it calls non-game RAM area initialization processing included in the non-game program to initialize a predetermined area of the non-game RAM area of the RAM 41c. Also, in the initial setting processing, it calls RAM initialization processing included in the gaming program to initialize a predetermined area of the gaming RAM area of the RAM 41c, so that the gaming RAM area is initialized by the gaming program and the non-game RAM area is initialized by the non-game program.
[0182] [Specific increment processing during setting change processing] 27 is a flow diagram showing the control contents of the setting change processing performed by the main control unit 41. The main control unit 41 transmits a setting command (S112) and transitions to a setting change state (S113). By transitioning to the setting change state, it becomes possible to change the setting. The main control unit 41 stores the current setting value in the A register (S114). The A register is an accumulator register provided in the main CPU 41a. Thereafter, the main control unit 41 converts the value of the A register into a display value (S115).
[0183] Specifically, if "0" is stored as the setting value in RAM 41c, it is converted to "1", which is a numeric value for display. If "1" is stored as the setting value in RAM 41c, it is converted to "2", which is a numeric value for display. If "2" is stored as the setting value in RAM 41c, it is converted to "4", which is a numeric value for display. If "3" is stored as the setting value in RAM 41c, it is converted to "5", which is a numeric value for display. If "4" is stored as the setting value in RAM 41c, it is converted to "6", which is a numeric value for display. If "5" is stored as the setting value in RAM 41c, it is converted to the character "L" for display. As shown in FIG. 20, the main control unit 41 causes the converted setting value to be displayed on the credit indicator 11, which is a setting value indicator (S116). Thereafter, it is determined whether the reset / setting switch 38 has been operated (S117).
[0184] When the main control unit 41 determines that the reset / setting switch 38 has been operated (YES in S117), the main control unit 41 executes a specific increment process. The specific increment process is a process including an addition process, a determination process, and a regression process, and is a process in which an interrupt process is not executed even if an interrupt prohibition process is not executed based on an interrupt prohibition command during the execution of the specific increment process. In other words, the main control unit 41 prohibits the execution of a timer interrupt even if a specified time for generating the interrupt is reached or a condition for generating the interrupt is met during the execution of the specific increment process. The specific increment process is also used for various purposes, and in the example of FIG. 27, it is used to add a set value.
[0185] Specifically, the main control unit 41 executes an addition process to add a value indicating the set value stored in the A register (S118). After that, the main control unit 41 executes a determination process to determine whether or not the value indicating the set value stored in the A register is the same as a specific value (S119). The specific value is a value determined depending on the application for which the specific increment process is used, and is stored in ROM 41b. The specific value in the specific increment process used for adding the set value is 6. Furthermore, in the specific determination process, the specific value 6 is subtracted from the set value after addition, and by determining whether or not the subtraction result is 0, it is determined whether or not the set value after addition and the specific value are the same. Furthermore, more specifically, if the subtraction result is 0, The main control unit 41 sets the carry flag C included in the flag register to "1".
[0186] If the result of the determination process is that the subtraction is 0, the main control unit 41 executes a regression process to correct the set value stored in the A register to 0 (S120). The regression process is executed when the value stored in the A register is "6." The set values 1, 2, 4, 5, 6, and L set in this embodiment correspond to data values "0, 1, 2, 3, 4, and 5" stored in the RAM 41c or ROM 41b. That is, no set value corresponding to the data value "6" is provided. Therefore, the main control unit 41 executes the regression process to regress the data value stored in the A register to "0." This allows the data value "5," representing the set value L, to be corrected to the data value "0," representing the set value 1, when an addition process is performed. After executing the regression process, the main control unit 41 returns the process to S116. If the subtraction is not 0, the main control unit 41 does not execute the regression process and returns the process to S116.
[0187] More specifically, when the value stored in the carry flag C is "1," the main control unit 41 calculates the exclusive OR between all bits contained in the A register and the value stored in each of those bits. In other words, since the exclusive OR is calculated between all bits and the same value, the values of all bits in the A register become "0."
[0188] As described above, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from exceeding the specific value. This allows the credit display 11 to appropriately switch the display from FIG. 20(f) to FIG. 20(g). Furthermore, when executing the specific increment process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific increment process. This automatically prevents the set value from being updated to an unintended value due to the execution of an interrupt process.
[0189] When the reset / set switch 38 is not operated in S117 (NO in S117), the main control unit 41 determines whether the start switch 7 has been operated (S121). If the start switch 7 has not been operated (NO in S121), the process returns to S117. If the start switch 7 has been operated (YES in S121), the main control unit 41 determines whether the setting key switch is OFF (S122). If the setting key switch is not OFF (NO in S122), the main control unit 41 repeats the process of S122. If the setting key switch is OFF (YES in S122), the main control unit 41 executes an initialization process (S123).
[0190] After executing the initialization process, the main control unit 41 converts the value of the A register into a set value and stores it (S124), sends a setting end command (S125), and sets a standby command transmission timer (S126). After setting the standby command transmission timer, the main control unit 41 ends the setting change state (S127).
[0191] [Specific decrement process during payout process] In the above, an example in which a specific increment process is executed in the setting change process has been described. Subsequently, an example in which a specific decrement process is executed during the payout process will be described. FIG. 28 is a flowchart showing the control content of the payout process executed by the main control unit in the game process. The payout process in FIG. 28 is a process executed in S18 of the main process.
[0192] As a result of the winning determination, when the occurrence of a win is determined, the number of medals awarded set and the already paid The payout count, which indicates the number of medals dispensed, is compared to confirm whether payout has finished (Si1). If payout has not finished, it is determined whether an insertion error (an error determined when a medal is detected to have been inserted outside the period in which medal insertion is permitted) has occurred (Si11), and if it is determined that no error has occurred in step Si11, the process proceeds to step Si2. If it is determined that an insertion error has occurred in step Si11, an error code indicating an insertion error during the payout process is set in a register (Si12), and the process proceeds to step Si2.
[0193] In step Si2, it is checked whether the credit can be added based on whether the credit has reached the upper limit (Si2), and if the credit can be added, the process waits for the credit payout interval (Si3) and then adds 1 to the credit (Si4). After processing Si3, the value of the medal OUT signal output counter, which indicates the remaining number of medal OUT signal outputs, is added by 1 (Si5), and a payout number subtraction process is executed (Si6), after which the process returns to step Si1 again.
[0194] If the credit cannot be added in step Si2, one medal is paid out (Si7), then the value of the medal OUT signal output counter is incremented by one (Si8), and the process proceeds to step Si9, where the number of medals paid out is subtracted, and the process returns to step Si1.
[0195] In the single medal payout process in step Si7, the hopper motor is driven to control the payout of one medal, and the process proceeds to step Si8 only if the payout sensor detects that one medal has been successfully paid out. The process also monitors whether a medal jam has occurred or the machine is out of medals, and if it determines that a medal jam or a medal jam has occurred, the process stops the hopper motor, sets a payout error in the register, and proceeds to error processing. After the payout error is cleared, the process returns to the main process.
[0196] If the payout has been completed in step Si1, the driving of the hopper motor is stopped (Si10), and the process proceeds to the end-time process. In this way, in the payout process, every time one medal is detected by the payout sensor by the one-coin payout process, or every time the credit is incremented by one, the value of the medal OUT output counter is incremented by one.
[0197] Figure 29 is a flowchart showing the control content of the payout number subtraction process executed by the main control unit. The one-coin payout process in Figure 29 is the process executed in Si7 and Si9 of Figure 28. The payout number subtraction process corresponds to the specific decrement process. The specific decrement process is a process including a subtraction process, a determination process, and an update process. During the period when the specific decrement process is being executed, even if the interrupt inhibition process is not performed based on the interrupt inhibition instruction, the interrupt process is not executed. That is, the main control unit 41 prohibits the execution of the interrupt even if the timer interrupt occurs or the condition for the interrupt to occur is satisfied during the execution of the specific decrement process. Also, the specific decrement process is used for various purposes, and in the example of Figure 29, it is used for the process of subtracting the payout number.
[0198] The main control unit 41 stores the address of the RAM 41c stored in the HL register in the A register (SD1). The HL register means two registers, the auxiliary register H register and L register. In the HL register, when it is determined that a bonus has won during the winning determination process, the address of the RAM 41c in which the remaining number of medal pieces to be paid out by the bonus is stored is stored. That is, for example, if the specified number of medal pieces paid out by BB is 345 pieces, immediately after the BB win, data indicating 345 pieces is stored in the address of the RAM 41c. After that, triggered by 15 pieces being paid out, the data stored in the address is subtracted to 310 pieces by the method shown below. The The data stored in the address is hereinafter referred to as the "remaining payout value". The specified number of payout medals is not limited to 345, and may be, for example, 17 medals or the like. After storing the remaining payout value stored in the address indicated by the HL register in the A register, the main control unit 41 executes a specific decrement process.
[0199] Specifically, the main control unit 41 executes a subtraction process (SD1) of subtracting 1 from the value indicating the remaining payout value stored in the A register. At this time, when the value of all bits of the A register is "0", by performing the subtraction process, all bits of the A register become a value indicating "F". That is, a carry occurs, and due to the occurrence of the carry, the value of the carry flag C of the flag register (F register) becomes "1". When no carry occurs, the value of the carry flag C of the flag register is "0".
[0200] The main control unit 41 executes a determination process (SD3) of determining whether the value of the carry flag of the flag register is "1". As a result of the determination process, when the value stored in the carry flag is "1", the main control unit 41 executes an update process (SD4) of correcting the set value stored in the A register to 0. The case of executing the update process is when a carry occurs and the value stored in all bits of the A register becomes "F". The main control unit 41 can correct the value of the A register to "0" by the update process when a carry occurs. After executing the update process, the main control unit 41 stores the value of the A register in the HL register (SD5).
[0201] In this way, in the slot machine 1 of this embodiment, the execution of the specific decrement process prevents the value of the A register from being in a state where a borrow has occurred. Furthermore, when the main control unit 41 executes the specific decrement process, it inhibits the interrupt process even if the interrupt inhibition process based on the interrupt inhibition instruction has not been executed. That is, the main control unit 41 automatically inhibits the interrupt process based on the execution of the specific decrement process. This automatically prevents the remaining payout value from being updated to an unintended value due to the execution of the interrupt process.
[0202] [Specific decrement process in time counter update process] The above describes an example in which a specific decrement process is executed during a payout process. Next, an example in which a specific decrement process is executed during a time counter update process will be described. A timer counter for measuring a time interval used by the main control unit 41 for controlling the progress of a game will be described.
[0203] The main control unit 41 sets an initial value corresponding to the measured time as the timer value of the timer counter allocated to the RAM 41c, and periodically subtracts the timer value in the timer interrupt process (main) to determine that the measured time has elapsed when the timer value reaches 0. More specifically, when a condition for starting timing is met in the main process, the main control unit 41 sets an initial value corresponding to the measured time in an area allocated to a timer counter corresponding to the condition.
[0204] The set timer value is decremented by 1 approximately every 2.24 ms until it reaches 0 in the time counter update process of the timer interrupt process (main). In the main process, the address of the corresponding timer counter is acquired, the acquired value is read, and it is determined whether the read value is 0. If it is determined that the read value is 0, it is determined that the measured time has elapsed. In this embodiment, multiple timer counters can be used. For example, a 1-byte timer with an initial value of 1 byte or less and a 2-byte timer with an initial value of more than 1 byte but 2 bytes or less can be used.
[0205] The timer counters used in this embodiment include 1-byte timer A, 1-byte timer B, and 1-byte timer C, each with an initial value of 1 byte or less, and a 2-byte timer, with an initial value of more than 1 byte but 2 bytes or less. Note that the timer counter may include multiple 2-byte timers.
[0206] A 1-byte timer is a timer for measuring a relatively short period that can be measured with a timer value of 1 byte or less, and examples include an external output signal timer that measures the output period of an external output signal, an LED update timer that measures the output update period of an LED, a stop invalidation timer that measures the period from when a stop operation is detected until another stop operation is enabled, a payout waiting timer that measures the period from when the reels stop until the payout of medals begins, an insertion detection timer that measures the period from when the inserted medal sensor is detected to be ON, an insertion port detection timer that measures the period from when the insertion port sensor is detected to be ON, a payout detection timer that measures the period from when the payout sensor is detected to be ON, and a start-up timer that measures the period from when the reels start to rotate until the stop operation becomes enabled.
[0207] A 2-byte timer is a timer for measuring a relatively long period of time that cannot be measured with a timer value of 1 byte or less. For example, there is a 1-game time timer that measures the specified time required for one game (approximately 4.1 seconds), a security signal timer that measures the minimum output period of the security signal among external output signals, a waiting time timer that measures the period from the end of a game, and a hopper empty timer that measures the period during which the payout sensor is not detected after the hopper motor is driven.
[0208] The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated one byte at a time to a consecutive 3-byte area of RAM 41c. The 1-byte timer A, 1-byte timer B, and 1-byte timer C are allocated to a consecutive area of RAM 41c. The 2-byte timer is allocated to a consecutive 2-byte area of RAM 41c. Hereinafter, the area to which the 1-byte timers are allocated will be referred to as a 1-byte timer group. That is, the 1-byte timer group is set in an area to which consecutive addresses are allocated according to a predetermined rule. Note that an area to which consecutive addresses are allocated according to a predetermined rule is, for example, an area to which a start address and addresses incremented by N (N is a natural number) from the start address are allocated.
[0209] 30 is a flowchart showing the control contents of the time counter update process executed by the main control unit. In the time counter update process, first, the number of 1-byte timer counters to be updated (3 in this embodiment) is set as the number of 1-byte processing times (ST1), and the first address of the 1-byte timer group is stored in the HL register (ST2). In other words, by storing the first address of the 1-byte timer group in the HL register, a pointer is set to the first address of the 1-byte timer group.
[0210] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (ST3). That is, the count value stored at the start address of the 1-byte timer group is stored in the A register. The main control unit 41 executes specific decrement processing in ST4, 5, and 7. The specific decrement processing is a process that includes subtraction processing, determination processing, and update processing. During the period when the specific decrement processing is being executed, even if no interrupt inhibition processing is performed based on the interrupt inhibition instruction, no interrupt processing is executed.
[0211] As the subtraction processing in the specific decrement processing, the main control unit 41 subtracts 1 from the value of the A register (ST4). At this time, if the value of all bits of the A register is "0", when the subtraction processing is performed, all bits of the A register become a value indicating "F". That is, a carry occurs, and due to the occurrence of the carry, the value of the carry flag C of the flag register (F register) becomes "1". If no carry occurs, the value of the carry flag C of the flag register is "0".
[0212] The main control unit 41 executes determination processing to determine whether the value of the carry flag of the flag register is "1" (ST5). As a result of the determination processing, if the value stored in the carry flag is "0", the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6). As a result of the determination processing, if the value stored in the carry flag is "1", the main control unit 41 executes update processing to correct the set value stored in the A register to 0 (ST7). After executing the update processing, the main control unit 41 stores the value of the A register at the address indicated by the HL register (ST6).
[0213] The main control unit 41 determines whether the processing count after subtraction is 0 or not (ST9). If the processing count after subtraction is not 0 in step ST9, that is, if updating of all 1-byte timers has not been completed, the address indicated by the HL register is incremented by 1 (ST10), and the process returns to step ST4. That is, the pointer is incremented and the referenced address is advanced. As a result, the pointer moves to the address of the unprocessed 1-byte timer, and if the value of 1 byte at the specified address is not 0, it is decremented.
[0214] In this way, the specific decrement process can also be used for the time counter update process. This prevents the value of the A register from being in a state after a borrow has occurred. Furthermore, when executing the specific decrement process, the main control unit 41 inhibits interrupt processing even if an interrupt inhibition process based on an interrupt inhibition instruction has not been executed. In other words, the main control unit 41 automatically inhibits interrupt processing based on the execution of the specific decrement process. This automatically prevents the count value (measurement result) of the 1-byte timer from being updated to an unintended value due to the execution of an interrupt process.
[0215] Furthermore, as described above, in this embodiment, a plurality of 1-byte timers are provided, and in order to simplify the processing, counting (subtraction processing) is performed on all of the plurality of 1-byte timers. The main control unit 41 does not necessarily use all of the plurality of 1-byte counters all the time. For example, it is conceivable that the main control unit 41 would like to use only 1-byte counter A out of 1-byte counter A, 1-byte counter B, and 1-byte counter C. In this case, if the time counter update processing is performed, subtraction processing will also be performed on 1-byte counter B and 1-byte counter C.
[0216] However, in this embodiment, the subtraction process is provided as a specific decrement process, so that even if the subtraction process is performed on the 1-byte counter B and the 1-byte counter C and the counter becomes "0", no down-carry occurs. As a result, in the time counter update process, the subtraction process is performed on a plurality of 1-byte timers, and the count value of the 1-byte timer can be prevented from becoming an abnormal value.
[0217] [Specific increment processing in ceiling game count processing] The following describes an example in which a specific increment process is used in the ceiling game count process. As described above, in the slot machine 1 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit on the number of games played in the normal advantageous zone is reached, the machine is forced to transition to the AT state regardless of the point reached. A ceiling game count value for determining whether the ceiling has been reached is stored in the RAM 41c. The main control unit 41 increments the ceiling game count value using a specific increment process each time a game is played in the normal advantageous zone. The main control unit 41 determines whether to transition to the AT state based on whether the ceiling game count value has reached the ceiling. In other words, the ceiling game count value is a value for selecting data, and is also referred to as a data selection value below.
[0218] An example in which the specific increment process is used in the ceiling game number count process will be described in more detail. The ceiling game number count process is executed within the gaming machine information calculation process (S18) in the main process of FIG. 15. FIG. 31 is a flowchart showing the control content of the gaming machine information calculation process executed by the main control unit 41. As shown in FIG. 31, in the gaming machine information calculation process, first, the values of all registers are saved to a stack (SF1). Then, after executing the ceiling game number count process (SF2), the register values saved in SF1 are restored (SF3), and the gaming machine information calculation process is terminated and a return to the main process is made.
[0219] 32 is a flowchart showing the control content of the ceiling game count process executed by the main control unit 41. In the ceiling game count process, first, the address of RAM 41c where the ceiling game count value is stored is stored in the HL register (SI1). In other words, by storing the address of RAM 41c in the HL register, a pointer is set to the address where the ceiling game count value is stored.
[0220] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SI2). That is, the ceiling game number count value is stored in the A register. The main control unit 41 executes specific increment processing in SI3, 4, and 6. The specific increment processing is a process including an addition process, a judgment process, and a regression process. During the period in which the specific increment processing is being executed, the interrupt processing is not executed even if the interrupt prohibition processing is not performed based on the interrupt prohibition instruction.
[0221] The main control unit 41 adds 1 to the value of the A register as an addition process in the specific increment process (SI3). That is, assuming that a game has been played in the normal advantageous zone, the main control unit 41 adds the game to the ceiling game count value. Thereafter, the main control unit 41 executes a determination process to determine whether the ceiling game count value stored in the A register is the same as a specific value (SI4). The specific value in the ceiling game count process is the upper limit number of games in the normal advantageous zone, for example, 1280 games. That is, the main control unit 41 determines whether the ceiling game count value has reached 1280.
[0222] In a more specific determination process, the specific value 1280 is subtracted from the value of the A register after the addition, and by determining whether the result of the subtraction is 0, the main control unit 41 determines whether the ceiling game number count value and the specific value are the same. If the result of the subtraction is 0, the main control unit 41 sets the carry flag C included in the flag register to "1."
[0223] If the result of the judgment process is that the subtraction result is 0, the main control unit 41 executes a regression process to correct the set value stored in register A to 0 (SI5). The regression process is executed when the ceiling game number count value reaches the upper limit number of games. Therefore, the main control unit 41 transitions to the AT state. When the AT state ends and transitions to the normal advantageous zone, the main control unit 41 again starts adding the ceiling game number count value. At this time, the ceiling game number count value has already been corrected to "0" by the regression process of the ceiling game number count process.
[0224] In this way, in the slot machine 1 of this embodiment, the execution of the specific increment process prevents the value of the A register from becoming a number equal to or greater than the specific value. This makes it possible to prevent the ceiling game count from starting from an abnormal value. Furthermore, when executing the specific increment process, the main control unit 41 prohibits the interrupt process even if the interrupt prohibition process based on the interrupt prohibition command has not been executed. In other words, the main control unit 41 automatically prohibits the interrupt process based on the execution of the specific increment process. This prevents the ceiling game count value from becoming unintended when the interrupt process is executed. This can automatically prevent the value from being updated to an incorrect value.
[0225] [Specific increment processing in bet number setting processing] An example in which the specific increment process is used in the bet number setting process will be described below. As described above, in the slot machine 1 of this embodiment, when the maximum bet number (3 coins) is set and the 1-bet switch 65 is pressed, the bet number of 2 coins is canceled. In other words, the state becomes one medal is set as the bet number. The bet number is stored in the RAM 41c.
[0226] FIG. 33 is a diagram illustrating that the lighting state of the BETLED changes each time the 1BET switch 65 is pressed. As shown in FIG. 33(a), when no medals have been bet, none of the 1BETLED 14, 2BETLED 15, and 3BETLED 16 are lit. When the 1BET switch 65 is pressed, a state in which one medal has been bet is achieved. That is, as shown in FIG. 33(b), the 1BETLED 14 is lit. When the 1BET switch 65 is pressed again, a state in which two medals have been bet is achieved. That is, as shown in FIG. 33(c), the 1BETLED 14 and the 2BETLED 15 are lit.
[0227] When the 1BET switch 65 is pressed again, three medals are bet. That is, as shown in FIG. 33(d), the 1BET LED 14, the 2BET LED 15, and the 3BET LED 16 light up. When the 1BET switch 65 is pressed again, two medals are bet from three medals. That is, as shown in FIG. 33(d), the 1BET LED 14 lights up.
[0228] The main control unit 41 increments the bet amount stored in the RAM 41c using a specific increment process each time the 1BET switch 65 is pressed. The main control unit 41 determines whether or not to execute a bet amount cancellation process depending on the number of bets stored in the RAM 41c. In other words, the bet amount stored in the RAM 41c is a value used to determine whether or not to execute the bet amount cancellation process, and will hereinafter also be referred to as a process determination value.
[0229] A more detailed description will be given of an example in which a specific increment process is used for the bet number setting process. The bet number setting process is executed by the main control unit 41. FIG. 34 is a flowchart showing the control content of the bet number setting process executed by the main control unit 41. The main control unit 41 first determines whether or not the 1 BET switch 65 has been pressed (SR1). If the pressing of the 1 BET switch 65 is not detected, the main control unit 41 returns the process to SR1. The main control unit 41 stores the address of the RAM 41c in which the bet number is stored in the HL register (SR2). In other words, by storing the address of the RAM 41c in the HL register, a pointer is set to the address where the bet number is stored.
[0230] The main control unit 41 stores the value stored at the address indicated by the HL register in the A register (SR3). That is, the bet number is stored in the A register. The main control unit 41 executes a specific increment process in SI3, 4, 6. The specific increment process is a process including an addition process, a determination process, and a regression process. During the period in which the specific increment process is being executed, the interrupt process is not executed even if the interrupt prohibition process is not performed based on the interrupt prohibition instruction.
[0231] As an addition process in the specific increment process, the main control unit 41 adds 1 to the value of the A register (SR4). That is, assuming that a game in the normal advantageous section has been executed, the game is added to the ceiling game number count value. Thereafter, the main control unit 41 executes a determination process to determine whether or not the ceiling game number count value stored in the A register is the same as a specific value (SR5). In the bet number setting process, the specific value is 4 because the maximum bet number is 3. That is, the main control unit 41 determines whether or not the 1 BET switch 65 has been pressed in a state where the maximum bet number of 3 is set.
[0232] In a more specific determination process, 4, which is a specific value, is subtracted from the value of the A register after addition, and it is determined whether the subtraction result is 0, thereby determining whether the bet number is the same as the specific value. If the subtraction result is 0, the main control unit 41 sets the carry flag C included in the flag register to "1".
[0233] As a result of the determination process, if the subtraction result is 0, the main control unit 41 executes a regression process of correcting the bet number stored in the A register to 1 (SR6). Here, the regression process corresponds to a bet number cancellation process. Therefore, the main control unit 41 controls to a state where one medal is bet.
[0234] In this way, in the slot machine 1 of the present embodiment, by executing the specific increment process, the value of the A register does not become a numerical value equal to or greater than the specific value. Thereby, it is possible to prevent the bet number from becoming an abnormal value. Further, when the main control unit 41 executes the specific increment process, the main control unit 41 prohibits the interrupt process even if the interrupt prohibition process based on the interrupt prohibition instruction is not executed. That is, the main control unit 41 automatically prohibits the interrupt process based on the execution of the specific increment process. Thereby, it is possible to automatically prevent the bet number from being updated to an unintended value due to the execution of the interrupt process.
[0235] [Point Map] With reference to FIG. 35, an example of the point map used in the advantageous section during normal times will be described. FIG. 35 is a diagram for explaining an example of the point map. As shown in FIG. 35(a), in the display area of the liquid crystal display 51, there are included an effect area 510 where an effect image related to the game such as a background image is displayed, and a map area 520 where the point map is displayed. The effect area 510 is located near the center on the screen of the liquid crystal display 51 and occupies most of the display area. The map area 520 is located at the upper end of the screen of the liquid crystal display 51 (in the present embodiment, the lower part and the right end of the screen) and is a display area smaller than the effect area 510.
[0236] In the point map of the map area 520, an update image 520a that displays the updated value of the points accumulated based on the game, arrival icon images 520c, 520d, 520e that decorate the arrival points that are the targets of the accumulated points, a final icon image 520f that decorates the final points, and a moving image 520b consisting of a character (hereinafter also referred to as a "moving character") that moves toward the arrival point corresponding to the accumulated points are integrally displayed. In the present embodiment, a plurality of points such as 100p, 300p, and 600p are set as the arrival points, and 1000p is set as the final point. Note that since the arrival point is not displayed in the update image 520a, the player will also pay attention to the arrival point decorated by the arrival icon image together with the updated value in the update image 520a.
[0237] In the normal advantageous section, when points are awarded by a point acquisition lottery, the updated value is updated by the amount of the awarded points, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table described later. Further, as the moving character moves to a position corresponding to the updated value, it approaches the target arrival point. While the moving character is moving, the number of the arrival point and the arrival icon are always displayed, so the player can easily recognize the number of points until reaching the arrival point based on the distance between the moving character and the target position of the moving character. When the moving character reaches the arrival point, an AT lottery is conducted, and based on the lottery, it is possible to shift to the first state (winning the AT). When the moving character reaches the arrival point, an AT lottery is conducted, and based on the lottery, it is possible to shift to the first state (winning the AT).
[0238] As shown in Figure 35(b), when the current update value is 50p, the moving character is stopped at a position of 50p on map 520m. As shown in Figure 35(c), when 10p is subsequently added, the update value is updated to 60p, and the moving character moves to a position of 60p on map 520m. As shown in Figure 35(d), when another 50p is subsequently added, the update value is updated to 110p, and the moving character moves to a position of 110p on map 520m. In this case, since the moving character has reached a position of 100p, an AT lottery is held.
[0239] [Point update production] FIG. 36 is a diagram illustrating an example of a point update effect. The point update effect is an effect for showing the player the number of points awarded through the point acquisition lottery. As shown in FIG. 36, a character image PI indicating the number of points awarded is displayed near the center of the LCD display 51. This type of point update effect is executed when the start switch 7 is pressed in the game following the game in which the point acquisition lottery was held. In other words, the sub-control unit 91 executes an update effect indicating that the value of the point counter has been updated when the game following the game in which the point acquisition lottery was held starts.
[0240] FIG. 37 is a diagram showing an example of the point acquisition lottery process. In FIG. 37, the point acquisition lottery process executed by the main control unit 41 will be described using a flowchart. The point acquisition lottery process is executed during the normal advantageous period shown in FIG. 4. In the game end payout control process (S22) shown in FIG. 14, the main control unit 41 can execute the point acquisition lottery process. The main control unit 41 determines whether or not the stop switch 8L (left stop switch) has been operated as the first stop operation during the reel stop process (S15) (step Sp1). That is, it is determined whether or not it is a normal operation in which the stop switch 8L is pressed. When the main control unit 41 is operated in an irregular procedure (NO in step Sp1), a penalty setting is performed (step Sp2). The penalty setting during the normal advantageous period is, for example, a process of changing the lottery probability of the privilege lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process executed in the next game to be lower than the point acquisition probability when no penalty setting is made. As a result, the probability of being given points only in the next game decreases, which is a disadvantageous control for the player. Thus, in the penalty setting, a setting that is disadvantageous to the player may be performed, but no setting may be performed. That is, since the point acquisition lottery process itself shown in step Sp3 is not executed, this is the penalty in the game.
[0241] If the stop switch 8L (left stop switch) has been operated as the first stop operation (YES in step Sp1), the main control unit 41 executes the point acquisition lottery process shown in the table in FIG. 38 (step Sp3). FIG. 38 is a diagram showing a table of the bonus lottery process. As shown in FIG. 38(a), the main control unit 41 executes the point acquisition lottery process based on the flag category. FIG. 38(a) shows the percentage of points awarded for each flag category: 0 points, 1 point, 10 points, 50 points, and 100 points. As shown in FIG. 38(a), if flag category FC4 is won, the expected number of points awarded through the point acquisition lottery is calculated as 10 points × (179 / 256) + 50 points × (64 / 256) + 100 points × (13 / 256), which is approximately 25 points. In addition, if you win the flag category FC6, the expected value of points you will get through the point acquisition lottery is 50 points x (51 / 256) + 100 points x (205 / 256). This is derived as approximately 90 points.
[0242] Also, as shown in Figure 38(b), the main control unit 41 executes the AT lottery process based on the reached points. Figure 38(b) shows the percentage of AT wins awarded for each reached point. The percentage of AT wins when the ceiling game is reached is also shown.
[0243] If the operation is performed in the irregular procedure (NO in step Sp1), the main control unit 41 does not execute the point acquisition lottery process and ends the ball payout control process at the end of the game shown in Fig. 14. In other words, the main control unit 41 does not update the value of the point counter when the operation is performed in the irregular procedure.
[0244] For example, when the flag category of the role elected in the internal lottery process in step S2 of the main process shown in FIG. 14 is FC0, points are not given with a probability of 125 / 256, 1 point is given with a probability of 76 / 256, 10 points are given with a probability of 51 / 256, and 50 points are given with a probability of 3 / 256. Also, when the flag category of the role elected in the internal lottery process in step Sp1 is FC7, 50 points are given with a probability of 51 / 256, and 100 points are given with a probability of 204 / 256, but the given points are never determined to be 0 points. Returning to FIG. 37, the main control unit 41 determines whether points have been acquired in the point acquisition lottery process of step Sp4 (step Sp4). When the main control unit 41 determines that points have been acquired (YES in step Sp4), it executes a point giving process (step Sp5). The point giving process is a process in which the main control unit 41 updates the points stored in the RAM 41c and stores the number of acquired points in the command "points" in the game end command transmitted to the sub-control unit 91 at the third stop.
[0245] After executing the point giving process (step Sp5), the main control unit 41 ends this process. Also, when the main control unit 41 determines that no points have been acquired (NO in step Sp4), it ends this process without executing the point giving process.
[0246] As described above, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. That is, when an irregular operation is performed, the fact that the point acquisition lottery process is not executed becomes a penalty for the player. As a result, when the stop switch is operated by a normal operation, the value of the points for controlling to the first state is updated, while when it is operated by an irregular procedure, a penalty can be given that the value of the points is not updated. Therefore, the player can be prompted to operate by a normal operation. Further, regardless of the result of the internal lottery process, since a penalty is given when an irregular procedure is operated, the player can be prompted to perform a normal operation.
[0247] FIG. 39 is a diagram showing an example in which a point update effect is executed based on a normal operation. In FIG. 39, the relationships between (a) the player's operation, (b) the process of the main control unit 41, and (c) the process of the sub-control unit 91 are shown at timings t1 to t7. As shown in FIG. 39, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 executes an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as the first stop operation. That is, a normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control unit 41 transmits to the sub-control unit 91 the fact that the stop switch 8L has been operated as the first stop operation. At timing t3, the second stop operation and The stop switch 8L is operated as the second stop operation at timing t3. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8C was operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R was operated as the third stop operation. Based on the fact that the third stop operation was performed after the normal operation, the main control unit 41 executes a point acquisition lottery process. In the example of FIG. 39, the number of points acquired in the point acquisition lottery process is one or more. After executing the point acquisition lottery process, the main control unit 41 executes a point awarding process at timing t5.
[0248] At timing t5, the point awarding process is performed, and the main control unit 41 transmits a game end command to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, the main control unit 41 transmits the command "points" that can identify the number of points acquired (hereinafter, may be simply referred to as acquired points) to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 waits without executing the point update effect shown in FIG. 36, such as displaying the acquired points on the LCD display 51. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a winning as the number of medals that transition to the ED and the number of medals in the advantageous zone.
[0249] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded upon winning as data to be displayed on a role ratio monitor (not shown). The role ratio monitor typically displays numerical values indicating the performance of the slot machine (hereinafter also referred to as "role ratio information"). Numerical values indicating the performance of the slot machine include, for example, the instructed role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6,000 games, the role payout ratio for the past 6,000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role status ratio to the total cumulative payout number. To display the role ratio information on the role ratio monitor, the main control unit 41 stores the number of medals awarded upon winning in the RAM 41c. Therefore, the main control unit 41 adds the number of medals awarded by the winning determination process at timing t5 to the data stored as role ratio information in the RAM 41c. In other words, the main control unit 41 updates the role ratio information. This ends the game that started at time t1.
[0250] At timing t7, the start switch 7 is pressed again. That is, a new next game is started. Here, the sub-control unit 91 executes a point update effect for the acquired points received at timing t5. That is, the sub-control unit 91 indicates, by the point update effect, that the value of the point counter was updated in the game prior to the game in which the point update effect is executed.
[0251] FIG. 40 is a diagram showing an example in which a point update effect is not executed based on an irregular operation. The example in FIG. 20 differs from FIG. 39 in that the stop switch 8L is not operated as the first stop operation at timing t2. That is, FIG. 40 shows an example in which an irregular operation is performed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. The sub-control unit 91 executes a stop effect based on receiving the information that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Stop effect The "stop" effect indicates that the point acquisition lottery process was not executed due to an irregular operation that is not a normal operation, and is, for example, an effect of stopping an effect that displays an image suggesting a winning combination. In the slot machine 1 of this embodiment, the stop effect corresponds to an effect of turning the display on the LCD display 51 dark, which is executed by the sub-control unit 91. The stop effect may not only be an effect of turning the display on dark, but also an effect of displaying a text image such as "Please press the left stop switch first." Alternatively, it may be an effect of ending the execution of the point suggestion effect currently being executed and returning to the normal image before the point suggestion effect was executed.
[0252] Furthermore, because an irregular operation has been performed, the main control unit 41 does not execute the point acquisition lottery process at timing t4, and does not execute the point granting process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points, and does not execute the point update effect at timing t7, which is the start of the next game. On the other hand, even if an irregular operation has been performed, the main control unit 41 updates the ED transition number, the advantageous zone number, and role ratio information at timing t5.
[0253] As described with reference to FIGS. 39 and 40, in the slot machine 1 according to the present embodiment, when a normal operation is performed in a predetermined game and points are obtained, a point update effect is executed only when the start switch 7 for the next game is operated. Thereby, it is possible to suggest to the player by the point update effect at the start of the next game that the point counter has been updated in the previous game. When an irregular operation is performed in the previous game, the point counter is not updated, and the point update effect is not executed in the next game either. Therefore, it is possible to achieve consistency between whether the point counter is updated and whether the point update effect is executed.
[0254] Furthermore, as shown in FIG. 40, even when an irregular operation is performed, the main control unit 41 executes a process of updating the winning combination ratio information and the limiter at timing t6 after the winning determination process. That is, the main control unit 41 counts medals when medals are awarded based on the occurrence of a win, regardless of whether the operation is a normal operation or an irregular operation.
[0255] Thereby, not only when a normal operation is performed but also when an irregular operation is performed, the accumulation of the number of medals is counted, so that it is possible to prevent the distinction of whether it is advantageous according to the procedures of the stop switches 8L, 8C, and 8R, and it is possible to prevent being overly advantageous due to an irregular operation. Also, not only when a normal operation is performed but also when an irregular operation is performed, the accumulation of the number of medals is counted and the accumulation result is displayed, so that the payout history of the number of medals in the slot machine 1 can be appropriately shown to the outside as winning combination ratio information. [Point Suggestion Effect] FIG. 41 is a diagram for explaining an example of the point suggestion effect at the time of winning a strong cherry. The point suggestion effect is an effect that is performed when winning a specific winning combination, and is an effect that makes the player anticipate the points given by suggesting the winning winning combination. The point suggestion effect is executed during the normal advantageous section.
[0256] As shown in Fig. 41(a), when the start operation is performed, on the liquid crystal display 51, a point suggestion effect is executed in which an image showing a cherry and an image showing "?" are displayed. Since the image showing the cherry is displayed, the player is prompted to operate so as to win the cherry. Further, since the flag category of the strong cherry is FC6, as shown in Fig. 38, when the cherry wins, the player expects that 50 points or more will be awarded. That is, the point suggestion effect is an effect that suggests that a large number of points have been awarded, and is an effect executed based on the operation of the start switch 7.
[0257] In Fig. 41, after the point suggestion effect is performed, the case of normal operation and the case of irregular operation are described. Figs. 41(b1), (c1), and (d1) are diagrams for explaining the case of normal operation. Figs. 41(b2), (c2), (d2), (b3), (c3), and (d3) are diagrams for explaining the case of irregular operation. In Fig. 41(b1), the stop switch 8L is operated as the first stop operation. That is, in Fig. 41(b1), normal operation is being performed. At this time, the images showing the cherry and "?" displayed as the point suggestion effect remain displayed. Thereafter, in Fig. 41(c1), the stop switch 8C is operated as the second stop operation. The images showing the cherry and "?" displayed as the point suggestion effect remain displayed. Finally, in Fig. 41(d1), the stop switch 8R is operated as the third stop operation. As a result, the strong cherry wins on the reel, and on the liquid crystal display 51, an image indicating that the strong cherry has won is displayed. When the start switch 7 of the next game is operated, the points awarded due to the winning of the strong cherry are displayed as a point update effect.
[0258] In FIGS. 41(b2) and (b3), the stop switch 8L is not operated as the first stop operation, and an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes an interruption effect to dim the liquid crystal display 51 as shown in FIGS. 41(b2) and (b3). Also, the image indicating the cherry and the image indicating "?" that were being displayed as the point suggestion effect disappear. That is, the sub-control unit 91 ends the execution of the point suggestion effect when an irregular operation is performed. In any of FIGS. 41(c2) and (c3) when the second stop operation is performed thereafter, and FIGS. 41(d2) and (d3) when the third stop operation is performed, the image displayed on the liquid crystal display 51 maintains the state when the interruption effect was executed.
[0259] As a result, even though a point suggestion effect is executed suggesting that the point counter is updated using 50 points or more at the start of a game in which a strong cherry is selected, if the value of the point counter is not updated due to an irregular operation thereafter, the execution of the point suggestion effect ends. This can prevent a player who has performed an irregular operation from misunderstanding that the point counter has been updated using a large value. Note that the point suggestion effect may be not only an image indicating a cherry and an image indicating "?", but also a character image directly suggesting the acquisition of points such as "Point acquisition?". That is, the point suggestion effect may be anything that suggests the possibility of points being awarded to the player.
[0260] Figure 42 is a diagram illustrating an example of a point suggestion effect when a watermelon is won. The point suggestion effect is also executed when a combination other than a strong cherry combination is won in the internal lottery. Figure 42 shows an example when a watermelon combination is won in the internal lottery.
[0261] As shown in Figure 42(a), when a start operation is performed, a point suggestion effect is executed in which an image of a watermelon and an image of a question mark are displayed on the liquid crystal display 51. Because the image of a watermelon is displayed, the player is prompted to operate the device so that the watermelon will win. Furthermore, because the flag category of the watermelon is FC4, the player expects that if the watermelon wins, 10 or more points will be awarded, as shown in Figure 38. Figures 42(b1) to (d1) show the point suggestion effect when a normal operation is performed. Figures 42(b2) to (d2) and (b3) to (d3) show the stop effect that is executed when an irregular operation is performed. The manner of presentation is the same as in Figure 41, so it will not be repeated.
[0262] In this way, in the slot machine 1 of this embodiment, if irregular control is performed regardless of the winning role in the internal lottery, the point acquisition lottery process is not performed and a stop effect is executed, thereby encouraging the player to operate the machine normally.
[0263] [Bonus lottery during AT] Figure 43 is a diagram showing a table for the life acquisition lottery in the first state of the advantageous zone and the specialized zone. The life acquisition lottery is a lottery to determine whether or not a life will be granted. In the slot machine 1 of this embodiment, if a life is granted as a result of the life acquisition lottery, the life number lottery shown in Figure 44 is executed.
[0264] The life acquisition lottery is conducted based on different ratios for the first section of the AT1 state, the second section within the AT1 state, and the specialized zone. Figure 43(a) shows the life acquisition lottery in the first section of the AT1 state. The life acquisition lottery is conducted when a combination with a flag category of FC4, 5, 6, or 7 is won. Also, as shown in Figure 43(a), the probability of life acquisition varies depending on the setting value. For example, if a combination with a flag category of FC4 or 5 is won and the setting value is set to 1, there is a 45% probability that a life will be granted (with life) and a 55% probability that a life will not be granted (without life). Figure 43(a) also defines the probability of life acquisition for other setting values and flag categories.
[0265] Also, Figure 43(b) shows the life acquisition lottery in the second section of the AT first state, and Figure 43(c) shows the life acquisition lottery in the specialized zone. As shown in Figures 43(a) to (c), regardless of whether it is the first section, second section, or specialized zone of the AT first state, or regardless of which flag category is won, when the setting value L is set, the probability of life being granted is 0%. In other words, when the normal setting value is set, life is granted, but when the setting value L is set, life is not granted. This makes it easier to design life granting in advantageous states, since life is not granted uniformly when the setting value L is set. Note that the probability of life being granted when the setting value L is set is not limited to 0% and may be, for example, a uniform 5%. (Life lottery, special zone lottery, and one-hit win lottery) Figure 44 shows a table of the life number lottery, specialized zone lottery, and one-hit win lottery in the first and second states of the advantageous zone. Even if a life is acquired, it may be consumed in the second state, making it impossible to transition from the second state to the first state. In contrast, one-hit win is a process that ensures transition from the second state to the first state. Therefore, winning a one-hit win is a more advantageous control for the player than acquiring a life. In the following, the first state will be referred to as the "AT first state," and the second state will be referred to as the "AT second state." Furthermore, the life acquisition lottery and one-hit win lottery will be collectively referred to as the "AT bonus lottery."
[0266] Life can be awarded based on a life acquisition lottery executed by the main control unit 41 during the first AT state. Figure 44(a) shows a life number lottery table referenced in the life acquisition lottery during the first section during the first AT state. The life number lottery table in Figure 44(a) is a table referenced when it is determined that a life will be awarded (life granted) in the life acquisition lottery table during the first section during the first AT state shown in Figure 43(a). As shown in Figure 44(a), during the life acquisition lottery during the first section, the number of lives awarded per 1G varies depending on whether a winning combination with a flag category of FC4 or FC5 is won, a winning combination with a flag category of FC6 is won, or a winning combination with a flag category of FC7 is won. The expected value of the life granted is different. Unlike the life acquisition lottery, the life number lottery is performed at the same rate for all set values. In other words, after the life granted is determined in the life acquisition lottery, a common control is performed regardless of the set value. The common control is the life number lottery. This makes it easier to design when executing the life number lottery.
[0267] Specifically, when a role with a flag category of FC4 or FC5 is elected, one life is given with a 50% probability and two lives are given with a 50% probability. When a role with a flag category of FC6 is elected, two lives are given with a 100% probability. Furthermore, when a role with a flag category of FC7 is elected, one life is given with a 60% probability and two lives are given with a 40% probability.
[0268] In addition, in the first section during the AT first state, when lives are given triggered by the election of a role with a flag category of FC6, reverse push navigation is executed in the game where a role with a flag category of FC6 is elected. Therefore, by operating the stop switches 8L, 8C, and 8R according to the reverse push navigation by the player, the BAR replay wins. That is, in the first section during the AT first state, the awarding of lives is suggested to the player by the winning of the BAR replay.
[0269] In FIG. 44(b), a life number lottery table referred to in the life acquisition lottery in the second section during the AT first state is shown. The life number lottery table in FIG. 44(b) is the life acquisition lottery table in the second section during the AT first state shown in FIG. 43(b), and is a table referred to when the awarding of lives (having lives) is determined. As shown in FIG. 44(b), when a role with a flag category of FC4 or FC5 is elected, one life is given with a 90% probability and two lives are given with a 10% probability. When a role with a flag category of FC6 is elected, one life is given with a 60% probability and two lives are given with a 40% probability. Furthermore, when a role with a flag category of FC7 is elected, one life is given with a 75% probability and two lives are given with a 25% probability.
[0270] Also, the first section is a section where navigation is performed less frequently than the second section. That is, the probability of notifying navigation in the second section is higher than the probability of notifying navigation in the first section.
[0271] (Life Specialized Zone) The life specialization zone is a state that can be transitioned to from the AT first state based on the specialization zone lottery. Figure 44(c) shows a specialization zone lottery table that is referenced in the specialization zone lottery during the AT first state. As shown in Figure 44(c), in the specialization zone lottery during the AT first state, the probability of entering the specialization zone differs depending on whether a combination with a flag category of FC4 or FC5 is won, a combination with a flag category of FC6 is won, or a combination with a flag category of FC7 is won.
[0272] Specifically, when a role with a flag category of FC4 or FC5 is won, there is a 10% chance of entering the specialized zone. Also, when a role with a flag category of FC6 is won, there is a 50% chance of entering the specialized zone. Furthermore, when a role with a flag category of FC7 is won, there is a 30% chance of entering the specialized zone.
[0273] FIG. 44(d) shows the life number lottery table that is referenced in the life acquisition lottery in the specialized zone. The life number lottery table in FIG. 44(d) is the table that is referenced when it is determined that a life will be granted (with life) in the life acquisition lottery table in the specialized zone shown in FIG. 44(c). As shown in FIG. 44(d), when a combination with a flag category of FC4 or FC5 is won, one life will be granted with a 50% probability. When a combination of FC6 and FC7 is drawn, there is a 35% chance that two lives will be awarded. When a combination of FC7 and FC8 is drawn, there is a 100% chance that two lives will be awarded. When a combination of FC7 and FC8 is drawn, there is a 35% chance that one life will be awarded, and a 50% chance that two lives will be awarded. (One-hit win lottery) A one-hit victory in battle can be granted based on a one-hit victory lottery executed by the main control unit 41 during the AT second state. FIG. 44(e) shows a one-hit victory lottery table referred to in the one-hit victory lottery during the AT second state. As shown in FIG. 44(e), in the one-hit victory lottery during the AT second state, the one-hit victory probability is different when a role with a flag category of FC4 or FC5 is selected, when a role with a flag category of FC6 is selected, and when a role with a flag category of FC7 is selected.
[0274] Specifically, when a role with a flag category of FC4 or FC5 is selected, a one-hit victory is granted with a 50% probability. Also, when a role with a flag category of FC6 is selected, a one-hit victory is granted with a 100% probability. Furthermore, when a role with a flag category of FC7 is selected, a one-hit victory is granted with a 50% probability.
[0275] Thus, during the AT second state, among the lottery conditions, the probability of a one-hit victory is higher for a role with a flag category of FC6 than for a rare role selection such as a role with a flag category of FC4 or FC5, or a role with a flag category of FC7. Note that during the AT second state, when a one-hit victory is granted triggered by the selection of a role with a flag category of FC6, a reverse push navigation is executed in the game where the role with a flag category of FC6 is selected. Also, the first state is a section where navigation is performed less frequently than in the second state. That is, the probability of notifying navigation in the second state is higher than the probability of notifying navigation in the first state.
[0276] FIG. 45 is a diagram showing an example of a bonus lottery process during an AT. In FIG. 45, the bonus lottery during an AT executed by the main control unit 41 is explained using a flowchart. The bonus lottery acquisition process during an AT can be executed within the game end ball output control process (S22) in the first state, second state, or ending state shown in FIG. 4. After the third stop operation is performed within the game end ball output control process (S22) shown in FIG. 14, the main control unit 41 determines whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 ends the process. In other words, if it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-hit win lottery process described below.
[0277] If the game is not in the ending state (NO in step Sb1), the main control unit 41 determines whether the game is one in which navigation display is to be performed (step Sb2). The main control unit 41 determines whether the game is one in which navigation display is to be performed based on the winning combination number in the internal lottery process (S2) shown in FIG. 14. A game in which navigation display is to be performed is a game in which the sub-control unit 91 executes a navigation performance. If the game is one in which navigation display is to be performed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. If the game is not one in which navigation display is to be performed (NO in step Sb2), the main control unit 41 determines whether the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control unit 41 determines whether a normal operation or an irregular operation has been performed in step Sb4. If the stop switch 8L has not been operated as the first stop operation (NO in step Sb3), a penalty is set (Sb4) and the process ends. The penalty setting in the AT state is a process of changing the lottery probability of the life acquisition lottery process and the one-hit win lottery process in the next game. For example, the main control unit 41 may change the lottery probability of the life acquisition lottery process and the one-hit win lottery process in the next game. Alternatively, the probability of winning a one-hit win may be set lower than the probability without a penalty setting. This reduces the probability of receiving a life or one-hit win only in the next game, resulting in control that is unfavorable to the player. While the penalty setting may be set to control the game in a manner that is unfavorable to the player, it is not necessary to set any penalty setting. This is because not executing the life acquisition lottery process shown in step Sp6 or the one-hit win acquisition lottery process shown in step Sp9 constitutes a penalty in the game. Furthermore, because an irregular operation has been performed, the sub-control unit 91 executes a stop effect. This stop effect is similar to the stop effect described in the point acquisition lottery process above, and is an effect that darkens the screen. This stop effect does not indicate that the point acquisition lottery process was not executed due to an irregular operation, but rather indicates that the life acquisition lottery process or the one-hit win lottery process was not executed. The stop effect may not only be a darkening effect, but also an effect that displays a text image such as "Please press the left stop switch first." That is, when an irregular operation is performed during AT, the main control unit 41 does not execute the life acquisition lottery process or the one-hit win lottery process as a penalty to the player.
[0278] When it is determined that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control unit 41 determines whether the game state is in the first state (step Sb5). When it is in the first state (YES in step Sb5), the main control unit 41 executes a life lottery process (step Sb6). The life lottery process is a process including a life acquisition lottery and a life number lottery. The life number lottery is executed when it is determined that a life will be granted in the life acquisition lottery. That is, the main control unit 41 determines whether or not to grant a life according to the table shown in FIG. 43 and the result of the internal lottery process. After the life lottery process, the main control unit 41 determines whether or not a life has been granted in step Sb10 (step Sb7). When a life has not been granted (NO in step Sb7), the main control unit 41 terminates the process.
[0279] If a life is acquired (YES in step Sb7), the main control unit 41 executes a life granting process (step Sb8). The life granting process is a process in which the main control unit 41 updates the number of lives stored in the RAM 41c and stores the acquired number of lives in the game end command sent to the sub-control unit 91 at the third stop. After executing the life granting process, the main control unit 41 ends the process.
[0280] Next, returning to step Sb5, the case where the game is not in the first state will be described. If the game is not in the first state (NO in step Sb5), the main control unit 41 executes a one-hit win lottery process (step Sb9). At this time, since it was determined in step Sb1 that the game state is not in the ending state and in step Sb5 that the game is not in the first state, the main control unit 41 determines that the game state is in the second state. Since a normal operation is being performed in the second state, the main control unit 41 executes a one-hit win lottery.
[0281] That is, the main control unit 41 performs a lottery for a one-hit win based on the table shown in FIG. 44(e) and the result of the internal lottery process. After the one-hit win lottery process, the main control unit 41 determines whether or not a one-hit win has been won (step Sb10). If the main control unit 41 determines that a one-hit win has not been won (NO in step Sb10), it ends the process. If the main control unit 41 determines that a one-hit win has been won (YES in step Sb10), it executes a one-hit win awarding process (step Sb11). The one-hit win awarding process is a process in which the main control unit 41 executes a process in response to a one-hit win being won, and stores the fact that a one-hit win has been won in the game end command sent to the sub-control unit 91 at the third stop.
[0282] In this way, in a game in which the navigation display is not performed in the first state or the second state, the main control unit 41 executes the life acquisition lottery process or the one-hit win award process when the normal operation is performed. While performing the control to be executed, when an irregular operation is performed, control is performed not to execute the life acquisition lottery process or the instant win awarding process. The control not to execute the life acquisition lottery process or the instant win awarding process is a control disadvantageous to the player. That is, in the slot machine 1, when an irregular operation is performed, a penalty can be given to the player. Thereby, in the slot machine 1, the player can be urged to operate in a normal operation manner.
[0283] On the other hand, in the game during the ending state, the main control unit 41 performs common control whether it is a normal operation or an irregular operation. Thereby, in the ending state, even if an irregular operation is performed, by not giving a penalty, it is possible to prevent the interest of the game in the ending state, which is the state finally executed during the AT, from decreasing.
[0284] [Life awarding suggestion effect] FIG. 46 is a diagram for explaining an example of the life awarding suggestion effect when a watermelon is won. The life awarding suggestion effect is an effect performed when a specific combination is won, and is an effect that suggests that life can be awarded by suggesting the winning combination to the player. The life awarding suggestion effect is executed in the first state. Since the first state is during the AT, the liquid crystal display 51 displays a remaining game image 51a indicating the remaining number of games and a life image 51b indicating the number of lives.
[0285] As shown in FIG. 46(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest includes a watermelon, suggesting that the watermelon role has been won. The image showing the treasure chest may also be green without a watermelon, suggesting that the watermelon role has been won. In other words, when the image showing the treasure chest is displayed, the player hopes that the watermelon role has been won. Furthermore, a watermelon role with a flag category of FC4 is a role for which a life acquisition lottery process is executed. In other words, the life award suggestion effect is an effect suggesting the possibility of a life being awarded, and is executed based on the operation of the start switch 7.
[0286] FIG. 46 illustrates the cases where a normal operation is performed and an irregular operation is performed after the life-granting suggestion effect. FIGS. 46(b1), (c1), and (d1) illustrate the case where a normal operation is performed. Also, FIGS. 46(b2), (c2), (d2), and (b3), (c3), and (d3) illustrate the case where an irregular operation is performed. In FIG. 41(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 41(b1), a normal operation is performed. At this time, the image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Then, in FIG. 46(c1), the stop switch 8C is operated as the second stop operation. The image of the treasure chest displayed as the life-granting suggestion effect remains displayed. Finally, in FIG. 46(d1), the stop switch 8R is operated as the third stop operation. As a result, a watermelon appears on the reels, and an image indicating that a life has been granted in response to the winning watermelon combination is displayed on the LCD display 51. Furthermore, as the life is granted, the sub-control unit 91 updates the life image 51b.
[0287] 46(b2) and 46(b3) show an example in which the stop switch 8L is not operated as the first stop operation, but an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving the information that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 transmits the information shown in FIG. 46(b2) and FIG. 46(b3). A stop effect is executed in which the LCD display 51 goes dark, so that the player is stopped. Also, the image showing the treasure chest that was displayed as the life-granting suggestion effect disappears. In other words, the sub-control unit 91 ends the execution of the life-granting suggestion effect when an irregular operation is performed. In either case of the subsequent second stop operation shown in FIG. 46(c2) or FIG. 46(c3), or the third stop operation shown in FIG. 46(d2) or FIG. 46(d3), the image displayed on the LCD display 51 remains in the state it was in when the stop effect was executed.
[0288] In this way, when an irregular operation is performed in a game in which a watermelon role is won, the life acquisition lottery is not executed, and control to extend the AT state due to the life acquisition is not performed. This encourages the player to perform normal operations.
[0289] FIG. 47 is a diagram for explaining an example of a life-giving suggestion effect when a strong cherry is won. As shown in FIG. 47(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest suggests that the cherry role has been won because a cherry is drawn on it. The image showing the treasure chest may also suggest that the cherry role has been won because it is red without a cherry drawn on it. That is, the player expects that the cherry role has been won when the image showing the treasure chest is displayed. Also, the strong cherry role with the flag category FC6 is a role in which a life acquisition lottery process is executed. Since the mode of the effect is the same as that in FIG. 46, it will not be repeated.
[0290] As described above, in the slot machine 1 of the present embodiment, regardless of whether the role won in the internal lottery is the watermelon role or the strong cherry role, when irregular control is performed, the life acquisition lottery process is not performed and the stop effect is executed, so that the player can be prompted to operate normally.
[0291] FIG. 48 is a diagram showing a process in which the sub-control unit 91 executes a navigation effect. Hereinafter, the process when the sub-control unit 91 receives a game start command will be described. The sub-control unit 91 receives a game start command from the main control unit 41 (step Sc1). As described above, information related to navigation may be stored in the command "instruction number" No. 2 included in the game start command. That is, the command No. 2 stores information that can identify the pressing order in the game in which the start switch 7 is operated. The sub-control unit 91 determines whether information that can identify the pressing order is stored in the command "instruction number" No. 2 (step Sc2).
[0292] When information that can identify the pressing order is stored in the command "instruction number" of No. 2 (YES in step Sc2), the sub-control unit 91 executes the navigation effect (step Sc3) and ends the process. On the other hand, when information that can identify the pressing order is not stored in the command "instruction number" of No. 2 (NO in step Sc2), the sub-control unit 91 ends the process without executing the navigation effect. That is, the sub-control unit 91 determines whether to execute the navigation effect using the command "instruction number" of No. 2. Here, when determining whether to execute the navigation effect, the sub-control unit 91 does not refer to commands other than the command "instruction number" of No. 2 included in the game start command.
[0293] In other words, among the game start commands received by the sub-control unit 91 from the main control unit 41, regardless of the information related to the winning combination such as the commands "minor winning combination type", "winning number", etc. in which information about the winning combination is stored, and the commands in which information that can identify the game state such as "section state", "number of balls out state", etc. is stored, when information related to navigation is stored in the command "instruction number" of No. 2, the sub-control unit 91 executes the navigation effect. As a result, regardless of whether a winning combination is won or not and what the game state is, when information related to navigation is stored in the command "instruction number" of No. 2, the sub-control unit 91 performs the navigation effect. Therefore, the operation procedure can be appropriately notified to the player.
[0294] That is, for example, even if the game state is an advantageous section, but due to an error or the like, the main control unit 41 stores information indicating a normal section in the command "section information" and transmits it to the sub-control unit 91, the sub-control unit 91 can still determine whether to execute the navigation effect based on the command "instruction number" of No. 2. Similarly, even if a winning combination accompanied by navigation display is won, but due to an error or the like, the main control unit 41 stores information indicating that a winning combination without navigation display is won in the command "winning number" and transmits it to the sub-control unit 91, the sub-control unit 91 can still determine whether to execute the navigation effect based on the command "instruction number" of No. 2.
[0295] FIG. 49 is a diagram showing the game start command transmission process in the main control unit. The following describes the process performed by the main control unit 41 when transmitting a game start command. After the start switch 7 is operated, the main control unit 41 executes the game start command transmission process, as shown in step S9 of the main process. In the slot machine 1 of this embodiment, the main control unit 41 changes the content of the command to be transmitted as the game start command depending on the winning combination. After the game start command transmission process is initiated, the main control unit 41 determines whether the winning combination number is one of combination numbers 8 to 23 (step Sd1). The combinations of combination numbers 8 to 23 are combinations that, when a stop operation is performed in a predetermined push order, result in a combination that is more advantageous than when a stop operation is performed in a different push order. Hereinafter, the combinations of combination numbers 8 to 23 are simply referred to as "push order combinations."
[0296] If the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the commands "small combination type" and "winning number" without including them in the game start command (step Sd2). That is, the main control unit 41 does not transmit the No. 3 command "small combination type" and the No. 11 command "winning number" themselves among the game start commands, but transmits the No. 1, 2, 4 to 10, 12, and 13 commands to the sub-control unit 91. Hereinafter, the order of No. 1, 2, 4 to 10, 12, and 13 among the game start commands will be referred to as the special order. That is, if the winning combination is a push order combination (YES in step Sd1), the main control unit 41 transmits the game start commands in the special order (step Sd2) and ends the processing.
[0297] When the elected winning combination is not a push-order winning combination (NO in step Sd1), the main control unit 41 stores the information regarding the elected winning combination in the commands "minor winning combination type" and "winning number" (step Sd3). The main control unit 41 includes the commands "minor winning combination type" and "winning number" in the game start command and transmits it (step Sd4). That is, the main control unit 41 transmits the commands No. 1 to 13 in the game start command to the sub-control unit 91. Hereinafter, the order of No. 1 to 13 in the game start command is referred to as the "specific order". That is, when it is not a push-order winning combination (NO in step Sd1), the main control unit 41 transmits the game start command in the specific order (step Sd2) and ends the process.
[0298] In this way, when the push-order winning combination is elected, the main control unit 41 transmits the game start command in a special order without including the commands "minor winning combination type" and "winning number" in the game start command. At this time, the main control unit 41 transmits the game start command in the special order regardless of whether the information regarding the navigation is stored in the command "instruction number". That is, even when the push-order winning combination in which the navigation effect is not executed in the AT state is elected, the main control unit 41 transmits the game start command in the special order.
[0299] As a result, the main control unit 41 does not transmit the commands "minor winning combination type" and "winning number" in which the information regarding the elected winning combination is stored in the game in which the navigation effect in the AT state is not executed. Therefore, in the sub-control unit 91, it is possible to prevent the recognition that the push-order winning combination has been elected based on the game start command received from the main control unit 41. Based on the game start command, it is possible to prevent the recognition that the push-order winning combination has been elected.
[0300] In addition, the game start commands transmitted in a specific order include the command "minor winning combination type" and the command "winning number", while the game start commands transmitted in a special order do not include the command "minor winning combination type" and the command "winning number". Accordingly, the sub-control unit 91 can recognize whether the push-order combination has won based on whether the command "minor winning combination type" and the command "winning number" are included.
[0301] Also, in the slot machine 1 of the present embodiment, even in the game end command, the order in which the commands shown in No. 1 to 13 are transmitted is referred to as the "specific order". Hereinafter, in order to distinguish the specific order in the game start command from the specific order in the game end command, the specific order in the game start command may be referred to as the "first specific order", and the specific order in the game end command may be referred to as the "second specific order".
[0302] As described above, in FIG. 49, an example in which the main control unit 41 transmits the game start command in a special order has been described. On the other hand, in the slot machine 1 of the present embodiment, for the game end command, the main control unit 41 transmits the command including the "minor winning combination type". Accordingly, when the game has already ended, the sub-control unit 91 can determine whether the push-order combination has won based on the command "minor winning combination type" included in the game end command.
[0303] Also, the main control unit 41 may transmit the commands of No. 1, 2, 4 to 10, 12, and 13 among the game end commands in a special order for the game end command. In this case, in order to distinguish the special order in the game start command from the special order in the game end command, the special order in the game start command is referred to as the "first special order", and the special order in the game end command is referred to as the "second special order".
[0304] FIG. 50 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. The sub-control unit 91 of the present embodiment changes the processing to be executed according to the order of the game start command and the game end command received from the main control unit 41. The sub-control unit 91 determines whether or not it has received a game start command or a game end command from the main control unit 41 (step Se1).
[0305] If the sub-control unit 91 has not received a game start command or a game end command from the main control unit 41 (NO in step Se1), the sub-control unit 91 repeats the processing of step Se1. If the sub-control unit 91 has received a game start command or a game end command from the main control unit 41 (YES in step Se1), the sub-control unit 91 determines whether or not the received command is in a specific order (step Se2). If it is not in the specific order (NO in step Se2), the sub-control unit 91 determines whether or not the received command is in a special order (step Se3). If it is not in the special order (NO in step Se3), the sub-control unit 91 performs error notification control (step Se4). As described above, the specific order is an order in which all of the commands No. 1 to 13 are included without omission in the game start command and the game end command. The special order is an order in which, in the game start command, the commands No. 4 and No. 11 are missing and which means that the pushing winning combination has been won. That is, the specific order and the special order are predetermined orders in the slot machine 1. When the received command is neither in the specific order nor in the special order, the sub-control unit 91 can determine that an error or the like has occurred. Therefore, in step Se4, the sub-control unit 91 starts error notification. Hereinafter, an order that is neither in the specific order nor in the special order is referred to as a "special order". The sub-control unit 91 determines the numerical value included in the command If the information is outside the specified range, it may be determined that an error has occurred and that it is a special order.
[0306] The sub-control unit 91 performs error notification control (step Se4) and ends the process. FIG. 51 is a diagram showing the liquid crystal display 51 in a state where error notification control has been performed. Returning to step Se2, if the received command is in a specific order (YES in step Se2), the sub-control unit 91 performs control according to the received game start command or game end command (step Se5) and proceeds to step Se7. Also, in step Se3, if the received command is in a special order (YES in step Se3), the sub-control unit 91 performs control when the push order winning combination is selected (step Se6) and proceeds to step Se7. Note that when the command received by the sub-control unit 91 is a game end command, in step Se3, the sub-control unit 91 may determine whether to perform either control when the push order winning combination is selected (step Se6) or error notification control (step Se4) based on both the game start command and the game end command. That is, the sub-control unit 91 may recognize that the push order winning combination is selected based on the fact that the game start command within a unit game is in a first special order and the game end command is also in a second special order.
[0307] In step Se7, the sub-control unit 91 determines whether error notification control is being performed (step Se7). That is, it determines whether the state in which error notification control was performed in step Se4 is maintained. If error notification control is being performed (YES in step Se7), the sub-control unit 91 cancels the error notification control (step Se8) and ends the process. If error notification control is not being performed (NO in step Se7), the sub-control unit 91 ends the process.
[0308] In this way, the main control unit 41 can transmit the game start command in a special order or a specific order, and transmit the game end command in a specific order. When the sub-control unit 91 receives the game start command or the game end command from the main control unit 41 in a specific order, it performs control according to the received command. When the sub-control unit 91 receives the game start command from the main control unit 41 in a special order, it performs control when the pushing-order winning combination is won. When the game start command or the game end command received by the sub-control unit 91 from the main control unit 41 is received in a special order that is neither a specific order nor a special order, error notification control is performed. Thereby, as shown in FIG. 50, the sub-control unit 91 can perform different controls according to the order in which a plurality of commands including the game start command or the game end command are received from the main control unit 41.
[0309] FIG. 52 is a diagram showing the timing for canceling the error notification based on receiving the game end command. In FIG. 52, at timings t1 and t2, the relationship between (a) the operation of the player, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 is shown. As shown in FIG. 52, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits the game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. Thereby, the sub-control unit 91 starts the error notification. That is, the sub-control unit 91 causes the liquid crystal display 51 to display the error occurrence screen shown in FIG. 51. The player stops the reels according to the display shown in FIG. 51.
[0310] At timing t2, a third stop operation is performed by the player. Based on the third stop operation, the main control unit 41 transmits the game end command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game end command in a specific order. The sub-control unit 91 is the e Cancel the error notification. This makes it possible to easily cancel minor communication errors or the like that occurred when transmitting the game start command.
[0311] In this way, when the start switch 7 is operated, the sub-control unit 91 starts error notification when receiving the game start command from the main control unit 41 in a special order. Also, after the error notification is started, when the sub-control unit 91 receives the game end command from the main control unit 41 in the second specific order at the third stop, the sub-control unit 91 ends the error notification. As a result, even if an error such as a command omission occurs in the game start command transmitted when the start switch 7 is operated within one game and the error notification is started, if no error such as a command omission occurs at the subsequent third stop, the error notification can be ended. Therefore, in the slot machine 1, minor errors such as command omissions can be easily resolved within one game.
[0312] FIG. 53 is a diagram showing an example of canceling the error notification in the next game. In FIG. 53, the relationships between (a) the player's operation, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 are shown at timings t1, t2, and t3. As shown in FIG. 53, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits the game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither the specific order nor the special order. Thereby, the sub-control unit 91 starts error notification. That is, the sub-control unit 91 causes the liquid crystal display 51 to display the error occurrence screen shown in FIG. 51. The player stops the reels according to the display of the error occurrence screen shown in FIG. 51.
[0313] At timing t2, the player performs a third stop operation. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. Here, the sub-control unit 91 receives the game end command in a special order different from the specific order. Therefore, the sub-control unit 91 does not cancel the error notification. At timing t2, the sub-control unit 91 may change the error occurrence screen shown in FIG. 51 to a screen displaying a message such as "Please operate the start switch." At timing t3, the player operates the start switch 7 again. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game start command in the specific order. The sub-control unit 91 cancels the error notification. This makes it easy to resolve minor communication errors that occurred at timings t1 and t2.
[0314] Thus, when the start switch 7 is operated, the sub-control unit 91 initiates an error notification when it receives a game start command from the main control unit 41 in a special order that is neither a specific order nor a special order. Furthermore, after the error notification has been initiated, the sub-control unit 91 terminates the error notification when it receives a game start command from the main control unit 41 in the first specific order when the start switch 7 is operated for the next game. As a result, even if an error notification is initiated due to an error such as a missing command in the game start command transmitted in response to the operation of the start switch 7, the error notification will terminate if there is no missing command in the game start command transmitted in response to the operation of the start switch 7 for the next game. Therefore, in the slot machine 1, minor missing commands due to static electricity or the like can be easily resolved in the next game.
[0315] Originally, the privilege lottery process was to be executed at the timing when the start switch 7 was operated. However, in the slot machine 1 according to the present embodiment, whether to execute the privilege lottery process is determined according to whether the first stop operation is a normal operation or an irregular operation. If the privilege lottery process is executed at the timing when the start switch 7 is operated as in the prior art, it is necessary to discard the result of the privilege lottery process that has already been executed when the start switch 7 is operated after the irregular operation, and the process becomes complicated. This is because in the unit game, the timing at which the first stop operation for determining whether to impose a penalty is performed is later than the timing at which the start switch 7 is operated. Therefore, in the slot machine 1 according to the present embodiment, the privilege lottery process itself is executed at the timing when the third stop operation is performed after the timing when the first stop operation is performed. Thereby, even when an irregular operation is performed, since the privilege lottery process has not yet been executed at the timing when the first stop operation is performed, it is not necessary to discard the result of the executed privilege lottery process.
[0316] FIG. 54 is a diagram for explaining the processes executed in the gaming state. In FIG. 54, the periods in which "normal stage" and "continuous performance" are executed in the advantageous section normal, the periods in which "first section stage" and "continuous performance" are executed in the first state, the periods in which "second section stage" and "continuous performance" are executed in the second state, the specialized zone stage, the second state stage in the second state, and the ending stage in the ending state are compared and explained.
[0317] As described above, the "continuous performance" is a performance suggesting that the gaming state transitions, and the performance is continuously executed for 3 to 5 games. The continuous performance in the advantageous section normal is a performance suggesting whether to transition to the first state. The continuous performance in the first state is a performance suggesting whether to transition to the specialized zone of the first state. The continuous performance is, for example, a performance in which the story progresses every game and notifies whether the gaming state will transition in the final game.
[0318] In the normal stage and continuous performance of the advantageous section, when the stop switch 8L is operated as the first stop operation, a point acquisition lottery process is executed. On the other hand, in the normal stage and continuous performance of the advantageous section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the point acquisition lottery process is not executed as a penalty. Also, in a state other than the normal state of the advantageous section, the point acquisition lottery process is not executed.
[0319] In the first section stage, second section stage, continuous performance, and specialized zone stage of the first state, when the stop switch 8L is operated as the first stop operation, a life acquisition lottery process is executed. On the other hand, in the first section stage, second section stage, continuous performance, and specialized zone stage of the first state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the life acquisition lottery process is not executed as a penalty. Also, in a state other than the first state, the life acquisition lottery process is not executed.
[0320] In the second state stage of the second state, when the stop switch 8L is operated as the first stop operation, a one-hit victory lottery process is executed. On the other hand, in the second state stage of the second state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the one-hit victory lottery process is not executed as a penalty. Also, in a state other than the second state, the one-hit victory lottery process is not executed.
[0321] In a state other than the ending state, when the stop switch 8L is operated as the first stop operation, the abort performance is not executed. On the other hand, in a state other than the ending state, even if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the abort performance is not executed. In all states, the number of advantageous section cards and the ratio information are updated for each game.
[0322] Next, the process for the next game after the start switch 7 is pressed will be described. When the stop switch 8L is operated as the first stop operation in the normal stage or continuous performance of the normal advantageous zone, the point update performance will be executed in the next game. On the other hand, when the stop switch 8C or stop switch 8R is operated as the first stop operation in the normal stage or continuous performance of the normal advantageous zone, the point update performance will not be executed in the next game. Furthermore, the point update performance will not be executed in states other than the normal advantageous zone.
[0323] Next, the updating of consecutive effects will be described. As described above, consecutive effects are effects that are executed consecutively for three to five games. The following describes an example in which the consecutive effects include five games. A different effect is executed in each of the five games included in the consecutive effects. For example, a first hype effect is executed in the first game, a second hype effect is executed in the second game, a third hype effect is executed in the third game, a fourth hype effect is executed in the fourth game, and a result notification effect is executed in the fifth game. Here, updating a consecutive effect means that after an effect in a consecutive effect is executed, an effect corresponding to the next game is executed. In other words, if a second hype effect is executed in a game after a first hype effect is executed in a first game, the consecutive effect has been updated. On the other hand, if a first hype effect is executed again in a game after a first hype effect is executed in a first game, the consecutive effect has not been updated.
[0324] In the continuous effects in each state, when the stop switch 8L is operated as the first stop operation, the continuous effects are updated in the next game. That is, the continuous effects progress.
[0325] In the normal continuous presentation in the advantageous section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous presentation is not updated. For example, in the second game of the continuous presentation, when the stop switch 8C is operated as the first stop operation, in the next game, the second exciting presentation is executed again. That is, in the normal advantageous section, as a penalty, the continuous presentation is not updated.
[0326] On the other hand, in the continuous presentation in the first state, even when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous presentation is updated. That is, in the first state that is advantageous to the player, if the continuous presentation is executed again without being updated, the state advantageous to the player will continue. Therefore, even when an irregular operation is performed, it does not result in a disadvantageous control for the player and does not become a penalty. Therefore, in the slot machine 1, in the continuous presentation in the first state, even when an irregular control is performed, the continuous presentation is not updated.
[0327] The presentation lottery process will be described. The presentation lottery process is a process for determining the type of presentation to be executed. In the normal stage in the normal advantageous section, the first section stage in the first state, the second section stage, and the second state stage in the second state, when the stop switch 8L is operated as the first stop operation, the presentation lottery process for the next game is executed. On the other hand, in the normal stage in the normal advantageous section, the first section stage in the first state, the second section stage, and the second state stage in the second state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, as a penalty, the presentation lottery process for the next game is not executed. That is, the game proceeds without a presentation. The period without a presentation is not limited to one game and may be three games.
[0328] [Main Configuration] The slot machine 1 according to the present embodiment has been described above. Hereinafter, the main configuration of the slot machine 1 according to the present embodiment will be described.
[0329] (1) A gaming machine (e.g., slot machine 1) capable of performing a game, comprising setting means (e.g., setting change processing by main control unit 41) capable of setting any one of a plurality of types of setting values (e.g., setting values 1, 2, 4, 5, 6, L), wherein the plurality of types of setting values include a special setting value (e.g., setting value L), the special setting value is, among the plurality of types of setting values, the setting value for which the expected value (e.g., AL) of the game value (e.g., medals) that can be given in all games (e.g., non-internal, internal, BB) including the game in an advantageous state (e.g., first state, second state, ending state, BB) when the setting value is set is the smallest, and among the plurality of types of setting values, the setting value for which the expected value (e.g., BL) of the game value that can be given in the advantageous state when the setting value is set is the smallest, and among the plurality of types of setting values, the setting value for which the variation in the game value that can be given in the advantageous state when the setting value is set is the smallest (e.g., the width DL indicating the magnitude of the standard deviation is the smallest), and comprising suggestion means (e.g., processing by main control unit 41 to cause the lower panel 55 to blink) capable of executing special suggestion control (e.g., blinking by the lower panel 55) indicating that the special setting value is set.
[0330] Specifically, as shown in FIGS. 15, 16, and 17, by conducting a type test using the set value L, in all games including the games in the advantageous state, the variation in the number of medals paid out during a predetermined number of games becomes small, and the games are played as designed. Therefore, it becomes easier to conform to the type test. On the other hand, when the set value L is set in the market, the expected value of the number of medals that can be awarded in all games including the games in the advantageous state becomes small, or the expected value of the number of medals that can be awarded in the advantageous state becomes small, which is disadvantageous to the player. However, as shown in FIG. 18, by suggesting that the set value L is set, the player can preferably recognize that the set value L is set.
[0331] (2) Further provided with set value display means (for example, credit display 11) for displaying the set value, The set value display means, Among the plurality of types of set values, the normal set values other than the special set value (for example, set values 1, 2, 4, 5, 6) are displayed using numbers, The special set value is displayed using characters other than numbers (for example, "L").
[0332] Specifically, as shown in FIG. 20, it becomes easier for the administrator of the gaming machine to distinguish between the set value L and the set values 1, 2, 4, 5, 6 other than the set value L, and it becomes easier to recognize that the set value L is set.
[0333] (2A) The plurality of types of set values include a special set value (for example, set value H), The special set value is, Among the plurality of types of set values, it is the set value with the largest expected value of the game value that can be awarded in all games including the games in the advantageous state (for example, set value AH), and The variation in the game value that can be awarded in the advantageous state is the second smallest set value after the special set value (for example, the width DH indicating the magnitude of the standard deviation is the second smallest after the width DL).
[0334] Specifically, as shown in Figures 55 and 56, it becomes easier to comply with both type tests using set value L, which has the smallest expected value of medals paid out, and type tests using set value H, which has the largest expected value of medals paid out.
[0335] (2B) a storage means (e.g., RO) for storing data relating to the plurality of types of setting values; M41b) and the storage means stores a plurality of specific data corresponding to each of the plurality of types of setting values (for example, data values indicating the setting values themselves or numerical values for determining processing related to the setting values) consecutively in a storage area; Of the multiple specific data corresponding to each of the multiple types of setting values, the specific data corresponding to the special setting value and the specific data corresponding to the special setting value are stored at the beginning (for example, in the order L, 1, 2, 4, 5, 6) or end (for example, in the order 1, 2, 4, 5, 6, L) of the order in the memory area.
[0336] Specifically, as shown in FIG. 20, it becomes easier to distinguish between the set value L (which in the modified example also includes the set value H) and the other set values 1, 2, 4, 5, and 6.
[0337] (3) The suggestion means executes the special suggestion control when no game is being played (for example, in a non-play state).
[0338] Specifically, as shown in Figure 18, the player can be made aware that the setting value L has been set even when he or she is not playing, and it is possible to prevent the player from playing when the setting value L is set.
[0339] (3A) Further provided with a specific notification means (for example, the lower panel 55) having the largest area used for notification; The suggestion means executes the special suggestion control using the specific notification means (for example, blinking or lighting up the lower panel 55).
[0340] Specifically, as shown in FIG. 18, it is possible to suitably let an administrator or a player recognize that the set value L is set.
[0341] (3B) Further comprising an effect means capable of executing an effect used in the game (for example, a process of displaying an effect on the liquid crystal display 51 by the sub-control unit 91), The suggestion means executes the special suggestion control using the effect means (for example, performs an effect of increasing the execution frequency of the shutter effect).
[0342] Specifically, as shown in FIG. 23, it is possible to let a player recognize that the set value L is set while the player is playing the game, and it is possible to prevent the player from continuing to play the game in a state where the set value L is set.
[0343] (4) The effect means is capable of executing a predetermined effect (for example, a shutter effect), Among the plurality of types of set values, the suggestion means varies the execution ratio of the predetermined effect by the effect means as the special suggestion control when the special set value is set and when the normal set value other than the special set value is set (for example, comparing the case where the set value L is set with the case where the normal set value is set, the frequencies of executing the shutter effect are different).
[0344] Specifically, as shown in FIG. 22, it is possible to let a player recognize that the set value L is set according to the execution frequency of the shutter effect.
[0345] (4A) When the normal set value is set, the effect means does not execute the predetermined effect in the first situation (for example, a normal section, a normal advantageous section, an AT continuous effect), while executes the predetermined effect in the second situation (for example, a first state, a second state), When the special setting value is set, as the special suggestion control, the suggesting means causes the performance means to execute the predetermined performance in the first situation (for example, when the setting value L is being executed, a shutter performance is executed during the normal advantageous section).
[0346] Specifically, as shown in FIGS. 22 and 23, when the setting value L is being executed, a shutter performance is executed during the normal advantageous section, so that the player can recognize that the setting value L is set.
[0347] (4B) The performance means includes a display means (for example, a liquid crystal display 51). The predetermined performance is a performance of displaying a predetermined image (for example, an image of a shutter or a shielding object such as a sliding door) over the entire display area (for example, the liquid crystal display 51 or the performance area 510) of the display means.
[0348] Specifically, as shown in FIGS. 21 and 23, by means of a performance in which an image showing a shutter is displayed over the entire display area of the liquid crystal display 51, the player can recognize that the setting value L is set.
[0349] (4C) It further includes a variable display section (for example, reels 2L, 2C, 2R) capable of variably displaying a plurality of types of identification information that can be individually identified. After variably displaying the variable display section, a display result is derived by stopping the variable display of the variable display section, and a winning can occur according to a display result combination that is a combination of the display results of the plurality of variable display sections. A plurality of derivation operation means (for example, stop switches 8L, 8C, 8R) operated to derive the display result combination. A prior determination means (for example, an internal lottery process by the main control unit 41) for determining a display result combination that allows derivation. When, in a specific state (for example, the AT state and BB), the determination result of the pre-determined means becomes a specific determination result, an operation procedure display means (for example, a process of executing a navigation effect by the sub-control unit 91) that displays a suggestion image (for example, an image indicating navigation notification) that suggests an operation mode corresponding to the specific determination result, and further includes: The predetermined effect (for example, a shutter effect) is executed in a state other than the specific state (for example, normal in the advantageous section).
[0350] Specifically, as shown in FIG. 22, when the set value L is set, the shutter effect is not executed in the second situation, and the shutter effect is executed in the normal advantageous section and the continuous AT effect, so that the navigation notification is not hindered.
[0351] (5) Further includes a set value suggestion means (for example, a process of displaying a result screen by the sub-control unit 91) capable of executing a set suggestion (for example, a set suggestion by a result screen) for suggesting which of the plurality of types of set values is set. When the special set value is set, the set value suggestion means does not execute the set suggestion (for example, when the set value L is set, a character 1 result screen is displayed).
[0352] Specifically, as shown in FIGS. 24 and 25, when the set value L is set, only the fact that the set value L is set is suggested, and by not suggesting that the normal set value is set, it is possible to prevent confusion among the players.
[0353] (5A) The set value suggestion means At a specific opportunity (for example, at the end of AT, an opportunity to display a result screen) When a set value other than the special set value is set, it is possible to execute the set suggestion including the normal set suggestion (for example, a character 1 result screen) that is most difficult to recognize which set value is set. When the special setting value is set at the specific trigger, the normal setting suggestion is executed while a setting suggestion other than the normal setting suggestion is not executed (for example, when the setting value L is set, the character 2 result screen, the character 3 result screen, and the character 4 result screen are not displayed, and the character 1 result screen is displayed).
[0354] Specifically, as shown in FIG. 25, when the setting value L is set, it is possible to prevent the player from being confused by displaying the character 2 result screen, the character 3 result screen, and the character 4 result screen other than the character 1 result screen.
[0355] (5B) The setting value suggestion means Among the plurality of types of setting values, when any of the setting values other than the special setting value is set, an individual setting suggestion (for example, display of the character 4 result screen) that suggests the set setting value can be executed, while when the special setting value is set, the individual setting suggestion is not suggested (for example, when the setting value L is set, a result screen that suggests that the setting value L is set, such as the character 4 result screen, is not displayed).
[0356] Specifically, as shown in FIGS. 24 and 25, it is possible to prevent the player from being confused by displaying an individual setting suggestion that individually suggests that the setting value L is set on the result screen.
[0357] (6) Further provided with extension control means (for example, life acquisition lottery processing by the main control unit 41) capable of executing extension control for extending the advantageous state The extension control means When the normal setting value is set, the extension control can be executed (for example, as shown in FIG. 43, when the setting values 1, 2, 4, 5, 6 are set, life can be granted). When the special setting value is set, the extension control is not executed, or the extension control is executed with a lower probability than when the normal setting value is set (for example, as shown in FIG. 42, when the setting value L is set, life is not granted).
[0358] Specifically, as shown in FIG. 43, when the setting value L is set, life is not uniformly granted, or life is granted with a lower probability than the normal setting value uniformly, so that the design regarding life granting in an advantageous state becomes easier.
[0359] (6A) The extension control means executes the extension control based on a predetermined probability (for example, the probability of life being granted shown in FIG. 43), after the extension control is executed, common control (for example, life number lottery shown in FIG. 44) is performed regardless of the set setting value, the predetermined probability varies depending on the plurality of types of setting values (for example, as shown in FIG. 43, the probability of life being granted varies for each setting value).
[0360] Specifically, as shown in FIG. 43, the design when executing the life number lottery becomes easier.
[0361] (7) Basic processing means for executing basic processing (for example, main processing by the main control unit 41 in FIG. 14), interrupt processing means capable of interrupting the basic processing and executing interrupt processing (for example, timer interrupt processing), interrupt prohibiting means for prohibiting the execution of the interrupt processing (for example, interrupt prohibiting processing by the main control unit 41 in FIG. 14), setting value updating means for updating the setting value (for example, setting key switch 37), and further includes the storage means (for example, RAM 41c) stores the set setting value in the first specific area (for example, A register) of the storage area, the setting value updating means An addition process of adding the set value stored in the first specific area (for example, the addition process of S118 in FIG. 27), A determination process of subtracting a specific value (for example, 6) from the set value after addition and determining whether the subtraction result is 0 (for example, the determination process of S119 in FIG. 27), When the subtraction result is 0, a regression process of setting the set value stored in the first specific area to 0 (for example, the regression process of correcting to 0 in S120 of FIG. 27) is executed, The interrupt inhibition means, A first interrupt inhibition means for inhibiting the execution of the interrupt process based on an interrupt inhibition command (for example, the interrupt inhibition process by the main control unit 41 based on an interrupt command), During the execution of any one of the addition process, the determination process, and the regression process, a second interrupt means for inhibiting the execution of the interrupt process even without the interrupt inhibition command (for example, the interrupt inhibition process due to the execution of a specific increment process) is included.
[0362] Specifically, as shown in FIG. 27, it is possible to automatically prevent the set value from being updated to an unintended value due to the execution of the interrupt process.
[0363] (8) Basic processing means for executing basic processing (for example, the main processing by the main control unit 41 in FIG. 14), Interrupt processing means capable of interrupting the basic processing and executing an interrupt process, Interrupt inhibition means for inhibiting the execution of the interrupt process (for example, timer interrupt processing), Data selection means for selecting a plurality of types of data according to a data selection value (for example, ceiling game number count value), Data selection value update means for updating the data selection value based on a predetermined condition (for example, in the advantageous section normally, the process of adding the ceiling game number count value by the main control unit 41) is further provided, The storage means stores the data selection value in the second specific area (for example, A register) of the storage area, The data selection value update means, An addition process of adding the data selection value stored in the second specific area (for example, the addition process of SI2 in FIG. 32), A determination process of subtracting a specific value from the data selection value after addition and determining whether the subtraction result is 0 (for example, the determination process of SI3 in FIG. 32), When the subtraction result is 0, a regression process of setting the data selection value stored in the second specific area to 0 (for example, the regression process of SI4 in FIG. 32) is executed, The interrupt prohibition means, A first interrupt prohibition means for prohibiting the execution of the interrupt process based on an interrupt prohibition command (for example, an interrupt prohibition process by the main control unit 41 based on an interrupt command), While any one of the addition process, the determination process, and the regression process is being executed, a second interrupt means for prohibiting the execution of the interrupt process even without the interrupt prohibition command (for example, an interrupt prohibition process due to the execution of a specific increment process) is included.
[0364] Specifically, as shown in FIG. 32, it is possible to automatically prevent the ceiling game number count value from being updated to an unintended value when the interrupt process is executed.
[0365] (9) Basic processing means for executing basic processing (for example, main processing by the main control unit 41 in FIG. 14), Interrupt processing means capable of interrupting the basic processing and executing an interrupt process (for example, timer interrupt processing), Interrupt prohibition means for prohibiting the execution of the interrupt process (for example, interrupt prohibition processing by the main control unit 41 in FIG. 14), Processing selection means for selecting a plurality of types of processing according to a processing determination value (for example, the number of bets) (for example, a process of selecting whether to perform a bet number setting process by the main control unit 41), A processing determination value update means for updating the processing determination value based on a predetermined condition (for example, a process of adding the number of bets when the 1BET switch 65 is pressed) is further provided, The memory means (e.g., RAM 41c) stores the processing determination value in the third specific area (e.g., A register) of the memory area, The processing determination value update means, a addition process (e.g., the addition process of SR3 in FIG. 34) that adds the processing determination value stored in the third specific area, a determination process (e.g., the determination process of SR4 in FIG. 34) that subtracts a specific value (e.g., 4) from the processing determination value after addition and determines whether the subtraction result is 0, when the subtraction result is 0, a regression process (e.g., the regression process of SR5 in FIG. 34) that sets the processing determination value stored in the third specific area to 0, and The interrupt prohibition means, a first interrupt prohibition means (e.g., the interrupt prohibition process by the main control unit 41 based on an interrupt command) that prohibits the execution of the interrupt process based on an interrupt prohibition command, a second interrupt means (e.g., the interrupt prohibition process due to the execution of a specific increment process) that prohibits the execution of the interrupt process even without the interrupt prohibition command while any one of the addition process, the determination process, and the regression process is being executed.
[0366] Specifically, as shown in FIG. 34, it is possible to automatically prevent the winning number from being updated to an unintended value due to the execution of the interrupt process.
[0367] (10) basic processing means for executing basic processing (e.g., the main processing by the main control unit 41 in FIG. 14), interrupt processing means capable of interrupting the basic processing and executing an interrupt process (e.g., a timer interrupt process), interrupt prohibition means for prohibiting the execution of the interrupt process (e.g., the interrupt prohibition process by the main control unit 41 in FIG. 14), advantageous state end means (e.g., the process of ending BB by the main control unit 41) capable of ending the advantageous state when the given game value reaches a specific number (e.g., 345 sheets) in the advantageous state, A remaining payout value update means (for example, the payout process by the main control unit 41) for updating the remaining payout value when the gaming value is granted, and further includes: The storage means stores the remaining payout value obtained by subtracting the total number of gaming values granted from the specific number in a fourth specific area (for example, the A register) of the storage area. The remaining payout value update means Performs a subtraction process (for example, the subtraction process of SD2 in FIG. 29) for subtracting the remaining payout value stored in the fourth specific area, And a determination process (for example, the determination process of SD3 in FIG. 29) for determining whether the remaining payout value after subtraction is less than 0. When the subtraction result is less than 0, an update process (for example, the update process of SD4 in FIG. 29) for setting the remaining payout value stored in the fourth specific area to 0 is executed. The interrupt prohibition means A first interrupt prohibition means (for example, the interrupt prohibition process by the main control unit 41 based on an interrupt command) for prohibiting the execution of the interrupt process based on an interrupt prohibition command, And a second interrupt means (for example, the interrupt prohibition process due to the execution of a specific decrement process) for prohibiting the execution of the interrupt process even without the interrupt prohibition command while any one of the subtraction process, the determination process, and the update process is being executed. Specifically, as shown in FIG. 29, it is possible to automatically prevent the remaining payout value from being updated to an unintended value by executing the interrupt process.
[0368]
[0369] (11) A basic processing means for executing basic processing (for example, the main processing by the main control unit 41 in FIG. 14), An interrupt processing means capable of interrupting the basic processing and executing an interrupt process (for example, a timer interrupt process), An interrupt prohibition means for prohibiting the execution of the interrupt process (for example, the interrupt prohibition process by the main control unit 41 in FIG. 14), A measurement means for measuring a predetermined period (for example, a 1-byte timer), Measurement result update means (for example, time counter update processing by the main control unit 41) for updating the measurement result of the measurement means every fixed time (for example, 2.24 ms), and further includes: The storage means stores the measurement result of the measurement means in a fifth specific area (for example, A register) of the storage area. The measurement result update means: Subtraction processing (for example, addition processing of ST4 in FIG. 30) for subtracting the measurement result stored in the fifth specific area, Determination processing (for example, determination processing of ST5 in FIG. 30) for determining whether the measurement result after subtraction is less than 0, When the subtraction result is less than 0, an update process (for example, update process of ST7 in FIG. 30) for setting the measurement result stored in the fifth specific area to 0 is executed. The interrupt inhibition means: First interrupt inhibition means (for example, interrupt inhibition processing by the main control unit 41 based on an interrupt command) for inhibiting the execution of the interrupt processing based on an interrupt inhibition command, Second interrupt means (for example, interrupt inhibition processing due to the execution of specific decrement processing) for inhibiting the execution of the interrupt processing even without the interrupt inhibition command while any one of the subtraction processing, the determination processing, and the update processing is being executed.
[0370] Specifically, as shown in FIG. 30, it is possible to automatically prevent the measurement result from being updated to an unintended value due to the execution of the interrupt processing.
[0371] [Modification example] The present invention is not limited to the above-described embodiments, and various modifications and applications are possible. Hereinafter, modification examples of the above-described embodiments applicable to the present invention will be described.
[0372] [Regarding the set value H] As described above, in the slot machine 1 of the present embodiment, the set value L can be set. It is configured.
[0373] In the slot machine 1 according to the modified example, it is configured to be able to set a set value H in addition to the set value L. FIG. 55 is a diagram for explaining the set value H. As described above, in the slot machine 1 of the present embodiment, as set values, it is possible to set six levels of values of 1, 2, 5, 6, H, and L. In the present embodiment, an example in which the set values 1, 2, 4, 5, 6, and L are generally set has been described. However, in the modified example, the set value H can be set instead of the set value 4. The set value that can be substituted for the set value H is not limited to the set value 4, and any of the set values 1, 2, 4, 5, and 6 may be used. FIG. 55 shows the expected value of the number of balls to be output in the entire period for each of the six levels of set values, the expected value of the number of balls to be output in the advantageous state, and the base.
[0374] As shown in FIG. 55, when the set value H is set, the expected number of winning balls in the entire period is AH, the expected number of winning balls in the advantageous state is BH, the base is CH, and the AT winning probability is designed to be DH. The expected number of winning balls in the entire period for each set value is such that AL is the smallest, AH is the largest, and the relationship AL < A1 < A2 < A5 < A6 < AH holds. That is, the set value H is the set value among set values 1, 2, 5, 6, H, and L for which the expected number of winning balls that can be given in all games including the game in the advantageous state is the largest. Also, the expected number of winning balls in the advantageous state for each set value is such that BL is the smallest, BH is the largest, and the relationship BL < B1 < B2 < B5 < B6 < BH holds. That is, the set value H is the set value among set values 1, 2, 4, 5, 6, and L for which the expected number of winning balls that can be given in the advantageous state is the largest. Further, the base for each set value is such that CL is the smallest, CH is the largest, and the relationship CL < C1 < C2 < C5 < C6 < CH holds. That is, the set value H is the set value among set values 1, 2, 4, 5, 6, and L for which the base is the largest. Furthermore, the AT winning probability for each set value is such that DL is the smallest, DH is the largest, and the relationship DL < D1 < D2 < D5 < D6 < DH holds. In the modified example, in terms of the AT winning probability, the set value L is designed to be the lowest among set values 1, 2, 5, 6, H, and L, and the set value H is designed to be the highest among set values 1, 2, 5, 6, H, and L, which is different from the slot machine 1 of the present embodiment.
[0375] FIG. 56 is a diagram for explaining the variation in the number of winning balls from the start of AT to the end of AT when the set value H is set. Since FIG. 56 is the same as FIG. 16, the same explanation will not be repeated. In FIG. 56, a normal distribution showing the variation in the number of medals paid out during the period from the start of the AT state to the end of the AT state when the set value H is set is similarly illustrated. The width SD1H of the normal distribution in FIG. 56 indicates the variation (standard deviation) in the number of medals paid out during the period from the start of the AT state to the end of the AT state when the set value H is set.
[0376] Referring to FIG. 56, the variation in the number of medals paid out when the set value H is set is the second smallest among the set values 1, 2, 5, 6, H, and L. That is, the width SD1H is narrower than the width SD1N and wider than the width SD1L. Also, in FIG. 56, only the set values 1, H, and L are compared, but the variation of the set value H is designed to be larger than that of the set value L and smaller than any of the set values 1, 2, 5, and 6.
[0377] FIG. 57 is a diagram for explaining the variation in the number of balls discharged during the entire period when the set value H is set. Since FIG. 57 is the same as FIG. 17, the same explanation will not be repeated. In FIG. 57, a normal distribution showing the variation in the number of medals paid out during the entire period when the set value H is set is similarly illustrated. The width SD2H of the normal distribution in FIG. 57 indicates the variation (standard deviation) in the number of medals paid out when a predetermined number of games are played during the entire period when the set value H is set. when a predetermined number of games are played.
[0378] Referring to FIG. 57, the variation in the number of medals paid out when a predetermined number of games are played with the set value H set is the second smallest among the set values 1, 2, 5, 6, H, and L. That is, the width SD2H is narrower than the width SD2N and wider than the width SD2L. Also, in FIG. 57, only the set values 1, H, and L are compared, but the variation of the set value H is designed to be larger than that of the set value L and smaller than any of the set values 1, 2, 5, and 6. This makes it easier to meet both the type test using the set value L with the smallest expected value and the type test using the set value H with the largest expected value.
[0379] [Regarding the base] In FIG. 15, it has been explained that the set value L is the set value with the smallest expected value and base for each state. However, in a modified example, the base of the set value L does not have to be the smallest. For example, even if the base of the set value L is designed to be the largest among the set values 1, 2, 4, 5, 6, and L, it is sufficient that it is designed to have a lower probability of transitioning to the AT state compared to the other set values. This allows the AL shown in FIG. <A1<A2<A4<A5<A6の関係が成り立たせることができる。
[0380] [About the shutter effect's occluded area] Figure 58 is a diagram illustrating a modified example of the shutter effect. As shown in Figure 58, the liquid crystal display 51 may include a performance area 52a and an information display area 52b. The sub-control unit 91 mainly performs performance by changing the image displayed in the performance area 52a, and displays fixed information related to the progress of the game in the information display area 52b.
[0381] In the shutter effect of the modified example, only the effect area 52a is obscured by the obstruction. That is, as shown in Figures 58(B) and (C), the information display area 52b remains displayed even after the shutter effect has started. In other words, the information display area 52b is displayed superimposed on the shutter effect. This prevents the shutter effect from obscuring information related to the progress of the game.
[0382] [Specific increment and decrement processing] In the present embodiment, an example has been described in which the value to be added or subtracted is stored in the A register. However, in a modified example, the specific increment process and the specific decrement process may be performed using a register other than the A register.
[0383] In addition, as an application for which specific increment processing is applied, for example, it can be used for processing when stage change is performed so as to cycle through stages A, B, and C in the normal advantageous section. RAM 41c stores information indicating which stage it is currently staying in. For example, RAM 41c stores "0" at a predetermined address when staying in stage A, stores "1" when staying in stage B, and stores "2" when staying in stage A.
[0384] When the main control unit 41 performs a stage change, it adds the value stored at a predetermined address of RAM 41c using specific increment processing. Thereby, it is possible to automatically prevent the value corresponding to the stage from being updated to an unintended value when an interrupt process is executed. Thus, the specific increment processing can be used for any cyclic control.
[0385] As described above, the embodiments of the present invention have been described with reference to the drawings. However, the present invention is not limited to these embodiments and it goes without saying that the present invention includes changes and additions within the scope without departing from the gist of the present invention.
[0386] It should be considered that the embodiments disclosed this time are illustrative in all respects and not restrictive. The scope of the present invention is shown not by the above description but by the claims, and it is intended that all changes within the meaning and scope equivalent to the claims are included.
Explanation of Reference Numerals
[0387] 1 Slot machine, 2L, 2C, 2R Reels, 7 Start switch, 8L, 8C, 8R Stop switches, 51 Liquid crystal display, 41 Main control unit, 91 Sub control unit.
Claims
Claim 1 A gaming machine capable of performing a game, comprising setting means capable of setting any one of a plurality of types of setting values, wherein the plurality of types of setting values include a special setting value, the special setting value is among the plurality of types of setting values, the setting value for which the expected value of the game value that can be given in all games including the game in an advantageous state when the setting value is set is the smallest, and among the plurality of types of setting values, the setting value for which the expected value of the game value that can be given in the advantageous state when the setting value is set is the smallest, and among the plurality of types of setting values, the setting value for which the variation of the game value that can be given in the advantageous state when the setting value is set is the smallest, suggestion means capable of executing special suggestion control for suggesting that the special setting value is set, and further comprising setting value display means for displaying the setting value, the setting value display means displays the normal setting values other than the special setting value among the plurality of types of setting values using numbers, displays the special setting value using characters other than numbers, has setting value storage means for storing the setting data value indicating the setting value, and the setting value storage means can store a value other than 0 as the setting data value indicating the special setting value, a gaming machine.
Citation Information
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